Development Journal P3 Sree

Project 3: Exploring Duality!

Group: Alex and Sree šŸ˜€

03/28

We had a lot of work plated around, so we met a couple times, and a lot of our production/ideation also happened through messenger chats and links shared.

We realized that we had a mutual interest in thinking about something that wasn’t lead with a “narrative” per se, and vibed really well in our aesthetic interests.

03/31

We shared things we found interesting in terms of the aforementioned aesthetics. Alex shared with me the moodboards she had for her pitch and we decided that we would be going in that direction. I shared the below examples as sound environments inspirations.

We wanted the world to react similarly to how the sound changed with the position/exccitement of the character
interesting specific sound work

Also, Alex aestheticized (the super cool designer she is) our sketches/idea for the worlds and their portal existence.

04/03

I need to figure out this portal! I’m looking at a bunch of the lab sessions we had, and also for the tutorials I could look at to figure this out. I know there’s one that has a good bit of code in it.. but trying to find something perhaps easier?

Scene manager could be used to trigger, but I want something more seamless.

04/04

It’s going to have to be the Brackeys video. it’s fine I can sit this throughā€“there’s a shader I’ll have to steal!

Okay I need to look at some AR basics again and understand how this worksā€“getting a barebones scene

04/10

Okay, so this portal isn’t working.. I’m going to have to rebuild everything, and hopefully separately to see if the world works.

04/18

Portal work is starting to feel redundant, I should probably think about the sound world, and start implementing. I can make an initial list of what the world are and they sound like, and select some basic world sounds/environments. I have two in mind as of now as the core sounds environments.

core music for the dissonant world
core music for the pleasant world

04/24

Okay! The portal works independently. I built it initially separately with no AR camera, and then rebuilt with the AR camera. Turns out the main thing I was missing was adding a Rigidbody and collider to the AR camera, and the collider plane detects the transition to the other world.

04/28

The portal is having issues into AR from the editor view, So we might have to have a backup which woudl still trigger a different scene using scene manager (This is what I ended up using in the final project)

I combined two mechanisms, first one to “Show” the other world (inside) the portal by having a camera in the other world mirroring its view on a plane.

The second mechanism was a simple colider trigerring a new scene. As soon as the person approached the portal, it triggered a different scene which would do the opposite, spawning in the other world, with the portal in this world showing the previous.

This was the glitchy backup we had to resort to since the working portal would’nt translate to AR.

Reading Response 1

Iā€™m looking at the property Murray speaks about as Digital Environments being Participatory. I think it would be a cop out to leave it at thinking about, well you know XR/VR environments are spatial by definition of most of its function being about the interface between the real and digital environments, and thus arguably can come to existence only once there is a participant. But in thinking about participation, what I really enjoyed was the way he described the functionality of ā€œobjectsā€ and moving away from the typical branch based narrative that Iā€™ve been most familiar with. Firstly there is the question of why we donā€™t have more of the approach Zork takes, which I associate essentially as opting for the game/experience to be spatially aware, and the ā€œspaceā€ having objects that function with a certain set of rules. Comparing this aspect, what I find interesting is, in an almost pre-essential way, XR environments ( which I so far have only been able to look at from the context of Unity) exhibit such awareness and functionality. The link Iā€™m seeing is that as a first step, it almost feels impossible to think of creating any sort of XR experience without thinking of the interaction between the user and the environment. The second the interaction aspect comes in, then the question becomes about what objects the user is interacting with. Immediately, this then asks for a set of rules the object/s function by, and thus the question of how the user participates in the experience. 

If we were to rule out the aspect of technical ability (like I might end up not being able to make a box light up when the user approaches it), from an experience/user interaction perspective, I think XR for the most part exists with this pre-condition of being very spatially aware, and requiring the aspect of participation under a set of rules (and these rules ten affecting the narrative of the experience) .

Response 4 Calvin

Between page 94 and 95 Calvin talks about Adelma. Itā€™s hard for me to not relate most cities to the lived experience Iā€™ve had with cities Iā€™ve beĀ”en in, but in many ways Adelma represents a bunch of things I find interesting when looking at/observing a city or a space of function. Firstly itā€™s the question of a ghost, or rather what it means to be a ghost. With Calvino mentioning the dad, and the appearance and flux of an individual exhibiting multiple persons, many of them dead, perhaps inappropriately I couldnā€™t help but think of the idea of a ghost and the city. 

In some senses, I was thinking about the idea of haunting, which has come up a bunch this semester for me (in class/philosophical discussion). In this sense of hauntology, the question becomes less about the idea of a literal ghost, but one about (arguably) the materialization of ideas, aspirations, and futures that were not realized. While I could delve into the philosophy of this a lot, my interest was much more in then relating to this city, in terms of how it sometimes feels to be in the city. This is much less true now that Iā€™ve been able to be more in the city and explore it’s spaces, innards, and people more, but especially in the first few years of being here, and in comparison to Dubai (which I used to call home), things feltā€¦ dead? 

My father often used to say that this is a city of gloom, slowness, and dead people. I used to be annoyed at how he phrased it, and I still do today, but in an abstracted sense, I wonder how parts of this (conflated with the reflections the book has in looking at this dynamic-shapeshifting-face of the dead) might actually be true. Not limited to Abu Dhabi per se, but if there were a way to glue together A.D and Dubai, create an amalgamated city, I think it would feel a lot like Adelma. 

