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	<title>Medien Wiki - User contributions [en]</title>
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	<updated>2026-04-04T02:40:48Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:VR_Experience_Designers/Paul_Polze&amp;diff=105270</id>
		<title>GMU:VR Experience Designers/Paul Polze</title>
		<link rel="alternate" type="text/html" href="https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:VR_Experience_Designers/Paul_Polze&amp;diff=105270"/>
		<updated>2019-03-10T14:01:49Z</updated>

		<summary type="html">&lt;p&gt;Break.fx: /* Magritte Total – VR Experience */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= Magritte Total – VR Experience =&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:TITLE_IMAGE.jpg|950px]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
== Video Documentation: ==&lt;br /&gt;
Vimeo: https://vimeo.com/paulpolze/magrittetotal&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Synopsis: ==&lt;br /&gt;
&amp;quot;Magritte Total&amp;quot; is an VR experience in memory of the surrealistic painter Rene Magritte. It is a possibilty to realize his visual world in VR. The user startet in a white room and is than guided throug different scenes. From a cineastic point of view the user can only look and listen arround without interacting with controller. That could be one way of the future of cinema.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:posterframe.jpg|950px]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Stills&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:moodboard.jpg|950px]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Moodboard&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Elements of Rene Magrittes images are the basic for further development in VR. The idea was not to copy his images exactly. The idea was to make it look like his images. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:makehuman.jpg|800px]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Screenshot MakeHuman&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The character was easily designed in MakeHuman and exported as FBX to Unity. Some elements of the 3D modell has been changed or other added to. In Unity the 3D modell was rigged. The behaver of the Model is like a pup when gravity affects to.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:coding_emitter.jpg|950px]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Screenshot Code Emitter&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
To realize the idea of raining characters there was an own emitter system with some code created. The emitter was then duplicated. The Emitters are creating duplicated game object, which are falling on the ground. After a few minutes the game object are destroyed, because at the end there are many of these characters and his cost performance especially in VR. The user don&#039;t see the disappearing of the characters, because at this time he is up in sky above the clouds.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:unity_animation.jpg|950px]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Screenshot Animation&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The Steam-VR-Cam or in other words the point of view is animated. The animation starts when the user is entering a trigger zone in the first white room. Also, the characters are only falling, after entering a zone. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:3dsound.jpg|300px]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Screenshot 3D Sound&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The sound in this project is spatial. Every sound from a object has a maximum distance value. There are also reverb zones to the scenes added. The falling apple needed code to make sound when colliding with ground.&lt;/div&gt;</summary>
		<author><name>Break.fx</name></author>
	</entry>
	<entry>
		<id>https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:VR_Experience_Designers/Paul_Polze&amp;diff=105269</id>
		<title>GMU:VR Experience Designers/Paul Polze</title>
		<link rel="alternate" type="text/html" href="https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:VR_Experience_Designers/Paul_Polze&amp;diff=105269"/>
		<updated>2019-03-10T13:58:06Z</updated>

		<summary type="html">&lt;p&gt;Break.fx: /* Synopsis: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= Magritte Total – VR Experience =&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:TITLE_IMAGE.jpg|950px]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
== Video Documentation: ==&lt;br /&gt;
Vimeo: https://vimeo.com/paulpolze/magrittetotal&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Synopsis: ==&lt;br /&gt;
&amp;quot;Magritte Total&amp;quot; is an VR experience in memory of the surrealistic painter Rene Magritte. It is a possibilty to realize his visual world in VR. The user startet in a white room and is than guided throug different scenes. From a cineastic point of view the user can only look and listen arround without interacting with controller. That could be one way of the future of cinema.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:posterframe.jpg|950px]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Stills&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:moodboard.jpg|950px]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Moodboard&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Elements of Rene Magrittes images are the basic for further development in VR. The idea was not to copy his images exactly. The idea was to make it look like his images. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:makehuman.jpg|800px]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Screenshot MakeHuman&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The character was easily designed in MakeHuman and exported as FBX to Unity. In Unity the 3D-Modell was rigged. The behaver of the Model is like a pup when gravity affects to.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:coding_emitter.jpg|950px]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Screenshot Code Emitter&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
To realize the idea of raining characters there was an own emitter system with some code created. The emitter was then duplicated. The Emitters are creating duplicated game object, which are falling on the ground. After a few minutes the game object are destroyed, because at the end there are many of these characters and his cost performance especially in VR. The user don&#039;t see the disappearing of the characters, because at this time he is up in sky above the clouds.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:unity_animation.jpg|950px]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Screenshot Animation&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The Steam-VR-Cam or in other words the point of view is animated. The animation starts when the user is entering a trigger zone in the first white room. Also, the characters are only falling, after entering a zone. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:3dsound.jpg|300px]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Screenshot 3D Sound&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The sound in this project is spatial. Every sound from a object has a maximum distance value. There are also reverb zones to the scenes added. The falling apple needed code to make sound when colliding with ground.&lt;/div&gt;</summary>
		<author><name>Break.fx</name></author>
	</entry>
	<entry>
		<id>https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:VR_Experience_Designers/Paul_Polze&amp;diff=105268</id>
		<title>GMU:VR Experience Designers/Paul Polze</title>
		<link rel="alternate" type="text/html" href="https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:VR_Experience_Designers/Paul_Polze&amp;diff=105268"/>
		<updated>2019-03-10T13:57:23Z</updated>

		<summary type="html">&lt;p&gt;Break.fx: /* Magritte Total – VR Experience */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= Magritte Total – VR Experience =&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:TITLE_IMAGE.jpg|950px]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
== Video Documentation: ==&lt;br /&gt;
Vimeo: https://vimeo.com/paulpolze/magrittetotal&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Synopsis: ==&lt;br /&gt;
„Magritte Total“ is an VR experience in memory of the surrealistic painter Rene Magritte. It is a possibilty to realize his visual world in VR. The user startet in a white room and is than guided throug different scenes. From a cineastic point of view the user can only look and listen arround without interacting with controller. That could be one way of the future of cinema.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:posterframe.jpg|950px]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Stills&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:moodboard.jpg|950px]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Moodboard&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Elements of Rene Magrittes images are the basic for further development in VR. The idea was not to copy his images exactly. The idea was to make it look like his images. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:makehuman.jpg|800px]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Screenshot MakeHuman&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The character was easily designed in MakeHuman and exported as FBX to Unity. In Unity the 3D-Modell was rigged. The behaver of the Model is like a pup when gravity affects to.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:coding_emitter.jpg|950px]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Screenshot Code Emitter&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
To realize the idea of raining characters there was an own emitter system with some code created. The emitter was then duplicated. The Emitters are creating duplicated game object, which are falling on the ground. After a few minutes the game object are destroyed, because at the end there are many of these characters and his cost performance especially in VR. The user don&#039;t see the disappearing of the characters, because at this time he is up in sky above the clouds.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:unity_animation.jpg|950px]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Screenshot Animation&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The Steam-VR-Cam or in other words the point of view is animated. The animation starts when the user is entering a trigger zone in the first white room. Also, the characters are only falling, after entering a zone. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:3dsound.jpg|300px]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Screenshot 3D Sound&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The sound in this project is spatial. Every sound from a object has a maximum distance value. There are also reverb zones to the scenes added. The falling apple needed code to make sound when colliding with ground.&lt;/div&gt;</summary>
		<author><name>Break.fx</name></author>
	</entry>
	<entry>
		<id>https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:VR_Experience_Designers/Paul_Polze&amp;diff=105267</id>
		<title>GMU:VR Experience Designers/Paul Polze</title>
		<link rel="alternate" type="text/html" href="https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:VR_Experience_Designers/Paul_Polze&amp;diff=105267"/>
		<updated>2019-03-10T13:55:39Z</updated>

		<summary type="html">&lt;p&gt;Break.fx: /* Magritte Total – VR Experience */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= Magritte Total – VR Experience =&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:TITLE_IMAGE.jpg|950px]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
== Video Documentation: ==&lt;br /&gt;
Vimeo: https://vimeo.com/paulpolze/magrittetotal&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Synopsis: ==&lt;br /&gt;
„Magritte Total“ is an VR experience in memory of the surrealistic painter Rene Magritte. It is a possibilty to realize his visual world in VR. The user startet in a white room and is than guided throug different scenes. From a cineastic point of view the user can only look and listen arround without interacting with controller. That could be one way of the future of cinema.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:posterframe.jpg|950px]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Stills&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:moodboard.jpg|950px]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Moodboard&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Elements of Rene Magrittes images are the basic for further development in VR. The idea was not to copy his images exactly. The idea was to make it look like his images. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:makehuman.jpg|800px]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Screenshot MakeHuman&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The character was easily designed in MakeHuman and exported as FBX to Unity. In Unity the 3D-Modell was rigged. The behaver of the Model is like a pup when gravity affects to.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:coding_emitter.jpg|950px]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Screenshot Code Emitter&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
To realize the idea of raining characters there was an own emitter system with some code created. The emitter was then duplicated. The Emitters are creating duplicated game object, which are falling on the ground. After a few minutes the game object are destroyed, because at the end there are many of these characters and his cost performance especially in VR. The user don&#039;t see the disappearing of the characters, because at this time he is up in sky above the clouds.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:unity_animation.jpg|950px]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Screenshot Animation&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The Steam-VR-Cam or in other words the point of view is animated. The animation starts when the user is entering a trigger zone in the first white room. Also, the characters are only falling, after entering a zone. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:3dsound.jpg|300px]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Screenshot 3D Sound&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The sound in this project is spatial. Every sound from a object has a maximum distance. There are also reverb zones to the scenes added. The falling apple needed code to make sound when colliding with ground.&lt;/div&gt;</summary>
		<author><name>Break.fx</name></author>
	</entry>
	<entry>
		<id>https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:VR_Experience_Designers/Paul_Polze&amp;diff=105266</id>
		<title>GMU:VR Experience Designers/Paul Polze</title>
		<link rel="alternate" type="text/html" href="https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:VR_Experience_Designers/Paul_Polze&amp;diff=105266"/>
		<updated>2019-03-10T13:55:14Z</updated>

		<summary type="html">&lt;p&gt;Break.fx: /* Magritte Total – VR Experience */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= Magritte Total – VR Experience =&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:TITLE_IMAGE.jpg|950px]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
== Video Documentation: ==&lt;br /&gt;
Vimeo: https://vimeo.com/paulpolze/magrittetotal&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Synopsis: ==&lt;br /&gt;
„Magritte Total“ is an VR experience in memory of the surrealistic painter Rene Magritte. It is a possibilty to realize his visual world in VR. The user startet in a white room and is than guided throug different scenes. From a cineastic point of view the user can only look and listen arround without interacting with controller. That could be one way of the future of cinema.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:posterframe.jpg|950px]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Stills&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:moodboard.jpg|950px]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Moodboard&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Elements of Rene Magrittes images are the basic for further development in VR. The idea was not to copy his images exactly. The idea was to make it look like his images. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:makehuman.jpg|800px]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Screenshot MakeHuman&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The character was easily designed in MakeHuman and exported as FBX to Unity. In Unity the 3D-Modell was rigged. The behaver of the Model is like a pup when gravity affects to.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:coding_emitter.jpg|950px]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Screenshot Code Emitter&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
To realize the idea of raining characters there was an own emitter system with some code created. The emitter was then duplicated. The Emitters are creating duplicated game object, which are falling on the ground. After a few minutes the game object are destroyed, because at the end there are many of these characters and his cost performance especially in VR. The user don&#039;t see the disappearing of the characters, because at this time he is up in sky above the clouds.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:unity_animation.jpg|950px]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Screenshot Animation&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The Steam-VR-Cam or in other words the point of view is animated. The animation starts when the user is entering a trigger zone in the first white room. Also, the characters are only falling, after entering a zone. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:3dsound.jpg|300px]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Screenshot 3D Sound&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The sound in this project is spatial. Every sound from a object has a maximum distance. There are also reverb zones to the scenes added. The falling apple needed code to make sound when colliding with ground.&lt;/div&gt;</summary>
		<author><name>Break.fx</name></author>
	</entry>
	<entry>
		<id>https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:VR_Experience_Designers/Paul_Polze&amp;diff=105259</id>
		<title>GMU:VR Experience Designers/Paul Polze</title>
		<link rel="alternate" type="text/html" href="https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:VR_Experience_Designers/Paul_Polze&amp;diff=105259"/>
		<updated>2019-03-09T19:57:49Z</updated>

