Advanced VR Development in Unreal Engine Class 2: Picking Up Objects |
Register for this class by completing the questions after the notes below.
NOTE:
• Attendees must be at least 18 years of age.
• Training is limited to 15 participants.
• If you are unable to register due to this class being full and you wish to be put on a waiting list for cancellations or a future class, email ace@speea.org
DESCRIPTION: What's the point of doing virtual reality (VR) if we can't interact with our environment? In this class, students will learn how to pick up objects in VR. We will go over two different systems for picking up objects, and discuss the advantages and limitations of each system. We will learn about the importance of visual, audio, and haptic cues, and how to add to those to our VR project. By the end of the class, students will be able to interact with any object in their scene. They will create a highlighting system that highlights objects when they are touched. Students will even add physics to their scene, so held objects can be dropped or even thrown across the virtual environment!
This “Advanced” course will focus on making custom interactions in VR, so students will be able to interact with hand tools, buttons, and levers, in addition to creating interactive VR menus. The course will require a lot of coding, so students should have a solid understanding of coding principles before taking the “Advanced” course. If a student does not have much experience with coding, it is highly recommended they take a Python development course beforehand.
• Attendees must be at least 18 years of age.
• Training is limited to 15 participants.
• If you are unable to register due to this class being full and you wish to be put on a waiting list for cancellations or a future class, email ace@speea.org
DESCRIPTION: What's the point of doing virtual reality (VR) if we can't interact with our environment? In this class, students will learn how to pick up objects in VR. We will go over two different systems for picking up objects, and discuss the advantages and limitations of each system. We will learn about the importance of visual, audio, and haptic cues, and how to add to those to our VR project. By the end of the class, students will be able to interact with any object in their scene. They will create a highlighting system that highlights objects when they are touched. Students will even add physics to their scene, so held objects can be dropped or even thrown across the virtual environment!
This “Advanced” course will focus on making custom interactions in VR, so students will be able to interact with hand tools, buttons, and levers, in addition to creating interactive VR menus. The course will require a lot of coding, so students should have a solid understanding of coding principles before taking the “Advanced” course. If a student does not have much experience with coding, it is highly recommended they take a Python development course beforehand.
***THIS IS IN-PERSON TRAINING AT THE TUKWILA SPEEA HALL***
DATE: Tuesday, January 21, 2025
TIME: 5:30 PM - 7:30 PM
LOCATION:
Tukwila SPEEA Union Hall
15205 52nd Ave S
Tukwila, WA 98188
ABOUT THE INSTRUCTOR:
Patrick O'Neill serves as head of AR/VR technologies for Product Development (PD) in Boeing Commercial Airplanes. In this role, he leads the team responsible for virtual prototyping of various PD initiatives, ranging from individual technologies to entire airplane programs. O'Neill has led AR/VR development on a wide variety of programs, including the New Mid-market Airplane (NMA), ecoDemonstrator, T-7A Red Hawk, NASA X-66 Sustainable Flight Demonstrator, and Wisk Aero. O'Neill is a member of Boeing's Technical Fellowship as an Associate Technical Fellow in Immersive Technologies. O'Neill is also co-chair of the Boeing XR Community of Excellence steering team and he teaches a series of Ed Wells classes within Boeing on AR/VR development using Unreal Engine. Prior to joining Boeing in 2014, O'Neill was a simulation technician at an accident reconstruction firm where he created virtual simulations of engineering analyses for use in litigation.