Unity Flapper Bird Pre-Work

This process should take around 15 minutes depending on your download speed.

Step 1: Download and Install the Unity Hub (available on Mac and PC)

  1. Download the Unity Hub here.
  2. From your Downloads folder, double-click on the Unity Hub Setup file to begin the installation.
  3. Agree to Unity Terms of Service and follow the instructions to install Unity Hub.
  4. Open Unity Hub for the first time.

Step 2: Download and Install Unity Version 2021.1.16f1

There are many different versions of the Unity software, as its developed and released over time. During this workshop, we’ll be using version 2021.1.16f1.

  1. In the Installs tab, click Add to add a new Unity version.
  2. Choose 2021.1.16f1.
  3. Choose to install Visual Studio (for Mac or PC) and Android Build Support. (very important!)
  4. Accept any necessary terms and conditions and begin installation.

Step 3: Create a Unity ID

  1. From the Account menu in the Unity Hub, click to sign in.
  2. If you already have an account, sign in. Otherwise, you can create a new Unity ID.

You may receive a notice about needing to activate a license. You can do this under the settings menu (click the cog in the upper-right corner). From there, you can click “License Management” in the menu and choose a personal license.

Select “Unity Personal” and “I don’t use Unity in a professional capacity.”

Step 4: Download the Workshop Project

Download this file. Extract the file.

Step 5: Watch this Short Tutorial

This video will walk you through some key Unity concepts that will make the workshop more useful for you.

This Month in XR: August Summary Post

This Month in XR is Studio X’s YouTube channel. One episode will be uploaded at the end of each month to give you a closer look into some of the cool things that are going on in the world of XR. The findings we share will be different each month and can range from exciting XR developments in higher ed to new VR games to information about software updates.

This post is a summary of July’s This Month in XR vlog. For full content, see the video here!

Facebook Researchers Show “Reverse Passthrough” VR Prototype for Eye-Contact Outside the Headset
Link to Original Article

When you put yourself into a VR headset, you are separating yourself from the world around you. Those around you no longer know who or what you are looking at. Facebook took initiative from this problem and is now in the process of creating their all-new “Reverse Passthrough” VR prototype that would allow people to see the users’ eyes while they are in the headset. By making use of light-field displays mounted on the outside of a VR headset, the system aims to show a representation of the users’ eyes that is both depth and direction accurate.

An additional article by facebook is linked below for more detail about their research. https://research.fb.com/blog/2021/08/display-systems-research-reverse-passthrough-vr/

As of right now, this is all still very experimental and there is no word on a release date.

Niantic Acquires 3D Scanning App Scaniverse
Link to Original Article

Niantic announced that they acquired Scaniverse, an app for iPhones and iPads that can scan objects and environments in high-resolution 3D. The app will not be removed from the App Store and will continue to function as a standalone app. Niantic removed the yearly subscription feature to make some of the features, such as higher-resolution processing and exporting models to 3D software free.

How HTC Vive Accidentally Created Mo-Cap Tech 10 Times Cheaper Than the Industry Standard
Link to Original Article

When the HTC Vive was initially released, motion capture trackers only existed in the controllers to capture basic hand movements, as is standard in most VR headsets. In March of 2021, they released the third edition of the Vive Tracker ecosystem and the Vive Facial Tracker. The film industry has been looking at and using these technologies for their production, as the trackers can be placed to hands, feet, and the waist to fully encapsulate the range of human motion. Another fun usage of the Technology was by the newly created International Dance Association, the first-ever VR Dance community, who use the technology to hold dance battles in VR Chat.

Full Body VR Controller AXIS Launches Kickstarter
Link to Original Article

The concept of virtual Taekwondo was introduced several months ago, using Singapore-based tech company Refract Technologies’ full-body motion capture system AXIS. AXIS Stands for Active XR Interface System. On August 18th, the Company launched an official Kickstarter campaign for its wireless full-body controller. The technology is so realistic that it even gained the attention of the World Taekwondo Federation who is now working alongside the company to organize an official virtual sports program.

INSIDE FACEBOOK’S METAVERSE FOR WORK
Link to Orignal Article

Facebook is in the process of creating a new app for the Oculus Quest called Horizon Workrooms. Its features allow up to 16 people in VR and 34 people over video call to interact in the same space. A desktop companion app can allow you to share your computer screen while you are in VR and allow it to appear in the Virtual Space. A concern states that some of the processes are clunky, such as getting into the workroom, and even some of its features like the whiteboard and personal drawing pad. Workrooms is still under development, however, so keep a lookout for it on the Horizon.

XR@UR

Studio X Space Opening Soon!

Studio X, the University of Rochester’s Hub for Extended Reality Technology will be opening later this month! The space will be located on the first floor of Carlson Library. Studio X will foster a community of cross-disciplinary collaboration, exploration, and peer-to-peer learning that lowers barriers to entry, inspires experimentation, and drives innovative research and teaching in immersive technologies.

Once the space opens, students will have access to a wide range of XR technologies such as the Oculus Quest 2, Microsoft HoloLens, 360 Cameras, 360 Audio Recorders, High-end computers, and more. Most of the technologies the space has to offer can either be used in the space or rented out for several days at a time. In addition to technologies, we will also begin running a variety of workshops to teach the University community about XR technologies. These workshops will include things like an Introduction to XR as a whole, Intro to Blender, Intro to Unity, and more to help people get started on their innovative journeys.

