Marco Tieghi

T.E.A.M.

Osaka

— PROJECT NAME

T.E.A.M. – Osaka


— DEVELOPED AT

Poplab s.r.l.


— ROLE

Lead Programmer


— DATE

September 2020 – May 2022


  • - SOFTWARE USED

Unity, C#, Bolt


- PLATFORM

Oculus Quest


  • - PROJECT DOWNLOAD

GitHub


- RESOURCES

Research output site

Veneto region article [IT]

Article 1 [IT]

Article 2 [IT]



T.E.A.M. – Time Enhanced Architectural Modeling – is a research project inside Poplab that was created to facilitate the design of kinetic projects. Time is the ingredient that allows dynamism.

Osaka '70 tries to bring back to life the pavilion for the 1970 World Expo in Osaka by Maurizio Sacripanti. This architecture, unfortunately never realized, was presented at the competition of ideas held in 1968 to select the building that would represent Italy at the international exhibition.

Osaka is a guided tour experience that lets visitors dive into the virtual space where the pavilion, built after studies of original sketches and interviews with architects that worked closed to Sacripanti, is finally able to tell its story for a while.


As lead programmer in a development team of 2 people, I was responsible of the following aspects:

- development of interactions on top of Oculus API to interact with our custom UI elements;

- implementation of a time system that can be dynamically controlled by user, simulating day/night cycle;

- custom implementation of multiplayer logic in order to define two privileges in the experience, a guide, which can control where other users can go, and many visitors. Basic multiplayer was implemented using Normcore, and then extended when needed thanks to its extendable API. Some of multiplayer customized features include: counter for user number in lobby scene and in the experience scene, calling button to allow waiting users to spawn in the main experience scene, global voice chat controller (mute/unmute player and spatialization type changer), synched automatic doors, teleport control system (to teleport all players to specific locations around the building or to enable/disable teleport for each pawn);

- implementation of toolsets for the guide user. These toolsets include mechanisms to teleport all clients to specific location of the pavilion, to teleport all users to the current position of the guide, to allow the guide to enable or disable local teleport for each visitor, to end the tour for visitors or to call them while they're waiting to enter the experience in a specific "Waiting Scene";

- implementation of the system to control blades asynchronous rotatory motion, a dynamic aspect of the pavilion intended by the architect;

- implementation of music, sounds effects and audio mixers, and their scripted behaviour in the scene

Entrance room. The hidden password panel appears when a specific gesture is done, and allows the player who prompted the right password to enter the pavilion scene as guide

Advanced controls panel available to guide user only. The panel has buttons to teleport to specific locations or to enable teleport for each client

Manual teleport visualizer

View inside the pavilion during daytime

View inside the pavilion during nighttime

Escalator moves and user can step onto it and being moved too

Screenshot of the experience captured from an iOS/iPadOS prototype version (M1 iPad Pro used to run this app)

Screenshot of the experience captured from an iOS/iPadOS prototype version (M1 iPad Pro used to run this app)

Screenshot of the experience captured from an iOS/iPadOS prototype version (M1 iPad Pro used to run this app)