		<summary type="html">&lt;p&gt;Break.fx: /* Magritte Total – VR Experience */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= Magritte Total – VR Experience =&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:TITLE_IMAGE.jpg|950px]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Vimeo: https://vimeo.com/paulpolze/magrittetotal&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Synopsis: ==&lt;br /&gt;
„Magritte Total“ is an VR experience in memory of the surrealistic painter Rene Magritte. It is a possibilty to realize his visual world in VR. The user startet in a white room and is than guided throug different scenes. From a cineastic point of view the user can only look and listen arround without interacting with controller. That could be one way of the future of cinema.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:posterframe.jpg|950px]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Stills&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:moodboard.jpg|950px]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Moodboard&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Elements of Rene Magrittes images are the basic for further development in VR. The idea was not to copy his images exactly. The idea was to make it look like his images. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:makehuman.jpg|800px]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Screenshot MakeHuman&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The character is easily designed in MakeHuman and exported as FBX to Unity. In Unity the 3D-Modell was rigged. The behaver of the Model is like a pup when gravity affects to.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:coding_emitter.jpg|950px]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Screenshot Code Emitter&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
To realize the idea of raining characters there was an own emitter system with some code created. The emitter is then duplicated. The Emitters are creating duplicated game object, which are falling on the ground. After a few minutes the game object are destroyed, because at the end there are many of these characters and his cost performance especially in VR. The user don&#039;t see the disappearing of the characters, because at this time he is up in sky above the clouds.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:unity_animation.jpg|950px]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Screenshot Animation&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The Steam-VR-Cam or in other words the point of view is animated. The animation starts when the user is entering a trigger zone in the first white room. Also, the characters are only falling, after entering. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:3dsound.jpg|300px]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Screenshot 3D Sound&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The sound in this project is spatial. Every sound from a object has a maximum distance. There are also reverb zones added. The falling apple needed code to make sound when colliding with ground.&lt;/div&gt;</summary>
		<author><name>Break.fx</name></author>
	</entry>
	<entry>
		<id>https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:VR_Experience_Designers/Paul_Polze&amp;diff=105258</id>
		<title>GMU:VR Experience Designers/Paul Polze</title>
		<link rel="alternate" type="text/html" href="https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:VR_Experience_Designers/Paul_Polze&amp;diff=105258"/>
		<updated>2019-03-09T19:54:19Z</updated>

		<summary type="html">&lt;p&gt;Break.fx: /* Magritte Total – VR Experience */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= Magritte Total – VR Experience =&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:TITLE_IMAGE.jpg|950px]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Vimeo: https://vimeo.com/paulpolze/magrittetotal&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Synopsis: ==&lt;br /&gt;
„Magritte Total“ is an VR experience in memory of the surrealistic painter Rene Magritte. It is a possibilty to realize his visual world in VR. The user startet in a white room and is than guided throug different scenes. From a cineastic point of view the user can only look and listen arround without interacting with controller. That could be one way of the future of cinema.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:posterframe.jpg|950px]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Stills&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:moodboard.jpg|950px]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Moodboard&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Elements of Rene Magrittes images are the basic for further development in VR. The idea was not to copy his images exactly. The idea was to make it look like his images. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:makehuman.jpg|800px]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Screenshot MakeHuman&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The character is easily designed in MakeHuman and exported as FBX to Unity. In Unity the 3D-Modell was rigged. The behaver of the Model is like a pup when gravity affects to.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:coding_emitter.jpg|950px]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Screenshot Code Emitter&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
To realize the idea of raining characters there was an own emitter system with some code created. The emitter is then duplicated. The Emitters are creating duplicated game object, which are falling on the ground. After a few minutes the game object are destroyed, because at the end there are many of these characters and his cost performance especially in VR. The user don&#039;t see the disappearing of the characters, because at this time he is up in sky above the clouds.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:unity_animation.jpg|950px]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Screenshot Animation&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The Steam-VR-Cam or in other words the point of view is animated. The animation starts when the user is entering a trigger zone in the first white room. Also, the characters are only falling, after entering. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:3dsound.jpg|300px]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Screenshot 3D Sound&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The sound in this project is spatial. Every sound from a object has a maximum distance. There are also reverb zones added. The falling apple needed code to make sound when colliding with ground.&lt;/div&gt;</summary>
		<author><name>Break.fx</name></author>
	</entry>
	<entry>
		<id>https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:VR_Experience_Designers/Paul_Polze&amp;diff=105257</id>
		<title>GMU:VR Experience Designers/Paul Polze</title>
		<link rel="alternate" type="text/html" href="https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:VR_Experience_Designers/Paul_Polze&amp;diff=105257"/>
		<updated>2019-03-09T19:53:04Z</updated>

		<summary type="html">&lt;p&gt;Break.fx: /* Magritte Total – VR Experience */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= Magritte Total – VR Experience =&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:TITLE_IMAGE.jpg|950px]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Vimeo: https://vimeo.com/paulpolze/magrittetotal&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Synopsis: ==&lt;br /&gt;
„Magritte Total“ is an VR experience in memory of the surrealistic painter Rene Magritte. It is a possibilty to realize his visual world in VR. The user startet in a white room and is than guided throug different scenes. From a cineastic point of view the user can only look and listen arround without interacting with controller. That could be one way of the future of cinema.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:posterframe.jpg|950px]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Still&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:moodboard.jpg|950px]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Moodboard&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Elements of Rene Magrittes images are the basic for further development in VR. The idea was not to copy his images exactly. The idea was to make it look like his images. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:makehuman.jpg|800px]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Screenshot MakeHuman&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The character is easily designed in MakeHuman and exported as FBX to Unity. In Unity the 3D-Modell was rigged. The behaver of the Model is like a pup when gravity affects to.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:coding_emitter.jpg|950px]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Screenshot Code Emitter&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
To realize the idea of raining characters there was an own emitter system with some code created. The emitter is then duplicated. The Emitters are creating duplicated game object, which are falling on the ground. After a few minutes the game object are destroyed, because at the end there are many of these characters and his cost performance especially in VR. The user don&#039;t see the disappearing of the characters, because at this time he is up in sky above the clouds.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:unity_animation.jpg|950px]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Screenshot Animation&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The Steam-VR-Cam or in other words the point of view is animated. The animation starts when the user is entering a trigger zone in the first white room. Also, the characters are only falling, after entering. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:3dsound.jpg|300px]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Screenshot 3D Sound&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The sound in this project is spatial. Every sound from a object has a maximum distance. There are also reverb zones added. The falling apple needed code to make sound when colliding with ground.&lt;/div&gt;</summary>
		<author><name>Break.fx</name></author>
	</entry>
	<entry>
		<id>https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:VR_Experience_Designers/Paul_Polze&amp;diff=105256</id>
		<title>GMU:VR Experience Designers/Paul Polze</title>
		<link rel="alternate" type="text/html" href="https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:VR_Experience_Designers/Paul_Polze&amp;diff=105256"/>
		<updated>2019-03-09T19:52:26Z</updated>

		<summary type="html">&lt;p&gt;Break.fx: /* Magritte Total – VR Experience */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= Magritte Total – VR Experience =&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:TITLE_IMAGE.jpg|950px]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Vimeo: https://vimeo.com/paulpolze/magrittetotal&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Synopsis: ==&lt;br /&gt;
„Magritte Total“ is an VR experience in memory of the surrealistic painter Rene Magritte. It is a possibilty to realize his visual world in VR. The user startet in a white room and is than guided throug different scenes. From a cineastic point of view the user can only look and listen arround without interacting with controller. That could be one way of the future of cinema.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:posterframe.jpg|950px]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Still&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:moodboard.jpg|950px]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Moodboard&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Elements of Rene Magrittes images are the basic for further development in VR. The idea was not to copy his images exactly. The idea was to make it look like his images. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:makehuman.jpg|400px]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Screenshot MakeHuman&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The character is easily designed in MakeHuman and exported as FBX to Unity. In Unity the 3D-Modell was rigged. The behaver of the Model is like a pup when gravity affects to.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:coding_emitter.jpg|950px]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Screenshot Code Emitter&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
To realize the idea of raining characters there was an own emitter system with some code created. The emitter is then duplicated. The Emitters are creating duplicated game object, which are falling on the ground. After a few minutes the game object are destroyed, because at the end there are many of these characters and his cost performance especially in VR. The user don&#039;t see the disappearing of the characters, because at this time he is up in sky above the clouds.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:unity_animation.jpg|950px]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Screenshot Animation&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The Steam-VR-Cam or in other words the point of view is animated. The animation starts when the user is entering a trigger zone in the first white room. Also, the characters are only falling, after entering. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:3dsound.jpg|300px]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Screenshot 3D Sound&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The sound in this project is spatial. Every sound from a object has a maximum distance. There are also reverb zones added. The falling apple needed code to make sound when colliding with ground.&lt;/div&gt;</summary>
		<author><name>Break.fx</name></author>
	</entry>
	<entry>
		<id>https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:VR_Experience_Designers/Paul_Polze&amp;diff=105255</id>
		<title>GMU:VR Experience Designers/Paul Polze</title>
		<link rel="alternate" type="text/html" href="https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:VR_Experience_Designers/Paul_Polze&amp;diff=105255"/>
		<updated>2019-03-09T19:51:13Z</updated>

		<summary type="html">&lt;p&gt;Break.fx: /* Magritte Total – VR Experience */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= Magritte Total – VR Experience =&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:TITLE_IMAGE.jpg|950px]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Vimeo: https://vimeo.com/paulpolze/magrittetotal&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Synopsis: ==&lt;br /&gt;
„Magritte Total“ is an VR experience in memory of the surrealistic painter Rene Magritte. It is a possibilty to realize his visual world in VR. The user startet in a white room and is than guided throug different scenes. From a cineastic point of view the user can only look and listen arround without interacting with controller. That could be one way of the future of cinema.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:posterframe.jpg|950px]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Still&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:moodboard.jpg|950px]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Moodboard&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Elements of Rene Magrittes images are the basic for further development in VR. The idea was not to copy his images exactly. The idea was to make it look like his images. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:makehuman.jpg|400px]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Screenshot MakeHuman&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The character is easily designed in MakeHuman and exported as FBX to Unity. In Unity the 3D-Modell was rigged. The behaver of the Model is like a pup when gravity affects to.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:coding_emitter.jpg|400px]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Screenshot Code Emitter&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
To realize the idea of raining characters there was an own emitter system with some code created. The emitter is then duplicated. The Emitters are creating duplicated game object, which are falling on the ground. After a few minutes the game object are destroyed, because at the end there are many of these characters and his cost performance especially in VR. The user don&#039;t see the disappearing of the characters, because at this time he is up in sky above the clouds.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:unity_animation.jpg|950px]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Screenshot Animation&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The Steam-VR-Cam or in other words the point of view is animated. The animation starts when the user is entering a trigger zone in the first white room. Also, the characters are only falling, after entering. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:3dsound.jpg|300px]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Screenshot 3D Sound&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The sound in this project is spatial. Every sound from a object has a maximum distance. There are also reverb zones added. The falling apple needed code to make sound when colliding with ground.&lt;/div&gt;</summary>
		<author><name>Break.fx</name></author>
	</entry>
	<entry>
		<id>https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:VR_Experience_Designers/Paul_Polze&amp;diff=105254</id>
		<title>GMU:VR Experience Designers/Paul Polze</title>
		<link rel="alternate" type="text/html" href="https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:VR_Experience_Designers/Paul_Polze&amp;diff=105254"/>
		<updated>2019-03-09T19:50:42Z</updated>

		<summary type="html">&lt;p&gt;Break.fx: /* Magritte Total – VR Experience */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= Magritte Total – VR Experience =&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:TITLE_IMAGE.jpg|950px]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Vimeo: https://vimeo.com/paulpolze/magrittetotal&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Synopsis: ==&lt;br /&gt;
„Magritte Total“ is an VR experience in memory of the surrealistic painter Rene Magritte. It is a possibilty to realize his visual world in VR. The user startet in a white room and is than guided throug different scenes. From a cineastic point of view the user can only look and listen arround without interacting with controller. That could be one way of the future of cinema.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:posterframe.jpg|950px]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Still&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:moodboard.jpg|950px]]&lt;br /&gt;
&#039;&#039;Moodboard&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Elements of Rene Magrittes images are the basic for further development in VR. The idea was not to copy his images exactly. The idea was to make it look like his images. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:makehuman.jpg|400px]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Screenshot MakeHuman&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The character is easily designed in MakeHuman and exported as FBX to Unity. In Unity the 3D-Modell was rigged. The behaver of the Model is like a pup when gravity affects to.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:coding_emitter.jpg|400px]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Screenshot Code Emitter&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
To realize the idea of raining characters there was an own emitter system with some code created. The emitter is then duplicated. The Emitters are creating duplicated game object, which are falling on the ground. After a few minutes the game object are destroyed, because at the end there are many of these characters and his cost performance especially in VR. The user don&#039;t see the disappearing of the characters, because at this time he is up in sky above the clouds.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:unity_animation.jpg|950px]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Screenshot Animation&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The Steam-VR-Cam or in other words the point of view is animated. The animation starts when the user is entering a trigger zone in the first white room. Also, the characters are only falling, after entering. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:3dsound.jpg|300px]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Screenshot 3D Sound&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The sound in this project is spatial. Every sound from a object has a maximum distance. There are also reverb zones added. The falling apple needed code to make sound when colliding with ground.&lt;/div&gt;</summary>
		<author><name>Break.fx</name></author>
	</entry>
	<entry>
		<id>https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:VR_Experience_Designers/Paul_Polze&amp;diff=105253</id>
		<title>GMU:VR Experience Designers/Paul Polze</title>
		<link rel="alternate" type="text/html" href="https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:VR_Experience_Designers/Paul_Polze&amp;diff=105253"/>
		<updated>2019-03-09T19:44:25Z</updated>

