Sarah Ayoub Javaid Tahir | From Border to Border: An Immersive Short Story in VR

From Border to Border is an immersive Virtual Reality experience that explores nostalgia, growing up, and being ensnared by the past.
 

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Still from The Sandbox

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Still from The Sandbox at Night

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Still from The City

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Still from The Sea

 
 
 

 
From Border to Border is an immersive Virtual Reality experience that explores nostalgia, growing up, and being ensnared by the past. The experience takes the form of a journey in three parts: The Sandbox, The City, and The Sea. Throughout this journey, the visitor is both propelled forward by a vision of the sea and called back by an idealistic picture of the sand. In the end, the visitor finds the sea and realizes it was not what they envisioned. They are adrift and helpless, with only one way out.
The experience is inspired by and comes to terms with the anxieties associated with moving on and beginning a new chapter, and the journey closely mirrors where I have come from and where I am going. The Sandbox is meant to represent childhood; the City is meant to represent initial adulthood, and The Sea is meant to represent true adulthood and life beyond college.
From Border to Border evolved from an ideation process that considered concepts from childhood, recent experiences, and influential works such as “Dear Angelica”, “Traveling While Black”, and “Notes on Blindness.” Using these concepts as inspiration, I wrote a script that guided the design and construction of this piece. In terms of design, I laid out my initial plans for each location and the broader framework of the experience using techniques from Jessica Brillhart’s work on “VR and Cinema” and Danny Bittman’s series on “Becoming a VR Artist.” Finally, I constructed the experience by painting assets in Google TiltBrush, building scenes in Unity, and processing a VR video in Adobe Premiere Pro.
Throughout this project, I encountered several setbacks, most of which were due to the Covid-19 Pandemic and uncertainties in my living situation. Eventually, these setbacks became springboards into new avenues of storytelling that pushed this project into its final form.

Tags:#VirtualReality#Storytelling#ImmersiveExperience

 

Wenhe Li | Extend Stream: An AR based Interactive Experience

Yet another dimension of interaction you may enjoy while streaming.
 

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Deom from the final Product

 
 
 

 
Ishii suggests, “A Tangible User Interface gives physical form digital information and computation . . . and making them directly manipulatable by human hands” (Ishii, Tangible Bits: Beyond Pixels XV). The essence of this medium is to bring extra information and interactive dimension to the physical surroundings. AR as a technology that has been applied to most mobile devices fits well with the concept of TUI. Therefore, this paper explores potential solutions that could apply AR to bring the user experience into a new dimension.
Besides, T.L Taylor comments on live-streaming by saying, “It is a form that plays with the boundary lines between audience and producer”(2018, Taylor). The above suggests that in live-streaming, the content is the joint effort of both the streamer and the audience. However, according to Robinson’s research on live streaming interactions, we find that the interactions between audience and streamers are still mostly dependent on verbal comments (2020, Robinson). Moreover, Twitch, as the leading platform in the game streaming industry, tried to make the audience engaged in the game-streaming by allowing the audience to control the game characters rather than the streamer. Indeed such interaction allows the audience to participate in live-streaming content making; it does not bridge the audience and the streamers. Instead, it gives a double identity to all the audience, where they are both audience and streamers.
Therefore, AR can bring a shared and mutual virtual space and allows extra information overlays on the physical surroundings. This paper will further explore the possible solution of combining the AR with streaming experience.

 


Tags:#AR/VR#Mobile#HCI

 

Hank Wu | MediaMoney: Social Media Revenue Simplified

MediaMoney provides simple analytics for any public Twitter account. With this handy tool, you can easily see analytics and estimate how much advertising money your favorite Twitter accounts can make on average with each tweet.
 

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MediaMoney Home Page (Showing Recently Searched Accounts)

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MediaMoney Tweets Page (Showing All Documented Tweets)

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MediaMoney Analytics Page

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MediaMoney Key Analytics Section

 
 
 

 
Tweets can make money. Is that surprising? While Twitter has hundreds of millions of active users every month, most of these users do not understand how much money is being made on the platform. How can an everyday Twitter user imagine how much money a Tweet can earn? Moreover, the income earned from tweets depends on interactions with everyday users. With this in mind, transparency should not merely be welcome but required!

