Voyager
In this straightforward exercise with BlippAR, I used the stereo version of a 360 sound piece I recently created in the style of a Radio Lab episode. In researching the Voyager mission I stumbled upon the love story between Carl Sagan and Ann Druyan and decided that would be a more interesting focus. After some testing with BlippAR, I chose an image of the Golden Record (containing recordings of what humans are all about) as a marker for a 3D model of the Voyager and the sound piece.========
Semiotic Wall-e
1.
Dull color
Space debris / satellites
Thick atmosphere
2.
Mounds of trash
Distant mounds visible - no end in sight
Energy generation a priority
Renewable energy built on top of trash
(after nuclear --> effort to fix situation)
3.
Trash pires in urban area
(--> no space outside of cities)
Still no vegetation
No visibility / smog
4.
Desolate city - no cars/people/motion
Trash integrated into skyscarpers
Trash organized into square mounds with pathways
(--> these were built from the ground)
5.
Less trash - smaller mounds
More sunshine/less smog
Well traveled path
Little guy moving around
(in direction of city --> cleaning/relocation effort)
Music (golden oldie) follows Wall-e
(--> only audio - suggests little guy's alone)
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Murder Mystery Game
- player scans a marker to reveal a crime scene/dead body (just an outline/chalk of the body, since the body turned into a zombie and is found later)
- player walks around scene to find evidence/clues (blood, ripped clothing, note, weapon, invisible writing on a wall)
- player has to walk around MAGNET to follow these clues/markers
- markers present at various locations around MAGNET, each marker scans and will show a model of the clue and some more information helping move the case/narrative along
- some markers can be combined (transparent paper) to combine clues (e.g. blood and test tubes being combined to figure out the victim had a disease, note and glasses to read the note and figure out the victim’s last words, special flashlight and invisible ink to see hidden message)
- once all the clues have been uncovered, a noise plays that alerts player to return to crime scene
- when player scans original marker, model of zombie pops up
AR Memory
I used this project to play around with the tilt brush sdk and shaders in Unity. At first I planned on showing memory pretty abstractly as a dream sequence that moved through few dreams. I "painted" a neuron network in Tilt Brush and animated it with light materials to mimic neural activity. At first I tried separating the dreams spatially and called their assets with an event listener. I later decided to have a stationary camera with the assets all moving downward to create sequencing.
As shaders and materials (especially video assets) failed me one after another, I focused on one memory of an infinity room exhibit and found the YUV material when applied to a bunch of planes, created this effect.
Final Proposal
Nick Bannon, Jaycee Holmes, Richard Lapham
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