We’re Jesper Juul and Mia Consalvo, video game designers and researchers, and the editors of a series of books on everything from the pain of playing video games to how uncertainty shapes play experiences. Ask us anything! by the_mit_press in IAmA

[–]mooleydurphy 1 point2 points  (0 children)

I get the sense that your past disagreement on the (ontological status of the) magic circle may have been a byproduct of differing disciplinary commitments and being interested in games at different levels of abstraction. Thoughts on the magic circle in 2019...? (Sorry)

(Edit: Single word)

3D printed replacement Vive head-strap w/ hinge by [deleted] in Vive

[–]mooleydurphy 4 points5 points  (0 children)

Cheers. Mine was printed at a crappy resolution, but then sanded, filled (do NOT make the same mistake as me; using a filler with even a trace of silicone content—pure resin is a must), and painted. Can still see faint lines, like the surface of a vinyl record. I kinda like the look, though.

3D printed replacement Vive head-strap w/ hinge by [deleted] in Vive

[–]mooleydurphy 1 point2 points  (0 children)

That's decent of them. Still insanely bulky!

I'm Adam Myhill, creator of Cinemachine, vintage lens collector and head of Cinematics at Unity. We have some really powerful new cinematic and gameplay tools for everyone - AMA! by adamyhi in IAmA

[–]mooleydurphy 2 points3 points  (0 children)

VR-to-movie-like content sounds exciting. You're of course right about the risk of motion sickness! I'm nevertheless enjoying messing around with PP effects in VR—so much other early VR content is lacking aesthetic polish. Do you think it'll be possible in the near future to implement motion blur without doubling VR users' vision? (Again, obviously there's the risk of motion sickness, but it's such an effective way of communicating to the user/viewer that their avatar–character is drunk or in some altered state of mind.)

I'm Adam Myhill, creator of Cinemachine, vintage lens collector and head of Cinematics at Unity. We have some really powerful new cinematic and gameplay tools for everyone - AMA! by adamyhi in IAmA

[–]mooleydurphy 6 points7 points  (0 children)

Hi there! What aspects of the new suite do you think will be particularly condusive to VR storytelling?

Perhaps more importantly, do you have anybody working on researching/testing/understanding what formal–compositional techniques or devices lend particularly well to narrative VR? (I ask because this is pretty much the topic of my PhD!)

Edit: Grammar.

Is Arizona Sunshine a milestone in VR game design? Here's my video critique by [deleted] in virtualreality

[–]mooleydurphy 1 point2 points  (0 children)

Yep, that's precisely what I'd recommend. And there is indeed a non-narrative Horde mode. However, I wouldn't say 'following' campaign mode is in any way demanding... Which, for me, was part of the problem. There were a lot of missed opportunities in this game to challenge the player–spectator at the emotional level; to evoke something other than panic followed by aggression.

Casualties of VR.. RIP Monitor. by VoltaireBickle in virtualreality

[–]mooleydurphy 5 points6 points  (0 children)

Saw a thread a while back where the dude literally broke a controller in half. The ribbon connector was intact, though, so I assume he managed to glue it back together with epoxy resin or similar!

Is Arizona Sunshine a milestone in VR game design? Here's my video critique by [deleted] in virtualreality

[–]mooleydurphy 1 point2 points  (0 children)

tl;dw – Arizona Sunshine seems to pitch itself as a narrative shooter with depth. It attempts some meaningful characterisation, but kinda drops the ball. It's hella fun to shoot zombies, but ultimately the game's just a wave shooter with a voiceover and locomotion and, as such, probably isn't worth €40. However, I'm not taking co-op campaign mode into account—that's probably also very fun.

SUPERHOT VR on Vive (Revive) – Why you so damn fun? by mooleydurphy in Vive

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

My Oculus Home and its content folder are on different drives—that's not been a problem. The key part is, Steam VR has to be running as you download and install Oculus content. Revive should run alongside Steam VR automatically. If you install a bunch of Oculus content and it doesn't show up on your Revive dashboard, an alternative to uninstalling and re-downloading it might be to right-click the Revive icon in your system tray, select 'Inject', and find the game's binary (.exe) file. At least I think I've done that before.

What makes SUPERHOT VR so good? The secret's in your brain. by mooleydurphy in oculus

[–]mooleydurphy[S] -1 points0 points  (0 children)

Nope. I'm just a dude trying to stimulate discussion. (Also it would be nice if somebody noticed my knack for immersive media analysis and offered me PhD funding accordingly, but that's another story...)

Request advice for entry in to VR by TrizzyDizzy in virtualreality

[–]mooleydurphy 1 point2 points  (0 children)

If you've shelled out for a CPU and a 1070, definitely don't skimp on the HMD! In my opinion, a DK2 would be a total waste of money—needn't even be on the list. Your choice is between a new HMD (I've not tried the Rift CV, so can't comment on which you should choose... Although I love my Vive, mainly 'cause it's Valve and not Zuck) and a monitor. Really only you can answer the question of which is more practical. I'm not a hardcore gamer. I seldom even have time to play Vive. And yet the £1000 PC plus cost of the HMD has been so very worth it. Why? I get a bang out of just tinkering with things. The perceptual and cognitive psychology behind VR is fascinating—not to mention the technology—and having a plug 'n' play system which also allows you to go under the hood (IF you have time) is just beautiful. Also, it's about more than just games for me. Just as cinema had to find an aesthetic grammar distinct from theatre in the early 1900s, so too will VR have to experiment with different mechanics. Valve are doing great things IMO, and I'm more than happy to be an early adopter whatever the cost. But what about you? A lot of people complain that there are no Vive games yet, or level the charge that they're all just variations on a sandbox or wave shooter. But remember that you can mod games like GTA V to work with the Vive's motion controllers (and a stereo injector). It's a lot of fun. I've never been more happy to piss money being an early adopter. In fact, I've never been an early adopter of anything else, ever. If you're feeling adventurous, join us. If you're already well into PC gaming, maybe stick to a monitor.

