Month: October 2016
Dreamlands exhibition at the Whitney
Dreamlands: Immersive Cinema and Art, 1905–2016 focuses on the ways in which artists have dismantled and reassembled the conventions of cinema—screen, projection, darkness—to create new experiences of the moving image.
OCT 28, 2016 – FEB 5, 2017
Group Projects- Steven, Zahra and Remina
- Flipbook (https://youtu.be/G6uaD8vtEhk)
2. 360 Video (https://www.youtube.com/watch?v=SMaXMmidHGE)
3. VR UX (Prototyping and testing): Please note that our user experience took place in almost complete darkness with the exception of a laser pointer held by the Prop Master guide and a small flashlight installed on the user’s headset. As a result, attempts were unsuccessful to capture on video the two in-class executions of this experience with two separate users. Below is an attempt to document the pre-production project work.
VR Headset mock-up (includes flashlight for navigation, left hand button click for selection, elastic headband for free use of hands, ledge for nasal comfort although user’s glasses still fogged up)
printing
two giant locks (Steven)
make a wormhole (Remina)
3 keys (Steven)
giant switch on wall (opens wormhole) (Steven)
4/5 creatures (Remina)
Masks (Remina)
setting
lights off (dark as possible)
3 participatory people (key holders)
sound
switch flipping
wormhole opening audio> (Zahra)
sound for all interactions (keys, locks trying to be opened) etc.
soft tread of the gods-sound
sound for monsters
objects
flashlight (Steven)
laser pointer (Steven)
tape (Steven)
Story will be user is in dark room. “You find yourself in a dark classroom. You feel uneasy and the need to escape.”
If user is totally not getting it, give a hint of “There are some strange figures in the room, perhaps they can help.”
Both doors are locked. Each participant holds a key. User must find them, and decide to interact with them.
User has light attached to VR mask and when pointed at interactive objects, stagehands illuminate them with laser pointer to show they can interact with them.
When user discovers switch on wall and flips it, audio for wormhole appears and wormhole pops up, then monsters crawl out and audio is played for this.
Once user discovers they can’t escape from the keys, and if they decide to go back to the 3 people to ask for another key, nothing happens. No interaction. They must find switch and leave through wormhole (if they chose to, otherwise they’re locked in there).
Sound clips were used to direct the user’s attention, to relay the environment’s response to certain user choices, and to create a feeling of foreboding.
alarm/warning
new option/opening
bolt lock/key not working
wormhole opens
monsters emerge from wormhole
tripped the end/game over
constant low background noise
Frameworks for scoping out your projects
Here are digital versions of the print outs from the last two weeks so you can use them to flesh out your stories ahead of mid-terms.
frameworks – VR storyboards and audio design blueprints
rapid-re-imagination – transmedia cross-fertilization exercise from Oct 5th.
Group projects – Kate Liao, Stella Yang, Seung ho Jung, Yue Guan
Flipbook (https://youtu.be/z8B_OrBCWt4)
360 deg (https://youtu.be/1q0yPv1A_v4)
UXVR (https://youtu.be/0nyQl4odNmk)
Group projects by:
Kate Liao
Stella Yang
Seung ho Jung
Yue Guan