A five week course which takes place every Wednesday (7-9pm) from January 17th to the 14th of February 2018.
This practice-based course is designed for people interested in making VR interactive 360° film
content. It will be specific to 360° film and will require no programming experience. It will deal
with gaze-based interactions in film environments and discuss these from both a practical and
theoretical perspective, providing pre-built examples for users to work through and understand
the central principles of this approach. The following topics are indicative of the planned course
A quick overview and access to Gear 360 cameras will be provided in this course.
● (Session 1) Unity Basics
● (Session 2) Creating a 360° Film Scene
● (Session 3) Making an Interactive 360° Film Project 1 (Key Concepts)
● (Session 4) Making an Interactive 360° Film Project 2 (Practice)
● (Session 5) Building and Publishing an Interactive 360° Project
Jeremiah Ambrose (M.Sc, M.Phil, BA (Hons))
Working in the areas of digital art, media futures and experimental practice, Jeremiah’s research
cements ideas explored in both his M.Sc in Interactive Digital Media and his M.Phil in Film
Theory and History. Currently he is in the final stages of a practice-based PhD looking at
emergent narratives and interaction aesthetics in VR and interactive 360° film at the University
of Brighton. Talks, workshops and installations include the: Brighton Digital Festival, London
Science Museum, VR Diversity Initiative and the British Science Festival... He also lectures on
the University of Brighton’s MA in Digital Media Arts, guest lectures on UAL’s MA Games
Design and tutors on UCL’s VR Strand on the practice-based MA in Ethnographic and
Course Contents Overview:
Session 1 - Unity Basics
● What is Unity?
● Main Windows
● Game Objects
● The Asset Store
● Publishing Builds
● Why Build 360° Film in Unity?
Learning outcomes: Familiarity with the basics of the Unity interface and common terms used in
relation to this software.
Materials: These discussions will be covered via slides that will be provided to people attending
Session 2 - Creating a 360° Film Scene
● Video Sphere - Importing a suitable sphere and positioning it for your scene.
● Shaders - Making a shader that will allow you to view inside of a sphere.
● Main camera - Explaining how the virtual camera becomes the user’s body.
● Video Player - Understanding how its components work and playing a
Learning outcomes: Understanding the central components involved in building a scene and
applying these by creating your own 360° scene.
Materials: All of the relevant scripts will be provided along with comments for people to
understand how they work. These will be discussed to give a brief insight into programming
Session 3/4 - Making an Interactive 360° Film 1/2 (Key Concepts/Practice)
● Virtual Gaze Interaction - Define and explain in the context of this course.
● Ray Tracing - Brief overview to contextualise VGI.
● Mesh Colliders - Explain how these work and their role in relation to VGI.
● Scene Activation - Show how to trigger a scene change.
● Build settings - Covering how scenes need to be added to the build.
● VR Reticles - Defining and discussing different reticle approaches.
Learning outcomes: Introduction to the theory and practice of virtual gaze interaction and
applying it to a scene to create movement between a series of 360° videos. This will be done
with invisible object interaction, imported 3D models and discussed briefly in relation to script
Materials: You will be provided with a project folder that will include 360° videos to work with, but
this could be combined with material shot from other workshops at UCL.
Session 5 - Building and Publishing an Interactive 360° Project
● Mapping a Scene
● Non-linear / Linear Narratives
● Platforms & Building
● VR Analytics
● Gear VR Publishing
● Key Processes and Troubleshooting for App Building
● OSIG and Application Signing
● Publishing Platforms
Learning outcomes: Either previous work or an example provided will be published as a Gear
VR app. This process will demonstrate the nuanced considerations and processes involved for
error checking and publishing an app this way. People will also be made aware of how the
exporting of an interactive project and its desired platform will impact the overall project design.
Critical considerations of the available platforms will also be introduced.