AR/VR Final Video/questionnaire

VR Trailer:

Questionnaire feedback:

Do you feel the story of the video is engaging?

  • yes
  • Yes!

How original do you feel the story is compared to other game trailers? Explain

  • – Sort of original, I feel like it has been done before
  • – Quite original though I didn’t know what the story involved as the player was just looking around rather than interacting with the environment

–  Response –

In the future, we’ll try to add something more special to make the trailer more independent and original.

Does the sound fit the trailer? Explain

  • Yes the audio fits the trailer well
  • Yes, works very well with the atmosphere

How does the background look? Explain

  • The backgrounds were well made
  • Colourful and detailed, would be interesting to see another world in Arcadia

Would you interested in buying this game after watching the trailer?

  • Yes
  • NO

Out of 10 how well do you feel the visuals hold up?

  • 8/10
  • 8/10

Out of 10 how well do you feel the graphics help the story?

  • 8/10
  • 8/10

Overall I feel the trailer looked good but what could be improved is maybe adding moving scenery and wildlife and making the user feel like they are in the world better. Also, we could clean um the keying to make it crispier.

Questionnaire: \/

https://goo.gl/forms/4J8ddExMnmEPOt193

 

AR/VR Editing Development

The first thing Rokas did in after effects were to import all of the files and them in order. Since me and Rokas did the 3D landscape we had to import the stills into the editing software. On the landscape, there was a lot of shadows which were put in on Maya when making the 3D landscape. Some of the clips with me irl didn’t match the lighting of the 3D made the world so we changed it in layers modes from Normal to Screen (located in the composition tab on the bottom left). In addition to that, he changes the size of the IRL greenscreen scenes to make the fact that I actually in the game more believable.

Once I exported the clip from Adobe After Effects, I then imported it into Adobe Premiere Pro, where I would then add in the sound that was found and made by Liam. As the audio was very jumbled in the clip I created in After Effects I got the audio from the original clip and put it over the top. A few of the clips audio levels were quite high compared to the rest so I had to decrease the volume using Volume> Levels. This stage wasn’t difficult as I had worked with syncing audio with video before in my ‘Warburtons Advert’ and ‘Film Noir Trailer’.Image result for after effects

AR/VR Green Screen

When filming using a greenscreen it is quite an easy process that people use a lot in filming, adverts and much more media of that sort, doing this usually make the video more appealing to you and the effects to the video. But before you add the visual effect or anything of that sort the green screen should be properly removed. I will be using adobe after effects as it has proper tools to easily remove the green screen and can clean up any noise.

The credit for development of the bluescreen is given to Larry Butler, who won the Academy Award for special effects for The Thief of Bagdad. He had invented the blue screen and travelling matte technique in order to achieve the visual effects which were unprecedented in 1940. Blue screens are used in place of green screens because it’s generally easier to chroma-key. The colour is softer than in a green screen. However, green screens are still more commonly used because of multiple reasons. One of them being the fact that some people like to wear blue clothing.

How I used the Keylight plugin for after effects:

Click on the green screen video you have to make it active in Adobe After Effects. Click on “Effect,” “Keying” and “Keylight.” This plug-in effect for Adobe After Effects that automatically comes with the software. Click on the Effect Controls tab. Then you should select the “Eye dropper” icon next to the Screen Color option. Click on a section of the green screen towards the middle of your video. Click on “View” and select “Status.” Here you can see any parts of the green screen that were not removed. These areas will appear white and gray around the object. Increase the Screen Grain until the outer edges of gray and white disappear and you see just the shape of the object.Screen-Shot-2012-12-02-at-11.47.08-PM.png

This is how to use the colour key effect:

First, you should Click on the video layer to activate it. Go to “Effect,” “Keying” and select “Color Key.” Click on the Effect Controls tab in the top left of the software. Scroll down until you find the Color Key Effect. Click on the eyedropper tool next to the Colour option. Click on the green screen in the Composition Window. Most of the green will disappear. Move the Color Tolerance slider and adjust to remove similar shades of green or darker areas that were cast from shadows and lighting. Adjust the Edge Feather option so that the objects in front of the green screen will blend into the background without rough or glowing edges. Play a preview of the video to ensure that the green screen does not appear throughout the complete timeline. Adjust the Edge Feather and Color Tolerance as needed.Image result for green screen in moviesImage result for green screen in movies

