1)Team Lead : Yun Li

2)Contact : 2012755569

3)MIT Media Lab 6th floor table 55

4) Entertainment story telling+ Human Connection

Github Link : https://github.com/yunllii/Hamsa_AllCodes

Public Assets Used :

VRTK : https://github.com/thestonefox/SteamVR_Unity_Toolkit 20%

Inspiration

There are something unique about our hands. We are able to express a lot of emotions from hand gestures a long. By isolating gestural movements and combine it with VR, we want to see how people would interact with each other through two uniquely different perspectives.

What it does

Masma is an asymmetrical social experience between two people in both reality and VR world. One person, using HTC Vive, is connected with another leap motion user. That person in VR can move around and have a more detailed knowledge of the surround while person with leap motion have broader view of the environment. Utilizing this unbalanced relationship, our team aimed to create interactive objects and tasks for both players to collaborate, to compete and to bond with each other in this short yet intimating experience.

How I built it

Our team first connected leap motion's control with HTC vive using unity, so leap motion user can have a bird view of the virtual world and the Vive player, while the Vive player can be immersed in the virtual reality and see the giant hand movement of leap motion user, simultaneously. Then, our team designed a series of experiment of interactive spaces utilizing this set up while our artists created an aesthetic and narrative that fit. Our developer would take these ideas and materialize them in code, using Unity and C Sharp. After some iterations and user-testing, our project was finally ready for presentation.

Challenges I ran into

The first challenges our team faced was time. Our team have many brillant ideas that we simply don't have enough time to implement all. We had to make choices in priorities and created something essential to our core idealogy for people to experience, in 48 hours.

The other challenge is a bit silly. We were using a developer's version of HTC Vive. Despite of its cool name and all the swags it brings, the dev kit is highly unstable and increases our time cost dramatically. If we would do this over again, it would be a better idea to just borrow someone else's kit.

Accomplishments that I'm proud of

We created a very smooth transition between the real world and virtual reality. The leap motion user and the vive user can read each other's movement perfectly and are able to express themselves through body movements.

We also managed to create a semi-realistic low poly style that's easy to work with but high expressive. We were able to create compelling and enjoyable visuals.

What I learned

  1. It requires a very unique way of thinking when design in VR. Something can't simply being imagined without experiences and the only way of learning is through rapid prototyping and iterating.
  2. Our developer learnt to create a perfectly smooth communication between leap motion and HTC vive through Unity.
  3. For our team, it was the best approach to design our developer's schedule. We learnt it the hard way and realized that it is not a good design if we can't implement it.

What's next for Hamsa

We hope to improve the complexity and diversity of our scenery and add more interactive objects for people to play with. We also want to create a more elaborate tutorial and introduction of our world setting so people can be more invested to the roles they play.

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