Immersive interactive Design
Post- Heavens (2022)
For this project, the main focus is on exploring the potential of the Kinect sensor, a projector, and Touch Designer software. The decision has been made to create an immersive space that allows the audience to actively participate and engage in interactive experiences. The project's objective is to carefully examine the space and design visuals that are suitable for audience interaction. Additionally, another possibility is to incorporate reflective materials such as mirrors and silver-colored paper to create more captivating visuals based on the initial design. To achieve these goals, considerations should be given to the projector setup, optimal utilization of the defined space, and strategies to encourage audience engagement with the patterns. Creating a dark atmosphere within the room will enhance the audience's interaction with the design and help eliminate potential distractions.
Concept
Perception is strongly influenced by one's position. When people remain stationary, they often develop the belief that the world revolves around them and that they hold dominion over everything. However, once they start to move, they come to realize their own insignificance in the grand scheme of things. They become a mere speck in the vast tapestry of existence, a drop within the boundless sea, or a fleeting instant within the continuum of time. We are all adrift in the expansive expanse of the universe.
Until the previous century, it was widely believed that our galaxy contained only a single sun. However, the advent of advanced telescopes approximately 60 years ago shattered this notion, revealing the existence of millions of suns within our galaxy. Further discoveries have since illuminated that our galaxy itself is but a minuscule droplet in an ocean of countless other galaxies. Despite these revelations, there are still individuals who persist in clinging to a fixed point of view, firmly convinced that they occupy the central position in the universe and that the world revolves solely around them.
This work aims to critique and challenge this narrow perspective. It has been created as an interactive experience, allowing individuals to explore and move around, thereby uncovering diverse possibilities and expanding their worldview.
Visual Design- TouchDesigner
To replicate a universe-like environment, the project utilizes particle effects in TouchDesigner. The visuals are controlled by mouse and web-camera, allowing users to interact with the simulated universe. Furthermore, the system is designed to connect with external devices to enable additional forms of interaction.
Environment Set up
After completing the visual design in TouchDesigner, another crucial task is setting up the environment. The goal is to create an immersive environment that prioritizes audience participation. The first step is to carefully select a suitable space for showcasing the project. Once the space is chosen, it is essential to create a sketch or plan detailing how the installation will be arranged within the environment. This information will outline the work process, including the design of the physical space, collaboration within the team, and rehearsal procedures.
Site Planning
After completing the design and rehearsal phase, the next step is to prepare for the final test by setting up the work in the exhibition space. Considerations for the limitations of the Kinect and projector primarily revolve around the following questions:
Positioning and Alignment: Take care to position and align the projector in such a way that it projects the visuals onto the intended surface or area. Make necessary adjustments to the positioning and projection angle to achieve the desired effect.
Testing and Calibration: Conduct a comprehensive test of the entire setup to ensure that the visuals, interactive elements, and any connected devices are functioning as expected. Perform calibration of the system to ensure accurate tracking and responsiveness to user input.
Final work
The audience participation had an exceptionally positive outcome, with the audience becoming highly engaged and enthusiastic. They displayed great excitement, even going as far as running and jumping within the environment. This level of involvement indicates that the audience completely immersed themselves in the work and forgot about their own identities, focusing solely on interacting with the piece.
Another thrilling aspect of the experience was the discovery of an intriguing activity that emerged through audience participation. By utilizing mirrors and reflective materials, various light visuals were generated throughout the space, encompassing the walls, ceiling, and even the human body. This created a captivating atmosphere that engulfed the entire environment.
Reflection
The entire design process encompasses concept definition, visual design, and site planning. After the exhibition, it becomes easier to receive feedback from audience participation, which can greatly contribute to the improvement of future works.
Sound design
The idea was to incorporate sound interactive effects followed by human movement for increased interaction. The execution of the interaction went well; however, upon reflection, it became apparent that the concept itself was not suitable. This realization emphasized the importance of not only creating an engaging and captivating experience but also ensuring that the concept aligns with the visuals and takes into account the audience's emotional experience.
Challenge
Initially, the plan was to create a room filled with ample light to give visitors the sensation of floating in space. However, during the project preparation phase, it became apparent that the available projectors were unsuitable for the room. Consequently, the decision was made to use only one projector capable of directly projecting onto the ground.
Another challenge encountered involved coordinating the lights with the visitor's position. The sensor used for tracking had difficulty accurately detecting the visitor's movements. As a result, when a person moved to the right, for example, the lights would erroneously shift to the left. Determining the precise location of the person for tracking purposes proved to be a time-consuming task.
After considerable effort, it was eventually realized that relocating the sensor would be a better approach. The aim was to improve the tracking system's accuracy and resolve the issue of the lights misaligning with the visitor's movements.