2019 Virtual NowOlivia Millard, Shaun McLeod, Stefan Greuter, Peter Fraser
‘Virtual Now’ frames dance improvisation within a virtual reality environment. The performer’s attention is directed according to the spatial and experiential dimensions of the VR setting, creating an unusual context for improvisation. The performers are each seeing what is happening from the perspective of the camera in their headset and in the forms projected on the screens. What the audience sees on the screen is the perspective of a 4th participant, whose headset acts as the camera for the audience. The shapes and movements of the avatars projected on to the screens, are created by the improvised actions of the dancers.
2019 Social Stories are FunSusan Balandin, Stefan Greuter, Joanne Watson.
Social environments can be challenging for many adults with disability. Most existing social skills programs tend to be delivered by paid staff and are therefore costly and time limited and there are few studies that have explored playful interventions to address social skills training. The natural language processing capability of conversational voice interfaces and the engaging qualities of interactive storytelling can provide people with social interaction difficulties with a playful, accessible and cost-effective training platform to improve their social interaction abilities. The skill will be published on Google Home platforms in early 2020.
2018 If OnlyStefan Greuter , Vivienne Mitsogianni, Mark Jacques, Dean Boothroyd , Cam Newnham, Karla Martinez.
This world simulates the passing of a whole day in only three minutes: colours shift, planets loom large, day rapidly turns to night and the backdrop of virtual Melbourne morphs into a scene of peace and solitude, surrounded by trees and the starry night sky. Each change made to the structure results in shifting light and shadow patterns – highlighting the potential of virtual reality as a tool for design and architecture.
2016 DomeLabStefan Greuter , Adam Nash , John Power, Jadd Zayed, James Manning, Jonathan Duckworth, Shaun Wilson.
Supported by an ARC LIEF grant and 11 organisations, Domelab was the first ultra-high resolution (4K) experimental full-dome in Australia. Full-dome is a significant new medium that integrated technical innovation in high performance computing and graphics capabilities with aesthetic innovation in content delivery. At the Design and Play exhibition at RMIT Domelab focused on seven playful applications designed specifically for Domelab that go beyond the typical framing of electronic games and virtual art.
2016 Grand Prix F1 Car VR Experience Stefan Greuter, Yvette Wouters, Stephanie Kelso, Henrique Alves Severini Dos Santos
This creative work investigated the display of room-scale virtual reality work to the general public two years before the availability of the HTC Vive. It showcased a virtual Formula 1 race car at the 2016 Formula 1 Grand Prix in Melbourne. The work was funded by the Vice Chancellor of RMIT to showcase the VR capabilities of RMIT and developed by students from the RMIT Bachelor of Design (Games) program.
2015 Out of SpaceAdam Nash, Stefan Greuter.
Out of Space was a playable, abstract, audio-visual virtual environment. Immersed in an infinitely self-producing virtual space made of nothing but colour and sound, the visitor could play; flying and falling, creating little melodies and rhythms of sound and colour. Out of space, out of thin air, out of nothing, music and memories made with virtual visions and vibrations.
2015 PureLand UnwiredSarah Kenderdine, Jeffrey Shaw, Stefan Greuter.
Pure Land UNWIRED was a full-body immersive virtual reality experience that allowed unparalleled access to a world heritage site, so vulnerable it can no longer sustain physical visitors. Visitors using Pure Land UNWIRED were able to walk around inside the digital 3D model of the Dunhuang Cave 220 at 1:1 scale. Pure Land UNWIRED was developed in collaboration the University of New South Wales, City University of Hong Kong, the Dunhuang Academy and RMIT University.
2014 Trouble Tower Stefan Greuter , Susanne Tepe , Fiona Peterson , Frank Boukamp , Ron Wakefield.
This award-winning app was designed to provide a safe and engaging environment for construction students to actively identify the statistically most common hazards encountered on construction sites, and to experiment with a range of OH&S controls to manage the hazards without experiencing physical repercussions themselves. The game was developed in consultation with experts in Occupational Health and Safety, Construction and members of the Australian games industry and published on the Apple App store.