Viewing entries tagged
VR Toys

Method of Loci: Multi-scaled Integrated VR for Collaborative Meaning Making

Method of Loci (a mnemonic system in which items are mentally associated with specific physical location) Alan Price (Design); Isla Hansen (Art); Scott Swearingen (Design); Norah Zuniga Shaw (Dance); Michelle Wibbelsman (Latin American Indigenous Cu…

Method of Loci (a mnemonic system in which items are mentally associated with specific physical location) Alan Price (Design); Isla Hansen (Art); Scott Swearingen (Design); Norah Zuniga Shaw (Dance); Michelle Wibbelsman (Latin American Indigenous Cultures); Ben McCorkle (English). Demo Location: SIM Lab.

PROVOCATION

We set out to explore modes of interaction between users immersed in VR with a Head Mounted Display, and users with an external, third-person perspective using a multi-touch display. The design intent was to draw awareness to the differences in scale and perspective, engaging users in a process of collaboration that requires navigation and communication across the two modalities and encourages awareness of both digital and physical experience.

MAKING

The current outcome is a networked multi-user VR collaboration space that encourages experimental making and play through collective creation, assembly, and recording. A mobile web app is used to upload images, sound, and video, as well as 3d models, in real time, to contribute to a growing and malleable virtual world. Inside this world, users can move, combine, and attribute physical properties to objects, videos, and sounds. Recording these movements, users can create animations, drawings, and spatial soundscapes. Objects take on meaning through the users’ intent, creating associations through composition and movement in the virtual space. The system can be used for staging games, collective sense-making, storytelling, or other purposes to be discovered.

REFLECTION

Critical thinking and research in the domain of humane technology can include ongoing study of the design of interfaces; the design of modes of interaction; the design of technology that can enable us to freely converse between physical and digital constructs. Developing systems that promote reflection by its users on how we understand our engagement with systems and how we can engage with one another through a system, benefits from focusing on the attributes that support or expose a deeper dialog about the mechanisms operating to enable that engagement.

 

Birdbot: Encouraging Full-bodied Play in VR Fantasy World

Birdbot flyover: flap your arms to drift over various compassionate landscapes as conceived and created by students in Design. Norah Zuniga Shaw (Dance, Principal Investigator); Alice Grishchenko (Lead Designer); Isla Hansen (Art); Maria Palazz…

Birdbot flyover: flap your arms to drift over various compassionate landscapes as conceived and created by students in Design. Norah Zuniga Shaw (Dance, Principal Investigator); Alice Grishchenko (Lead Designer); Isla Hansen (Art); Maria Palazzi (Design), and students in Palazzi's Design 6400 class: Breanne Butters, Stacey Sherrick, Sarah Lawler, Zachary Winegardner, Kevin Bruggeman, Devin Ensz, Bruce Evans, Dreama Cleaver, Kien Hong. Demo Location: SIM Lab @ accad.osu.edu.

Birdbot balance: Rise through virtual woulds and make music with your wings as you achieve balance challenges in VR: Norah Zuniga Shaw (Dance, Principal Investigator); Alice Grishchenko (Lead Designer); Isla Hansen (Art); Maria Palazzi (Design); Dem…

Birdbot balance: Rise through virtual woulds and make music with your wings as you achieve balance challenges in VR: Norah Zuniga Shaw (Dance, Principal Investigator); Alice Grishchenko (Lead Designer); Isla Hansen (Art); Maria Palazzi (Design); Demo Location: SIM Lab @ accad.osu.edu.

PROVOCATION

Get moving in VR! BirdBot grew out of an early Sandbox Collaboration we had using the Kinect to get good full-body interaction in virtual reality (rather than just being able to move or play with things using controllers). It is also a response to one of our core research interests in this project which is to create more physically active and stimulating virtual reality experiences. 

The resulting prototype is what we call a "movement toy" and there are a few movements we targeted specifically including "balance," "level changes," and any gross motor action (in this case flapping the arms). But really any desired movement could become a mechanic of this "toy." 

MAKING

We created is a series of Virtual Environments for the Oculus Rift using a Kinect as our sensor. One of our creative interests was to see what happens when we start with a movement idea and let the virtual world grow from there. A movement creates a story and the story creates the world. So it was a very intuitive, emergent process and evolved through many iterations that existed in the collaborative space between our minds/bodies. We had some fantastic brainstorming sessions with visual artist Isla Hansen about making a physical installation to experience while in VR and will continue that going forward. The nature imagery and heron came from our discussions about de-centering the human and making non-mirrored interfaces. When you put the headset on and enter the world of Birdbot you are in a peaceful room with grids on the walls but it is filled with trees and your shadow is a heron. If you flap your arms, a hidden world is revealed and as you balance on one foot (a challenge in VR) you rise up into a bright pink tunnel where you can make music with light-up chimes. Finally you enter a flyover world where you soar over a collage of compassionate landscapes that were created by students in our Teaching Clusters, including a tapestry made up of family photographs compiled from our research team.

REFLECTION

As always in the iterative design process, some of the things we tried out but didn’t use provided us with fun learning experiences and make the work stronger.  The challenges of computer recognition of particular motions is a long-standing issue but the KINECT has made things easier and it is fantastic to see people moving and laughing and feeling good in VR.

Further relfection by Alice Grishchenko at http://www.humanetechosu.org/humaneblog/2017/5/12/bird-thoughts

Collaborators: Norah Zuniga Shaw (Dance, Principal Investigator); Alice Grishchenko (Lead Designer); Isla Hansen (Art); Maria Palazzi (Design), and students in Palazzi's Design 6400 class: Breanne Butters, Stacey Sherrick, Sarah Lawler, Zachary Winegardner, Kevin Bruggeman, Devin Ensz, Bruce Evans, Dreama Cleaver, Kien Hong. Demo Location: SIM Lab @ accad.osu.edu.