AR/VR History/Timelines

A brief history of VR:

The first two real attempts of VR was in 1993 and 1995 as both big gaming companies at the time Nintendo and sega both were trying to get into the VR world respectively. Sega’s VR headset would have been on the Sega Genesis console, unfortunately, due to the technical limitations, the headset was a huge flop. After that Nintendo’s Virtual boy to the scene as the first ever portable console with 3D graphics and again due to the colour not showing properly and a lack of software support it was difficult to use and soon after was discontinued.

VR development kind of died down a bit for at lease 15 years but as computer technology advanced so did the technology capable of working a VR headset. Recently companies like Google have released interim virtual reality products such as the Google Cardboard, a DIY headset that uses a smartphone to drive it. Companies like Samsung have taken this concept further with products such as the Galaxy Gear, which is mass produced and contains “smart” features such as gesture control. Nowadays there are so many companies fighting for the top spot in VR technology constantly getting smarter and more advanced the main hitters at the moment are Oculus Rift, Valve corporation, and HTC, Microsoft as well as Sony Computer Entertainment.

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A brief history of AR:

Some people could easily go further back in time to find examples of information overlays that were layered on top of the real life, the first evidence of real life with computer-generated information occurred in the 1960s. Ivan Sutherland can be credited with starting the field that would eventually turn into both VR and AR. In 1965, he postulated the ultimate display in an essay that contains the following famous quote:

“The ultimate display would, of course, be a room within which the computer can control the existence of matter. A chair displayed in such a room would be good enough to sit in. Handcuffs displayed in such a room would be confining, and a bullet displayed in such a room would be fatal. With appropriate programming, such a display could literally be the Wonderland into which Alice walked.”

Advances in computing performance of the 1980s and early 1990s were ultimately required for AR to emerge as an independent field of research. Throughout the 1970s and 1980s, Myron Krueger, Dan Sandin, Scott Fisher, and others had experimented with many concepts of mixing human interaction with computer-generated overlays on video for interactive art experiences. Krueger, 1991, in particular, demonstrated collaborative interactive overlays of graphical annotations among participant silhouettes in his Videoplace installations around 1974.

 

Nowadays AR has advanced so much that the Microsoft HoloLens was shipped last year for a full AR experience.

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AR/VR Logo Development

Liam and Elliot were tasked to create a logo for the group, they spent most of their time working on the virtual reality logo design. Liam spent most of his time working on different varieties of one logo, that was supposed to be the final concept, nevertheless, a brand new concept was introduced and brought forward a better design and backstory to it, although this was a huge plus for the concept artist team, but it also met with time loss, I believe we should have planned the idea and consequently solidified the concept before setting out on the design process.

 

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Designed By Liam

 

 

AR/VR Promo filming development

This post is for updating the blog on how up to date we are with the filming process of the promo trailer. Fortunately, we finished filming yesterday, 6th march, we completed the scenes we filmed in front of the green screen and the scenes we used a plain room for.

For the first scene, we shot it was in one of the spare rooms at college, it’s a small office we could use as a test room for the story. Each shot in this area would be, the first shot is the main character coming into the room by coming up the starts whilst looking nervous the walks in the room, the second shot is the main character is coming into the room, the third shot is the character sitting down then the second character the scientist walks in and places a box down in front of the main character where the have a few lines of dialogue and the scientists walk out and the main character puts the headset on. We shot every part of the scene multiple times so we can pick the one we feel is most effective.  For this scene what I think went well is that we’re getting across the story and that the virtual experience will get across better, for what didn’t go well is that the way and angles we filmed at weren’t what I had imagined, but hopefully it’s for the best.  I feel that it could have been improved if we had a full equipment list like a boom mic, a higher quality camera, and a light source this would bump up the production value and overall make it look higher quality.

The second scene, this is entirely a green screen scene of the main character in the virtual world experiencing the wonders of it for the first time, each time the main character does another new movement it changes the environment for example from a forest to an ocean. Again we filmed this scene multiple times to ensure we had the clips we needed. What I think went well was the smoothness of the scene and how it was taken as it basically was what I wanted to shoot, what didn’t go so well was that some of the shadows from the lights were quite hard to get rid of whilst filming. To improve this again I would use some better equipment to increase the quality of the video.