		<summary type="html">&lt;p&gt;Break.fx: /* Magritte Total – VR Experience */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= Magritte Total – VR Experience =&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:TITLE_IMAGE.jpg|950px]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Vimeo: https://vimeo.com/paulpolze/magrittetotal&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Synopsis: ==&lt;br /&gt;
„Magritte Total“ is an VR experience in memory of the surrealistic painter Rene Magritte. It is a possibilty to realize his visual world in VR. The user startet in a white room and is than guided throug different scenes. From a cineastic point of view the user can only look and listen arround without interacting with controller. That could be one way of the future of cinema.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:posterframe.jpg|950px]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Still&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:moodboard.jpg|950px]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Moodboard&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Elements of Rene Magrittes images are the basic for further development in VR. The idea was not to copy his images exactly. The idea was to make it look like his images. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:makehuman.jpg|400px]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Screenshot MakeHuman&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The character is easily designed in MakeHuman and exported as FBX to Unity. In Unity the 3D-Modell was rigged. The behaver of the Model is like a pup when gravity affects to.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:coding_emitter.jpg|400px]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Screenshot Code Emitter&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
To realize the idea of raining characters there was an own emitter system with some code created. The emitter is then duplicated. The Emitters are creating duplicated game object, which are falling on the ground. After a few minutes the game object are destroyed, because at the end there are many of these characters and his cost performance especially in VR. The user don&#039;t see the disappearing of the characters, because at this time he is up in sky above the clouds.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:unity_animation.jpg|950px]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Screenshot Animation&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The Steam-VR-Cam or in other words the point of view is animated. The animation starts when the user is entering a trigger zone in the first white room. Also, the characters are only falling, after entering. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:3dsound.jpg|300px]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Screenshot 3D Sound&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The sound in this project is spatial. Every sound from a object has a maximum distance. There are also reverb zones added. The falling apple needed code to make sound when colliding with ground.&lt;/div&gt;</summary>
		<author><name>Break.fx</name></author>
	</entry>
	<entry>
		<id>https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:VR_Experience_Designers/Paul_Polze&amp;diff=105252</id>
		<title>GMU:VR Experience Designers/Paul Polze</title>
		<link rel="alternate" type="text/html" href="https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:VR_Experience_Designers/Paul_Polze&amp;diff=105252"/>
		<updated>2019-03-09T19:42:47Z</updated>

		<summary type="html">&lt;p&gt;Break.fx: /* Magritte Total – VR Experience */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= Magritte Total – VR Experience =&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:TITLE_IMAGE.jpg|650px]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Vimeo: https://vimeo.com/paulpolze/magrittetotal&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Synopsis: ==&lt;br /&gt;
„Magritte Total“ is an VR experience in memory of the surrealistic painter Rene Magritte. It is a possibilty to realize his visual world in VR. The user startet in a white room and is than guided throug different scenes. From a cineastic point of view the user can only look and listen arround without interacting with controller. That could be one way of the future of cinema.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:posterframe.jpg|650px]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Still&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:moodboard.jpg|650px]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Moodboard&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Elements of Rene Magrittes images are the basic for further development in VR. The idea was not to copy his images exactly. The idea was to make it look like his images. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:makehuman.jpg|400px]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Screenshot MakeHuman&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The character is easily designed in MakeHuman and exported as FBX to Unity. In Unity the 3D-Modell was rigged. The behaver of the Model is like a pup when gravity affects to.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:coding_emitter.jpg|400px]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Screenshot Code Emitter&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
To realize the idea of raining characters there was an own emitter system with some code created. The emitter is then duplicated. The Emitters are creating duplicated game object, which are falling on the ground. After a few minutes the game object are destroyed, because at the end there are many of these characters and his cost performance especially in VR. The user don&#039;t see the disappearing of the characters, because at this time he is up in sky above the clouds.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:unity_animation.jpg|650px]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Screenshot Animation&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The Steam-VR-Cam or in other words the point of view is animated. The animation starts when the user is entering a trigger zone in the first white room. Also, the characters are only falling, after entering. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:3dsound.jpg|300px]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Screenshot 3D Sound&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The sound in this project is spatial. Every sound from a object has a maximum distance. There are also reverb zones added. The falling apple needed code to make sound when colliding with ground.&lt;/div&gt;</summary>
		<author><name>Break.fx</name></author>
	</entry>
	<entry>
		<id>https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:VR_Experience_Designers/Paul_Polze&amp;diff=105251</id>
		<title>GMU:VR Experience Designers/Paul Polze</title>
		<link rel="alternate" type="text/html" href="https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:VR_Experience_Designers/Paul_Polze&amp;diff=105251"/>
		<updated>2019-03-09T19:42:26Z</updated>

		<summary type="html">&lt;p&gt;Break.fx: /* Magritte Total – VR Experience */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
=== Magritte Total – VR Experience ===&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:TITLE_IMAGE.jpg|650px]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Vimeo: https://vimeo.com/paulpolze/magrittetotal&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Synopsis: ==&lt;br /&gt;
„Magritte Total“ is an VR experience in memory of the surrealistic painter Rene Magritte. It is a possibilty to realize his visual world in VR. The user startet in a white room and is than guided throug different scenes. From a cineastic point of view the user can only look and listen arround without interacting with controller. That could be one way of the future of cinema.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:posterframe.jpg|650px]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Still&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:moodboard.jpg|650px]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Moodboard&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Elements of Rene Magrittes images are the basic for further development in VR. The idea was not to copy his images exactly. The idea was to make it look like his images. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:makehuman.jpg|400px]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Screenshot MakeHuman&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The character is easily designed in MakeHuman and exported as FBX to Unity. In Unity the 3D-Modell was rigged. The behaver of the Model is like a pup when gravity affects to.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:coding_emitter.jpg|400px]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Screenshot Code Emitter&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
To realize the idea of raining characters there was an own emitter system with some code created. The emitter is then duplicated. The Emitters are creating duplicated game object, which are falling on the ground. After a few minutes the game object are destroyed, because at the end there are many of these characters and his cost performance especially in VR. The user don&#039;t see the disappearing of the characters, because at this time he is up in sky above the clouds.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:unity_animation.jpg|650px]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Screenshot Animation&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The Steam-VR-Cam or in other words the point of view is animated. The animation starts when the user is entering a trigger zone in the first white room. Also, the characters are only falling, after entering. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:3dsound.jpg|300px]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Screenshot 3D Sound&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The sound in this project is spatial. Every sound from a object has a maximum distance. There are also reverb zones added. The falling apple needed code to make sound when colliding with ground.&lt;/div&gt;</summary>
		<author><name>Break.fx</name></author>
	</entry>
	<entry>
		<id>https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:VR_Experience_Designers/Paul_Polze&amp;diff=105250</id>
		<title>GMU:VR Experience Designers/Paul Polze</title>
		<link rel="alternate" type="text/html" href="https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:VR_Experience_Designers/Paul_Polze&amp;diff=105250"/>
		<updated>2019-03-09T19:39:18Z</updated>

		<summary type="html">&lt;p&gt;Break.fx: /* Magritte Total – VR Experience */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Magritte Total – VR Experience ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:TITLE_IMAGE.jpg|650px]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Vimeo: https://vimeo.com/paulpolze/magrittetotal&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Synopsis: ==&lt;br /&gt;
„Magritte Total“ is an VR experience in memory of the surrealistic painter Rene Magritte. It is a possibilty to realize his visual world in VR. The user startet in a white room and is than guided throug different scenes. From a cineastic point of view the user can only look and listen arround without interacting with controller. That could be one way of the future of cinema.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:posterframe.jpg|650px]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Still&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:moodboard.jpg|650px]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Moodboard&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Elements of Rene Magrittes images are the basic for further development in VR. The idea was not to copy his images exactly. The idea was to make it look like his images. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:makehuman.jpg|400px]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Screenshot MakeHuman&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The character is easily designed in MakeHuman and exported as FBX to Unity. In Unity the 3D-Modell was rigged. The behaver of the Model is like a pup when gravity affects to.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:coding_emitter.jpg|400px]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Screenshot Code Emitter&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
To realize the idea of raining characters there was an own emitter system with some code created. The emitter is then duplicated. The Emitters are creating duplicated game object, which are falling on the ground. After a few minutes the game object are destroyed, because at the end there are many of these characters and his cost performance especially in VR. The user don&#039;t see the disappearing of the characters, because at this time he is up in sky above the clouds.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:unity_animation.jpg|650px]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Screenshot Animation&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The Steam-VR-Cam or in other words the point of view is animated. The animation starts when the user is entering a trigger zone in the first white room. Also, the characters are only falling, after entering. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:3dsound.jpg|300px]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Screenshot 3D Sound&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The sound in this project is spatial. Every sound from a object has a maximum distance. There are also reverb zones added. The falling apple needed code to make sound when colliding with ground.&lt;/div&gt;</summary>
		<author><name>Break.fx</name></author>
	</entry>
	<entry>
		<id>https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:VR_Experience_Designers/Paul_Polze&amp;diff=105249</id>
		<title>GMU:VR Experience Designers/Paul Polze</title>
		<link rel="alternate" type="text/html" href="https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:VR_Experience_Designers/Paul_Polze&amp;diff=105249"/>
		<updated>2019-03-09T19:38:56Z</updated>

		<summary type="html">&lt;p&gt;Break.fx: /* Synopsis: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Magritte Total – VR Experience ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:TITLE_IMAGE.jpg]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Vimeo: https://vimeo.com/paulpolze/magrittetotal&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
== Synopsis: ==&lt;br /&gt;
„Magritte Total“ is an VR experience in memory of the surrealistic painter Rene Magritte. It is a possibilty to realize his visual world in VR. The user startet in a white room and is than guided throug different scenes. From a cineastic point of view the user can only look and listen arround without interacting with controller. That could be one way of the future of cinema.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:posterframe.jpg|650px]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Still&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:moodboard.jpg|650px]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Moodboard&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Elements of Rene Magrittes images are the basic for further development in VR. The idea was not to copy his images exactly. The idea was to make it look like his images. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:makehuman.jpg|400px]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Screenshot MakeHuman&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The character is easily designed in MakeHuman and exported as FBX to Unity. In Unity the 3D-Modell was rigged. The behaver of the Model is like a pup when gravity affects to.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:coding_emitter.jpg|400px]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Screenshot Code Emitter&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
To realize the idea of raining characters there was an own emitter system with some code created. The emitter is then duplicated. The Emitters are creating duplicated game object, which are falling on the ground. After a few minutes the game object are destroyed, because at the end there are many of these characters and his cost performance especially in VR. The user don&#039;t see the disappearing of the characters, because at this time he is up in sky above the clouds.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:unity_animation.jpg|650px]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Screenshot Animation&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The Steam-VR-Cam or in other words the point of view is animated. The animation starts when the user is entering a trigger zone in the first white room. Also, the characters are only falling, after entering. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:3dsound.jpg|300px]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Screenshot 3D Sound&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The sound in this project is spatial. Every sound from a object has a maximum distance. There are also reverb zones added. The falling apple needed code to make sound when colliding with ground.&lt;/div&gt;</summary>
		<author><name>Break.fx</name></author>
	</entry>
	<entry>
		<id>https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=File:TITLE_IMAGE.jpg&amp;diff=105248</id>
		<title>File:TITLE IMAGE.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=File:TITLE_IMAGE.jpg&amp;diff=105248"/>
		<updated>2019-03-09T19:36:43Z</updated>

		<summary type="html">&lt;p&gt;Break.fx: File uploaded with MsUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;File uploaded with MsUpload&lt;/div&gt;</summary>
		<author><name>Break.fx</name></author>
	</entry>
	<entry>
		<id>https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=File:3dsound.jpg&amp;diff=105247</id>
		<title>File:3dsound.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=File:3dsound.jpg&amp;diff=105247"/>
		<updated>2019-03-09T19:36:41Z</updated>

		<summary type="html">&lt;p&gt;Break.fx: File uploaded with MsUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;File uploaded with MsUpload&lt;/div&gt;</summary>
		<author><name>Break.fx</name></author>
	</entry>
	<entry>
		<id>https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=File:Unity_animation.jpg&amp;diff=105246</id>
		<title>File:Unity animation.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=File:Unity_animation.jpg&amp;diff=105246"/>
		<updated>2019-03-09T19:36:40Z</updated>

		<summary type="html">&lt;p&gt;Break.fx: File uploaded with MsUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;File uploaded with MsUpload&lt;/div&gt;</summary>
		<author><name>Break.fx</name></author>
	</entry>
	<entry>
		<id>https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=File:Coding_emitter.jpg&amp;diff=105245</id>
		<title>File:Coding emitter.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=File:Coding_emitter.jpg&amp;diff=105245"/>
		<updated>2019-03-09T19:36:38Z</updated>

		<summary type="html">&lt;p&gt;Break.fx: File uploaded with MsUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;File uploaded with MsUpload&lt;/div&gt;</summary>
		<author><name>Break.fx</name></author>
	</entry>
	<entry>
		<id>https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=File:Makehuman.jpg&amp;diff=105244</id>
		<title>File:Makehuman.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=File:Makehuman.jpg&amp;diff=105244"/>
		<updated>2019-03-09T19:36:37Z</updated>

		<summary type="html">&lt;p&gt;Break.fx: File uploaded with MsUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;File uploaded with MsUpload&lt;/div&gt;</summary>
		<author><name>Break.fx</name></author>
	</entry>
	<entry>
		<id>https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=File:Moodboard.jpg&amp;diff=105243</id>
		<title>File:Moodboard.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=File:Moodboard.jpg&amp;diff=105243"/>
		<updated>2019-03-09T19:36:36Z</updated>

		<summary type="html">&lt;p&gt;Break.fx: File uploaded with MsUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;File uploaded with MsUpload&lt;/div&gt;</summary>
		<author><name>Break.fx</name></author>
	</entry>
	<entry>
		<id>https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=File:Posterframe.jpg&amp;diff=105242</id>
		<title>File:Posterframe.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=File:Posterframe.jpg&amp;diff=105242"/>
		<updated>2019-03-09T19:36:28Z</updated>

		<summary type="html">&lt;p&gt;Break.fx: File uploaded with MsUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;File uploaded with MsUpload&lt;/div&gt;</summary>
		<author><name>Break.fx</name></author>
	</entry>
	<entry>
		<id>https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:VR_Experience_Designers/Paul_Polze&amp;diff=105241</id>
		<title>GMU:VR Experience Designers/Paul Polze</title>
		<link rel="alternate" type="text/html" href="https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:VR_Experience_Designers/Paul_Polze&amp;diff=105241"/>
		<updated>2019-03-09T19:32:50Z</updated>

