Project by ECAL/Simon de Diesbach
Tutors: Alain Bellet, Gael Hugo, Christophe Guignard
Assistants : Karian Foehr, Matthieu Minguet, Mathieu Rivier, Sylvain Meltz
ECAL / University of Art and Design, Lausanne Switzerland
Bachelor Media & Interaction Design
Film edited by Fragment.in ecal.ch + vimeo.com/channels/ecalmid
OccultUs is an installation that exploits the potential of the Occulus Rift technology and offers an absorbing virtual reality display. It immerses the user in a sensory experience that mixes two distinct realities: the palpable, steady and concrete world, overlapping another virtual reality, simulated in three dimensions like a video game.
At the beginning of the experience, users are individually invited to sit among a set of strange and abstract machines and to take hold of the Occulus Rift. At that point, the participant may feel uncomfortable: surrounded by machines and facing the opening screen of the Occulus Rift, he or she sits in the middle of an intriguing installation.
To proceed with the experience, users are invited to follow on-screen instructions. As they may have forgotten about the machines, one of them suddenly launches. We are now at the heart of the OccultUs interactive installation.
The virtual landscape projected in the Occulus Rift is constituted of a series of rooms of minimalistic design. Inside of these, a strange machinery comes to life, activated by the user's gaze.
The interest of the experience lies in this dynamic interplay between the virtual and the surrounding physical animations.
OccultUs is an innovative installation. Users find themselves at the core of a hybrid space, where images and sound, though originating in heterogeneous realities, coincide. Stuck between two worlds, their perception is challenged.
The OccultUs experience requests users' participation in a double way: as the leading actor of the piece, but also as an integral part of it by becoming the object of other spectators' attention.
OccultUs is a young project. The number of machines is limited for now. However, the objective is to increase their number and hence the diversity of sounds, in order to give a larger dimension to the experience.
PaperDude VR is built in Unity with 3D assets created in 3D studio and textured in Photoshop. The KickR sensor detects the speed of the bike and has the ability to provide programatically controlled resistance. The KickR communicates speed and cadence through bluetooth to a nearby iPad which updates our app over OSC.
The Oculus Rift VR headset lets you look around your scene in a full 360 degrees and allows you to focus your newspaper aim. The Kinect controller tracks the positions of your hands and arms, and detects the paper-throwing gesture.
Globacore creates custom branded videogames and interactive exhibits.