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Zero to Start VR Podcast: Unity development from concept to Oculus test channel
Former NASA AI scientist turned VR creative director and producer, Nathalie Mathe, has been pushing the boundaries of VR since the early days of the Oculus DK1 and DK2. From creating visual effects on blockbuster films like Total Recall, Fast & Furious6, Skyfall, and The Dark Knight Rises to directing and supervising cutting-edge VR projects for Google, Facebook, JauntVR and Condition One, Nathalie is a powerhouse of innovation and artistry.She's also the founder of NativeVR, an independent VR studio in California, and has taught VR & Immersive Media at UC Berkeley, Drexel University, and University of the Arts. She currently teaches at Northeastern University's College of Art, Media, and Design, in The Game Science and Design MS program at Mills College.On today's episode, Nathalie shares how her Hollywood work propelled her to the forefront of pioneering techniques in photogrammetry and 360 video to create groundbreaking entertainment and social impact stories—including U-Turn, her award-winning interactive VR comedy that raises awareness of the gender gap in tech.She takes us through the importance of transparency, ethics and scientific approaches to studying immersive tech and AI, and how following her intuition about the future has shaped her successful career. Plus Natalie offers her advice for aspiring creators looking to break into the rapidly evolving industry. You can support Zero to Start by subscribing on your favorite podcast platform, give us a rating, and share this episode with your community. Follow our podcast page on LinkedIn! Thanks for listening, happy installing! FEATURED LINK: Master of Science in Game Science and Design, Northeastern University, OaklandBLAST FROM THE PAST:VIDEO: Uturn TrailerVIDEO: Jaunt VR app trailerVIDEO: Oculus Developer Kit 2 trailerMORE RESOURCES:UnityUnreal EngineGodot Game EngineFoundary / Nuke VFX Software - Compositing, Editorial and ReviewTouch Designer by DerivativeCONNECT WITH NATHALIE:LinkedInCONNECT WITH SICILIANA:LinkedIn sicilianatrevino.com
All Things TechIE Podcast, Episode 104 where Justin is joined by a special guest, Jack McCauley. Jack designed and built the Oculus DK1 and DK2 virtual reality headsets, prior to the acquisition of the company in 2014 by Facebook for $2 billion. He holds numerous U.S. patents for inventions in software, audio effects, virtual reality, motion control, computer peripherals, and video game hardware and controllers. Jack was awarded a full scholarship to attend University of California, Berkeley where he earned a BSc., EECS in Electrical Engineering and Computer Science in 1986. He currently serves as an Innovator in Residence at Jacobs Institute for Design Innovation at UC Berkeley.
Batman: The Dark Knight Strikes Again, also known as DK2, is a 2001–2002 DC Comics three-issue limited series comic book written and illustrated by Frank Miller and colored by Lynn Varley, featuring the fictional superhero Batman. The series is a sequel to Miller's 1986 miniseries The Dark Knight Returns. --- Send in a voice message: https://podcasters.spotify.com/pod/show/rangerryan/message
- Từ năm 2019 đến nay, Chi đội Kiểm ngư số 2 đã điều động trên 500 lượt tàu tham gia thực hiện nhiệm vụ tuần tra, kiểm soát, bảo vệ ngư trường, khu vực biển được phân công quản lý, trọng điểm là vùng biển DK1, DK2 và các khu vực biển giáp ranh. Đó là thông tin tại Đại hội thi đua giai đoạn 2019-2024 của Chi đội Kiểm ngư số 2 vừa được tổ chức mới đây tại thành phố Vũng tàu, tỉnh Bà Rịa Vũng Tàu. --- Support this podcast: https://podcasters.spotify.com/pod/show/vov1tintuc/support
DK2: Dark Knight Strikes Again, ¿Es tan mala como la recordamos?, ¿Es peor?, ¿O la revaloraremos? Acompáñanos en esta revisión a ese cómic de inicios del Siglo XXI. The Dark Knight Returns de Frank Miller es una historia coral de Batman y del cómic de superhéroes estadounidense. Pero ya todos han hablado de ella, así que en el Club Comiquero de Lectura echaremos una leída a su secuela: Dark Knight Strikes Again, que Bill Finger nos agarre confesados. CLUB COMIQUERO DE LECTURA | DK2: Dark Knight Strikes Again ¿Por qué leer “Dark Knight Strikes Again”? Nuestra historia con Frank Miller. Algo de contexto de la obra ¿Qué onda con el color? Opinión general de DK2. ¿Qué pedo con el arte? El súper sexo. El ship de Wonder Woman / Superman. Los personajes ¿De que trata esta serie? ¿Qué quiere decirnos? Comentarios del chat y despedida. FICHA COVACHA Mesa: Isaac de la Rocha, Se Mixtli, César Castañón “El Enano” y Valentín García.Fecha: 8 de abril, 2024.Podcast, TimeStamps & Redes: Valentín García. Ñoñonautas es un podcast de la familia Covacha, donde reseñamos cómics publicados en México sin snobismo pero de forma seria, analizando el contexto del lanzamiento en su lugar de origen y en nuestro país. Suscríbete al Podcast de La Covacha en Spotify. Apple. Amazon Music. Google Podcast. I Heart Radio. ¡Conviértete en miembro del canal de YouTube desde $9 al mes, y ayúdanos a seguir creando contenido!