		<summary type="html">&lt;p&gt;Break.fx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Magritte Total – VR Experience ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:TITLE_IMAGE.jpg]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Vimeo: https://vimeo.com/paulpolze/magrittetotal&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
== Synopsis: ==&lt;br /&gt;
„Magritte Total“ is an VR experience in memory of the surrealistic painter Rene Magritte. It is a possibilty to realize his visual world in VR. The user startet in a white room and is than guided throug different scenes. From a cineastic point of view the user can only look and listen arround without interacting with controller. That could be one way of the future of cinema.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:posterframe.jpg]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Still&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:moodboard.jpg]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Moodboard&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Elements of Rene Magrittes images are the basic for further development in VR. The idea was not to copy his images exactly. The idea was to make it look like his images. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:makehuman.jpg]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Screenshot MakeHuman&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The character is easily designed in MakeHuman and exported as FBX to Unity. In Unity the 3D-Modell was rigged. The behaver of the Model is like a pup when gravity affects to.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:coding_emitter.jpg]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Screenshot Code Emitter&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
To realize the idea of raining characters there was an own emitter system with some code created. The emitter is then duplicated. The Emitters are creating duplicated game object, which are falling on the ground. After a few minutes the game object are destroyed, because at the end there are many of these characters and his cost performance especially in VR. The user don&#039;t see the disappearing of the characters, because at this time he is up in sky above the clouds.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:unity_animation.jpg]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Screenshot Animation&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The Steam-VR-Cam or in other words the point of view is animated. The animation starts when the user is entering a trigger zone in the first white room. Also, the characters are only falling, after entering. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:3dsound.jpg]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Screenshot 3D Sound&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The sound in this project is spatial. Every sound from a object has a maximum distance. There are also reverb zones added. The falling apple needed code to make sound when colliding with ground.&lt;/div&gt;</summary>
		<author><name>Break.fx</name></author>
	</entry>
	<entry>
		<id>https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:VR_Experience_Designers/Paul_Polze&amp;diff=105240</id>
		<title>GMU:VR Experience Designers/Paul Polze</title>
		<link rel="alternate" type="text/html" href="https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:VR_Experience_Designers/Paul_Polze&amp;diff=105240"/>
		<updated>2019-03-09T19:12:37Z</updated>

		<summary type="html">&lt;p&gt;Break.fx: Created page with &amp;quot;Magritte Total – VR Experience&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Magritte Total – VR Experience&lt;/div&gt;</summary>
		<author><name>Break.fx</name></author>
	</entry>
	<entry>
		<id>https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:VR_Experience_Designers&amp;diff=103956</id>
		<title>GMU:VR Experience Designers</title>
		<link rel="alternate" type="text/html" href="https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:VR_Experience_Designers&amp;diff=103956"/>
		<updated>2019-01-30T11:56:12Z</updated>

		<summary type="html">&lt;p&gt;Break.fx: /* 31.01.2019 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Lecturer: [https://www.uni-weimar.de/kunst-und-gestaltung/wiki/Jörg_Brinkmann Jörg Brinkmann]&amp;lt;br&amp;gt;&lt;br /&gt;
Credits: 6 [[ECTS]], 4 [[SWS]]&amp;lt;br&amp;gt;&lt;br /&gt;
Date: Thursdays, 15:15 – 18:30&amp;lt;br&amp;gt; &lt;br /&gt;
Venue: [[GMU:Performance Platform|Performance Platform]], Digital Bauhaus Lab (Room 001)&amp;lt;br&amp;gt;&lt;br /&gt;
First meeting: Thursday, 18.10.2018, 15:15&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
How would you create an experience in VR? What works in VR and what doesn’t? &lt;br /&gt;
When working with VR glasses you are confronted with an evolving medium that hasn’t found its language, yet&lt;br /&gt;
&lt;br /&gt;
In this class you will be introduced to the boundaries and experiment with the possibilities of VR. You will be working with Unity 3D, the HTC Vive VR Glasses, 360 Video and spatial audio &lt;br /&gt;
&lt;br /&gt;
This course is for MFA students only who already have experience in working with 3D Software &lt;br /&gt;
&lt;br /&gt;
Planned is an excursion to Panorama Bad Frankenhausen as well as a participation at a Symposium at the HKW (Haus der Kulturen der Welt) in Berlin in cooperation with the chair of Experimental Radio&lt;br /&gt;
&lt;br /&gt;
==Criteria for passing==&lt;br /&gt;
In order to successfully participate you will have to develop and document your own project on the GMU Wiki. Also, regularly attend to the sessions and participation is mandatory.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Student works ==&lt;br /&gt;
* [[/Paul Polze/]]&lt;br /&gt;
* [[/Sarah Hermanutz/]]&lt;br /&gt;
* [[/Lefteris Krysalis/]]&lt;br /&gt;
* [[/Carlos García Fernández/]]&lt;br /&gt;
* [[/Tobias Zimmer/]]&lt;br /&gt;
* [[/Gracia Quintero/]]&lt;br /&gt;
* [[/Eduardo Moreno/]]&lt;br /&gt;
* [[/Maximiliane Nirschl/]]&lt;br /&gt;
* [[/Laura Dang/]]&lt;br /&gt;
* [[/Lukas Krähn/]]&lt;br /&gt;
* [[/Chanadda Janthivanont/]]&lt;br /&gt;
*[[/Deniz Ekin Polat/]]&lt;br /&gt;
&lt;br /&gt;
==Syllabus==&lt;br /&gt;
===18.10.2018===&lt;br /&gt;
Introduction&lt;br /&gt;
&lt;br /&gt;
===25.10.2018===&lt;br /&gt;
working with Unity 3D&lt;br /&gt;
&lt;br /&gt;
===01.11.2018===&lt;br /&gt;
working with Unity 3D&lt;br /&gt;
&lt;br /&gt;
===08.11.201===&lt;br /&gt;
working with Unity 3D and HTC VIVE&lt;br /&gt;
&lt;br /&gt;
===15.11.2018===&lt;br /&gt;
&#039;&#039;&#039;Excursion: Radiophonic Spaces Exhibition in Berlin&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;15.11.	Critical Experience Design (tbc)&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
12:00	Erkundung Ausstellung Radiophonic Spaces im HKW&amp;lt;br&amp;gt;&lt;br /&gt;
17:00	Aktivierungsgespräch mit Danica Dakic und Jörg Brinkmann&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;16.11.	Topologie der Immersion&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
11:00	Künstlerische Erkundung mit Cathy Robinson&amp;lt;br&amp;gt;&lt;br /&gt;
17:00	Aktivierungsgespräch mit Cathy Robinson und Paul Oomen&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;17.11. 	Archivkonfrontationen&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
12:00	Künstlerische Erkundung mit Christine Hill und Kaya Behkalam &amp;lt;br&amp;gt;&lt;br /&gt;
17:00	Gespräch mit Christine Hill und Kaya Behkalam&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;18.11. 	(Name HKW / Marcus Gammel)&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
12:00	Projektworkshop mit Astrid Drechsler, Jörg Brinkmann, Martin Hirsch&amp;lt;br&amp;gt;&lt;br /&gt;
17:00	Aktivierungsgespräch Marcus Gammel (DLF Kultur)&lt;br /&gt;
&lt;br /&gt;
===22.11.2018===&lt;br /&gt;
---NO CLASS---&lt;br /&gt;
&lt;br /&gt;
===29.11.2018===&lt;br /&gt;
– present your homework &amp;lt;br&amp;gt;&lt;br /&gt;
– introduction to 360 video&lt;br /&gt;
&lt;br /&gt;
===06.12.2018===&lt;br /&gt;
Photogrammetry&lt;br /&gt;
&lt;br /&gt;
===13.12.2018===&lt;br /&gt;
360 sound&lt;br /&gt;
&lt;br /&gt;
===20.12.2018===&lt;br /&gt;
full body motion tracking with TheCaptury and Unity 3D&lt;br /&gt;
&lt;br /&gt;
===10.01.2019===&lt;br /&gt;
&#039;&#039;&#039;Excursion: Panorama Museum Bad Frankenhausen&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
https://www.panorama-museum.de/en/&lt;br /&gt;
&lt;br /&gt;
===17.01.2019===&lt;br /&gt;
working with the Oculus Go&lt;br /&gt;
&lt;br /&gt;
===23.01.2019, 7pm===&lt;br /&gt;
&#039;&#039;&#039;Lecture: &amp;quot;Immersive Storytelling” and the Operative Ontology of Stalinist Cinema&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Salon des ehem. Palais Dürckheim, Cranachstraße 47, Weimar&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
https://ikkm-weimar.de/veranstaltungen/alle/immersive-storytelling-and-the-operative-ontology-of-stalinist-cinema/&lt;br /&gt;
&lt;br /&gt;
===24.01.2019===&lt;br /&gt;
Lab Time&lt;br /&gt;
&lt;br /&gt;
===31.01.2019===&lt;br /&gt;
&#039;&#039;&#039;Consultations (DBL)&#039;&#039;&#039; &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
10:00 - 10:30 (put your name here) &amp;lt;br&amp;gt;&lt;br /&gt;
10:30 - 11:00 (put your name here) &amp;lt;br&amp;gt;&lt;br /&gt;
11:00 - 11:30 Paul Polze &amp;lt;br&amp;gt;&lt;br /&gt;
11:30 - 12:00 Sarah H &amp;lt;br&amp;gt;&lt;br /&gt;
12:00 - 13:00 (break) &amp;lt;br&amp;gt;&lt;br /&gt;
13:00 - 13:30 Sandra &amp;lt;br&amp;gt;&lt;br /&gt;
13:30 - 14:00 (put your name here)&amp;lt;br&amp;gt;&lt;br /&gt;
14:00 - 14:30 Deniz Ekin Polat &amp;lt;br&amp;gt;&lt;br /&gt;
14:30 - 15:00 Carlos García Fernández &amp;lt;br&amp;gt;&lt;br /&gt;
15:00 - 15:30 (put your name here)&amp;lt;br&amp;gt;&lt;br /&gt;
15:30 - 16:00 Maxi Nirschl &amp;amp; Chanadda Janthivanont &amp;lt;br&amp;gt;&lt;br /&gt;
16:00 - 16:30 Eduardo Moreno &amp;lt;br&amp;gt;&lt;br /&gt;
16:30 - 17:00 Grace Quintero &amp;lt;br&amp;gt;&lt;br /&gt;
17:30 - 18:00 (put your name here)&lt;br /&gt;
&lt;br /&gt;
===VR TOOLBOX===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dropbox folder with our class material&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
https://www.dropbox.com/sh/jwlqv9burbx9rtg/AAAn5pDW3ZySCloULWuCsx5pa?dl=0&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Software&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Unity 3D - cross-platform game engine &amp;lt;br&amp;gt;&lt;br /&gt;
https://unity3d.com/de&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Blender - open-source 3D modeller with many features &amp;lt;br&amp;gt;&lt;br /&gt;
https://www.blender.org&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Autodesk FBX Converter – convert OBJ, DAE, and 3DS files to or from multiple versions of the FBX format&amp;lt;br&amp;gt;&lt;br /&gt;
https://www.autodesk.com/developer-network/platform-technologies/fbx-converter-archives &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Meshmixer - &amp;quot;Swiss Army Knife&amp;quot; for 3D meshes &amp;lt;br&amp;gt;&lt;br /&gt;
http://www.meshmixer.com &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
MeshLab - open source system for processing and editing 3D triangular meshes &amp;lt;br&amp;gt;&lt;br /&gt;
http://www.meshlab.net &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
MakeHuman - open source tool for making 3D characters &amp;lt;br&amp;gt;&lt;br /&gt;
http://www.makehumancommunity.org&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Open Broadcaster Software - free and open-source streaming and recording program &amp;lt;br&amp;gt;&lt;br /&gt;
https://obsproject.com&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Online Tools&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Mixamo - Rapidly create, rig and animate unique characters &amp;lt;br&amp;gt;&lt;br /&gt;
https://www.mixamo.com &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
NormalMap-Online - create a normalmaps directly inside your browser&amp;lt;br&amp;gt;&lt;br /&gt;
http://cpetry.github.io/NormalMap-Online/&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Freesound - collaborative database of Creative Commons Licensed sounds&amp;lt;br&amp;gt;&lt;br /&gt;
https://freesound.org&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3D Models (for download and use)&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
http://www.myminifactory.com &amp;lt;br&amp;gt;&lt;br /&gt;
http://www.sketchfab.com &amp;lt;br&amp;gt;&lt;br /&gt;
http://www.thingiverse.com &amp;lt;br&amp;gt;&lt;br /&gt;
http://www.turbosquid.com &amp;lt;br&amp;gt;&lt;br /&gt;
http://www.lincoln3dscans.co.uk &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unity 3D Tutorials&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Tutorials from the Unity 3D page &amp;lt;br&amp;gt; &lt;br /&gt;
https://unity3d.com/de/learn/tutorials &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
Brackeys Unity 3D Tutorials &amp;lt;br&amp;gt; &lt;br /&gt;
https://www.youtube.com/user/Brackeys/videos &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unity 3D Assets&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Standard Assets &amp;lt;br&amp;gt; &lt;br /&gt;
https://assetstore.unity.com/packages/essentials/asset-packs/standard-assets-32351 &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
Free HDR Skyboxes &amp;lt;br&amp;gt; &lt;br /&gt;
https://assetstore.unity.com/packages/2d/textures-materials/sky/free-hdr-sky-61217 &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blender Tutorials&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Blender Beginner Tutorial Series by Blender Guru &amp;lt;br&amp;gt;&lt;br /&gt;
https://www.youtube.com/playlist?list=PLjEaoINr3zgHs8uzT3yqe4iHGfkCmMJ0P &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Interface and Navigation &amp;lt;br&amp;gt;&lt;br /&gt;
https://www.youtube.com/watch?v=xT2mtoDnSzM &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Modeling - Creating a kitchen (ignore part 2) &amp;lt;br&amp;gt;&lt;br /&gt;
https://www.blenderguru.com/tutorials/create-a-realistic-kitchen-part-1-of-2 &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Modeling - Modeling a simple character &amp;lt;br&amp;gt;&lt;br /&gt;
https://www.youtube.com/watch?v=DiIoWrOlIRw &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Materials - Basic properties of materials &amp;lt;br&amp;gt;&lt;br /&gt;
https://www.youtube.com/watch?v=9AHxuoYyJJk &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Texturing - Applying textures to an object &amp;lt;br&amp;gt;&lt;br /&gt;
https://www.youtube.com/watch?v=6gRUUeFteQg &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rigging - Rigging a character &amp;lt;br&amp;gt;&lt;br /&gt;
https://www.youtube.com/watch?v=cGvalWG8HBU&amp;amp;t= &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Animation - 12 Principles of Animation &amp;lt;br&amp;gt;&lt;br /&gt;
https://www.youtube.com/watch?v=uDqjIdI4bF4 &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Animation - Animating a bouncing ball &amp;lt;br&amp;gt;&lt;br /&gt;
https://www.youtube.com/watch?v=GUocrcIQfp4 &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:SS18]]&lt;br /&gt;
[[Category:Werkmodul]]&lt;br /&gt;
[[Category:Fachmodul]]&lt;br /&gt;
[[Category:Jörg Brinkmann]]&lt;/div&gt;</summary>
		<author><name>Break.fx</name></author>
	</entry>
	<entry>
		<id>https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=File:MAP_TO.jpg&amp;diff=100295</id>
		<title>File:MAP TO.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=File:MAP_TO.jpg&amp;diff=100295"/>
		<updated>2018-11-02T14:05:56Z</updated>

