Iokian Li, Chris Gomez, Sangwon Kim, Hanwook Kim
Unfamiliar Reality allows the user to parametrically alter a space in real time by using VR controllers. The project seeks to challenge common notions on the physical environment by applying unusual rules to a well-known space, a room inspired by the last scene of the movie 2001: A Space Odyssey. The space surrounding the user reshapes and responds to his/her movements. Light, color and sound contribute to a continuously morphing physical environment, adding depth and layers of interaction.
Tanya Makker, Constantina Tsiara, Lydia Kontozoglou
The Iceberg project aims to create an experience where the players feel the impact of global warming. Ice is melting, icebergs are shattering due to climate change. The player tries to survive but by doing so he ends up destroying the world even more.
Sidharth Ramamurthy, Ming-Ya Hsu
Utopia Dystopia is intrigued by the common theme of division in class systems. This project breaks the boundary to narrate a discovery of what true Utopia is.
Xiaonan Wang, Hsin-Yu Chen, Luna Chen, Siqi Wang, Shireen Khan
An exploration of everyday domestic objects through space & scale. Through the simple operation of scaling, objects such as toasters, chairs, ovens & spoons are given a whole new set of dimensions, that are spatial & interactive. Taking cues from historical precedents such as the still life cubist paintings of Pablo Picasso & Marcelo Moreno, a new 3-dimensional environment is generated. Still life paintings that are flat and 1- dimensional are made 3-dimensional by the introduction of depth, which begins to act as a host for everyday objects to exist. This new environment is further manipulated through very simple operations, keeping the core elements of the paintings intact. This environment becomes the dwelling place for essentially any domestic mundane objects: household appliances, buildings & building parts, animals, food, etc. The intended playfulness & explorative nature of this project allows it to be highly adaptable for diverse objectives, such as a gaming environment or simply an interactive VR environment.
Evan Burch, Mickey Chi Li
Sound Pavilion is a virtual reality project focused on the integration of sound and space. We created an architectural space featuring instrumental senses. The design goal of Sound Pavilion is to create a tool that improves on traditional musical instruction by incorporating visual and physical engagement. The project is composed of a series of curved structural chimes, rotated around a central podium, which gradually increases in size to correspond with different musical notes.
The project could be used to help players understand chords by enabling them to see a colorful aura around the corresponding notes of a particular chord when hitting a chime. The Sound Pavilion can become a powerful tool for teaching music to visual learners. Visual learners can sense chords’ compositions by mixing the colorful vibrations, taking advantage of the phenomenon of synesthesia. Additionally, the open sky becomes a canvas for players, who can compose art alongside their music.
Zhe Zhao, Shuang Yan, Cui Wang, Jie Chen
The Gear Adventure game aims to provide an opportunity for able-bodied users to experience some of the difficulties of a disabled person’s life. We designed this educational game with the purpose to raise awareness and generate empathy towards others. The protagonist of our game is a little robot who has mobility difficulties and was dumped in the junkyard. The robot has to collect missing gears to return to the normal world. We aspire to somehow make understandable the movement difficulties of disabled people, by designing and programming a set of special gestures and interactions that differ from those commonly experienced by abled-bodied people. By pressing and moving controllers, the player can perform and interact as a restricted-movement robot in the virtual world.
In a virtual world, motion and sound effects are meaningful means to guide people. However, gravity still causes restrictions on flexibility and motion possibilities in architecture. The visitors of a space in VR will only see part of that space, and may still feel lost and disoriented according to their location in a flat architecture and vision field. To address this problem, Monumental VR creates a combination of anti-gravity motion and sound effects in a new virtual reality world.
The Unreal project evokes memories of San Francisco, bridging past and present. By bringing back the buried ships dormant under the land-filled city center, and exhibiting historical photographs of the city in different platforms and formats, the project provides an unique and fascinating historical and architectural tour that starts with the reinterpretation of the Transamerica Pyramid and the urban space that surrounds it.