#oculus #oculusvr #podcast #toctw #virtualreality -OCULUS VR GARAGE TO A GLOBAL PHENOMENON Jack McCauley an Innovator in Residence at Jacobs Institute for Design Innovation at UC Berkeley, a Professor at UC Berkeley, Co-Founder of Oculus, an American engineer, hardware designer, inventor, video game developer, and philanthropist. Jack is best known for designing the guitars and drums for the Guitar Hero video game series, and as a co-founder and former chief engineer at Oculus VR. At Oculus, Jack designed and built the Oculus DK1 and DK2 virtual reality headsets. Oculus was acquired by Facebook for$2 Billion. McCauley holds numerous U.S. patents for inventions in software, audio effects, virtual reality, motion control, computer peripherals, and video game hardware and controllers. Jack was awarded a full scholarship to attend the University of California, Berkeley where he earned a BSc., EECS in Electrical Engineering and Computer Science in 1986. Jack has authored numerous research papers in the field of artificial intelligence (AI) and mathematical modeling of AI-based systems and is currently pursuing new projects at his private R&D facility and hardware incubator in Livermore, California. https://jackmccauley.com/https://www.linkedin.com/in/jack-j-mccauley-9237bb5https://twitter.com/jackmccauley1 Connect & Follow us at: https://in.linkedin.com/in/eddieavil https://in.linkedin.com/company/change-transform-india https://www.facebook.com/changetransformindia/ https://twitter.com/intothechange https://www.instagram.com/changetransformindia/ Listen to the Audio Podcast at: https://anchor.fm/transform-impossible https://podcasts.apple.com/us/podcast/change-i-m-possibleid1497201007?uo=4 https://open.spotify.com/show/56IZXdzH7M0OZUIZDb5mUZ https://www.breaker.audio/change-i-m-possible https://www.google.com/podcasts?feed=aHR0cHM6Ly9hbmNob3IuZm0vcy8xMjg4YzRmMC9wb2RjYXN0L3Jzcw Dont Forget to Subscribe www.youtube.com/ctipodcast
Stan Larroque is the CEO and co-founder of Lynx, a company creating the first all-in-one mixed reality headset. The Lynx R1 offers a unique VR device with good video-passthrough of the real world to create mixed reality experiences. Stan was inspired by the early Oculus device, the DK2, but wanted a better connection to the real world. As he finished his university education, he embarked on the journey to establish the leading European mixed reality hardware technology company. Along the way, he's received support from industry founders and insiders including Oculus founder, Palmer Luckey, and optics expert, Bernard Kress, of Microsoft and Google.In this conversation, Stan shares how his passion, a great team, and a few mentors have helped shape the company into Europe's leading mixed reality hardware company. Stan starts by laying the foundation for why he believes the Lynx approach to video passthrough is the right path for the market.Stan goes on to touch on:- the retention issue for VR devices, - why the fully-featured AR headsets such as Hololens will cease to exist, - his approach to establishing a contender to compete against Meta, - Lynx's approach to privacy, and- the opportunity and imperative of being based in Europe.You can find all of the show notes at thearshow.com. Please consider contributing to my Patreon at https://www.patreon.com/theARshow.
