Dreams PS4 - test iteration - 002 _ creating an environment using dark fog

Starting to create the environments and keeping it simple. Theatrical techniques of a single point light and a gobo effect on the floor.

Using dark fog (as per the lighting and atmosphere tutorial) and setting the volumetric zone at a large scale. In VR, once inside the fog, it becomes dark. Outside the fog is light. Considering three zones of dark fog, one for each artist. Each with accent lighting and models to reflect their practice. The light 'communal zone' outside each fog dome to have data findings and information about sight-loss and methods used.

Also considering incorporation of interactive text panels and audio links to the qualitative interviews. As artists with sight-loss and some light awareness spoke of yellow hues being the last to remain, text panels and objects to be in yellow and orange, to see if these are visible to the artists, when using the VR headset. 


For the viewer to orientate themselves in VR I am considering the use of a character. Simple download of a fox at the moment. Considering the 'character' being a glowing paintbrush - or an artist's hand, paint palette, or a character. To be decided.

Aaron's space - ringing bowls, interactive haptic feedback and audio emitting from the controllers. Animated trees for active listening and other artefacts including every day objects and bells.


David's space - 'invisible' objects with interactive panels. Gobo light effect on the floor. Interested in the idea of objects being invisible and then a mesh appearing when triggered. Also animating the concrete coffee cups in a vertical spiral to represent time lapse and 'too big to feel' braille. Interactive panels with audio description. 
Single point light with interactive panels and gobo effect on floor. Concept visual below


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