		<summary type="html">&lt;p&gt;Break.fx: Break.fx uploaded a new version of File:MAP TO.jpg&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
&lt;br /&gt;
== Copyright status: ==&lt;br /&gt;
&lt;br /&gt;
== Source: ==&lt;/div&gt;</summary>
		<author><name>Break.fx</name></author>
	</entry>
	<entry>
		<id>https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=File:MAP_TO.jpg&amp;diff=100294</id>
		<title>File:MAP TO.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=File:MAP_TO.jpg&amp;diff=100294"/>
		<updated>2018-11-02T14:04:34Z</updated>

		<summary type="html">&lt;p&gt;Break.fx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
&lt;br /&gt;
== Copyright status: ==&lt;br /&gt;
&lt;br /&gt;
== Source: ==&lt;/div&gt;</summary>
		<author><name>Break.fx</name></author>
	</entry>
	<entry>
		<id>https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:CRITICAL_VR_LAB/Paul_Polze&amp;diff=100293</id>
		<title>GMU:CRITICAL VR LAB/Paul Polze</title>
		<link rel="alternate" type="text/html" href="https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:CRITICAL_VR_LAB/Paul_Polze&amp;diff=100293"/>
		<updated>2018-11-02T14:04:01Z</updated>

		<summary type="html">&lt;p&gt;Break.fx: /* Timeless Origin VR (Project) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Timeless Origin VR (Project) ==&lt;br /&gt;
[[File:all_screenshots.jpg|none|900px|caption]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Timeless Origin VR is a immersive vr movie (360, stereoscopic). It works with spatial 3D sound in ambisonic sound format (first order, ambisonix). Please use a vr headset with headphones in full volume while standing.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
To watch the high 8K resolution vr movie with spatial 3D sound visit: https://youtu.be/-2PJb137iPQ &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;About&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
This movie consists of abstract and intuitively designed objects that react to the frequencies of the different soundlayers. In addition, this movie used the possibilities of design, which are not based on real existing objects. The viewer is guided through various scenes, in which the viewer watching to audiorective objects. The project is be realized cinematically. A remix of the track &amp;quot;Nebulous Dawn&amp;quot; of the album &amp;quot;Zeit&amp;quot; of the band &amp;quot;Tangerine Dream&amp;quot; from the year 1972 formed the basis of a further visual interpretation and is also the auditive level of the movie. This movie should remind of the origin of electronic soundscapes.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The materiality in the sound and in the picture stand for the typical characteristics of earlier media. This charakteristics survived to this day. Visual film noise and auditive tape noise are used to give the viewer a analogous like expirience and brings some imperfection to the movie.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Technical Background&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The 360 stereoscopic vr video is created in 3D. After this the visual and auditive post production. It is possible to watch the movie on any vr glasses with headphones using youtube vr or other vr video player (make sure that “first order” of ambisonics for spatial sound format is supportet).&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:equirectangular_view.jpg|none|900px|caption]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;Image 1: This is how looks a equirectangular video for a vr video player.&#039;&#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Nodes controlled various parameters of 3D objects using the volume of different soundtracks. For example, the displacement is influenced by a sound. &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:MAP_TO.jpg|none|900px|caption]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;Image 2: Flowchart&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Break.fx</name></author>
	</entry>
	<entry>
		<id>https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:CRITICAL_VR_LAB/Paul_Polze&amp;diff=99708</id>
		<title>GMU:CRITICAL VR LAB/Paul Polze</title>
		<link rel="alternate" type="text/html" href="https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:CRITICAL_VR_LAB/Paul_Polze&amp;diff=99708"/>
		<updated>2018-10-25T10:48:42Z</updated>

		<summary type="html">&lt;p&gt;Break.fx: /* Homework */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Timeless Origin VR (Project) ==&lt;br /&gt;
[[File:all_screenshots.jpg|none|900px|caption]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Timeless Origin VR is a immersive vr movie (360, stereoscopic). It works with spatial 3D sound in ambisonic sound format (first order, ambisonix). Please use a vr headset with headphones in full volume while standing.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
To watch the high 8K resolution vr movie with spatial 3D sound visit: https://youtu.be/-2PJb137iPQ &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;About&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
This movie consists of abstract and intuitively designed objects that react to the frequencies of the different soundlayers. In addition, this movie used the possibilities of design, which are not based on real existing objects. The viewer is guided through various scenes, in which the viewer watching to audiorective objects. The project is be realized cinematically. A remix of the track &amp;quot;Nebulous Dawn&amp;quot; of the album &amp;quot;Zeit&amp;quot; of the band &amp;quot;Tangerine Dream&amp;quot; from the year 1972 formed the basis of a further visual interpretation and is also the auditive level of the movie. This movie should remind of the origin of electronic soundscapes.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The materiality in the sound and in the picture stand for the typical characteristics of earlier media. This charakteristics survived to this day. Visual film noise and auditive tape noise are used to give the viewer a analogous like expirience and brings some imperfection to the movie.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Technical Background&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The 360 stereoscopic vr video is created in 3D. After this the visual and auditive post production. It is possible to watch the movie on any vr glasses with headphones using youtube vr or other vr video player (make sure that “first order” of ambisonics for spatial sound format is supportet).&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:equirectangular_view.jpg|none|900px|caption]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;Image 1: This is how looks a equirectangular video for a vr video player.&#039;&#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Nodes controlled various parameters of 3D objects using different frequency ranges of soundtracks. For example, the strength of a displacer is influenced by a sound. &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:nodes.jpg|none|900px|caption]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;Image 2: Nodes&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Break.fx</name></author>
	</entry>
	<entry>
		<id>https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:VR_Experience_Designers&amp;diff=99549</id>
		<title>GMU:VR Experience Designers</title>
		<link rel="alternate" type="text/html" href="https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:VR_Experience_Designers&amp;diff=99549"/>
		<updated>2018-10-23T14:22:00Z</updated>