On this episode DK2 joins us for Libertarian talks and much more! --- Support this podcast: https://anchor.fm/businesspartypodcast/support
"Software architect, investor, entrepreneur. I love collaborating with great engineers to build SDKs, runtimes and tools that empower developers, while focusing on quality and ease of use. Interests include VR and graphics, AI, programming languages, compilers and longevity/biotechnology.Co-founder of Oculus, now a part of Facebook. Led development of Oculus PC Runtime and SDK for DK1, DK2 and Oculus Rift. Started Web VR team, including shipping of Carmel browser and React VR. Contributed to Caffe2/Pytorch as a part of Facebook AI team.Co-founder and CTO of Scaleform, sold to Autodesk, Inc. Led development of Scaleform GFx, the leading User Interface toolkit in games. Scaleform included GPU-accelerated vector graphics and a bytecode VM to enable playback of Flash content inside of game engines on PCs, consoles and mobile devices.Software architect, investor, entrepreneur. I love collaborating with great engineers to build SDKs, runtimes and tools that empower developers, while focusing on quality and ease of use. Interests include VR and graphics, AI, programming languages, compilers and longevity/biotechnology. Co-founder of Oculus, now a part of Facebook. Led development of Oculus PC Runtime and SDK for DK1, DK2 and Oculus Rift. Started Web VR team, including shipping of Carmel browser and React VR. Contributed to Caffe2/Pytorch as a part of Facebook AI team. Co-founder and CTO of Scaleform, sold to Autodesk, Inc. Led development of Scaleform GFx, the leading User Interface toolkit in games. Scaleform included GPU-accelerated vector graphics and a bytecode VM to enable playback of Flash content inside of game engines on PCs, consoles and mobile devices."https://www.linkedin.com/in/michaelantonov/https://twitter.com/_michaelantonov?lang=en
Jack McCauley, Co-founder and Former Chief Engineer of Oculus, talks with Tyler and Sophia about his background as an engineer, inventor and hardware designer. He touches on his time working on Guitar Hero and developing the Oculus DK1 and DK2. This is Part 2 of a two part series. Links: http://jackmccauley.com/ https://jacobsinstitute.berkeley.edu/mccauley/ LinkedIn - https://www.linkedin.com/in/jack-j-mccauley-9237bb5/ Twitter: @jackmccauley1 @tylerhgates @sophiamosh Visit the VR/AR Association at www.TheVRARA.com for more information about how you can get involved with this worldwide organization to help gain exposure and share ideas and best practices with other experts in the industry. Subscribe to the podcast wherever podcasts are found or listen to past interviews at www.TheVRARA.com/podcast
Jack McCauley, Co-founder and Former Chief Engineer of Oculus, talks with Tyler and Sophia about his background as an engineer, inventor and hardware designer. He touches on his time working on Guitar Hero and developing the Oculus DK1 and DK2. This is Part 1 of a two part series. Links: http://jackmccauley.com/ https://jacobsinstitute.berkeley.edu/mccauley/ LinkedIn - https://www.linkedin.com/in/jack-j-mccauley-9237bb5/ Twitter: @jackmccauley1 @tylerhgates @sophiamosh Visit the VR/AR Association at www.TheVRARA.com for more information about how you can get involved with this worldwide organization to help gain exposure and share ideas and best practices with other experts in the industry. Subscribe to the podcast wherever podcasts are found or listen to past interviews at www.TheVRARA.com/podcast
Esta semana le dedicamos el capitulo a uno de los grandes en la historia del comic, Frank Miller. Sin embargo, este capitulo se centrara en sus trabajos polemicos, desdel DK2 hasta el Holly Terror. Mas de nosotros en facebook donde recibiréis diariamente trivia interesante y curioso sobre Cine, televisión y cómics: https://www.facebook.com/losguardianesdegotham Podéis encontrar mas información sobre vuestra tienda de cómics favorita en siguientes paginas https://gothamcomicsmallorca.blogspot.com https://www.facebook.com/gotham.comics Si tenéis cualquier pregunta, idea o tema que queréis que revisemos nos podéis contactar: losguardianesdegotham@gmail.com
We’re delighted to have Tony Bevilacqua joining us today! Tony is the CEO and Founder of Cognitive3D, which is based in Vancouver, Canada. About the previous company that Tony founded Cognitive3D is the second company that Tony has founded. His previous company was focused on revenue optimization, and it had a very heavy analytics back-end, so they made a lot of decisions which were based on collected data, and the company helped its clients build a better revenue optimization. With his first company, Tony spent a lot of time working in the game space, and he had some early exposure to the Oculus DK1 and DK2. (The Oculus DK1 and DK2 were the very early development kits that Palmer Luckey created for the Oculus, which is a head-mounted display for virtual reality.) Founding Cognitive3D After selling his first company, Tony wanted to spin off and do something in the virtual, augmented, and mixed-reality space, so he ended up founding Cognitive3D late in 2015. From there, he started to construct a new way to visualize spatial outlooks. The different definitions of virtual reality, and what they mean Virtual Reality (VR) is when a user is wearing a head-mounted display that fully encompasses their field of view, and everything they see is computer-generated within the headset. Augmented Reality (AR) is a pass-through experience where the user’s world is augmented. However, AR does not necessarily influence or overtake the user’s field of view. Mixed Reality (MR) is when the user’s field of view is augmented with additional 3D items, objects, and experiences. A headset can also be a great vehicle for data collection Tony points out that if one thinks of the headset as a vehicle for data collection, it can provide a lot of great opportunities to understand both human behavior and human performance. How Tony went about developing the new, cutting-edge technology When Tony first encountered the capabilities of the new 3D technology, he saw it as a whole new opportunity to collect insights on how people interact. He understood games and entertainment well, and he was very excited about the potential that virtual reality held. He knew that by using it, he could build a product that could help game developers create even better content, so Cognitive3D started building out a platform for collecting spatial insights. Taking his new product to the market When Tony took his company's new product to market in 2016, he saw that plenty of game developers and entertainment companies were using it. And it was also being used for enterprise, with the two pre-dominant use cases being in consumer research, and training and simulation. By the beginning of 2017, Tony had fully pivoted his company towards enterprise uses, focusing on consumer research, and training and simulation. A study done with Kellogg’s A while ago, Kellogg’s introduced a new product to the market. They wanted to understand the different placements of the product on the shelf and how they could potentially influence users to notice it. So, Cognitive3D, working alongside with Accenture, Qualcomm, and InContext Solutions, built out a use case and scenario for them in the form of a two-cell study. The first cell was their traditional placements, and the second cell was in an alternate location that was suggested by the Cognitive 3D team, with the additional use of some signage. In the study, they discovered that although users purchased more products from an eye-level location, they still managed to create enough sales and visibility for the new product, without cannibalizing the rest of the brand category, when they placed the new product at a lower location. Tony explains that by placing the new product at a lower location, it left the premium display row open to generate sales in the way that it would normally do, and they also had the opportunity to introduce a new product.
