A Virtual Reality project experimenting with 'digital resolution', digital data dissemination, & tracking

 

Experiment 1 : Glitch By Touch

The importance of this exploration was scale and context. By creating a living room we wanted to emulate the familiarity of a space while toying with the idea of accuracy and resolution. As you interacted with your household objects they would begin to glitch and your sense of reality would continue to warp through ‘living in the space’.

Experiment 2 : Your Mirrored Self

We divided a space into two parts, where you are and where your mirrored self is. Using leap motion your mirrored self would move as you move becoming more distorted as you interacted with objects on your side of the fence. We wanted to question how your perception of self changed as you watched your mirrored version distort in a way that was dissimilar from the digital body you had and interacted with.

Experiment 3 : Body Scale and Position

Here we tested how quickly and how easily we could disassociate with how with our habitual body movements. By having varying disproportionate scales and random placements we began to notice how users would first contort their bodies to mimic what they were familiar with before establishing the new body part as natural.

Experiment 4 : Multi Hardware Tracking

In order to better understand different types of hardware tracking alongside digital VR tracking, we utilized HTC controllers and trackers, Leap Motion, and Xbox Kinect to see how each piece of hardware would change how a person would react within VR.

Experiment 5 : Tiered Worlds of Resolution

Here we created different levels of tracking by creating rings that became more exclusive as you neared the center. At the outermost ring you saw the world in wireframe, in the next tier with flat color, and in the center tier with textures. As you moved from ring to ring you pass by free agents that represented VR lighthouses. If they hit you they changed you into the tier they’re associated with.

Here we were interested in how HTC lighthouses ultimately create a ‘cone of vr’. We wanted to emulate that concept within the gameplay.

Perfect Vision

We ended up creating a multi level game that had one task: to move the ball to the end of the track. At each level of the game you’re faced with different types of distortion asking users to relearn how you associate with your body and your limbs. It was a question of how you could change the purpose of body when you’re not restricted by biology in VR.

In collaboration with Yunying Huang and Tianlu Tang