		<summary type="html">&lt;p&gt;Break.fx: /* Student works */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Lecturer: [https://www.uni-weimar.de/kunst-und-gestaltung/wiki/Jörg_Brinkmann Jörg Brinkmann]&amp;lt;br&amp;gt;&lt;br /&gt;
Credits: 6 [[ECTS]], 4 [[SWS]]&amp;lt;br&amp;gt;&lt;br /&gt;
Date: Thursdays, 15:15 – 18:30&amp;lt;br&amp;gt; &lt;br /&gt;
Venue: [[GMU:Performance Platform|Performance Platform]], Digital Bauhaus Lab (Room 001)&amp;lt;br&amp;gt;&lt;br /&gt;
First meeting: Thursday, 18.10.2018, 15:15&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
How would you create an experience in VR? What works in VR and what doesn’t? &lt;br /&gt;
When working with VR glasses you are confronted with an evolving medium that hasn’t found its language, yet&lt;br /&gt;
&lt;br /&gt;
In this class you will be introduced to the boundaries and experiment with the possibilities of VR. You will be working with Unity 3D, the HTC Vive VR Glasses, 360 Video and spatial audio &lt;br /&gt;
&lt;br /&gt;
This course is for MFA students only who already have experience in working with 3D Software &lt;br /&gt;
&lt;br /&gt;
Planned is an excursion to Panorama Bad Frankenhausen as well as a participation at a Symposium at the HKW (Haus der Kulturen der Welt) in Berlin in cooperation with the chair of Experimental Radio&lt;br /&gt;
&lt;br /&gt;
==Criteria for passing==&lt;br /&gt;
In order to successfully participate you will have to develop and document your own project on the GMU Wiki. Also, regularly attend to the sessions and participation is mandatory.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Student works ==&lt;br /&gt;
*[[/Jörg Brinkmann|Jörg Brinkmann]]&lt;br /&gt;
*[[/Paul Polze|Paul Polze]]&lt;br /&gt;
&lt;br /&gt;
==Syllabus==&lt;br /&gt;
===18.10.2018===&lt;br /&gt;
Introduction&lt;br /&gt;
&lt;br /&gt;
===25.10.2018===&lt;br /&gt;
working with Unity 3D&lt;br /&gt;
&lt;br /&gt;
===01.11.2018===&lt;br /&gt;
working with Unity 3D&lt;br /&gt;
&lt;br /&gt;
===08.11.201===&lt;br /&gt;
working with Unity 3D and HTC VIVE&lt;br /&gt;
&lt;br /&gt;
===15.11.2018===&lt;br /&gt;
&#039;&#039;&#039;Excursion: Radiophonic Spaces Exhibition in Berlin&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;15.11.	Critical Experience Design (tbc)&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
11:00	Demo “Monom” (4DSOUND / Spatial Sound Institute) im Funkhaus Nalepastraße&amp;lt;br&amp;gt;&lt;br /&gt;
13:30	Erkundung Ausstellung Radiophonic Spaces im HKW&amp;lt;br&amp;gt;&lt;br /&gt;
17:00	Aktivierungsgespräch mit Danica Dakic und Jörg Brinkmann&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;16.11.	Topologie der Immersion&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
11:00	Künstlerische Erkundung mit Cathy Robinson&amp;lt;br&amp;gt;&lt;br /&gt;
17:00	Aktivierungsgespräch mit Cathy Robinson und Paul Oomen&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;17.11. 	Archivkonfrontationen&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
12:00	Künstlerische Erkundung mit Christine Hill und Kaya Behkalam &amp;lt;br&amp;gt;&lt;br /&gt;
17:00	Gespräch mit Christine Hill und Kaya Behkalam&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;18.11. 	(Name HKW / Marcus Gammel)&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
12:00	Projektworkshop mit Astrid Drechsler, Jörg Brinkmann, Martin Hirsch&amp;lt;br&amp;gt;&lt;br /&gt;
17:00	Aktivierungsgespräch Marcus Gammel (DLF Kultur)&lt;br /&gt;
&lt;br /&gt;
===22.11.2018===&lt;br /&gt;
---NO CLASS---&lt;br /&gt;
&lt;br /&gt;
===29.11.2018===&lt;br /&gt;
360 video&lt;br /&gt;
&lt;br /&gt;
===06.12.2018===&lt;br /&gt;
Photogrammetry&lt;br /&gt;
&lt;br /&gt;
===13.12.2018===&lt;br /&gt;
360 sound&lt;br /&gt;
&lt;br /&gt;
===20.12.2018===&lt;br /&gt;
full body motion tracking with TheCaptury and Unity 3D&lt;br /&gt;
&lt;br /&gt;
===10.01.2019===&lt;br /&gt;
&#039;&#039;&#039;Excursion: Panorama Museum Bad Frankenhausen&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
https://www.panorama-museum.de/en/&lt;br /&gt;
&lt;br /&gt;
===17.01.2019===&lt;br /&gt;
working with the Oculus Go&lt;br /&gt;
&lt;br /&gt;
===23.01.2019, 7pm===&lt;br /&gt;
&#039;&#039;&#039;Lecture: &amp;quot;Immersive Storytelling” and the Operative Ontology of Stalinist Cinema&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Salon des ehem. Palais Dürckheim, Cranachstraße 47, Weimar&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
https://ikkm-weimar.de/veranstaltungen/alle/immersive-storytelling-and-the-operative-ontology-of-stalinist-cinema/&lt;br /&gt;
&lt;br /&gt;
===24.01.2019===&lt;br /&gt;
&#039;&#039;&#039;Consultations (Marienstr. 5, Room 208)&#039;&#039;&#039; &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
10:00 - 10:30 (put your name here) &amp;lt;br&amp;gt;&lt;br /&gt;
10:30 - 11:00 (put your name here) &amp;lt;br&amp;gt;&lt;br /&gt;
11:00 - 11:30 (put your name here) &amp;lt;br&amp;gt;&lt;br /&gt;
11:30 - 12:00 (put your name here) &amp;lt;br&amp;gt;&lt;br /&gt;
12:00 - 13:00 (break) &amp;lt;br&amp;gt;&lt;br /&gt;
13:00 - 13:30 (put your name here) &amp;lt;br&amp;gt;&lt;br /&gt;
13:30 - 14:00 (put your name here) &amp;lt;br&amp;gt;&lt;br /&gt;
14:00 - 14:30 (put your name here) &amp;lt;br&amp;gt;&lt;br /&gt;
14:30 - 15:00 (put your name here) &amp;lt;br&amp;gt;&lt;br /&gt;
15:00 - 15:30 (put your name here) &amp;lt;br&amp;gt;&lt;br /&gt;
15:30 - 16:00 (put your name here) &amp;lt;br&amp;gt;&lt;br /&gt;
16:00 - 16:30 (put your name here) &amp;lt;br&amp;gt;&lt;br /&gt;
16:30 - 17:00 (put your name here) &amp;lt;br&amp;gt;&lt;br /&gt;
17:30 - 18:00 (put your name here)&lt;br /&gt;
&lt;br /&gt;
===31.01.2019===&lt;br /&gt;
Lab Time: Working on your VR Experience&lt;br /&gt;
&lt;br /&gt;
===VR TOOLBOX===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Software&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Unity 3D - cross-platform game engine &amp;lt;br&amp;gt;&lt;br /&gt;
https://unity3d.com/de&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Blender - open-source 3D modeller with many features &amp;lt;br&amp;gt;&lt;br /&gt;
https://www.blender.org&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Meshmixer - &amp;quot;Swiss Army Knife&amp;quot; for 3D meshes &amp;lt;br&amp;gt;&lt;br /&gt;
http://www.meshmixer.com &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
MeshLab - open source system for processing and editing 3D triangular meshes &amp;lt;br&amp;gt;&lt;br /&gt;
http://www.meshlab.net &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
MakeHuman - open source tool for making 3D characters &amp;lt;br&amp;gt;&lt;br /&gt;
http://www.makehuman.org&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Open Broadcaster Software - free and open-source streaming and recording program &amp;lt;br&amp;gt;&lt;br /&gt;
https://obsproject.com&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Online Tools&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Mixamo - Rapidly create, rig and animate unique characters &amp;lt;br&amp;gt;&lt;br /&gt;
https://www.mixamo.com &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
NormalMap-Online - create a normalmaps directly inside your browser&amp;lt;br&amp;gt;&lt;br /&gt;
http://cpetry.github.io/NormalMap-Online/&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3D Models (for download and use)&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
http://www.myminifactory.com &amp;lt;br&amp;gt;&lt;br /&gt;
http://www.sketchfab.com &amp;lt;br&amp;gt;&lt;br /&gt;
http://www.thingiverse.com &amp;lt;br&amp;gt;&lt;br /&gt;
http://www.turbosquid.com &amp;lt;br&amp;gt;&lt;br /&gt;
http://www.lincoln3dscans.co.uk &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unity 3D Tutorials&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Tutorials from the Unity 3D page &amp;lt;br&amp;gt; &lt;br /&gt;
https://unity3d.com/de/learn/tutorials &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blender Tutorials&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Blender Beginner Tutorial Series by Blender Guru &amp;lt;br&amp;gt;&lt;br /&gt;
https://www.youtube.com/playlist?list=PLjEaoINr3zgHs8uzT3yqe4iHGfkCmMJ0P &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Interface and Navigation &amp;lt;br&amp;gt;&lt;br /&gt;
https://www.youtube.com/watch?v=xT2mtoDnSzM &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Modeling - Creating a kitchen (ignore part 2) &amp;lt;br&amp;gt;&lt;br /&gt;
https://www.blenderguru.com/tutorials/create-a-realistic-kitchen-part-1-of-2 &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Modeling - Modeling a simple character &amp;lt;br&amp;gt;&lt;br /&gt;
https://www.youtube.com/watch?v=DiIoWrOlIRw &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Materials - Basic properties of materials &amp;lt;br&amp;gt;&lt;br /&gt;
https://www.youtube.com/watch?v=9AHxuoYyJJk &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Texturing - Applying textures to an object &amp;lt;br&amp;gt;&lt;br /&gt;
https://www.youtube.com/watch?v=6gRUUeFteQg &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rigging - Rigging a character &amp;lt;br&amp;gt;&lt;br /&gt;
https://www.youtube.com/watch?v=cGvalWG8HBU&amp;amp;t= &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Animation - 12 Principles of Animation &amp;lt;br&amp;gt;&lt;br /&gt;
https://www.youtube.com/watch?v=uDqjIdI4bF4 &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Animation - Animating a bouncing ball &amp;lt;br&amp;gt;&lt;br /&gt;
https://www.youtube.com/watch?v=GUocrcIQfp4 &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:SS18]]&lt;br /&gt;
[[Category:Werkmodul]]&lt;br /&gt;
[[Category:Fachmodul]]&lt;br /&gt;
[[Category:Jörg Brinkmann]]&lt;/div&gt;</summary>
		<author><name>Break.fx</name></author>
	</entry>
	<entry>
		<id>https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:CRITICAL_VR_LAB/Paul_Polze&amp;diff=98635</id>
		<title>GMU:CRITICAL VR LAB/Paul Polze</title>
		<link rel="alternate" type="text/html" href="https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:CRITICAL_VR_LAB/Paul_Polze&amp;diff=98635"/>
		<updated>2018-09-20T10:33:38Z</updated>

		<summary type="html">&lt;p&gt;Break.fx: /* Timeless Origin VR (Projekt) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Timeless Origin VR (Project) ==&lt;br /&gt;
[[File:all_screenshots.jpg|none|900px|caption]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Timeless Origin VR is a immersive vr movie (360, stereoscopic). It works with spatial 3D sound in ambisonic sound format (first order, ambisonix). Please use a vr headset with headphones in full volume while standing.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
To watch the high 8K resolution vr movie with spatial 3D sound visit: https://youtu.be/-2PJb137iPQ &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;About&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
This movie consists of abstract and intuitively designed objects that react to the frequencies of the different soundlayers. In addition, this movie used the possibilities of design, which are not based on real existing objects. The viewer is guided through various scenes, in which the viewer watching to audiorective objects. The project is be realized cinematically. A remix of the track &amp;quot;Nebulous Dawn&amp;quot; of the album &amp;quot;Zeit&amp;quot; of the band &amp;quot;Tangerine Dream&amp;quot; from the year 1972 formed the basis of a further visual interpretation and is also the auditive level of the movie. This movie should remind of the origin of electronic soundscapes.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The materiality in the sound and in the picture stand for the typical characteristics of earlier media. This charakteristics survived to this day. Visual film noise and auditive tape noise are used to give the viewer a analogous like expirience and brings some imperfection to the movie.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Technical Background&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The 360 stereoscopic vr video is created in 3D. After this the visual and auditive post production. It is possible to watch the movie on any vr glasses with headphones using youtube vr or other vr video player (make sure that “first order” of ambisonics for spatial sound format is supportet).&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:equirectangular_view.jpg|none|900px|caption]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;Image 1: This is how looks a equirectangular video for a vr video player.&#039;&#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Nodes controlled various parameters of 3D objects using different frequency ranges of soundtracks. For example, the strength of a displacer is influenced by a sound. &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:nodes.jpg|none|900px|caption]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;Image 2: Nodes&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Homework ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lecture - Magritte VR Experience (PDF)&#039;&#039;&#039;&lt;br /&gt;
[[File:SoSe2018_PaulPolze_MagritteVR_Homework.pdf]]&lt;/div&gt;</summary>
		<author><name>Break.fx</name></author>
	</entry>
	<entry>
		<id>https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:CRITICAL_VR_LAB/Paul_Polze&amp;diff=98634</id>
		<title>GMU:CRITICAL VR LAB/Paul Polze</title>
		<link rel="alternate" type="text/html" href="https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:CRITICAL_VR_LAB/Paul_Polze&amp;diff=98634"/>
		<updated>2018-09-20T10:27:42Z</updated>

		<summary type="html">&lt;p&gt;Break.fx: /* Timeless Origin VR (Projekt) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Timeless Origin VR (Projekt) ==&lt;br /&gt;
[[File:all_screenshots.jpg|none|900px|caption]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Timeless Origin VR is a immersive vr movie (360, stereoscopic). It works with spatial 3D sound in ambisonic sound format (first order, ambisonix). Please use a vr headset with headphones in full volume while standing.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
To watch the high 8K resolution vr movie with spatial 3D sound visit: https://youtu.be/-2PJb137iPQ &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;About&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
This movie consists of abstract and intuitively designed objects that react to the frequencies of the different soundlayers. In addition, this movie used the possibilities of design, which are not based on real existing objects. The viewer is guided through various scenes, in which the viewer watching to audiorective objects. The project is be realized cinematically. A remix of the track &amp;quot;Nebulous Dawn&amp;quot; of the album &amp;quot;Zeit&amp;quot; of the band &amp;quot;Tangerine Dream&amp;quot; from the year 1972 formed the basis of a further visual interpretation and is also the auditive level of the movie. This movie should remind of the origin of electronic soundscapes.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The materiality in the sound and in the picture stand for the typical characteristics of earlier media. This charakteristics survived to this day. Visual film noise and auditive tape noise are used to give the viewer a analogous like expirience and brings some imperfection to the movie.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Technical Background&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The 360 stereoscopic vr video is created in 3D. After this the visual and auditive post production. It is possible to watch the movie on any vr glasses with headphones using youtube vr or other vr video player (make sure that “first order” of ambisonics for spatial sound format is supportet).&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:equirectangular_view.jpg|none|900px|caption]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;Image 1: This is how looks a equirectangular video for a vr video player.&#039;&#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Nodes controlled various parameters of 3D objects using different frequency ranges of soundtracks. For example, the strength of a displacer is influenced by a sound. &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:nodes.jpg|none|900px|caption]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;Image 2: Nodes&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Homework ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lecture - Magritte VR Experience (PDF)&#039;&#039;&#039;&lt;br /&gt;
[[File:SoSe2018_PaulPolze_MagritteVR_Homework.pdf]]&lt;/div&gt;</summary>
		<author><name>Break.fx</name></author>
	</entry>
	<entry>
		<id>https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:CRITICAL_VR_LAB/Paul_Polze&amp;diff=98633</id>
		<title>GMU:CRITICAL VR LAB/Paul Polze</title>
		<link rel="alternate" type="text/html" href="https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:CRITICAL_VR_LAB/Paul_Polze&amp;diff=98633"/>
		<updated>2018-09-20T10:24:13Z</updated>

		<summary type="html">&lt;p&gt;Break.fx: /* Timeless Origin VR (Projekt) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Timeless Origin VR (Projekt) ==&lt;br /&gt;
[[File:all_screenshots.jpg|none|900px|caption]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Timeless Origin VR is a immersive vr movie (360, stereoscopic). It works with spatial 3D sound in ambisonic sound format (first order, ambisonix). Please use a vr headset with headphones in full volume while standing.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
To watch the high 8K resolution vr movie with spatial 3D sound visit: https://youtu.be/-2PJb137iPQ &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;About&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
This movie consists of abstract and intuitively designed objects that react to the frequencies of the different soundlayers. In addition, this movie used the possibilities of design, which are not based on real existing objects. The viewer is guided through various scenes, in which the viewer watching to audiorective objects. The project is be realized cinematically. A remix of the track &amp;quot;Nebulous Dawn&amp;quot; of the album &amp;quot;Zeit&amp;quot; of the band &amp;quot;Tangerine Dream&amp;quot; from the year 1972 formed the basis of a further visual interpretation and is also the auditive level of the movie. This movie should remind of the origin of electronic soundscapes.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The materiality in the sound and in the picture stand for the typical characteristics of earlier media. This charakteristics survived to this day. Visual film noise and tape noise are used to give the viewer a analogous like expirience and brings some imperfection to the movie.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Technical Background&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The 360 stereoscopic vr video is created in 3D. After this the visual and auditive post production. It is possible to watch the movie on any vr glasses with headphones using youtube vr or other vr video player (make sure that “first order” of ambisonics for spatial sound format is supportet).&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:equirectangular_view.jpg|none|900px|caption]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;Image 1: This is how looks a equirectangular video for a vr video player.&#039;&#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Nodes controlled various parameters of 3D objects using different frequency ranges of soundtracks. For example, the strength of a displacer is influenced by a sound. &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:nodes.jpg|none|900px|caption]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;Image 2: Nodes&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Homework ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lecture - Magritte VR Experience (PDF)&#039;&#039;&#039;&lt;br /&gt;
[[File:SoSe2018_PaulPolze_MagritteVR_Homework.pdf]]&lt;/div&gt;</summary>
		<author><name>Break.fx</name></author>
	</entry>
	<entry>
		<id>https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=File:Nodes.jpg&amp;diff=98632</id>
		<title>File:Nodes.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=File:Nodes.jpg&amp;diff=98632"/>
		<updated>2018-09-20T10:18:11Z</updated>