Overall I feel it went well and now we can start editing together to make it look even better basically we are in post-production now so it the final stretch but we still have a lot to do.

 

 

AR/VR Planner

In our group, there are 5 people including myself: Elliott, Rokas, Josh, Liam

The assignment began week starting 20th February –

 Monday 20th February- Research : Concept of AR/VR –

  • Produce a historical timeline of AR/VR in fiction and visual media. (Me,Elliott, Rokas, Josh & Liam)

Tuesday 21th February- Research : Game Concept –

  • Devise a game concept and from this chose which story mechanism your promo will follow – investigate a range of media where AR/VR is used. (Me,Elliott, Rokas, Josh & Liam)

Wednesday 22nd February- Research: Treatment & Visual Identity –

  • Produce a story idea in the form of a Treatment
  • Research your ideas for a visual identity, look at visual references for scenes, props and characters. (Me,Elliott, Rokas, Josh & Liam)

Thursday 23rd – Sunday 26th- Research: Finish any remaining research tasks and go over research tasks completed to make sure they are to good standard.

Monday 27th February- Asset Production: Generate Ideas-

  • Generate drawings, images, photos, and found materials of ALL the assets you intend to use in your promo. This will include scene, character and props that will appear in your production. (Me,Elliott, Rokas, Josh & Liam)

Tuesday 28th February- Asset Production: Graphics

  • Consider graphics and titling to be used in your promo, collect examples of font and designs for logos. (Me,Elliott, Rokas, Josh & Liam)

Wednesday 1st March- Asset Production: Gathering Assets

  • Produce scans, animations, live footage, 2D/3D and stop-motion animation, gameplay and collect internet and copyright free material of the assets that you will use in your promo. (Me,Elliott, Rokas, Josh & Liam)

Thursday 2nd March – Sunday 5th March- Asset Production: Soundtrack

  • Generate a soundtrack and sound effects using Garageband, Audition, live instruments, etc. If using spoken word produce a script and record this narration using industry standard techniques. (Me,Elliott, Rokas, Josh & Liam)

Monday 6th March – Prepare Files : Organisation

  • Organise and label files into the correct folder structures using industry techniques for naming conventions. (Me,Elliott, Rokas, Josh & Liam)

Tuesday 7th March – Prepare Files: Storage Device

  • Store these files onto the correct storage devices.(Me,Elliott, Rokas, Josh & Liam)

Wednesday 8th March – Prepare Files: Editing Visual Assets

  • Manipulate and edit the visual assets using background and motion effects (including chromakey techniques), filters, transitions and titling. Use After Effects and Premier Pro. (Me,Elliott, Rokas, Josh & Liam)

Thursday 9th March – Sunday 11th March – Prepare Files : Audio

  • Manipulate and edit the audio assets to fit the visual edit. Use Garageband, Audition, recorded narration (ADR) and Foley. (Me,Elliott, Rokas, Josh & Liam)

Monday 12th March – Prepare Files : Final Edit

  • Edit both Video and Audio assets to create a final edit, output these to the correct compression settings for: a) Youtube/Vimeo web streaming upload. b) In-game video. (Me,Elliott, Rokas, Josh & Liam)

Tuesday 13th March – Prepare Files : Final Promo

  • Upload the promo to the desired destination (YouTube and/or Vimeo)
  • Check for colour grading and studio quality and adjust values to suit purpose.
  • Feedback from a test screening
     (Me,Elliott, Rokas, Josh  & Liam)
 Until 27th March go over all work to make sure it is distinction level standard and make sure everyone in the group is happy with the final result and each of their inputs have been heard.

AR/VR Research & Development

VR

VR or Virtual reality is to put the user into an immersive world that replicates a real environment, the concept is to remove the sensory input from the real world and use the auditory and visual signals to allow the virtual world to take over and become the temporary environment. more than 70 years ago, we saw the development of the first simulation device, the first form of interactive multimedia theater, and the first head mounted display (HMD) and the use of virtual reality in the field of human-computer interaction (HCI). This was first invented back in the late 60s by Ivan Sutherland where he made a HMD system that linked with a projector that was suspended from a ceiling where the user was able to see simple wireframe computer generated graphics.

