CS-SCI-FI Atrium design
This VR environment represents a design for the new CS building atrium that provides a tour through some of science's most familiar forms of teleportation
The new atrium takes advantage of the Spaceboard (levitating hoverboards) concepts and provides three elevated platforms. Each has an individual theme from sci-fi, where a form of teleportation was introduced. In doing the tour of the environment we'll use VR's own teleportation to travel between the platforms and explore the themes and contents.
The first platform is Star Trek themed (based on classic 60s -80s Star Trek) and fetures a huge spinning logo badge above the platform, the Captain's Chair, and the drinks dispenser actually 'beams' the drink up with the familiar sounds from the show (and some help from particle systems). Notice also the plan drawing of the USS Enterprise on the carpet.
The next, Doctor Who-themed platform features a life-sized Tardis (drink dispenser), and a couple of K9 toys on the table. Pulling the Tardis door handle will teleport a 'Who" drink frm another dimension. If you borrow the Sonic Screwdriver from the table (after unsucessfully asking the man for it), you can use it in the door lock and get your own sonic screwdriver to take with you. This will also trigger a time vortext in the carpet, so it's best to leave soon.
The third platform is from the game 'Portal' where the player can create holes in walls that act as portals to other walls. Pressing the big red button will dispense a Companion Cube out of the ceiling companion dispenser. Watch out for the robotic turrets, do not thrip their laser beams.Note also the carpet and wall have the erie concrete look from the game, and the cahirs have the spider legs of the robots. Throw the cube into the portal an you'll see it pop out down the corridor, and then just jump into the portal to land next to it.
Head down to the ground now and turn off the lights to close down the Atrium. Now push the center of the "Don't Panic" poster (Hitcher's Guide To The Galaxy) and a large lever will appear. Pull the lever and a large UIC decorative sphere heads down and a door opens up in it and reveals the new CAVE III - showcasing another form of teleportation.
Once inside CAVE III, on your Spaceboard, turn the wheel and it'll take you through four virtual worlds. In the last one you can take off on the Spaceboard and head into the landscape.
See the video below for more.
Download the apk from the github link onto a local harddrive.
Ensure your VR headset is set to develop mode, or ready to accept non-registered APKs.
Install the APK through your headset's software (ie. Occulus app) or using the Sidequest app.
Run the app.
You can walk or teleport.
Use middle finger squeeze to pick up objects, index fingers to ride up or down on the Spaceboard.
Unity Source Code
Download the full respository from the github link.
Install Unity Hub and install Unity version 2021.3.6f1
Install VRTK v4 Tilia Package Importer through the Unity Asset Store
Open the project you downloaded, using Unity Hub (Project > Open > Add project from disk).
Open the scene 'AirboardStore' in Assets/Scenes folder
Edit and experiment as needed
To write out an ATK, first go to File/Build Settings/ to choose which platform (choose Android for Oculus sets)
Under File/Build Settings/ Player Settings, create a new or updated company name, product name and version number.
Then in File/Build Settings/File/ select Build & Run if headset is connected or select Build to save a local file.
Here is an overview list of built/imported files and sounds.
All imported builds were chosen over other options based on low poly counts, to minimize framerate issues. My own builds were simplified as much as possible.
Generally the FPS maintained well above 30, dipping only slightly below 30 on occasion. The fourth world in the CAVEIII was probably the biggest drain on resources, sometimes getting as low as 20 FPS.
HUUUUUGE spinning
Star Trek logo
Beaming up drinks
Captain Kirk's chair
Blueprint of USS Enterprise
Sophie flying though the lobby
Annie hangs on to her board as it flies through the Atrium
The TARDIS
Sonic Screw Driver and mini K9
Deep in conversation
Pull the door handle and a can of 'Who' beams in.
Put the sonic screwdriver in the keyslot and it produces a new sonic screwdriver.
Time Vortex carpet
The Portal port - made using cut-out front surface, with a live camera projection onto a block behind it.
Portal Turret -not very friendly.
Portal concrete
The dispenser button
The dispenser and landing pad.
Tables and chairs were modified to match the robot legs
15ft half-pipe secured to the wall above the walkway, for the Spaceboards
'Side Pipes' up there too
Switch off the lights and activate the poster to bring down the UIC orb
The UIC orb comes down and opens to reveal CAVE III hidden inside
The next scene puts the board and its wheel inside a huge sphere, with a 360 image projected to the inside.
This is world 1, along with seaside sounds
World 2 cityscape (Miami) with the sounds of Chicago.
World 3: Inland stream and frogs
In world 4, the user can fly on the Spaceboard anywhere in the landscape (using controller buttons to steer).
Three types of tree - the simpler ones were kept further back.
The landscape was made using Unity's terrain tool
Architects have used computer graphics for walk-throughs or fly-throughs for many years, and we often see TV show home renovators make use of similar graphics to preview how new interior or exteriors would look. Decades earlier, architechts would present their work through (marker) renderings of specific views and scale models. However, the feel of volume and spatial properties are hard to imagine on a flat screen or a miniature model. This is where the immersiveness of VR can make a huge difference. A virtual walk-through (albeit with teleporting) will give the feel of being inside the space, and allows the user to get a much more accurate impression of the look AND the feel.
Given that MR devices are soon to become increasingly accessible, it would follow suit that such architectural walk-throughs would also become popular. Some companies already specialize in providing VR tours of realty, generally using 360 cameras, but increasingly also provide virtual 'digital twins' of the buildings for use in VR and allow the potential buyers to wonder around as they choose. Of course while they experience the space and the look of the building, they are not able to assess the quality (or lack thereof) or wear and tear. But seeing as many homeowners purchase buildings in far-off locations, being able to conduct initial virtual walk-throughs is not just a time-saver but could also provide insights into buildings that websites otherwise would not have -especially as the potential buyer is free to roam around.
As the availability of headsets, 3D software and scanning methods increases I can also imagine 3D tours of property rentals -or AirBnB rentals would also become commonplace - at least because without it, it would be hard to compete with others who do. The general public could also share their own apartments and homes with distant family, or capture their existing home for future memories, just a s we do with photos. For this latter example, 360 cameras may be enough to capture the feel of any room, and while it would be viewed immersively in a VR headset, the viewer would be stationary and not need to actively explore like in the architecture and realty examples above.
VR tours could also be useful for other spatial previews, such as at a vaction destination, hotel or resort. The immersivenss of VR is ideal for getting a sense of a space, and there appears to be many applications where this could become the standard way of previewing a remote or yet-to-built structure or spaces.