DK vs Dk2, Black Hammer, Horizon
If you want to master something, teach it.” That's the old adage, and at Circuit Stream, the thinking is teaching XR helps you develop better solutions, too. Founder and CEO Lou Pushelberg created Circuit Stream courses to give companies the power to educate and empower themselves, and just make the whole XR ecosystem stronger. Alan: You’re listening to the XR for Business Podcast with your host, Alan Smithson. Today’s guest is Lou Pushelberg, founder and CEO of Circuit Stream. Circuit Stream’s story began in 2015 with Lou traveling around North America, connecting with developers, designers, and creators, pushing the boundaries of immersive experiences. Rather than try to build the next big application like everyone else, Lou saw a bigger need for education and training that could help propel the industry forward. From this journey, Circuit Stream’s 10-week online course emerged. Their education platform has reached over 25,000 students. They’re a Unity authorized training partner and their team of 20 people is giving professionals the skills they need to build value-driven XR experiences. They have three business divisions: education, software development, and their platform. To learn more about the great work that Lew and his team is doing, you can visit circuitstream.com. Lou, welcome to the show, my friend. Lou: Alan, thanks so much for hosting me. It’s a pleasure to be here. Alan: It’s my absolute honor. I’ve been watching the work you guys are doing. You’re basically one of the only educational institutions that are teaching people the practical hands-on skills on how to create XR. How did this come about? Lou: Well, I was working for another VR startup early in 2015. They were based out of Seattle. This was kind of the DK2 era — so early in VR’s history — and personally was inspired by a lot of the early pioneers, who were building some of the flagship VR content and titles that were coming out on the first wave of consumer hardware — so the Vive and the original Rift — and was basically looking for an opportunity and a need, where I could create value for the ecosystem and help accelerate the adoption of VR and ultimately of XR technology, and found that kind of service and value that I could provide to the ecosystem in education. Alan: So how did you begin? Where do you start with building a course for technology that’s emerging? Like, “Unity 101: here’s how to make a model.” Like, how did that– where do you even begin? Lou: [chuckles] Yeah, that’s a good question. So we began with a kind of a core philosophy that was, the only way to learn anything really in it — and especially this technology — was to get hands-on and just start building things. There wasn’t a playbook for VR and AR, there wasn’t a series of best practices at the time. They were kind of just beginning to emerge. So we really wanted to focus a lot of what we were doing around getting people into Unity and some of the other major engines, and just helping them start blazing their own trails by just building stuff and sharing it with people. That’s kind of been our MO and what we try to facilitate with all of the professionals, companies that we work with. So in kind of architecting the course in the beginning, we would go straight to the source. So you mentioned travelling across North America. I had basically booked a trip through what were the four biggest hubs down the West Coast. So starting in Vancouver and then heading south through into Seattle, San Francisco, and LA and in each XR hub, I would interview developers, sometimes from startups who were kind o
If you want to master something, teach it.” That’s the old adage, and at Circuit Stream, the thinking is teaching XR helps you develop better solutions, too. Founder and CEO Lou Pushelberg created Circuit Stream courses to give companies the power to educate and empower themselves, and just make the whole XR ecosystem stronger. Alan: You’re listening to the XR for Business Podcast with your host, Alan Smithson. Today’s guest is Lou Pushelberg, founder and CEO of Circuit Stream. Circuit Stream’s story began in 2015 with Lou traveling around North America, connecting with developers, designers, and creators, pushing the boundaries of immersive experiences. Rather than try to build the next big application like everyone else, Lou saw a bigger need for education and training that could help propel the industry forward. From this journey, Circuit Stream’s 10-week online course emerged. Their education platform has reached over 25,000 students. They’re a Unity authorized training partner and their team of 20 people is giving professionals the skills they need to build value-driven XR experiences. They have three business divisions: education, software development, and their platform. To learn more about the great work that Lew and his team is doing, you can visit circuitstream.com. Lou, welcome to the show, my friend. Lou: Alan, thanks so much for hosting me. It’s a pleasure to be