We presented our current Unity project showing 3D modeled versions for the installation’s rooms and lobby. Unfortunately, we did not have Room #3, the Nature Room. I worked on Room #4, and I think the images I created did convey what we intended the functions of the rooms to be. It does depict the layers of a person’s silhouette. I think the room still looks a bit bland and not very immersive. I like the idea of arranging the screens in the form of a maze that people walk through. I don’t really love having all the screens against the wall, as it seems pretty boring. I was thinking to do somewhat of a maze pattern and have the extra spaces be places where other participants can sit and observe, if they’d like. These spaces could also have cutouts that return to the main “maze” so they won’t be sitting in a box. I also want to look into changing the shape of the screens, but I need to figure out how to modify the actual 3D model in order to do that.
Today, we presented what have so far in our Unity project. Every room was shown except for room #3. I was responsible for room #1, and though there were some things I couldn't really present, I think I did a fine job in representing the room. I even enjoyed the compliment for the room. As I said, there are still more things I would like to add and properly fix, and so I will continue to do so. I am interested in how my team would take this installation to another level, since one of our criticisms is that our installation is pretty bland and we should be more creative in how it is structured. Nevertheless, I will add more to room 1 to make the experience more enjoyable and engaging and assisting my group, since we are probably gonna start coding (though I already did).
On Monday's class, we presented the first Unity prototype of our installation. One good piece of advice was that we should change our design to make it look less like a museum and to not make people look on the walls that much. I had to research some funhouse effects, mystery spots/mystery holes and I have to think more about the experiential design of the room. Hopefully, I can get some moving illusions into my part of the project and maybe even implement some assets that hang from the ceiling.
Today we presented our progress in Unity and p5.js. Our feedback was mostly positive, but with some problems: while our visuals looked great + synergized well with the original proof of concept, my p5 sketch was inconsistent with our original pitch. Our rooms also need more dimension, as right now they feel like empty galleries. I still have plans to include the layering outlines in the p5 sketch; I just have to get creative with how to go about it because we don't have a depth camera to detect & highlight edges.
We presented our current Unity project showing 3D modeled versions for the installation’s rooms and lobby. Unfortunately, we did not have Room #3, the Nature Room. I worked on Room #4, and I think the images I created did convey what we intended the functions of the rooms to be. It does depict the layers of a person’s silhouette. I think the room still looks a bit bland and not very immersive. I like the idea of arranging the screens in the form of a maze that people walk through. I don’t really love having all the screens against the wall, as it seems pretty boring. I was thinking to do somewhat of a maze pattern and have the extra spaces be places where other participants can sit and observe, if they’d like. These spaces could also have cutouts that return to the main “maze” so they won’t be sitting in a box. I also want to look into changing the shape of the screens, but I need to figure out how to modify the actual 3D model in order to do that.
ReplyDeleteToday, we presented what have so far in our Unity project. Every room was shown except for room #3. I was responsible for room #1, and though there were some things I couldn't really present, I think I did a fine job in representing the room. I even enjoyed the compliment for the room. As I said, there are still more things I would like to add and properly fix, and so I will continue to do so. I am interested in how my team would take this installation to another level, since one of our criticisms is that our installation is pretty bland and we should be more creative in how it is structured. Nevertheless, I will add more to room 1 to make the experience more enjoyable and engaging and assisting my group, since we are probably gonna start coding (though I already did).
ReplyDeleteOn Monday's class, we presented the first Unity prototype of our installation. One good piece of advice was that we should change our design to make it look less like a museum and to not make people look on the walls that much. I had to research some funhouse effects, mystery spots/mystery holes and I have to think more about the experiential design of the room. Hopefully, I can get some moving illusions into my part of the project and maybe even implement some assets that hang from the ceiling.
ReplyDeleteToday we presented our progress in Unity and p5.js. Our feedback was mostly positive, but with some problems: while our visuals looked great + synergized well with the original proof of concept, my p5 sketch was inconsistent with our original pitch. Our rooms also need more dimension, as right now they feel like empty galleries. I still have plans to include the layering outlines in the p5 sketch; I just have to get creative with how to go about it because we don't have a depth camera to detect & highlight edges.
ReplyDeleteWriting this cause I have to, but was sick and slept through class time. So no contribution.
ReplyDelete-Cindy