MediaMoney answers this need. It is a simple Twitter analytics website that enables users to explore various performance metrics for their favorite public Twitter accounts. More importantly, this tool also provides advertising estimates that give users a rough idea of how much money Twitter influencers can make for each sponsored tweet. Indeed, MediaMoney users can search for any public Twitter account to find advertising estimates. Users can even search for their own Twitter accounts!
For example, a user viewing a viral Robert Downey Jr. tweet in their timeline now has options. He or she can simply search RobertDowneyJr on the MediaMoney website and pull up relevant statistics. MediaMoney will display a myriad of information ranging from how many likes per Tweet the famous actor receives to a dollar range of how much advertisers might pay him for a sponsored tweet.
Built using common web development standards, MediaMoney sources its data directly from Twitter. Thus, the site is freely and easily accessible from any computer with a web browser. Furthermore, because the data MediaMoney uses comes directly from Twitter, it is highly accurate and trustworthy. The website then applies a custom model onto that data to estimate potential earnings from advertising. Our model was built carefully to ensure accuracy for its users.
With this handy tool, users can finally understand the collective value of their social media interactions. Although advertising is more complicated now then perhaps any other point in history, MediaMoney puts the power of information back into the hands of the consumer.

Tags:#Socialmedia#Digitalmedia#Analytics

 

Zeping Fei | Visual Emotions: A Multi-sensory Photography Series

It is an audiovisual installation that creates a sonic viewing experience for digital photography and seeks the audience’s emotional resonance with the COVID-19 pandemic.
 

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Back View of the Audience

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Installation Label

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Installation Overview

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Side View of the Audience

 
 
 

 
Visual Emotions: A Multi-sensory Documentary Photography Series is an audiovisual installation that creates a sonic viewing experience for digital photography. Unlike many galleries’ traditional way of exhibiting photographic works in physical printed forms, this project displays a series of three dynamic documentary photos on three separate screens. The audience is encouraged to listen to the sound from each screen while observing the audio-reactive visuals from the photos.
In my photography practice, each shutter press is triggered by an emotional resonance between the self and the environment. The use of audio data, unique to each photograph, enhances access to the personal emotions that arise from each situation. This photo series was taken to document one of Harbin’s oldest and most vibrant morning markets while sound clips were recorded at the same time from the environments where the photographs were taken.
The audio clips, which can be heard by the viewer through headphones located near each photograph, are processed into frequency spectra, and the size and range of the spectra are manipulated in Touchdesigner with multiple mathematical algorithms. These audio data outputs affect positions, colors, brightness and sizes of the pixels in the rendered photos displayed on 25.0 cm x 16.5 cm screens mounted at eye-level. By engaging both visual and auditory sensations from the audience, this project proposes an alternative display for photographic works and aims at opening up space for imagination and interpretation.
This project fuses the two senses to embody personal emotional resonance, a response to how economic instability caused by COVID-19 has impacted common people’s living conditions. The audio clips reveal conversations about the immediate conditions in the market. Through diminished levels of market activity that can be experienced in both sensory media, the audience feels the implications of the situation. This project speaks for the calmness within the ordinary as well as the longing for hope within helplessness during the toughest time in human history.

 


Tags:#a/vinstallation#galleryexperience#photography

 

Chenchen Zhou | Mirror: A Hand-Drawn Animated Short Film

Mirror is an animated short film visualizing depressive feelings resulted from extreme self-criticism.
 

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Film Still 1

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Film Still 2

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Film Still 3

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Production Process

 
 
 

 
Mirror is a digitally-drawn animated film depicting the inner struggle of a person who experiences extreme self-criticism. The initial idea comes from my personal experience of doing self-criticism in an extreme way and ending up with negative feelings. Self-criticism as an objective evaluation of oneself can lead to improvements. However, based on Sigmund Freud’s theory of personality structures, while experiencing extreme self-criticism, the unbalanced psychological parts of an individual can reduce mental well-being. The way I visualize the two conflicting minds of a character over self-criticism is based on how Freud divided one’s personality into psychological parts.
In my depiction, I let my character experience harsh criticism towards his/her self to show how extreme self-criticism can lead to strong depressed feelings. When I was struck by the anguish of criticism, the inner struggle was hard to convey verbally but I perceived it in a visual form. In this project, I turned my visions into a film to convey this chaotic inner state. The black and white visual style fits in the dark tone of the story. There are two conflicting parts inside the character: one part of the character does self-criticism, while the other tries to resist it. The conflict between the two parts is translated into the action of consuming and fighting between a figure outside the mirror and his/her reflection. The figures in my film don’t have distinguished characteristics as I intend to present the self-criticism concept in a universal way. The character can be understood as every person so that audiences can project their feelings onto the film character. The usage of a mirror in the film is inspired by Jacques Lacan’s concept of the mirror stage. As a mirror can reveal the psychological state, in the film, the mirror serves as a trigger for the process of self-criticism.

 


Tags:#animatedfilm#storytelling#internalfeeling