here. Alan: It’s my absolute honor. I’ve been watching the work you guys are doing. You’re basically one of the only educational institutions that are teaching people the practical hands-on skills on how to create XR. How did this come about? Lou: Well, I was working for another VR startup early in 2015. They were based out of Seattle. This was kind of the DK2 era — so early in VR’s history — and personally was inspired by a lot of the early pioneers, who were building some of the flagship VR content and titles that were coming out on the first wave of consumer hardware — so the Vive and the original Rift — and was basically looking for an opportunity and a need, where I could create value for the ecosystem and help accelerate the adoption of VR and ultimately of XR technology, and found that kind of service and value that I could provide to the ecosystem in education. Alan: So how did you begin? Where do you start with building a course for technology that’s emerging? Like, “Unity 101: here’s how to make a model.” Like, how did that– where do you even begin? Lou: [chuckles] Yeah, that’s a good question. So we began with a kind of a core philosophy that was, the only way to learn anything really in it — and especially this technology — was to get hands-on and just start building things. There wasn’t a playbook for VR and AR, there wasn’t a series of best practices at the time. They were kind of just beginning to emerge. So we really wanted to focus a lot of what we were doing around getting people into Unity and some of the other major engines, and just helping them start blazing their own trails by just building stuff and sharing it with people. That’s kind of been our MO and what we try to facilitate with all of the professionals, companies that we work with. So in kind of architecting the course in the beginning, we would go straight to the source. So you mentioned travelling across North America. I had basically booked a trip through what were the four biggest hubs down the West Coast. So starting in Vancouver and then heading south through into Seattle, San Francisco, and LA and in each XR hub, I would interview developers, sometimes from startups who were kind o
RMTP、ごはんは科学、4キロの越後肉、挑戦してみたいのはフレンチ、週1,2で料理作る、COMP、時間の密度を上げる、MTG12~3件(1日)、食べ始めから終わりまでが体験、異世界転生系の漫画、バトルフィールド5、リアルタイムレイトレーシング、SAO、攻殻機動隊、シン・ゴジラ最高、新ウルトラマン説、ゲームの世界で暮らしたい、幼女戦記、まおゆう、経営者を極めて行った先にプリミティブな生活に行ってしまう、Minecraft、オキュラスリフトのDK2、古代オリエント博物館、3Dペン、3Dプリンター、アークサバイバルエボルブド、7days to die、Terarria、余暇時間の中で更にビジネスが生まれる、ブロックチェーンを使ったゲーム、パフォーマンスとデセントラライズドのトレードオフ、非中央集権、分散ハッシュテーブル、オーバーレイネットワーク、アドホックネットワーク、リベンチュアルコンシスセンシー、アマゾンQLDB、パナマ文書、PKI、知識証明、Tensorコア、ML Ops.、不正検知のアルゴリズム、などについて語ります。
Robert Sotak of Upper Arlington is a 91-year-old U.S. Navy veteran of World War II and the Korean War. Sotak was raised in St. Ann’s Infants Home and St. Vincent Orphanage, both in Columbus, after his father died of cancer and his mother of tuberculosis. He graduated from East High School in 1945 and enlisted in the Navy at age 17 that June. His two brothers already were in the Navy, and a sister’s husband died during a B-29 bomber mission over Japan. He first went to a naval training center in New York, where he served in the regimental headquarters. He next was shipped to a Staten Island berthing facility in New York City. He recalled that a ride on the Staten Island Ferry and New York subways cost a nickel each, and he was able to visit such spots as the Statue of Liberty and Times Square. Once in New York, he said, “I had a buddy from Cleveland I ran around with, and I only had $2.50 in my pocket and wouldn’t receive reimbursement for travel for two weeks. “I might add that I had the same job later and reimbursed personnel in two days,” he said. “I tried to be careful with the short funds. However, there was a gentleman who said he was a veteran and asked for a dime to get a cup of coffee. I gave him a dime, and he reached into his pocket and pulled out a handful of coins and placed the dime with them. “On another occasion, two women came up to us, and each asked for a quarter. We obliged. We just couldn’t resist in either case.” In June 1946, Sotak put his name in for re-enlistment and was about to be promoted to storekeeper second class when he learned he instead would be discharged in July. A month from his 19th birthday, he left active duty and entered the Navy Reserve. “While in New York, my buddy was a dancer, and I was a roller skater. We alternated dancing and skating,” he said. “When we went to the ballroom, I sat out while my buddy danced. We both roller-skated. “When I returned home, I got a job at $23 per week,” he said. “A few weeks later, I was informed that the government was looking for veterans. I went to the personnel office and was hired the same day at $75 every two weeks.” Swing and big band still were popular, and back in Columbus, Sotak began taking dance lessons at the Jimmy Rawlins Dance Studio, which operated for decades, mostly in Clintonville. “After finishing the advanced class, Jimmy