Group Projects- Steven, Zahra and Remina

  1.  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.

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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)

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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