Ayiana Crabtree
Ayiana Crabtree

Karp Library Fellow, XR Research

This Month in XR: July Summary Post

This Month in XR is Studio X’s YouTube channel. One episode will be uploaded at the end of each month to give you a closer look into some of the cool things that are going on in the world of XR. The findings we share will be different each month and can range from exciting XR developments in higher ed to new VR games to information about software updates.

This post is a summary of July’s This Month in XR vlog. For full content, see the video here!

T-REX snags grant to launch new ‘extended reality’ facility
Link to Original Article

An innovative and entrepreneur development facility in St. Louis Missouri, T-REX, received a grant to launch a new facility that focuses primarily on advancing innovation in the field of XR technologies.
The assistant secretary of commerce for economic development said that the grant will allow their company to “align academic, government and industry partners to develop new XR technologies, foster remote learning, and create opportunities for business events designed to spur economic growth in the industry.”
The new lab will provide technological equipment, resources, and expertise to those wanting to innovate in the AR and VR fields.

GIGXR Awarded Phase II SBIR Contract to Develop Extended Reality (XR) Simulation Training for Air Force Academy
Link to Original Article

GIGXR, a provider of immersive learning solutions for leading universities and medical systems around the world, received a Phase 2 Small Business Innovative Research contract to develop XR simulations for the Air Force Academy.
The application, dubbed HoloChem, will use mixed reality to engage students while also taking them through the base principles of learning in a true chemistry lab.

How Astronauts Are Using VR & AR Aboard The ISS
Link to Original Article

Astronauts are using a  variety of XR technologies to help assist in a range of tasks such as maintenance, science experiments, and other various jobs on the ISS. One flight engineer used AR technology through a modified version of the Microsoft HoloLens to research “fundamental and quantum physics at extremely low temperatures.”
The Japan Aerospace Exploration Agency utilizes VR technology to conduct physics tests to see how astronauts visually translate motion in microgravity.

Oculus’ New Experimental API Blends Virtual Reality With Your Real-World Surroundings
Link to Original Article

Facebook has begun working with a new application called Passthrough API that will allow Oculus Quest 2 users to play some MR games. The software allows applications on the headset to blend reality with the games, while also allowing the player to toggle the opacity of the MR they are experiencing.
Facebook has made it clear that the Passthrough API will not have access, view, or store any images of your physical environment, for the safety of the user.

Immersive Tech Brings the Tokyo Olympics To Life At Home
Link to Original Article

As we are still seeing effects of the pandemic, most people were unable to travel to see the Olympics. the NBC Olympics VR app will be broadcasting several events live using stereoscopic 360 to make people feel as if they are really there.
Event organizers are also working with True View from Intel to allow viewers to experience events from any angle they wish. Those who are able to attend in person have the option of AR headsets for the swimming events that broadcast detailed race information during certain competitions.

Virtual Reality Game Improves Patient Stillness for MRI
Link to Original Article

Matthew David Hall and the Reimagine Well team creates a pre-MRI VR game that is used to get patients used to the stimuli that an MRI presents. The three levels get progressively harder and longer, progressing from black and white to color images. The patient’s goal is to keep the crosshairs within the bounds of the circle.
The game not only helps patients get accustomed to the noises of the MRI, but also allows the doctors to gauge how long a patient will be able to stay still for during the exam.

Ayiana Crabtree
Ayiana Crabtree

Karp Library Fellow, XR Research

Dream University Challenge: Public Voting

promotional banner for the Dream University Challenge. There is a design on the left of a person reclining on a half moon and looking into the sky. The person is wearing headphones, and there is a sketch of Rush Rhees Library in the background. On the right at the top are the Studio X, River Campus Libraries, and iZone wordmarks. Underneath is the text, "Dream University Challenge. Submit your space for a chance to win a prize."
promotional banner for the Dream University Challenge. There is a design on the left of a person reclining on a half moon and looking into the sky. The person is wearing headphones, and there is a sketch of Rush Rhees Library in the background. On the right at the top are the Studio X, River Campus Libraries, and iZone wordmarks. Underneath is the text, "Dream University Challenge. Submit your space for a chance to win a prize."

Please join us in celebrating the work of the teams who participated in the Dream University Challenge. Click on their posts below to read more about their projects, explore their creations in Mozilla Hubs, and then vote on the four categories listed below.

Team Submissions

UR Haven

  • Miguel Yakouma
  • Koshala Mathuranayagam
  • Joey Chan
  • Sophea Urbi Biswas

Dream Rush Rhees

  • Siladitya Khan
  • Carolina Lion He
  • Sydney Santiago
  • Debamitra Chakraborty

Navigating Hubs

Some tips and tricks for exploring the virtual worlds created by the Dream University Challenge teams.

Vote

Vote for your favorite room in the following categories:

  • Most Creative Concept: Acknowledges the strength of a concept, even if it wasn’t fully realized in the model. See descriptions for UR Haven and Dream Rush Rhees.
  • Most Desirable Campus Space: What space would you like to see on campus?
  • Most Out of the Box: Encourages crazy big bold ideas.
  • Most Likely to Facilitate Connections: Highlights the project that is most successful in thinking through how we connect and creating a practical virtual environment.