offered me a teaching job, which I accepted,” Sotak said. “Eventually, we did weekly exhibitions in front of big-named bands, such as Kay Keyser, Sammy Kaye, Harry James, etc., at the Deshler-Wallick Hotel at Broad and High. I kept my government job while teaching, but I made more money teaching.” After the outbreak of the Korean War in July 1950, Sotak was called to active duty in September. After two weeks of disbursement training at Bayonne, New Jersey, he was stationed at the Great Lakes Naval Training Center in Lake County, Illinois. He was assigned to a disbursing office, and his work environment changed as an indirect result of a party held at Waukegan’s Veterans of Foreign War post. “The next morning, the disbursing office burned down,” he said. “One of the party members fell asleep on a cot in the ladies restroom while smoking. ... A temporary office was set up in the gymnasium. We worked seven days a week from 7 a.m. to 7 p.m. until about March 1951.” From there, he said, he was assigned to the special pay counter at the disbursing office’s new location in a gym. “This was my job until I was discharged in July 1952,” he said. “Gym life wasn’t very comfortable for us. We began standing guard duty, and for liberty, we were divided into (two groups) and alternated Sunday afternoons for liberty while working in the gym. “At Great Lakes, my responsibility was the special pay counter. One day a person came in all dressed in civilian clothes and asked for money. After getting his name, I went to the officer’s file but couldn’t find his pay account. I went to my commanding officer, and he looked up and said, ‘That’s the commander of the base.’ His file was kept in the very front by itself.” Sotak was allowed to return home to Columbus, but only married men were granted leave on Christmas. He had thought of staying in the Navy, and had sent all of his civilian clothes to his sister, who had a young friend who didn’t own many clothes. But he changed his mind about the Navy after learning that his rank would have been reduced from DK2 (disbursing clerk) to DK3 if he had stayed in. As a result, he had to spend all of his muster-out pay to buy new civilian clothes. When asked for his advice to veterans adjusting to a return to civilian life, Sotak said he had no problem adjusting because of being young when he served in both wars. “I learned you will have to leave your friends and meet new ones,” the Good Conduct Medal recipient said. “That’s what service was all about.” Sotak and his wife, Jane, have two children and four grandchildren. He retired from the Department of Defense in 1986 and is a member of the Knights of Columbus and the Society of St Vincent de Paul. This podcast was hosted and produced by Scott Hummel, ThisWeek Community News assistant managing editor, digital. This profile was written by Paul Comstock.
Hello and welcome to the Enter VR podcast! On this very special episode we are joined by Max Harper and Amedeo Mapelli, the founding team at Simmetri! Join us for a journey down the rabbit hole! SHOW NOTES: 40: What is Simmetri? 3:30 The initial point of inspiration for creating Simmetri 4:50 Integrating VR with Simmetri in the DK2 days. 9:30 Will VR ever become important for society, and to what degree? 11:30 Preventing/minimizing VR addiction in the future 18:00 How to view the current state of the internet as a blue print of what not to do with the metaverse 22:00 VR will one day magnify the shock and trauma caused by content created by malicious users in the aggregate. 28:00 How do you teach compassion with VR? 29:20 What will it take to make VR mainstream? 32:30 How to bring VR to schools 38:00 Engines are the future the internet. Where does Simmetri fit into this grand scheme? 48:00 How will AI and engines grow together over time. 52:00 What does the killer app of VR look like? 1:04:00 People are wired to become consumers, how do you rewire people to become creators instead. 1:10:00 Why should you try Simmetri? 1:16:00 How far can you push the Simmetri engine if you know how to develop 1:22:00 Sending a message to the year 2038. 1:26:00 Parting thoughts. 1:30:00 How to stay in touch with Max and Amedeo Thanks to Amedeo and Max for being true scholars and gentlemen of virtual reality and thank you for listening! Stay in touch with the links below: https://discord.gg/pTY3EsX https://twitter.com/simmetri max@simmetri.com amadeo@simmetri.com https://www.simmetri.com/ https://store.steampowered.com/app/547120/Simmetri/ https://store.steampowered.com/app/547280/Calcflow/
Recorded on 2017-03-30 For the fourth SVVR Expo, we talk about Palmer leaving Oculus, the first SVVR Expo, are there too many VR conferences, is VR easy to jump into now, sales, how SVVR is doing versus previous years, common mistakes VR startups make, turning an idea into a product, generation 2, our favorite things […]
