Immersive experience of a soul wandering through different worlds of his incarnation.
https://wp.nyu.edu/hy1460/2019/05/06/samara/
Inspired by the Cloud Atlas, I want to create an experience of going through multiple worlds at the same time. There are three worlds (dead world, animal world, human world), and the user is enabled to shift back and forth between them. Also, these are some subtle cues weaving through different worlds that lead the user to notice that although they don’t seem relevant with each other, his existence is the key that links them together.
The aesthetic of each world is very dreamlike. They are composed of realistic objects but the arrangement is designed to be abstract, mysterious, and symbolic.
During the approach to the edge of each world, the worlds keep being shifted around, and the user passes by the landscape and events happened in each worlds. In the end, the user will encounter a character when he reaches the mirror on the edge of each world – a skeleton, a cow, a girl, each represents a reincarnation of his soul.
Immersive Experiences (UG)
]]>A fun and playful VR interactive experience that makes you feel hospitable and homy while experience my childhood memory in a faraway island.
https://itp.nyu.edu/classes/ps-sp2019/2019/02/21/grandmas-garden/
This project is made for my grandma, and the memory I had with her. Users will be in a 3D immersive environment and will wake up in a wood house and greeted by the grandma. She would love to make the user breakfast but also asks the user to do her a favor: feed the chicken and pick up some vegetables into the basket. After finishing the test, the user will be more than welcome to walk into her house and has breakfast with her. I was born on a tropical island, and users will be able to travel virtually to this island to enjoy a different countryside life.
The Poetics of Space
]]>What does it feel like to be a toy inside the claw machine?
https://wp.nyu.edu/rc3989/2019/05/06/claw-machine/
An interactive VR animation piece in which the user becomes a toy inside the claw machine and is the only one who can move his hands and throw the ocean balls at the claw to save the other toys. But wait, is the claw good or bad? If “I” only have 10 balls left, should I save my friends, or should I save myself?
Immersive Experiences (UG)
]]>A Virtual Reality Experience where you have no sight, and have to find your way through space using just sound.
Manu and Tanic are creating a virtual reality experience where the user is not given the affordance of sight, and must find their way to their destination using just sound.
There are no visuals to rely upon, the experience for the user is completely dark. The piece begins by the user hearing sounds that they are on a subway. They must then focus upon the spatial and localized audio implemented to realize how to navigate the space off the train, onto a subway platform, call and take an elevator to street level, find a street corner, listen for cues for when it is safe to cross the street, and find their ultimate destination. There are specified sounds and directions that the user must hone in on to wayfind.
The virtual reality experience is being built in Unity and designed for the Oculus headset.
The Poetics of Space
]]>A VR high school party simulator for home school boys (360-degree video) with themed booth installation.
This is my final for Immersive Experiences. It is a 7-minute short 360 video shot with Ricoh Theta V. It's a comedy sketch written with my roommate and comedian, Martin Herlihy (Please Don't Destroy).
The video premise is that you have performed well in school, and now get to experience a high school party for the first time.
We might reedit/reshoot an alternate ending so that it ends with a temper tantrum instead.
Immersive Experiences (UG)
]]>You Are Not Broken is a virtual environment and physical display showcasing select pieces of digital artwork and paintings that I made during my 100 Days of Broken Fluidity.
https://https://vimeo.com/334464350
We are one and one is us. We live our lives selfishly – as if we are the only entity that exists. Lost in our own isolation and narcissism, we often forget that we are mere specks in a larger system and environment that we cannot nearly fathom. This reality is true for all other things around us, as well. I have created the visual concept of ‘Broken Fluidity’ to serve as a metaphor for this phenomenon. I use cylindrical figures, also referred to as ‘pieces’ or ‘pipes’, to create and recreate wholes that exist within society. These wholes can range from words to blatant abstractions to cartoon characters, but each work is representative of the idea that many distinct pieces, aspects, and qualities come together to create what we perceive as complete entities.
In You Are Not Broken, I use the medium of virtual reality to create an interactive experience that takes users on an adventure through an environment completely inspired by Broken Fluidity. With pathways created out of BF pieces and 3 gallery rooms presenting Masud’s digital artwork, this experience will serve as a showroom for the emerging artist. Tapping into abstraction, nostalgia, and representation of oppressed groups, Brown’s work displayed in You Are Not Broken takes a step into his mind and discipline during a time in which he studied Broken Fluidity for 100 straight days. The declaration that ‘You Are Not Broken’ is intended to reinforce the idea that no individual is shattered, defeated, or fragmented, but instead, each individual is an essential piece of the larger whole which we consider the universe.
100 Days of Making, The Poetics of Space
]]>iOS augmented reality application aimed at familiarizing people with AR also while having fun.
https://www.cammyp.com/color-crazy
The concept of this game is to prompt a user to tap on specific things placed around them in their environment. Ideally a user would play this when ever they get bored or whenever they want to see something cool.
The Poetics of Space
]]>a hectic, invigorating, violently positive and painfully honest self-improvement VR rabbit-hole
https://docs.google.com/presentation/d/1PPAktd6Jw9O1W8PHhHO0VGTCdC220e2igtCbZMkM13k/edit?usp=sharing
“Relax.
Relax!
Breathe.
Sit still.
Are you still?
You are actually moving at great speed around the Earth, around the Sun, around the Milky Way, and through the universe.
Faster than riding a unicorn, on a skateboard, on a cheetah, in a bugatti, on a rocket!
Isn’t it amazing that you can breathe at all?!
So breathe!”
Step into the Meditation Tunnel: a mind-bending, hypnotic, exhilarating experience that pushes beyond the boundaries of VR.
The way to ride the Meditation Tunnel is via a VR headset, while seated on a unicorn in a magical transformative environment. While the main pinnacle of the Meditation Tunnel happens within the headset, it’s certainly not limited to it. Enhanced with projection art, custom-made headset and glitter-icious set design, Meditation Tunnel is as much a performance as much as it is a VR meditation. The viewer is guided to breathe, smile and speak, and their mere participation turns into a spectacle. Meditation tunnel suggests a digital, new-age, New-York, cerebral approach to guided meditation. The entire experience, from the first step into the environment is immersive, rich with audio-visual stimuli crafted to elevate, energize, enlighten, and shake the viewer to the core.
Watch the full, updated render of the tunnel here: https://youtu.be/wReM9uw5NSs
Open Source Cinema, The Poetics of Space
]]>A retrowave neogoth Virtual Reality experience that takes the user on a dystopian journey of becoming a successful artist in the social media age.
This project showcases an interactive VR experience created by a fictional company called Lurida which aims to teach users how to become “successful”. Users will come up to the company booth to watch a motivational video, speak to the representative (myself), sign a waiver and experience the VR Success Simulator. This dark humor project was built around the theme of emotional and creative exploitation of content creators, social media, fame, and inevitability.
Immersive Experiences (UG)
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