Prototyping Human Interaction

New From The Lab

The Quest for Cheap and Easy Facial Capture


As we started spinning up production for CAVE, our massive SIGGRAPH show, we were immediately faced with a challenge: how do we go about animating the main character’s face? One idea was to find out if we could get access to a motion capture rig that could do facial capture, but that would limit all […]

Everyday Could be the Day


Technology brings us all kinds of possibilities. 40 years ago, when the first cell phone came out, people could not image a world where everybody cannot live without a cell phone; 5 years ago, when the first virtual reality headset released to the public, VR finally turned from a discrete concept into an affordable product […]

It is the best of times


As a routine, first we should comment on the previous post to make the post recursive (and then eventually overflow the stack). It is really good timing for us to work on possible realities now. I don’t have to explain what is virtual reality or augmented reality to my friends. I no longer need to […]

Welcome to the Future Reality Lab daily blog


This is the first of what will be daily posts from our NYU Future Reality Lab. We will all be taking turns here, with each person in our lab posting once every two weeks. After all, only a crazy person would write a blog post on their own every single day. 🙂 We call ourselves […]

Chalktalk is now Open Source!


We have released Chalktalk under an MIT Open Source license. It’s now available here.

Holojam in Wonderland


The first multi-audience, multi-performer live action theatrical performance completely in virtual reality Experience it at FoST – https://futureofstorytelling.org/project/holojam-in-wonderland October 3-8, 2017 Contact Us: holojamwonderland@gmail.com

The Future Reality Manifesto


These last few years have seen renewed interest in virtual and augmented reality, as Moore’s Law has finally allowed these technologies to become available to consumers.  Much of that interest has focused on experiences for individual participants, or else for people located remotely from each other, as in on-line gaming applications. The focus of our […]