This is where you can follow the development of our project: a small diary in which we'll show you the progression of our work, update you on events we'll participate to, post some article about our research in Virtual Reality or simply some insights on how we make things work.
The only way to say it is that IT WAS A BLAST.
We want to thank AESVI and ICE for giving us the oppostunity to participate with the Italian Pavillion.
What to say? It was incredible, we always had a queue and the feedback on the demo has been super positive! Soon we’ll have the first hands on reviews: Meanwhile a cool picture of us!
We finally finished our demo: Right on time for GAMESCOM 2106.
Here’s the trailer:
We are super Excited to finally present this to press, publishers and the general audience!
We’re looking forwart to publish it, meanwhile we hope you enjoy the trailer!
It is April 2016, Virtual Reality (VR) seems to have finally arrived. It has been a long exciting road, pure fun I believe. We reached the consumer market, all of us together, enthusiasts, evangelists, developers, backers, all of us.
It is a new paradigm for entertainment, education, industry in general. The founding stones have settled and now the journey of discovery truly begins. Content is king and it will morph in surprising, unexpected ways. And I cannot wait.
We have been given a huge responsibility as consumers and developers to help shape this emerging new reality. From input methods, to applicability of the medium the path is unclear and full of possibilities.
One of the first challenges ahead, present in this first VR generation seems to be the problem of artificial locomotion. The technology arriving at our doors allows for seamless tracking and movement within the boundaries of our real physical space. But we want to explore, we want to expand our boundaries, roam free. And it is this freedom that we need to enable when developing new locomotion systems.
This is the intro video done in collaboration with the Master Art Class of Big Rock school!