Of course all of this has mostly to do with thinking of the person/individual, or even collective movement of people/existence of people (communities), but I think what Calvin is also trying to look into is to the environment that allows for such people to exist. Or even if he isnā€™t, it made me think about what the environment does or enables. Which is to say, Adelma canā€™t be it without being accommodating to the kind of people it inhabits, right? The things that aren’t in focus are things like (on page 95) ā€œā€climbed the steps in a line, bent beneath demijohns and barrels” and ā€œa little toward that crowd that crammed those narrow streetsā€. Though it isnā€™t focused, I was enamored to question what it meant for a city to allow, if not make/support a lifestyle that enables it to become this kind of a dying, soul-cycling function of an existence.

Reading Response 3

This reading really helped me (re)orient agency in terms of creation. Much of my thinking currently revolves equally around our class projects, as much as my introspection into theatrical experiences as my Capstone becomes more of a real thing over time. The things that stood out to me firstly was how Murray spoke about the idea of a world, the role of the player, and comparing it to participatory theater. Looking at what the role of the world might be, and then transitioning into thinking about the world design in context of mazes. To think about how the context of a maze could change wildly based on things like the story, and playing/non playing characters inside said maze. The example I found very exciting was to think about say, in replacing a cloudy happy visual of a maza with ā€œKafkaesqueā€ characters and wordplay, all of a sudden the ā€œplayerā€ could be transported to questioning, and more importantly experiencing an elevated introspection of things they might be already experiencing in their day to day societies. 

Looking at the questioning of the story, itā€™s unfolding around the use was another aspect I want to take from this reading. Thinking of (under the pretext that gaming seems to be the most clear connection most of the reading takes to think of interaction with the user) how the question might arise as to who is the author, I particularly resonate with how Murray cautions us to not be carried away in thinking that this would make the user an author. That instead,  what might be misinterpreted as authorship is actually (name of the chapter!) agency! 

In the realm of agency the thing that I liked was also thinking of user interface modules. He speaks about how the object we hold in order to ā€œplayā€ the game also makes a difference. This also reminded me of the  Robin Hunicke  video weā€™d looked at w.r.t the difference of the body and it’s orientation. Murray spoke about how in playing the same fame with a different controller, the simplicity with which he felt connected to the world of the game immediately reduced. This also resulted in him feeling more disconnected, and having a lesser sense of agency. 

P1 Idea: Cave

What’s the World

This is an exploration of what a “newCave” might look like. We’ve thought of caves as a site of inhibition, and ancient remains. I’m interested in explroing what a cave in the present would look like.

With ancient caves we look at its walls and artifacts to figure out what happened then, if we were to construct a cave right now what would that entail. What would be the things on the walls for me.


How’s it different from the one we live in
I’m definitely thinking of this space dream like. It is different in that the interface and way it exists would not try to be “realistic” at all. The main purpose of this space would be using abstraction as a means of reflection


What do you do in this world

As I was just mentioning, ideally, the world would allow for the user to wander and introspect. I’m not sure how the layers will add up, but I would like for the user to be able to explore the space, and ideally find a bite to my life in it.

inspiration:

I’m really inspired by the Street Hawker shoes. I love how it explored the various layers and textures of food which allowed for an exploration of various locales and their food in China.

this link shows more about the shoe


I’m also equally inspired by cave writtings especially in ancient indian caves.

Project 2 Progress / Sree


Navigation

This is a screen recording of the first build I had. In this the user is going around there space and spawning cubes which are representation of ghosts, or places in their corridor where they know ghosts exist.

It’s rudimentary here, but the idea is for them to experience the sounds as they walk through.

In the current version, the feelings of the space hopefully willl be affected as they think about the AR experience post the app usage.

Interaction

The main interaction I’m thinking about is using triggers, colors, and hopefully fades. There’s a basic interaction, like I said thinking of UI and just walking around listening to the stories. The audio in itself has story arcs/ or ideas.

I’m still figuring out the cue, as of now it might just be text in UI and i find a more organic way for project 3.

This is a storyboard of how I envision the interactions to flow as of now.

sree.Lauren McCarthy Talk

To be honest, I couldn’t be there during the whole talk because as internet had it it kept pulling me in and out of the call. However, i’d found enough of the talk interesting for me to go back to her website. The pieces that stuck out for me were TALKING IS DANGEROUS and Follower.

In talking is dangerous, the thing that mattered to me the most was how present it was. Often I’ve found art that is trying to converse “to the moment” often feel a bit too baseless or un-depthful. This piece just made sense, and as with a lot of my interests, I think it boils down to the simplicity of what’s happening. While I’m not sure how agency the user had in “conversing” the form itself felt very honest. In a way it felt like a rant that she was having, about just how it felt to exist in this moment, but then as a piece and with interaction with humans. And yet, it’s safe! as she mentions again and again what’s so cool is that the piece is only digging deeper into the omnipresent requirement of safety, but still engages in conversation, catharsis, and community.

With follower, though the UI reminded me of how old apple used to look like, again, it’s the conceptuality that struck me. While its clear that Lauren works deeply with neural networks/AI-type stuff in most of her pieces, in this one, it was remarkable how in practice/ work is about the human, and figuring ways to inspect the human condition. The piece really inspired me in thinking about my Project 2 as well, and thinking about what emotion and reflection I want the piece to work with. What is it reflecting on. I would love to see more of here work and also look into P5.js, but that’s for later