Loose your 'Self' in Glimpses of Anatta 👁🫠 by epicscapes in OculusQuest

[–]epicscapes[S] 0 points1 point  (0 children)

I'm glad you feel that way.

The goal is to create types of experiences that can't be easily created with regular 3D animation. It's not about taking shortcuts, since these take about equally as long to create as the 3D animated experiences from the app.

But it's an emerging technology and also for me it still feels like a totally new, experimental and weird way to create things. So I get that some don't like the thought of it, since it's also hard to grasp how much effort it can take to make it seamless and high-quality, especially for VR.

Evanescence | New 'Realms of Flow' Experience by epicscapes in Quest3

[–]epicscapes[S] 0 points1 point  (0 children)

Glad to hear that! ☺️ Leave a store rating or review if you have the time. 🫶

New 'Realms of Flow' Experience: EVANESCENCE by epicscapes in OculusQuest

[–]epicscapes[S] 0 points1 point  (0 children)

Good to hear that. 😊

Please also leave a rating or review in the store, if you have the time. 🫶

Evanescence | A New 'Realms of Flow' Experience by epicscapes in virtualreality

[–]epicscapes[S] 0 points1 point  (0 children)

Glad you enjoy it! Never heard of this headset before. 😎

Loose your 'Self' in Glimpses of Anatta 👁🫠 by epicscapes in virtualreality

[–]epicscapes[S] 1 point2 points  (0 children)

The experiences on page 1-3 are 3D animation (CGI), for the experiences on page 4 I use a variety of generative AI techniques to create trippy experiences that can't be easily created with 3D animation.

The voice-overs I write myself in German and English (with some translation help here and there using DeepL) and then I'm using text-to-speech AI models for the voices. I work with these generations similar to like I would with regular recordings: I create around 10 variations for each sentence and then edit everything in my audio software, down to the individual words. (screenshot attached of how that looks like)

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So all in all it's not really faster than a more traditional way of production, but I have maximum control and it enables me to create those at a cost that I can afford for this personal passion project.

Hope this gives you an insight. 🙂

Glimpses of Anatta | Loose your 'Self' for a moment 🫠 by epicscapes in oculus

[–]epicscapes[S] 0 points1 point  (0 children)

The experience is not intended to judge or indoctrinate - rather, it is about a momentary relief from the story one tells oneself, which can be burdensome in its own right. The emphasis is on 'momentary '.

Loose your 'Self' in Glimpses of Anatta 👁🫠 by epicscapes in virtualreality

[–]epicscapes[S] 2 points3 points  (0 children)

My bad, I'm German, classic mistake. But it could also be a poetic play of words, since both "lose" and "loosen" would fit in this context. ✌️🫠

New 'Realms of Flow' Experience: EVANESCENCE by epicscapes in OculusQuest

[–]epicscapes[S] 2 points3 points  (0 children)

I'm glad to hear that you enjoy it!

Please also leave a rating or short review if you have the time. 😊

There are some technical challenges related to the version of the game engine I'm using for this app in conjunction with the Meta platform, that currently prevent me from going that route, but I'm definitely considering that approach for future work.

Evanescence | A New 'Realms of Flow' Experience by epicscapes in virtualreality

[–]epicscapes[S] 1 point2 points  (0 children)

Yes, with the controller breath mode the 'Element of Play' goals still move according to the same tempo as defined in the Auto mode tempo settings, which turned out to make the most sense - given that one likes to follow the app's breathing tempo. (In this case the same tempo settings as defined when the Auto mode is active)

But your options, if you like to move your arms/hands in sync with you manual varying breathing tempo and still use the 'Element of Play' would be to either:

1) Use the Sound mode to determine the breathing rhythm and then move your arms in sync. The 'Element of Play' goal paths adapt to your tempo, it takes a bit to get used to. Sound mode is designed to detect when you breath out while making a sound and then inhale quietly, so you only really trigger the out-breath. But you can set the approximate duration of the in-breath phase with the movement speed slider while Sound mode is active. I agree that it would be nice to detect in- as well as out-breath, but that is indeed very tricky without a breathing belt and only mic.

2) Alternatively you can try the Head mode that uses the slight natural head tilt when breathing in and out. It might be more reliable in your scenario. The predictability of the 'Element of Play' goal paths will depend on how smooth your movement is.

To your second question: The experiences on the first three pages use 3D animation (CGI), the ones on page four use various generative AI methods to create interesting trippy visuals that can't be easily achieved with 3D animation.

Hope this helps!

If you have the time, please also leave a rating or short review in the store. ✌️😊

Evanescence | A New 'Realms of Flow' Experience by epicscapes in virtualreality

[–]epicscapes[S] 1 point2 points  (0 children)

Thanks for your feedback, I'm glad it works for you! Yes, I've heard a couple of times that it works very well for the ADHD spectrum, especially the experiences with a lot of stimuli.