Tilt Brush and AR explorations (week 26)

Hazard, B. (2018) Jema working with TiltBrush in Bradford

R and M had not experienced Tilt brush before so it was exciting to see how they would react to being creative in 3dimensions but in a digital environment.

I had attempted to get use of the Uni's vive in Queens Street, but the technician had not had time to install it all properly yet and could not give a definite schedule for it being up and running, so we decided to just go ahead and pay for the session ourselves and B booked us an afternoon at VR Immersion, Bradford.

The company resides in a big, repurposed, but unprepossessing mill with camo netting on the walls, tuck shop behind the counter and a battered pool table in the corner, the headsets images projected onto pieces of chipboard painted white - not at all the hi-tech sci-fi facility one might have imagined, but then inside the headsets becomes the real world, and the outside environment simply a waiting room.

Tilt Brush is an extraordinary fusing of easy-to-use immediacy and sophisticated tools and effects. Like any tool therefore it is only as good as the person wielding it.

I can imagine it has a rather marmite reaction for artists, they either love it and find it's limitations magical opportunities or they hate it's pre-sets and 2D brushes in a 3D setting very disorientating.

I loved it, but I am not much of a 2D artist, so its 3 dimensionality is exciting for me. we found after about an hour we were ready to come out of the program though, but we were not working on anything specific, just experimenting.

No one suffered any particularly bad effects - a little dizziness upon returning to the real world, but that soon wore off.

Early VR had major problems with "lag" but most of these seem to be solved now... however general real world motion sickness affects 40% of the population already . It has been seen that VR that makes use of thrill experiences is likely to affect these people badly too.

As far as our VRToile concept goes, this is unlikely to be a problem , as it is a gentle, stationary environment (beyond those who already suffer when in a VR)

The controllers were effective handheld devices, the company owner told us these were the part of the set-up which tended to wear out fastest through use. We felt that some sort of haptic simulation would be great so you could feel the cloth, the tactile experience being key to understanding cloth and the way it moves and interacts with the body and space.

Comments

Popular posts from this blog

The Ecology of Culture

The Initial Pitch (week 25)

major project 2 (plans plans plans)