Virtual Reality Internet Browser

JanusVR is a three dimensional web browser that parses a special format of markup in order to create three dimensional scenes. These spaces are synchronized between clients through a master server, as to deliver the same experience to many users at once. This experience differs from other metaverse applications due to its ability to recieve content from any remote server. This browser is most widely known for its support for the Oculus Rift and HTC Vive. This scene was contructed with HTML and aims to explore 360 filmmaking with a platform in internet metaverse world building.

Tango (formerly named Project Tango in-testing) is a technology platform developed and authored by Google that uses computer vision to enable mobile devices, such as smartphones and tablets, to detect their position relative to the world around them without using GPS or other external signals. This allows application developers to create user experiences that include indoor navigation, 3D mapping, physical space measurement, environmental recognition, augmented reality, and windows into a virtual world. In Neural Path we created Tango scans of the Tobias character later laced with artificial neural networks (see below) and the environment in the scene prior to create a smoother virtual transition of the room the user was just in. 

A neural network is a computational model based on the structure of a biological neural network; artificial neural networks have the ability to "learn" by being fed more and more data over time. The particular way we used it is through an art technique known as inception. In Neural Path, we used inception fed with Picasso's Girl Before A Mirror with our two characters within the scene created in JanusVR. Deep Dream software, which finds and enhances patterns in images by a process known as algorithmic pareidolia was pioneered by Google and was originally code-named inception after the film. Click below to read more about inceptionism.

360 video provides the easiest way to view and create virtual reality. 360 video captures take the equirectangular captures from multiple cameras in a rig and stitches them together in post production to create a sphere, compared to room scale where you can wander through a space that (most of the time) must be created in a game engine. 360 lends itself to experiencing content in one spot within a bubble and can be viewed through any mobile device with the help of Google Cardboard or Samsung GearVR. We explore different rigs and utilize the parameters of the space to tell a story. Collaborations include the use of other camera rigs such as specialty POV head rigs that SilVRthread utilizes for their productions. Traditional equirectangular film uses a forced perspective unlike 360/VR that allows the user to choose perspective through their gaze. To expand the process we also film using blue/green screen to capture elements to input into a generated 360 CGI world done in post production or a world build in JanusVR. Later we add animated overlays to certain areas of the space (such as the ceiling) to add to the sense of depth in the 360 bubble.

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