“Code the Hoan VR: A New Program Encourages Kids to Explore Tech Careers”
Milwaukee-based artists and developers have teamed up to create a unique virtual reality experience exclusively for Sharp Literacy’s after-school program in select Milwaukee Public schools. Code the Hoan VR, which runs natively on the Oculus Quest2, is designed to inspire kids to pursue careers in technology.
The pilot program is part of an effort to engage students in hands-on, interactive learning that promotes critical thinking and problem-solving skills. With Code the Hoan VR, students can immerse themselves in a fully-realized virtual world, learning valuable coding skills and exploring the endless possibilities of technology.
As technology continues to play an increasingly important role in our world, programs like Code the Hoan VR are helping to ensure that the next generation is equipped with the skills and knowledge they need to succeed in the rapidly-evolving tech industry.
ElectroSwing is a virtual reality game designed specifically for the Oculus Quest 2. In the game, players swing through the air, trying to avoid obstacles, while listening to a unique ElectroSwing song for each level. The goal is to reach the opposite platform before the song ends. If successful, players unlock a seed system that allows them to create and share their own custom levels with other players. The gameplay is simple yet exciting, offering a unique VR experience.
“This is the best type of Spiderman swinging feeling I have ever played in any VR game ever.” – VRLINK
We built Collaborate to research and develop various aspects of the Metaverse. As part of this process, we created a virtual movie complex and integrated our own video chat system into the experience.
The incorporation of a video chat system within Collaborate further enhances the user experience by allowing for real-time communication and collaboration within the virtual environment. This innovative feature allows users to fully immerse themselves in the Metaverse and work together on projects in a seamless, virtual setting.
We designed an interactive space called The Loft, which is customizable and equipped with a range of interactive and visual features. The space highlights the accomplishments of women and local artists to demonstrate the various interactive and design possibilities. We implemented proximity triggers that can activate a variety of elements, including audio, video, text, animation, lighting, and particle systems, among others. The Loft is a flexible and versatile space that can be tailored to meet a variety of needs.
In this video, we take a look at an early alpha channel test featuring local musician Kat Auburn. One of the key features of this test is the ability to bring alpha channel video footage into any 3D environment. This allows for a more immersive and interactive experience.Additionally, we have implemented a “look at” script that keeps the video constantly facing the user. This helps to create a more dynamic and engaging experience, as the video appears to be responding directly to the user’s movements.
Overall, this alpha channel test is a promising step towards creating more immersive and interactive virtual reality experiences.
With 360 video technology it’s now possible to access 360 environments right from your phone.
Using a 360 video technique and leveraging YouTube’s ability to render 360 images, we can bring these amazing 3D experiences to you wherever you are. Simply use your phone to look around the virtual room and immerse yourself in the environment.
“Islands of Brilliance Uses Art and Technology to Help Students on the Autism Spectrum Express Themselves”
Islands of Brilliance (IOB) is an organization that works with young adults on the autism spectrum, helping them to express themselves through art and technology. In 2020, during the lockdown, We worked with IOB students online to develop a video game from start to finish, covering everything from programming to 3D CAD.
Through initiatives like these, Islands of Brilliance is making a difference in the lives of students on the autism spectrum, helping them to discover their passions and express themselves in creative ways.
In 2020, we developed a virtual island called Gratitude Island to support Islands of Brilliance after their in-person fundraiser was cancelled due to the COVID-19 pandemic. The virtual island featured four bands on separate stages and was filmed at the Pabst Theater in Milwaukee, Wisconsin. It was accessible on both PC/Mac and VR platforms and showcased the work and stories created by IOB students who participated in the organization’s digital academy over the summer. The gameplay video below offers a preview of this innovative project.
In 2020, Foresight Studios partnered with UWM University of Wisconsin Milwaukee, Carrol University, and Mothers Against Gun Violence to create a virtual garden as a memorial for survivors of gun violence. The video below is a walkthrough of the garden, featuring stories read by survivors themselves.
The virtual garden serves as a powerful tribute to those affected by gun violence, offering a space for reflection and healing. By partnering with educational institutions and advocacy groups, Foresight Studios has created a meaningful and impactful virtual experience.
Outsiders Art Galleries was an innovative online event platform that provided artists with increased visibility and the ability to sell their artwork during the COVID-19 lockdown in 2020. What set Outsiders Galleries apart from other online galleries was that it wasn’t just a website – it was a shared experience that connected both VR and non-VR users. The platform proved to be highly successful, with thousands of dollars worth of local artwork being sold during the event. In fact, some sales even came in weeks after the event had ended.
The United States Holocaust Memorial Museum tasked us with developing a prototype that used virtual reality to tell the story of the Ringelblum Archive from World War II. This had never been done before, so the prototype needed to be acceptable to both the general public and the museum’s leadership. We completed the prototype in four weeks, including a two-week residency onsite in Washington D.C.
During our residency at the museum, we tested the prototype with both staff and the general public. We conducted surveys before and after the VR experience and collected other data points directly from our software. Our main objective was to gather feedback and quickly iterate on the project during the residency.
The prototype developed for the United States Holocaust Memorial Museum was successful in demonstrating the viability of using virtual reality to tell the story of the Ringelblum Archive from World War II. The prototype was tested with both staff and the general public at the museum, and surveys and other data points were collected to gather feedback and inform the iterative process. As a result of the success of the prototype, it was approved to move forward into a pilot. Overall, the project highlights the potential of virtual reality to engage audiences and enhance the museum experience.
Procter & Gamble was looking for an innovative way to raise awareness about the plastic problem in the ocean. 371 productions laid out a beautiful and compelling VR experience that would build empathy for 3 species affected by the plastic problem. Our role was to create a prototype that would illustrate our proposed art style and visual fidelity for the underwater experience in 2 weeks. Executives from P&G commented on our ability to provide a test experience that exceeded their expectations and was better looking than other VR experiences that they had seen.
Procter & Gamble has publicly committed to reducing their use of plastic and has taken responsibility for the impact their products have had on the environment. Part of their commitment for change is to raise public awareness of the plastic problem, and how it effects the environment.
We have participated in numerous Global Game Jams, which are international events where thousands of game developers come together to make games based on a particular theme in just 48 hours. One Game Jam that stands out as a favorite for us is the 2018 edition called “Robots… Friend or Foe?”, in which the theme was transmission. For our game, players could click on the action displayed on the upper half of the screen to transmit it to the robot. While the mechanic was somewhat complex, it was aesthetically pleasing and a fun team to work with.