Recorded on 2017-03-19 In our fifty eighth episode, we talk about Samsung Gear VR 3dof controller, social accounts and VR, Steam VR headset from LG, HTC closing phone factory, Oculus price drop, Matt gets touch, Vive accessories, Windows Holographic headsets, Steam Link, eye tracking, NVidia 1080 TI, VR games from GDC, Ripcoil, Roborecall, Mission ISS, […]
Recorded on 2017-01-22 In our fifty sixth episode, we talk about Vive add-ons from CES, sensor mounting options, smart phones, smart speakers, CamSoda OhRoma scent mask, freedom locomotion, Bob cancels his Virtuix kickstarter, AR in Action, NextVR, HypeVR, BlazeRush, Thumper, Rooms, Halt and Catch Fire, Eve Valkyrie, Small Radios Big Television, Rainbows End, and Overwatch
Recorded on 2017-01-22 In our fifty sixth episode, we talk about Vive add-ons from CES, sensor mounting options, smart phones, smart speakers, CamSoda OhRoma scent mask, freedom locomotion, Bob cancels his Virtuix kickstarter, AR in Action, NextVR, HypeVR, BlazeRush, Thumper, Rooms, Halt and Catch Fire, Eve Valkyrie, Small Radios Big Television, Rainbows End, and Overwatch
Recorded on 2016-11-13 In our fifty fifth episode, we are joined by dev and VR enthusiast Andreas aka BOLL, and talk about TPcast wireless VR for the Vive, Windows Holographic speculation, Sound Stage, VR Accounting, Feral Rites, Killing Floor Incursion, World War Toons, Lone Echo, No Man’s Sky, Climbey, VR The Diner Duo, Suicide Squad […]
Recorded on 2016-10-16 In our fifty fourth episode we are joined by VR porn star Ela Darling and talk about Santa Cruiz, Ela gets touch, Rock Band VR, Dead and Buried, Killing Floor, Cam4VR, Teledildonics, Social VR, Reverend Kyle, PSVR, Reality Virtually Hackaton, Bob’s Book Recommendation, and User Feedback
Recorded on 2016-10-07 For the Oculus Connect 3 Ubercast, we talk about Oculus social VR announcements, 360 cameras, Santa Cruiz headset, inside out tracking, Robo Recall, Arktika.1, Lone Echo, room scale, minimum spec, Daydream, PSVR, John Carmack keynote, and closing thoughts.
Recorded on 2016-08-28 In our fifty third episode, we talk about PokemonGo, Microsoft Hololens, Suicide Squad, GearVR, Rift & Vive platforms, Wand, NBC Sports 2016 Olympics on GearVR, DOTA 2 – The International 2016, Mountain Goat Mountain, Absolute deadmau5, Mobius Final Fantasy, GhostBusters Dimension Hyper-Reality Experience by The Void, Nosulus Rift, Bob’s Book Recommendation, User […]
Recorded on 2016-07-30 In our fifty second episode, Matt returns to give his Rift vs Vive review, and we talk about Vive controllers vs Oculus Touch, A Legend of Luca, Omega Agent, Spectacle VR, NVidia Fun House, Hover Junkers, Waltz of the Wizard, Sound Stage, MR Robot on Within, Stranger Things, Light Blade, Trials on […]
Recorded on 2016-06-25 In our fifty first episode, Jason gets a new PC and we talk about the major VR announcements from the E3 press conferences from Bethesda, Microsoft, PCGamer Show, Ubisoft, and Sony
Recorded on 2016-05-28 In our fiftieth episode, we list all the things that have happened since out last podcast and talk about Reverend Kyle departing RoadToVR, pascal, PC components, V, Daydream, mobile VR for B2B, making money in VR, our views on advertising and sponsorships, positional audio, what headset we use the most, and audioshield
Recorded on 2016-04-29 At the end of the SVVR Expo, we talk about the vibe of consumer launch, SVVR, our thoughts on Oculus, how our lives have changed since the first SVVR Expo, 360 cameras, current favorite VR games, headset hygiene, PSVR, Torus, STEM, mobile VR
Recorded on 2016-03-16 In our forty ninth episode, we talk about OptiTrack, PlayStation VR, Loading Human, BlazeRush, Time Rifters, Starwars VR stuff, Minecraft VR, Eve Gunjack, GearVR annoyances, Oculus Social Trivia, Werewolves Within, OpenVR, Meta 2, Hololens, and Minecraft on GearVR
Recorded on 2016-03-12 In our forty eighth episode we cross-cast with Reverend Kyle and talk about Jason complaining about STEM, being annoyed at misspelling words to put VR in them, Tactical Haptics, Project Torus, Hover Junkers, PSVR, Apple bashing, Rift VS Vive, Sisters, Kyle’s GDC agenda, and User Feedback
Recorded on 2016-03-06 In our forty seventh episode we talk about VR commercials, Vive Pre, Modbox, Water Bears, Space Pirate Trainer, Hover Junkers, Leap Orion, issues with hand tracking, MineCrift, permission issues, SteamVR Performance Test, and User Feedback
Recorded on 2016-01-22 In our forty sixth episode we are joined by Jon Hibbins from Psytech Games (Crystal Rift & Windlands) and talk about jump scares, Crystal Rift, VR in theme parks, on rails shooters, Kitchen, multiplayer, our predictions on Valve produced content for the Vive, different types of inputs, we don’t want a gazillion […]
Recorded on 2016-01-15 In our forty fifth episode, we talk about the Oculus Rift pre-order pricing, PSVR, Vive Pre, super powers in VR, some non-VR games we’ve played lately, Windlands, user feedback, and Gear VR
This episode is all Oculus. As early adopter of the DK2 we have some pretty big opinions on the commercial release. Virtual Reality is not dead, but it's not a day one adoption for us.