AR

Rather than immerse the user in a new landscape this new technology, called augmented reality, blurs the line between what’s real and what’s generated by computers by enhancing what we see, hear, feel and smell. On the spectrum between virtual reality, which creates immersive, computer-generated environments, and the real world augmented reality is closer to the real world. Augmented reality adds graphics, sounds, haptic feedback and smell to the natural world as it exists. Both video games and cell phones are driving the development of augmented reality. Everyone from tourists to soldiers, to someone looking for the closest train stop can now benefit from the ability to place computer-generated graphics in their field of vision.

 

VR in gaming:

Keep Talking and Nobody Explodes- This is a game where you work with a friend to defuse a bomb, player one wears the VR headset whilst player two uses a manual to defuse the bomb. communication is key in this game as it heavily relies on speech to progress in the game.

Resident Evil 7: Biohazard- This horror game allows you to experience the story of resident evil in vr. You sit down and use a control the game using a controller, the VR function doesn’t have much purpose except looking around and of corse is scarier. This game used a demo of the full game using the same villains to promote the overall story with I feel really help promote the game.

Batman: Arkham VR- This game is a mix between a story and a game, you move through the story and use the controls to find out who murdered Nightwing. This visual storytelling was really effective in how it told batmans story and show how messed up he is.

VR in movies:

Tron- The son of a virtual world designer goes looking for his father and ends up inside the digital world that his father designed. He meets his father’s corrupted creation and a unique ally who was born inside the digital world.

Matix- In the matrix, it shows humanity being captive to a world of alien robots keeping us imprisoned by a virtual world. This shows VR in a creepy light, but in this world, the people that know of the captivity or the people who are in the real world can bend the rules of the virtual world against the rules.

The Lawnmower man- The eccentric Dr. Lawrence Angelo puts mentally disabled landscaper Jobe Smith on a regimen of experimental pills and computer-simulated training sequences in hopes of augmenting the man’s intelligence. In time Jobe becomes noticeably brighter and also begins to fare much better with the opposite sex. But, as he develops psychic powers, he realizes that those around him have taken advantage of his simplicity his whole life, and he plots a bloody revenge.

VR in books:

Neuromancer- William Gibson’s Neuromancer with this cyberpunk classic using its virtual reality as the way in which console cowboys enter cyberspace or ‘the Matrix’. Gibson’s worlds mix hacking with virtual environments and there are augmented reality notes in there as well. As well as artificial intelligence, ROM-saved consciousness copies of now-dead people and one of the most fascinatingly complex heroes in modern fiction and you have a must-have read for those looking to what comes next.

Hitchhiker’s Guide to the Galaxy- Douglas Adams’ Hitchhiker’s Guide to the Galaxy opens with a man deciding to lay in front of a digger, and remains one of the most brilliantly written comedic novels of all time. Yet the sci-fi ideas within Hitchhikers are also sublime, and virtual worlds are a big part of some of the plot. When the Earth is destroyed, a virtual simulation of the Earth is created to finish the mice/highly intelligent pan-galactic beings’ calculation, and when Zaphod Beeblebrox steps into the Vortex he comes out entirely unscathed because he actually enters in a virtual world created around him.

Better than Life- The Rob Grant/Doug Naylor book contains one of the most brilliantly realised comedic looks at VR and what it says about us. For the hero Lister, VR heaven is idyllic ‘It’s a Wonderful Life’ world where humanity and empathy rule; for Rimmer, it is gloss and money and power – something that he manages to corrupt utterly and make himself thoroughly unhappy.

VR in TV:

Some tv shows mention VR like in “black mirror” but tv hasn’t really had any VR-based shows.

Benefits of using VR:

Disabled people can really benefit of, of VR and AR technology, not only does the user have tremendous experiences feeling all the sensations and virtual settings but if disabled the user can undergo, experiences that they have never encountered before such as walking climbing. We can even go as far as proposing that the Akouphone or Hearing aid invented in 1898 by Miller Reese Hutchison, was a form of augmented reality as the microphone that was transmitting audio into the hearing impaired user was able to create a sensation that was impossible to be achieved by the ear alone – sound and thus allowing the user to experience reality aided by a technology. This can also be said about voice aids and possibly even glasses. VR and AR technology can be used in more than video games such as the architecture, to view the final construction, medical field to aid in surgery, educational systems to help tutor students and the military have implemented the technology into their vehicles.

