Mon, 2 August 2021
Introducing the CG Garage podcast’s first-ever virtual guest: PHIA, AKA Sophia Bollinger. In the space of little over a year, PHIA’s “The Virtual Reality Show” has amassed over 100,000 YouTube and Twitch subscribers who tune in to find out about the latest tech and trends in VR. At the same time, she’s become a virtual celebrity, and running the show has become her full-time job. In this podcast, which is better watched than listened-to, the enthusiastic VR expert tells Chris why she started the channel. She talks about how the virtual world can offer a haven from the real one and discusses some of the more unusual phenomena that come about as a result of fooling your brain into thinking the virtual is real. You’ll learn what the best tech for a modern VR setup is—as well as PHIA’s ambitious plans for the future. |
Mon, 28 June 2021
Over the past few years, Gravity Sketch has made its way into the workflows of everyone from individual artists to large corporations, including Ford and HP. This unique software allows designers to intuitively create and perfect their visions in a three-dimensional, virtual space. Gravity Sketch Co-Founder and CEO Seyi Sosanya talks about how his team used influences from outside computing, such as dance, kitchen design, and London's underground system, to develop the software's accessible-but-minimalist interface. Seyi offers a fascinating insight into what it's like to run a startup company and how users are making use of Gravity Sketch—including lobster-influenced footwear. |
Mon, 21 June 2021
No one knows the virtual world like Solomon Rogers. From an academic background, Sol decided to found his own company, REWIND, to specialize in creating immersive and meaningful VR experiences for an impressive array of companies, including HBO, Lyft, Sony, and Microsoft.
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Mon, 23 December 2019
At age 12, Vicki Dobbs Beck started her own business with her mom, selling flowers at Seattle market — and she’s been combining creativity with commerce ever since. After leaving Stanford University Graduate School of Business, she got a job at Industrial Light and Magic and became Executive in Charge of ILMxLAB in 2016. In this podcast, recorded at THU, Vicki tells Chris about the incredible virtual reality projects she’s overseen at ILMxLAB, including Alejandro González Iñárritu’s Oscar-winning Flesh and Sand (Carne y arena) and Oculus Quest launch title Vader Immortal. Through her role, Vicki has unprecedented insight into the business side of virtual experiences, and you’ll find out everything from how to secure funding for VR ideas to the practicalities of writing scripts for interactive experiences. |
Mon, 5 March 2018
Recorded at THU last year, this podcast features another awesome foursome of guests: Ludger Pfanz, from Karlsruhe University of Art and Design, Kelli Townley from Oculus Medium, and Ciaran Wills and Mach Kobayashi from Google Tilt Brush. Ludger spent 25 years making documentary films about indigenous people around the world, before becoming a film lecturer. This knowledgeable and philosophical explorer is taking his passion for anthropology into new mediums, explaining how psychedelic drugs, cave paintings, and John Malkovich can help us understand the phantasmagoric worlds of VR. Creating these worlds, and using VR as an artistic medium, requires a whole new set of tools — which is where Oculus’ Medium and Google’s Tilt Brush come in. In the second part of the podcast, Chris is joined by developers Kelli, Ciaran and Mach. They talk about the challenges they face in helping artists work in an infinite and scaleless space, and VR’s applications in filmmaking, game design, and architecture. It’s essential listening if you want to know more about the fascinating possibilities of VR, and how it can help artists think outside the box. |
Sun, 29 October 2017