The Oculus Rift and it's consumer release has become the topic of conversation since they announced the $599 price tag. With this price tag the internet got angry, and people got angry at the internet(people whom are also on the internet). Accusations of why people were angry got tossed around and everyone pointed fingers, myself included. But, I wanted to at least try to clarify my stance as an Oculus user and early adopter of the DK2.
This episode is all Oculus. As early adopter of the DK2 we have some pretty big opinions on the commercial release. Virtual Reality is not dead, but it's not a day one adoption for us.
This episode is all Oculus. As early adopter of the DK2 we have some pretty big opinions on the commercial release. Virtual Reality is not dead, but it's not a day one adoption for us.
Recorded on 2016-01-03 In our forty forth episode, we talk about GearVR, Eternal September, consoles, Steam controller, Oculus Touch, managing expectations, crowdfunding, STEM, Samsung rink, Oculus Rift consumer release, CES, excercise machines, tesla suit, Windlands, Elite Dangerous, Kapture, past Boston VR Dev & regular meetups, No Man’s Sky, user feedback, games we’re playing, and stuff […]
Recorded on 2015-11-07 In our forty third episode, we are joined by Reverend Kyle and talk about a bunch of nonsense, e-cigs, Vive, Ela Darling, we all turn our webcams on and show stupid toys to each other, Cilia, TechnoLust, Sixense, Nod, VRGO, Theta S, firsts in VR are probably not, GIF pronunciation, Matt plays […]
Recorded on 2015-10-08 In our forty second episode, Jason jumps across the pond to attend Oculus Connect 2. We talk about OC2 community party, the beach house, Proto Awards, Oculus Connect 2, Jason gets a GearVR and goes on a shopping at Frys, Minecraft, the rest of the talks, Altspace, roomscale vs standing 180, Bullet […]
Recorded on 2015-09-18 In our forty first episode, Jason gets a Vive and we talk about TheBlu, Job Simulator, Tiltbrush, Aperture Robot Repair, Fruit Slash VR, Jason going to Oculus Connect 2, Vive shortcomings, how the touch controllers compare to the vive controllers, OC2 predictions, /r/vive kerfuffle, user feedback, Driving Home with Rev. Kyle, GTA […]
Recorded on 2015-08-13 In our fortieth episode, we celebrate Left-Handers Day and talk about Time Clickers, new phones from Samsung, Meta, OSVR, Virvana Totem, Jason is going to Oculus Connect 2, Boston VR Dev meetup, MergeVR, Gameface, Nvidia buys Ouya, Matt buys a new video card, USB type C, Windows 10, crowdfunding, I Expect You […]
Recorded on 2015-07-17 In our thirty ninth episode, we celebrate our one year anniversary and talk about social media, London Vive jam, the Vive, theBlu, Tiltbrush, VRMT, Jason tries a GearVR, are 360 videos VR?, a look back at the last year, Portal Stories Mel, Windows 10 release soon, Irish slang, and user feedback
Recorded on 2015-06-30 In our thirty eighth episode, we talk about Matt getting a new phone, game jams, smart watches, hardware kickstarters, Fallout 3 pipboy edition, Vive setup, Steam and the Steam Box, some new headsets, social VR, The Void, and Matt reminds us about his feelings about mobile VR
Recorded on 2015-06-16 In our thirty seventh episode, we talk about video cards, our reactions to E3 game announcements, StarVR, Oculus Touch, Cyberith Virtualizer, Stompz, future HMD feature predictions, Trewgrip keyboard, Gameface, Meltdown, and mod supported Minecrift
Recorded on 2015-06-11 In our thirty sixth episode, we talk about the Step Into the Rift event, what HMD we’d recommend, OSVR, STEM, and more about the Step Into the Rift event
Recorded on 2015-05-16 In our thirty fifth episode, we talk about GearVR being anti-left-handed, Oculus suspending OSX and Linux support, pre-SVVR, mobile VR game jam, eMagin, retro computing hardware, Matt’s making a new game, Portcullis 2, Oculus minimum system specs, Otoy contest, Konami changing to a mobile focused game company, and Kickstarter ranting