Presentation 1

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When I was looking for a thesis project. I started from something I am really interested. And one subject is Virtual reality.

In terms of technology, Virtual reality is typically refers to a system usually includes a computer capable of real-time animation, controlled by a set gloves or a position tracker, and using a head-mounted stereoscopic display for visual output.

The core of Virtual reality Is presence.

presence is the sense of being someplace  while in virtual reality; many people feel as if they’ve been teleported. Presence is an incredibly powerful sensation, and it’s unique to VR; there’s no way to create it in any other medium. Most people find it to be kind of magical, and I think that once people have experienced presence, they’ll want it badly.

With this feature, Virtual reality is mostly used for simulations and play experience.

However. If it’s a good thing when people are going to addict to it. When I search for Oculus rift projects. There are bunches of flight simulations and VR dungens or VR shooting games.

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Then I also found something creepy . This is a contraption from Japanese company Tenga, which combines an erotic video game, a Fleshlight-like contraption, and the Oculus Rift to create a sex simulation.

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This raises people ‘s concerns about virtual reality.

What meaning should we ascribe to virtual sex and violence? What happens when we voluntarily step into an alluring, machine-made, alternate reality — and surrender contact with the real world? (Sexual pleasure is a powerful reinforcer, the big hook. ) How will we deal with users who won’t, or can’t, return to their average lives? Will there be a new class of schizophrenics who are simply jacked-in forever?

And then I came up with an idea. What if I make a virtual reality experience that during the experience, the user has to take off the VR device the head-mounted monitor.

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And that leads me to a big idea of my thesis  — to create a connection between virtual experience and physical world.

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My solution is make the virtual world as another dimension of physical world that we can observe .

The form of presenting this idea will be a physical installation and a Virtual reality experience powered by Oculus rift. In order to make a connection, the physical installation and the Oculus will present a same thing in different forms. There will also be communications between this two dimensions when player do actions.

For instance,  the stuff we showing in the two dimension is a cube. When player put a hand on the physical device, the player might see a hand-shaped mark on the face of that cube in Oculus.

So Player may put on and take off Oculus repeatedly to observe the changements or interactions between this two world during the experience.

I realize This form provides possibilities of creating puzzles which is another subject that fascinate me .

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This just reminds me the game “the room”.

The Room presents the player with a series of strange boxes that have a number of physical mechanisms on them. The player is challenged to figure out how to open each one – typically by undoing a series of locks – to access another puzzle box within it. The game uses a variety of motions enabled by mobile device touchscreens to simulate actions in real life, such as looking around the device, turning keys, and activating switches.

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And I also looked for physical puzzle games like Rubik’s Cube.

The left one is a traditional Chinese puzzle made of pieces of woods. It is connected without glues and nails. you try to figure out how to desemble and reassemble those parts when you play it.

I am thinking bring this geometry constructions to my project as a part of the puzzle.

And the player may get stuck or have no action to do in the virtual world and have take of  the oculus and  assemble those kind of pieces in the physical installation to Get cules and hints and goes on put on oculus to solves another puzzle in virtual world.

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Prototype 1

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