We’re only just starting to tap into the power of VR for collaboration in architecture — but there are many, many hurdles along the way. For instance: How do you get everyone into the same shared space? How do you represent attendees? How do you point things out within this virtual space? And how do you get tech-phobic participants to embrace the medium without getting scared or frustrated? Entrepreneur, strategist, inventor — and former Ninja Turtle — John San Giovanni’s company Visual Vocal is revolutionizing this meeting space by making things as simple as possible. Download the app and it syncs with others via clever audio fingerprint tech. Pop your phone into a Homido Mini VR headset and you can look around with other people, and even point out issues. It makes VR meetings as easy as entering an internet chatroom. In this enjoyable podcast, John helps Lon and Chris grok with Visual Vocal’s concept. And it gazes into the crystal ball of the future of VR, AR and XR, drawing on the video game Myst, “productive hallucinations,” Lon’s hatred of QR codes, and the fascinating Never Built NYC and LA projects. |
Fri, 7 July 2017
Like Chris, Marientina Gotsis spent her childhood in Greece, growing up on a very limited TV diet of imported American shows and old movies. And, like Chris, Marientina has a strong interest in virtual reality, and how computer-generated experiences can help us experience the real world. Coming from an artistic background, Marientina worked on the University of Illinois’ CAVE (Cave Automatic Virtual Environment) in the mid-90s, a 3D-projected space which could simulate environments, and served as a precursor to modern VR. As tech got smaller and smarter, Marientina created a game-based experience to help people understand cognitive development, and used VR to treat ADHD and physical therapy Marientina is a fascinating interviewee who has a sound theoretical understanding of VR and gaming, and how they can be used as real-world therapies. It’s an engaging discussion which covers everything from depictions of genocide in videogames, to the sky in different cities, to the perfect movie for 3D. |
Sun, 25 June 2017
The Immersive Reality in Architecture conference, which took place in Venice earlier this month, focuses on the application of VR and AR in the world of visualization and design. This panel discussion, led by CGarchitect’s Jeff Mottle, tackles the pros and cons of these emergent technologies. CG Labs’ Chris Nichols, and Chaos Group’s CCO Lon Grohs are among the guests, as well as Patricio Navarro (ArX Solutions), Luciana Carvalho Se (Realities Centre London), Dan Harper (Cityscape), Christiaan Klaassen (DBOX) and Scott DeWoody (Gensler). It’s a candid chat about the ways architects use VR, the practicalities of programing experiences, and how consumers and companies such as Apple are shaping the future of the medium. |
Sun, 12 February 2017
Visual effects artist and supervisor Daniel Trbovic hails from former Yugoslavia, where he learned 3D Studio on a 386 computer in the early 90s. He then ventured to Portugal, where he created a surprisingly long-lived lotto jingle, restored old movies about Lisbon, and added noxious gasses to sci-fi movie “Low Flying Aircraft.” In the United States Daniel spent time at Real FX in Dallas, did two long tours at Blur, and spent time at ILM where he worked on “Lucy,” “Avengers: Age of Ultron,” and “Terminator Genisys” He also took a year out to record an album. In his new role as founder and creative director of Gone Coyote VR, he’s investigating how VR can deliver experiences rather than stories. Daniel’s enthusiasm and knowledge is astounding, and his thoughts on VR tie in neatly with those of Kevin Mack, with their passion for Art and VR. |
Sun, 22 January 2017
Kevin Mack’s skill lies in applying scientific theory to three dimensional art and visual effects. He shared an Oscar for his VFX in “What Dreams May Come,” used computer algorithms to create the neural pathways of Edward Norton’s brain in “Fight Club,” and, more recently, 3D printed seemingly impossible organic forms. Now, Kevin’s mashing science and art in virtual reality with two titles: “Zenspace” for Samsung’s Gear VR, and “Blortasia” for HTC’s Vive from his new company Space Space VR In his second podcast with Chris, Kevin talks the creation of his VR experiences, and how he’s been helped by the indie games industry. He also gives his thoughts on how virtual reality fits in with games and films: VR, he argues, is a medium which engages our senses of space, presence, and our vestibular system, and conventional storytelling or gaming mechanics can distract from compelling VR worlds. It’s a deep and engaging listen which raises some important and even existential questions. ShapeSpaceVR, Kevin’s company [http://www.shapespacevr.com/] “Blortasia” on Steam [http://store.steampowered.com/app/497450/] “Zen Parade” on Oculus Store [https://www.oculus.com/experiences/gear-vr/442303342561096/] |