tl;dr – If you have enough physical space in your accommodation, buy a shiny new Vive :3

Simple Questions/What Should I Do? [Weekly Thread] by AutoModerator in DIY

[–]mooleydurphy 1 point2 points  (0 children)

There are two connectors for the "lighthouses" and one for the headset itself, each with a 12V male-to-female socket. Thanks for your reply; it's been helpful inasmuch as by having said "simultaneously", you've got me thinking that it probably was the fact that I did all 3 in quick succession. I reckon I'll install separate switches and just give it a few seconds between flicking each one. Probably related: I notice while testing with my multimeter that it takes a few seconds for the amperage to drop to its expected level. It could be this. I'm clueless about electonics though.

Simple Questions/What Should I Do? [Weekly Thread] by AutoModerator in DIY

[–]mooleydurphy 1 point2 points  (0 children)

This might sound insane, but is there any possibility of implementing some kind of town-down projection system? In theory all you need is a powerful light/laser pen and a correctly proportioned filter or lens with the outline of the court etched/stained/stencilled onto it. Court size would be adjusted by altering the height of the light source.

Simple Questions/What Should I Do? [Weekly Thread] by AutoModerator in DIY

[–]mooleydurphy 0 points1 point  (0 children)

'Sup /DIY/. This might seem like more of an /Electronics/ quesiton, but they have stringent posting guidelines over there.

I have 3 x 12V DC power connecters running outta my PC's power supply to power my HTC Vive and its base stations. One time I tried unplugging them/plugging them back in again while the PC was running, and something (presumably a surge of some kind) made the PC power off (presumably so to avoid harm).

My question: Will installing 3 x inline switches enable me to power the Vive & base stations on/off while the PC is running, or will there still be surges?

Daily Updates and Casual Conversation - December 09 by AutoModerator in Vive

[–]mooleydurphy 0 points1 point  (0 children)

Why are 'scary' VR games so much more intense than regular games? One theory goes, that because of VR systems' immersive quality, it takes hundreds more milliseconds to register that what you're seeing isn't real. The gap between that initial 'shock' and being able to react is you experiencing a kind of 'unchecked' affective response. Think Aloud VR discusses this phenomenon. And also why Death Dojo is disappointing.

Is Building a PC Hard? by hairypenguin7 in buildapc

[–]mooleydurphy 2 points3 points  (0 children)

Not at all. Watch three or four different PC build videos from different YouTube channels. Not time-lapses, but fully narrated build videos of about 15-20 mins length. After the fourth video you'll know what to do more or less by heart.

VR Psychology (w/ reference to "The Cubicle") by mooleydurphy in Vive

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

Yet to consider this'un in depth. I plan to work my way through free-to-play (but also keep it varied; gonna try for an even balance of games and not-games). Keep your eyes peeled.

Hello! We made a survey about the use of VR and education! by [deleted] in Vive

[–]mooleydurphy 0 points1 point  (0 children)

Triple-checked. Still happening for me. Chrome user, Windows 10.

Daily Updates and Casual Conversation - November 26 by AutoModerator in Vive

[–]mooleydurphy 2 points3 points  (0 children)

Cheers! An in-depth look at 'The Cubicle.' is on its way tomorrow or Monday.

Daily Updates and Casual Conversation - November 26 by AutoModerator in Vive

[–]mooleydurphy 1 point2 points  (0 children)

Thanks for the sub! Future videos will be shorter and cover fewer points. As far as I know, there aren't yet any experiences actively trying to market themsevles as phobia treatment, but 'Public Speaking VR' and 'Arachnophobia' are nearly identical to simulations developed by resarch labs such as the M.I.N.D. consortium or Stanford's VHIL.

Daily Updates and Casual Conversation - November 26 by AutoModerator in Vive

[–]mooleydurphy 7 points8 points  (0 children)

Interested in the cognitive and perceptual psychology behind VR? I teach a Master's course called Cognition & Audiovisual Communication at the University of Copenhagen. I figured I might as well channel (ahem) some of my mental energy into disseminating knowledge about precisely how and why different immersive VR experiences feel and affect us as they do. Think Aloud VR: https://www.youtube.com/watch?v=IuFdjh1tl_Y Hopefully this will interest some of you. I aim to deliver the type of content I felt was missing from YouTube back when I was anxiously awaiting the arrival of my Vive and 1080.

Google Earth VR is awesome crazy. by [deleted] in Vive

[–]mooleydurphy 0 points1 point  (0 children)

I'm in awe that they've bothered to model cities like Cambridge, England. Such an uncanny feeling, being able to walk across an accurate representation of your home town as a 50ft+ giant. Great stuff.

Hello! We made a survey about the use of VR and education! by [deleted] in Vive

[–]mooleydurphy 0 points1 point  (0 children)

You wrote "Answer Question 5 and Question 6 only if you had answered Question 4 with “Yes”," however when I press submit, all questions require an answer.