Category Archives: Comm Lab Hypercinema

Week 2 – 5 of something

Be honest to say I am super confused at the beginning about what kind of thing I choose to make. Since the amount of it should be FIVE, I don’t want to make anything that is useless and take up space. I start to hang out in my apartment, truly the space is not that kind of big to discover. Even I began to map out my daily routine in my room, and think about whether there is something that could help my lifestyle habits, but it is missing.

One idea came to my mind, I really like to wear rings and basically have a set combination of wearing them. However, all of my rings are currently in a storage box, and finding them takes a long time. Maybe I need small ring organizers that can store three to five rings. That way, I’ll have 5 sets of rings for my typical wear.

Since the structure of the ring organizer is quietly similar to the box that was assigned last week. I observe the box I made last week and find the inside bottom of the box is uneven and has a fairly deep hole since the middle of the drill is super sharp. Even though it’s fine to use but looks not good.
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So I think about splitting the bottom and wall and then sticking them together to ensure the flat inside. Below is my initial sketch for the ring organizer. The interior needs to be spacious enough to store a few rings and still accommodate 5 objects stacked on top of each other.

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In the beginning, I sand the straight angles of the wood to make sure each piece of wood block could be fitted together perfectly and sticks well at a later stage. But I found that perfectly sawing such a thick block into slices is not easy work. It’s hard to avoid the out-of-straight and the loss of wood sawing surface. There is a tiny gap between the 2 pieces.
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Afterward, I choose a suitable size of drill to make the interior space of the organizer. I draw the auxiliary lines to help me drill the center position but I have to say it helps but is not obvious. 😂 One thing I found here was since the piece is not thick the drill may crack it if you push it quickly, a slow drilling is a better option. I drilled and cracked a piece, but I forgot to take a picture.
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After I want to stick to the theme I choose, the “squircle”, and I cannot accept that the circular space is not in the middle. I try to use a sander to reshape it. 
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The iterated sketch is shown below.
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Finally, I still sand it with sandpaper to make it more smooth. I’ve put the ring in and it looks good!

Final Output
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Sketch for Sander
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Week14 – VR Project

For the VR assignment, Bingrui and I discussed the choice of topic for a long time. And the making process did reflect our inner journey of the whole story. 

Bingrui likes nature themes, such as landscapes and animals; I wanted to create a semi-open room with inside and outdoor features, similar to a courtyard. Since our two ideas were so related, we decided to start with the winter/snow direction. Bing had prior expertise with Unreal, which improved the realism of the landscape, and she helped me a lot with the software. After placing several buildings in the landscape, we began to consider the possibility of creating an interactive game in which the main character is seeking for treasure in an abandoned city with old Chinese architecture, and he needs to visit temples, caverns, or lakes to find treasure. However, due to time constraints, the main character’s animation must be designed using blueprints, therefore, for the time being, we have abandoned this option.

I found a lot of lovely and intriguing assets online (Sketchfab is amazing! ), all of which are Chinese antiques, as well as historic furniture, architecture, and even ancient daily life stuff. We had an insight that it would be a wonderful idea to use the existing buildings and add these recently found assets to create an old market scene. We picked the locations of various buildings based on certain traditional Chinese thinking habits known as feng shui. For example, the largest store inside, comparable to a modern boutique, is located in the ideal position based on the premise of following the mountain and the water, but the commercial street, which is made up of little businesses converging together, is located at the other end of the lake.

    

Follow-up work:

We have placed many historical antiques in stores and on the streets, for example, there are cranes and serpents candlesticks, Carved perfume bottle,s and so on. The majority of the animals’ representations represent good fortune and numerous favors.
In truth, many ancient objects can not say specific meanings. So, maybe, later on, we can develop this project into a popularization game of Chinese culture, where when the mouse clicks on certain minor items, a popup with a full expert explanation of them pops up.

In addition, we want to keep the idea of treasure-seeking games but also incorporate the marketplace design. To get the tools or clues for his treasure adventure, the main character must barter within the market. The rules of the game were designed in an absolutely original way with the goal of providing players with a more immersive experience.

The adjustment of lighting is currently our biggest challenging task in unreal techniques. We want the sun to shine in the distant corner so that the entire ambiance is better. However, it led directly to a very gloomy building, and the extra spotlight effect is not very nice. In this section, we still have a lot to learn. There are also some on the street; we’ve discovered some street light assets but haven’t had time to add them yet; they can be improved later. The entire sight will be more lovely with the addition of lights and falling snowflakes.

Week 11 – Gone Home Experience

I’ve was never a gamer, and I don’t understand the value of gamers’ desire for victory in the virtual world. That’s probably why I gave up playing after roughly an hour. But this game initially intrigued me since it isn’t a competitive game in the usual sense; instead, it tells a story. The format is similar to that of an escape room, in that you play the game while reading the whole story and then get the ending.

The visuals, interactivity, and music of Gone Home were all incredibly engaging to me. So, at first, I liked exploring each room to discover what was within and what textual material was given to me in order to get more information. I gained new messages every step of the way. But I became tired of opening doors, as if the game was always opening doors, turning on lights, and reading materials (the house is a little too big). At the same time, maybe due to my unfamiliarity with the game, my action of searching is extremely slow, so in an hour I only obtain a very limited amount of information. My mind was a little shattered, so I abandoned the game, but I think this is my own reason, I’m a person who doesn’t have much patience to play candy crush.

For players like me who prefer story, it is feasible that more story content, or even a reversal of the tale, in a very modest exploring zone, may entice me to continue playing. In any event, it was a fantastic experience that challenged my preconceived notions about the game. I’m also excited to study Unreal in order to design my own space.

Week 10 – AR Animation

This week, we continued work on the animation and putting the 2D animation into AR. We tried two AR software, both Eyejack and Aero. Both of the two software have their limitations, animation layers cannot be placed behind the character, only left and right or in the foreground. So we decide to add a digital character (digital version of our physical doll) to Aero.

The animation for the seaside.

The animation for the forest.

Finally, we got two versions of our AR animation. The first version is the three landscapes located in separate places. At first, you can only see the digital doll. When you get close to the doll, the scene will appear and the animation will begin.  w10-1    

The second version is changing the landscapes by tapping on objects. The beginning is the same as the first version, only the doll at the beginning and the seaside would appear when you get close to the doll. Then you can tap on the doll and the landscape would change from seaside to forest, and then tap on the purple grass and the landscape would change to wonderland.

doll The lovely doll with purple, thick, long hair!

And we decide to use the second version for our final piece, cause we still want to include the physical doll, Alexandra made a so lovely doll. Even though the doll cannot be the target object as we previously expected, it’s still the most important inspiration for our project. 

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Please scan it and have fun!

 

Week8 – Landscape – Seaside

Considering Question: 

How to interact with the scene, is the interactive target (doll) or the participants him/herself? Or both?

Add some detail to express the interaction between the doll and different landscapes, like putting a sunglass or sun umbrella to show the interactive experience of the doll.