AR/VR Sound development

Natural ambient sound:

Natural sound is a must have in this production as the person using the VR heads set will be going to different terrain and each terrain will have different ambient sounds like leaves blowing in the wind, water and birds for example. I have collected sounds from local packs and water streams to get a feel for the natural environment and what to and what not have in the game. In the park audio there are a lot of birds chirping and the distant sounds of cars but in the actual game, there aren’t any cars so they won’t be any of those. I also looked up audio one websites like youtube and freesound to try to get other ideas for the sound to add into the game for reference and ideas.

Background music:

I’m still not fully sure if there will be any background music in the game as I feel the moment of development we are in that the natural sound could be enough but until we’re into post production I won’t know as we could make something work to add over the top or slide in underneath of the promo. If I was to add music in I would make the music go with the scenery, for example, happy music for a wooded area,  light and relaxing music for an area with water and maybe slightly deeper and dark tone for night time so the player really feels immersed wherever he or she is.

https://soundcloud.com/krepie/fantasy-theme

This Soundcloud mix was produced by Liam, it closely resembles old video games first levels with its soft tune and calm nature, these are usually used to ease the player into the game to learn how to get around.

AR/VR Treatment/Story Development

Story Development:

The story starts with the main character, we’ll call him John, John is in an older building for a test group for an unknown product he is expecting a normal sized group as that’s what test groups normally are. The scene starts with the camera on the door, John opens the door and goes in then sits down. A second later a man in a lab coat walks in and places the box down in front of I’m on a table. Just after the box is placed on the table John asks “Wheres the test of the test group” when the scientist quickly replies “You are the test group” then walks out the room leaving John in there alone with the VR goggles. There is a voice over the top of the room coming from a speaker, it’s the scientist that walked in, he says “John, please could you put on the headset,” John looks at the headset nervously and continues to put the headset on. As soon as the headsets on he is warped into another world the world of VR, looks around experiences the worlds, then takes it off. The scientist speaks again “How do you feel John”, John sits there panting then just smiles.

Treatment:

The working title is VR Experience we are going with this name because we haven’t thought of a fully fleshed out name so we’re sticking with this at the moment. This short promo will be an advert about a VR headset, this also is a very very short film as the promo is mainly about the person’s experience with virtual reality. The overall target audience would be towards adults and late teens as the product will be quite expensive in price so most young folk wouldn’t have the money and would most likely treat it badly, also  I’ve done some research into virtual reality and the age range of people who are most likely to buy them and adults etc where this people who bought most. The main character is a nervous man going to a test group to make some quick money and is uneasy about everything but when he experiences VR for the first time and comes out he’s like a whole new person full of life showing how fun virtual reality is. The first set of scenes in the first room when the man first experiences VR we will need lighting, camera, sound and the VR headset as a prop and maybe a lab coat for the scientist, the shot set will be when the man opens the door and goes in the camera will be looking at the door coming from the outside going in, then the camera will be in the room, then next set of shows will be entirely in front of a green scene as the man’s in the virtual space, again we will need to get lighting, a camera, sound (boom mic) that will cover those shots. For audio in the VR world there maybe some themed background music but 100% there will be ambient noise such as a breeze and birds chirping for example. I feel this is a good idea for the project as it shows a man becoming happy again and that from the experience it gave in happiness also I feel that this trailer will keep the audience watching because of its strange nature and the interest to find out what’s going on will happen, to make this I will need to learn more about Maya to create the virtual worlds so the modelling of the world then converting it to a polygon state is something I will need to work on. Some of the problems that we may encounter are that we might not find the perfect place to film the opening scene and the 3D work not being to scratch but we can work on that when it comes, we will most likely finish the 3D work when we get to post production. The only thing we may have to buy would be the lab coat the scientist wears as the equipment like the camera sound and the VR headset we can borrow from the college.

Storyboard:

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