		<summary type="html">&lt;p&gt;Break.fx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
&lt;br /&gt;
== Copyright status: ==&lt;br /&gt;
&lt;br /&gt;
== Source: ==&lt;/div&gt;</summary>
		<author><name>Break.fx</name></author>
	</entry>
	<entry>
		<id>https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:CRITICAL_VR_LAB/Paul_Polze&amp;diff=98631</id>
		<title>GMU:CRITICAL VR LAB/Paul Polze</title>
		<link rel="alternate" type="text/html" href="https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:CRITICAL_VR_LAB/Paul_Polze&amp;diff=98631"/>
		<updated>2018-09-20T10:17:47Z</updated>

		<summary type="html">&lt;p&gt;Break.fx: /* Timeless Origin VR (Projekt) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Timeless Origin VR (Projekt) ==&lt;br /&gt;
[[File:all_screenshots.jpg|none|900px|caption]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;About&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
This movie consists of abstract and intuitively designed objects that react to the frequencies of the different soundlayers. In addition, this movie used the possibilities of design, which are not based on real existing objects. The viewer is guided through various scenes, in which the viewer watching to audiorective objects. The project is be realized cinematically. A remix of the track &amp;quot;Nebulous Dawn&amp;quot; of the album &amp;quot;Zeit&amp;quot; of the band &amp;quot;Tangerine Dream&amp;quot; from the year 1972 formed the basis of a further visual interpretation and is also the auditive level of the movie. This movie should remind of the origin of electronic soundscapes.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The materiality in the sound and in the picture stand for the typical characteristics of earlier media. This charakteristics survived to this day. Visual film noise and tape noise are used to give the viewer a analogous like expirience and brings some imperfection to the movie.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Technical Background&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The 360 stereoscopic vr video is created in 3D. After this the visual and auditive post production. It is possible to watch the movie on any vr glasses with headphones using youtube vr or other vr video player (make sure that “first order” of ambisonics for spatial sound format is supportet).&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:equirectangular_view.jpg|none|900px|caption]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;Image 1: This is how looks a equirectangular video for a vr video player.&#039;&#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Nodes controlled various parameters of 3D objects using different frequency ranges of soundtracks. For example, the strength of a displacer is influenced by a sound. &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:nodes.jpg|none|900px|caption]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;Image 2: Nodes&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Homework ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lecture - Magritte VR Experience (PDF)&#039;&#039;&#039;&lt;br /&gt;
[[File:SoSe2018_PaulPolze_MagritteVR_Homework.pdf]]&lt;/div&gt;</summary>
		<author><name>Break.fx</name></author>
	</entry>
	<entry>
		<id>https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=File:Equirectangular_view_small.jpg&amp;diff=98630</id>
		<title>File:Equirectangular view small.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=File:Equirectangular_view_small.jpg&amp;diff=98630"/>
		<updated>2018-09-20T10:12:58Z</updated>

		<summary type="html">&lt;p&gt;Break.fx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
&lt;br /&gt;
== Copyright status: ==&lt;br /&gt;
&lt;br /&gt;
== Source: ==&lt;/div&gt;</summary>
		<author><name>Break.fx</name></author>
	</entry>
	<entry>
		<id>https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=File:Equirectangular_view.jpg&amp;diff=98629</id>
		<title>File:Equirectangular view.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=File:Equirectangular_view.jpg&amp;diff=98629"/>
		<updated>2018-09-20T10:09:40Z</updated>

		<summary type="html">&lt;p&gt;Break.fx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
&lt;br /&gt;
== Copyright status: ==&lt;br /&gt;
&lt;br /&gt;
== Source: ==&lt;/div&gt;</summary>
		<author><name>Break.fx</name></author>
	</entry>
	<entry>
		<id>https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:CRITICAL_VR_LAB/Paul_Polze&amp;diff=98628</id>
		<title>GMU:CRITICAL VR LAB/Paul Polze</title>
		<link rel="alternate" type="text/html" href="https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:CRITICAL_VR_LAB/Paul_Polze&amp;diff=98628"/>
		<updated>2018-09-20T10:08:50Z</updated>

		<summary type="html">&lt;p&gt;Break.fx: /* Timeless Origin VR (Projekt) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Timeless Origin VR (Projekt) ==&lt;br /&gt;
[[File:all_screenshots.jpg|none|900px|caption]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;About&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
This movie consists of abstract and intuitively designed objects that react to the frequencies of the different soundlayers. In addition, this movie used the possibilities of design, which are not based on real existing objects. The viewer is guided through various scenes, in which the viewer watching to audiorective objects. The project is be realized cinematically. A remix of the track &amp;quot;Nebulous Dawn&amp;quot; of the album &amp;quot;Zeit&amp;quot; of the band &amp;quot;Tangerine Dream&amp;quot; from the year 1972 formed the basis of a further visual interpretation and is also the auditive level of the movie. This movie should remind of the origin of electronic soundscapes.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The materiality in the sound and in the picture stand for the typical characteristics of earlier media. This charakteristics survived to this day. Visual film noise and tape noise are used to give the viewer a analogous like expirience and brings some imperfection to the movie.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Technical Background&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The 360 stereoscopic vr video is created in 3D. After this the visual and auditive post production. It is possible to watch the movie on any vr glasses with headphones using youtube vr or other vr video player (make sure that “first order” of ambisonics for spatial sound format is supportet).&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:equirectangular_view.jpg|none|900px|caption]]&lt;br /&gt;
&lt;br /&gt;
== Homework ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lecture - Magritte VR Experience (PDF)&#039;&#039;&#039;&lt;br /&gt;
[[File:SoSe2018_PaulPolze_MagritteVR_Homework.pdf]]&lt;/div&gt;</summary>
		<author><name>Break.fx</name></author>
	</entry>
	<entry>
		<id>https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:CRITICAL_VR_LAB/Paul_Polze&amp;diff=98627</id>
		<title>GMU:CRITICAL VR LAB/Paul Polze</title>
		<link rel="alternate" type="text/html" href="https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:CRITICAL_VR_LAB/Paul_Polze&amp;diff=98627"/>
		<updated>2018-09-20T09:59:23Z</updated>

		<summary type="html">&lt;p&gt;Break.fx: /* Timeless Origin VR (Projekt) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Timeless Origin VR (Projekt) ==&lt;br /&gt;
[[File:all_screenshots.jpg|none|900px|caption]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
This movie consists of abstract and intuitively designed objects that react to the frequencies of the different soundlayers. In addition, this movie used the possibilities of design, which are not based on real existing objects. The viewer is guided through various scenes, in which the viewer watching to audiorective objects. The project is be realized cinematically. A remix of the track &amp;quot;Nebulous Dawn&amp;quot; of the album &amp;quot;Zeit&amp;quot; of the band &amp;quot;Tangerine Dream&amp;quot; from the year 1972 formed the basis of a further visual interpretation and is also the auditive level of the movie. This movie should remind of the origin of electronic soundscapes.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The materiality in the sound and in the picture stand for the typical characteristics of earlier media. This charakteristics survived to this day. Visual film noise and tape noise are used to give the viewer a analogous like expirience and brings some imperfection to the movie.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Homework ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lecture - Magritte VR Experience (PDF)&#039;&#039;&#039;&lt;br /&gt;
[[File:SoSe2018_PaulPolze_MagritteVR_Homework.pdf]]&lt;/div&gt;</summary>
		<author><name>Break.fx</name></author>
	</entry>
	<entry>
		<id>https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:CRITICAL_VR_LAB/Paul_Polze&amp;diff=98626</id>
		<title>GMU:CRITICAL VR LAB/Paul Polze</title>
		<link rel="alternate" type="text/html" href="https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:CRITICAL_VR_LAB/Paul_Polze&amp;diff=98626"/>
		<updated>2018-09-20T09:52:08Z</updated>

		<summary type="html">&lt;p&gt;Break.fx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Timeless Origin VR (Projekt) ==&lt;br /&gt;
[[File:all_screenshots.jpg|none|900px|caption]]&lt;br /&gt;
&lt;br /&gt;
== Homework ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lecture - Magritte VR Experience (PDF)&#039;&#039;&#039;&lt;br /&gt;
[[File:SoSe2018_PaulPolze_MagritteVR_Homework.pdf]]&lt;/div&gt;</summary>
		<author><name>Break.fx</name></author>
	</entry>
	<entry>
		<id>https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=File:All_screenshots.jpg&amp;diff=98625</id>
		<title>File:All screenshots.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=File:All_screenshots.jpg&amp;diff=98625"/>
		<updated>2018-09-20T09:50:56Z</updated>

		<summary type="html">&lt;p&gt;Break.fx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
&lt;br /&gt;
== Copyright status: ==&lt;br /&gt;
&lt;br /&gt;
== Source: ==&lt;/div&gt;</summary>
		<author><name>Break.fx</name></author>
	</entry>
	<entry>
		<id>https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:CRITICAL_VR_LAB/Paul_Polze&amp;diff=98624</id>
		<title>GMU:CRITICAL VR LAB/Paul Polze</title>
		<link rel="alternate" type="text/html" href="https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:CRITICAL_VR_LAB/Paul_Polze&amp;diff=98624"/>
		<updated>2018-09-20T09:41:48Z</updated>

		<summary type="html">&lt;p&gt;Break.fx: /* Timeless Origin VR (Projekt) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Timeless Origin VR (Projekt) ==&lt;br /&gt;
[[File:all_screenshots.jpg|none|1200px|caption]]&lt;br /&gt;
&lt;br /&gt;
== Homework ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lecture - Magritte VR Experience (PDF)&#039;&#039;&#039;&lt;br /&gt;
[[File:SoSe2018_PaulPolze_MagritteVR_Homework.pdf]]&lt;/div&gt;</summary>
		<author><name>Break.fx</name></author>
	</entry>
	<entry>
		<id>https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:CRITICAL_VR_LAB/Paul_Polze&amp;diff=98623</id>
		<title>GMU:CRITICAL VR LAB/Paul Polze</title>
		<link rel="alternate" type="text/html" href="https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:CRITICAL_VR_LAB/Paul_Polze&amp;diff=98623"/>
		<updated>2018-09-20T09:36:00Z</updated>

		<summary type="html">&lt;p&gt;Break.fx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Timeless Origin VR (Projekt) ==&lt;br /&gt;
[[File:all_screenshots.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Homework ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lecture - Magritte VR Experience (PDF)&#039;&#039;&#039;&lt;br /&gt;
[[File:SoSe2018_PaulPolze_MagritteVR_Homework.pdf]]&lt;/div&gt;</summary>
		<author><name>Break.fx</name></author>
	</entry>
	<entry>
		<id>https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:CRITICAL_VR_LAB/Paul_Polze&amp;diff=97433</id>
		<title>GMU:CRITICAL VR LAB/Paul Polze</title>
		<link rel="alternate" type="text/html" href="https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:CRITICAL_VR_LAB/Paul_Polze&amp;diff=97433"/>
		<updated>2018-06-03T14:35:57Z</updated>

		<summary type="html">&lt;p&gt;Break.fx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Lecture - Magritte VR Experience (PDF)&#039;&#039;&#039;&lt;br /&gt;
[[File:SoSe2018_PaulPolze_MagritteVR_Homework.pdf]]&lt;/div&gt;</summary>
		<author><name>Break.fx</name></author>
	</entry>
	<entry>
		<id>https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:CRITICAL_VR_LAB/Paul_Polze&amp;diff=97432</id>
		<title>GMU:CRITICAL VR LAB/Paul Polze</title>
		<link rel="alternate" type="text/html" href="https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:CRITICAL_VR_LAB/Paul_Polze&amp;diff=97432"/>
		<updated>2018-06-03T14:34:57Z</updated>

		<summary type="html">&lt;p&gt;Break.fx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Lecture - Magritte VR Expirience (PDF)&#039;&#039;&#039;&lt;br /&gt;
[[File:SoSe2018_PaulPolze_MagritteVR_Homework.pdf]]&lt;/div&gt;</summary>
		<author><name>Break.fx</name></author>
	</entry>
	<entry>
		<id>https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:CRITICAL_VR_LAB/Paul_Polze&amp;diff=97431</id>
		<title>GMU:CRITICAL VR LAB/Paul Polze</title>
		<link rel="alternate" type="text/html" href="https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:CRITICAL_VR_LAB/Paul_Polze&amp;diff=97431"/>
		<updated>2018-06-03T14:34:01Z</updated>

		<summary type="html">&lt;p&gt;Break.fx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;== Lecture - Magritte VR Expirience (PDF) ==&#039;&#039;&#039;&lt;br /&gt;
[[File:SoSe2018_PaulPolze_MagritteVR_Homework.pdf]]&lt;/div&gt;</summary>
		<author><name>Break.fx</name></author>
	</entry>
	<entry>
		<id>https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:CRITICAL_VR_LAB/Paul_Polze&amp;diff=97430</id>
		<title>GMU:CRITICAL VR LAB/Paul Polze</title>
		<link rel="alternate" type="text/html" href="https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:CRITICAL_VR_LAB/Paul_Polze&amp;diff=97430"/>
		<updated>2018-06-03T14:30:57Z</updated>

		<summary type="html">&lt;p&gt;Break.fx: Created page with &amp;quot; &amp;#039;&amp;#039;&amp;#039;== Lecture - Magritte VR Expirience (PDF) ==&amp;#039;&amp;#039;&amp;#039;&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&#039;&#039;&#039;== Lecture - Magritte VR Expirience (PDF) ==&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Break.fx</name></author>
	</entry>
	<entry>
		<id>https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=File:SoSe2018_PaulPolze_MagritteVR_Homework.pdf&amp;diff=97429</id>
		<title>File:SoSe2018 PaulPolze MagritteVR Homework.pdf</title>
		<link rel="alternate" type="text/html" href="https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=File:SoSe2018_PaulPolze_MagritteVR_Homework.pdf&amp;diff=97429"/>
		<updated>2018-06-03T14:30:19Z</updated>

