“Paperboy VR” puts a user in a virtual town where the objective is to deliver newspapers to various landmarks. The bike\u2019s front wheel is locked, while the back wheel rotates as the person pedals. Photo by John Peters, Texas A&M University Division of Marketing and Communications.<\/figcaption><\/figure>\n\n\n\nOne of the VR attractions was a bicycle video game. \u201cPaperboy VR\u201d was created by students Kaityln Carmona, Evan Delagarza, Marina Trevino and Sydney Bertrand. The user gets on the bike and wears a VR headset that puts them in a virtual town, where the objective is to deliver newspapers to various landmarks.<\/p>\n\n\n\n
The more newspapers delivered, the higher the score. The bike\u2019s front wheel is locked, while the back wheel rotates as the person pedals, said Carmona, a senior Visualization student.<\/p>\n\n\n\n
A controller connects to the user\u2019s leg to track the rotation for them to move around the environment, Carmona said. Additional hand controllers attached to the bike\u2019s handlebars are used as a trigger system to throw newspapers in the box that randomly spawns throughout the game\u2019s environment, she said.<\/p>\n\n\n\nUsers can move around an ocean cave as a deep-sea scuba diver in the VR experience “Deep Dive.” Photo by John Peters, Texas A&M University Division of Marketing and Communications.<\/figcaption><\/figure>\n\n\n\n\u201cDeep Dive,\u201d a VR experience guided through the deep sea, was created by Joseph Shumway, Jared Yost, Emmanuel Tabb and Taylor Null. Participants are given a VR headset and hand-held triggers that immerse them in a virtual ocean experience.<\/p>\n\n\n\n
Shumway, a senior computer science student, said the participant goes through a tutorial before moving around the ocean cave as a deep-sea scuba diver.<\/p>\n\n\n\n
\u201cYou have a flashlight attached to your right hand, so you can look at the dark areas and explore a bit,\u201d Shumway explained. \u201cAs you get used to the controls and exit the cave, you will see a lot more of the environment including kelp, coral and fish, and there is a big shark that looms around.\u201d<\/p>\n\n\n\n
Shumway said the deep-sea project aimed to re-create an experience not everyone can participate in.<\/p>\n\n\n\n
\u201cThis project is really awesome to show people things they couldn\u2019t see before,\u201d he said. \u201cVR is a great way to do these things and give that ability to someone who may not be able.\u201d<\/p>\n\n\n\nThe interactive exhibit \u201cOdyssey\u201d was designed for children to experience the biomes of the world. Photo by John Peters, Texas A&M University Division of Marketing and Communications.<\/figcaption><\/figure>\n\n\n\nAn interactive exhibit titled \u201cOdyssey,\u201d designed for children to experience the biomes of the world, was created by Callie Hanna, Aubrie Stromberg, Avery Burns and Emily Sawyer. Hanna, a junior Visualization student, said the group wanted to use technology to engage children in learning.<\/p>\n\n\n\n
\u201cOur goal is to get kids away from the screentime that is so prevalent in their lives right now,\u201d Hanna said. \u201cKids spend three to 7 1\/2 hours on screens like phones and iPads. We wanted to bridge that gap with our own method of technology to connect them back to playing outside in nature.\u201d<\/p>\n\n\n\n
The project utilizes a large interactive screen with slideshows of different biomes that have moving parts. Sawyer, a senior Visualization major, crafted a globe that a child could spin, and as it spins a new biome appears on the screen. The group curated an audio track to play nature sounds for each biome and added graphics and informational materials for the children to read.<\/p>\n\n\n\n
Yuqing Cao, a junior computer science student, and her group created \u201cOB,\u201d a VR experience that promotes health education for nursing students. The user, wearing a VR headset and hand-held triggers, is put into a home-visit scenario with a pregnant woman. The students test the mother\u2019s temperature and heart rate, and can check on the baby, Cao said.<\/p>\n\n\n\n
On the fourth floor of Langford C, undergraduate and graduate students presented their work in a research symposium. Two students received award recognition by a panel of emeritus professors: Natalya Abrahamian for the undergraduate award and Graciela Camacho for the graduate award.<\/p>\n\n\n\n
The screening segment of the event brought in a full house to Geren Auditorium as students, family and friends gathered to view animated shorts, web applications, video games and still-life images. Among the short films screened were those developed through the Summer Industry Course in animation: \u201cStuffed<\/a>,\u201d \u201c Cluck\u2019d Up<\/a>,\u201d \u201c Requiem<\/a>\u201d and \u201c Farewell<\/a>.\u201d The full show can be viewed on YouTube<\/a>. <\/p>\n\n\n\nAndersen Wood, a junior Visualization major and the lead student technician for the show, said this year\u2019s turnout was the show\u2019s biggest. He said he was glad to see the interest in the students\u2019 work.<\/p>\n\n\n\n
\u201cSeeing so many people gathered to see such amazing student work is very heartening,\u201d Wood said. \u201cThe students in Viz continue to raise the bar across animation, gaming and interactive design. Thank you to all the faculty and student volunteers who made this event possible.\u201d<\/p>\n\n\n\nStudents, family and friends gathered in Geren Auditorium to view animated shorts, web applications, video games and still-life images. Photo by John Peters, Texas A&M University Division of Marketing and Communications.<\/figcaption><\/figure>\n\n\n\nArtwork filled the walls of Langford B and C. Photo by John Peters, Texas A&M University Division of Marketing and Communications.<\/figcaption><\/figure>\n\n\n\nPhoto by John Peters, Texas A&M University Division of Marketing and Communications.<\/figcaption><\/figure>\n\n\n\nPhoto by John Peters, Texas A&M University Division of Marketing and Communications.<\/figcaption><\/figure>\n\n\n\nTop photo: \u201cOB” is a VR experience that promotes health education for nursing students. The user, wearing a VR headset and hand-held triggers, is put into a home-visit scenario with a pregnant woman. Photo by John Peters, Texas A&M University Division of Marketing and Communications.<\/strong><\/p>\n","protected":false},"excerpt":{"rendered":"The creativity of students in the Texas A&M Visualization program was on full display through artwork, video game designs, virtual reality projects and animation at the annual Viz Fall Show on Dec. 5 at the Langford Architecture Center. …<\/p>\n","protected":false},"author":251,"featured_media":18811,"comment_status":"closed","ping_status":"closed","sticky":true,"template":"","format":"standard","meta":{"_links_to":"","_links_to_target":""},"categories":[59,62,90],"tags":[],"acf":[],"yoast_head":"\n
Viz Fall Show Flashback: Students 'Continue To Raise The Bar' With Creative Projects - Texas A&M University College of Performance, Visualization & Fine Arts<\/title>\n \n \n \n \n \n \n \n \n \n \n \n \n \n\t \n\t \n\t \n \n \n \n \n \n\t \n\t \n\t \n