		<summary type="html">&lt;p&gt;Break.fx: File uploaded with MsUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;File uploaded with MsUpload&lt;/div&gt;</summary>
		<author><name>Break.fx</name></author>
	</entry>
	<entry>
		<id>https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:CRITICAL_VR_LAB&amp;diff=97307</id>
		<title>GMU:CRITICAL VR LAB</title>
		<link rel="alternate" type="text/html" href="https://www.uni-weimar.de/kunst-und-gestaltung/wiki/index.php?title=GMU:CRITICAL_VR_LAB&amp;diff=97307"/>
		<updated>2018-05-20T08:24:08Z</updated>

		<summary type="html">&lt;p&gt;Break.fx: /* 22.05.2018 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Lecturer: [https://www.uni-weimar.de/kunst-und-gestaltung/wiki/Jörg_Brinkmann Jörg Brinkmann]&amp;lt;br&amp;gt;&lt;br /&gt;
Credits: 6 ECTS, 4 SWS&amp;lt;br&amp;gt;&lt;br /&gt;
Date: Tuesdays, 17:00 - 20:30&amp;lt;br&amp;gt; &lt;br /&gt;
Venue: Performance Platform, Digital Bauhaus Lab (Room 001)&amp;lt;br&amp;gt;&lt;br /&gt;
First meeting: Tuesday, April 10th 2018, 17:00&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DESCRIPTION&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This course emphasises artistic and opposing ways of working with Virtual Reality. Its aim is to establish individual approaches to VR, an increasingly widespread medium which &lt;br /&gt;
offers artists new possibilities for expression and intercultural communication.&lt;br /&gt;
&lt;br /&gt;
The practical part will be an Introduction to Unity 3D and Blender. We will look into contemporary and digital art related to recent sociopolitical and mediaphilosophical topics. We will create an artistic discourse on&lt;br /&gt;
the topic of VR which will be presented in the form of individual projects at the end of the semester.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CRITERIA FOR PASSING&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
In order to successfully participate you will have to develop and document your own project on the GMU Wiki. Also, regularly attend to the sessions and participation is mandatory.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;STUDENTWORKS&#039;&#039;&#039; ==&lt;br /&gt;
*[[/Anton Kliuyeu|Anton Kliuyeu]]&lt;br /&gt;
*[[/Ulas Yener|Ulas Yener]]&lt;br /&gt;
*[[/Silvana Callegari|Silvana Callegari]]&lt;br /&gt;
*[[/Emilio Aguas|Emilio Aguas]]&lt;br /&gt;
*[[/Yasaman Mobasser|Yasaman Mobasser]]&lt;br /&gt;
*[[/Muhammad Qumail|Muhammad Qumail]]&lt;br /&gt;
*[[/Bogac Süyök|Bogac Süyök]]&lt;br /&gt;
*[[Lucia Schmidt]]&lt;br /&gt;
*[[/Homero Ruiz|Homero Ruiz]]&lt;br /&gt;
*[[/Paul Polze|Paul Polze]]&lt;br /&gt;
*[[/Maria Degand|Maria Degand]]&lt;br /&gt;
*[[/Jiannan Zhang|Jiannan Zhang]]&lt;br /&gt;
*[[Ruo-Jin Yen]]&lt;br /&gt;
*[[Viktoriia Bilash]]&lt;br /&gt;
*[[/Donato Spinelli|Donato Spinelli]]&lt;br /&gt;
*[[/Dominik Markert|Dominik Markert]]&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;10.04.2018&#039;&#039;&#039; ==&lt;br /&gt;
Introduction&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;17.04.2018&#039;&#039;&#039; ==&lt;br /&gt;
Presentation of artistic examples and methods &amp;lt;br&amp;gt;&lt;br /&gt;
 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HOMEWORK  until 24.04.2018&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
 &amp;lt;br&amp;gt;&lt;br /&gt;
create a short (7 min.) presentation of a VR experience &amp;lt;br&amp;gt;&lt;br /&gt;
that you choose from www.radiancevr.co &amp;lt;br&amp;gt;&lt;br /&gt;
 &amp;lt;br&amp;gt;&lt;br /&gt;
explain what the experience is about and how it uses VR as an artistic tool &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
for example:&amp;lt;br&amp;gt; &lt;br /&gt;
how does it challenge the medium artistically?&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;24.04.2018&#039;&#039;&#039; ==&lt;br /&gt;
Presentation of artistic examples and methods&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;08.05.2018&#039;&#039;&#039; ==&lt;br /&gt;
&#039;&#039;&#039;Introduction to Unity 3D (Marienstr. 7b, Room 104)&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
by Jonas Jülch &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Consultations (Marienstr. 5, Room 208)&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
13:00 - 13:30 (put your name here) &amp;lt;br&amp;gt;&lt;br /&gt;
13:30 - 14:00 (Ulas Yener) &amp;lt;br&amp;gt;&lt;br /&gt;
14:00 - 14:30 (put your name here) &amp;lt;br&amp;gt;&lt;br /&gt;
14:30 - 15:00 (Emilio Aguas)&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;15.05.2018&#039;&#039;&#039; ==&lt;br /&gt;
&#039;&#039;&#039;Introduction to Unity 3D (Marienstr. 7b, Room 104)&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
by Jonas Jülch &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Consultations (Marienstr. 5, Room 208)&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
10:00 - 10:30 (put your name here) &amp;lt;br&amp;gt;&lt;br /&gt;
10:30 - 11:00 (put your name here) &amp;lt;br&amp;gt;&lt;br /&gt;
11:00 - 11:30 (Florian Froger) &amp;lt;br&amp;gt;&lt;br /&gt;
11:30 - 12:00 (put your name here) &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;22.05.2018&#039;&#039;&#039; ==&lt;br /&gt;
&#039;&#039;&#039;Introduction to Unity 3D (Marienstr. 7b, Room 104)&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
by Jonas Jülch &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Consultations (Marienstr. 5, Room 208)&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
11:00 - 11:30 (put your name here) &amp;lt;br&amp;gt;&lt;br /&gt;
11:30 - 12:00 (Sarah Pacheco Alvim (appropriation)) &amp;lt;br&amp;gt;&lt;br /&gt;
–&amp;lt;br&amp;gt; &lt;br /&gt;
13:00 - 13:30 (Maria Degand) &amp;lt;br&amp;gt;&lt;br /&gt;
13:30 - 14:00 (Paul Polze) &amp;lt;br&amp;gt;&lt;br /&gt;
14:00 - 14:30 (Adam Streicher) &amp;lt;br&amp;gt;&lt;br /&gt;
14:30 - 15:00 (Emilio Aguas)&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;29.05.2018&#039;&#039;&#039; ==&lt;br /&gt;
&#039;&#039;&#039;Introduction to Blender with Unity 3D (Marienstr. 7b, Room 104)&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
by Luis Henrique Mesquita&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Consultations (Marienstr. 5, Room 208)&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
11:00 - 11:30 (put your name here) &amp;lt;br&amp;gt;&lt;br /&gt;
11:30 - 12:00 (put your name here) &amp;lt;br&amp;gt;&lt;br /&gt;
– &amp;lt;br&amp;gt;&lt;br /&gt;
13:00 - 13:30 Lucia Schmidt &amp;lt;br&amp;gt;&lt;br /&gt;
13:30 - 14:00 (put your name here) &amp;lt;br&amp;gt;&lt;br /&gt;
14:00 - 14:30 (put your name here) &amp;lt;br&amp;gt;&lt;br /&gt;
14:30 - 15:00 (put your name here)&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;05.06.2018&#039;&#039;&#039; ==&lt;br /&gt;
&#039;&#039;&#039;Introduction to Blender with Unity 3D (Marienstr. 7b, Room 104)&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
by Luis Henrique Mesquita&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Consultations (Marienstr. 5, Room 208)&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
11:00 - 11:30 (put your name here) &amp;lt;br&amp;gt;&lt;br /&gt;
11:30 - 12:00 (put your name here) &amp;lt;br&amp;gt;&lt;br /&gt;
– &amp;lt;br&amp;gt;&lt;br /&gt;
13:00 - 13:30 (put your name here) &amp;lt;br&amp;gt;&lt;br /&gt;
13:30 - 14:00 (put your name here) &amp;lt;br&amp;gt;&lt;br /&gt;
14:00 - 14:30 (put your name here) &amp;lt;br&amp;gt;&lt;br /&gt;
14:30 - 15:00 (put your name here)&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;12.06.2018&#039;&#039;&#039; ==&lt;br /&gt;
&#039;&#039;&#039;Introduction to Blender with Unity 3D (Marienstr. 7b, Room 104)&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
by Luis Henrique Mesquita&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Consultations (Marienstr. 5, Room 208)&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
11:00 - 11:30 (put your name here) &amp;lt;br&amp;gt;&lt;br /&gt;
11:30 - 12:00 (put your name here) &amp;lt;br&amp;gt;&lt;br /&gt;
– &amp;lt;br&amp;gt;&lt;br /&gt;
13:00 - 13:30 (put your name here) &amp;lt;br&amp;gt;&lt;br /&gt;
13:30 - 14:00 (put your name here) &amp;lt;br&amp;gt;&lt;br /&gt;
14:00 - 14:30 (put your name here) &amp;lt;br&amp;gt;&lt;br /&gt;
14:30 - 15:00 (put your name here)&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;19.06.2018&#039;&#039;&#039; ==&lt;br /&gt;
Presentation of your concepts&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;26.06.2018&#039;&#039;&#039; ==&lt;br /&gt;
Lab Time: Working on your VR Experience&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;03.07.2018&#039;&#039;&#039; ==&lt;br /&gt;
Lab Time: Working on your VR Experience&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;10.07.2018&#039;&#039;&#039; ==&lt;br /&gt;
Lab Time: Working on your VR Experience&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;VR TOOLBOX&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Software&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Unity 3D - cross-platform game engine &amp;lt;br&amp;gt;&lt;br /&gt;
https://unity3d.com/de&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Blender - open-source 3D modeller with many features &amp;lt;br&amp;gt;&lt;br /&gt;
https://www.blender.org&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Meshmixer - &amp;quot;Swiss Army Knife&amp;quot; for 3D meshes &amp;lt;br&amp;gt;&lt;br /&gt;
http://www.meshmixer.com &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
MeshLab - open source system for processing and editing 3D triangular meshes &amp;lt;br&amp;gt;&lt;br /&gt;
http://www.meshlab.net &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
MakeHuman - open source tool for making 3D characters &amp;lt;br&amp;gt;&lt;br /&gt;
http://www.makehuman.org&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Open Broadcaster Software - free and open-source streaming and recording program &amp;lt;br&amp;gt;&lt;br /&gt;
https://obsproject.com&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Online Tools&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Mixamo - Rapidly create, rig and animate unique characters &amp;lt;br&amp;gt;&lt;br /&gt;
https://www.mixamo.com &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
NormalMap-Online - create a normalmaps directly inside your browser&amp;lt;br&amp;gt;&lt;br /&gt;
http://cpetry.github.io/NormalMap-Online/&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3D Models (for download and use)&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
http://www.myminifactory.com &amp;lt;br&amp;gt;&lt;br /&gt;
http://www.sketchfab.com &amp;lt;br&amp;gt;&lt;br /&gt;
http://www.thingiverse.com &amp;lt;br&amp;gt;&lt;br /&gt;
http://www.turbosquid.com &amp;lt;br&amp;gt;&lt;br /&gt;
http://www.lincoln3dscans.co.uk &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unity 3D Tutorials&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Tutorials from the Unity 3D page &amp;lt;br&amp;gt; &lt;br /&gt;
https://unity3d.com/de/learn/tutorials &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blender Tutorials&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Blender Beginner Tutorial Series by Blender Guru &amp;lt;br&amp;gt;&lt;br /&gt;
https://www.youtube.com/playlist?list=PLjEaoINr3zgHs8uzT3yqe4iHGfkCmMJ0P &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Interface and Navigation &amp;lt;br&amp;gt;&lt;br /&gt;
https://www.youtube.com/watch?v=xT2mtoDnSzM &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Modeling - Creating a kitchen (ignore part 2) &amp;lt;br&amp;gt;&lt;br /&gt;
https://www.blenderguru.com/tutorials/create-a-realistic-kitchen-part-1-of-2 &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Modeling - Modeling a simple character &amp;lt;br&amp;gt;&lt;br /&gt;
https://www.youtube.com/watch?v=DiIoWrOlIRw &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Materials - Basic properties of materials &amp;lt;br&amp;gt;&lt;br /&gt;
https://www.youtube.com/watch?v=9AHxuoYyJJk &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Texturing - Applying textures to an object &amp;lt;br&amp;gt;&lt;br /&gt;
https://www.youtube.com/watch?v=6gRUUeFteQg &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rigging - Rigging a character &amp;lt;br&amp;gt;&lt;br /&gt;
https://www.youtube.com/watch?v=cGvalWG8HBU&amp;amp;t= &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Animation - 12 Principles of Animation &amp;lt;br&amp;gt;&lt;br /&gt;
https://www.youtube.com/watch?v=uDqjIdI4bF4 &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Animation - Animating a bouncing ball &amp;lt;br&amp;gt;&lt;br /&gt;
https://www.youtube.com/watch?v=GUocrcIQfp4 &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Break.fx</name></author>
	</entry>
</feed>