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Immersion
&ImmersiveExperiences:

Immersive Experiences -

What kind of technology can be used to create one?

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My brief research for this topic can be found within Phase 2 which can be found here: Phase 2 > Music Psychology

PLAN

  • Document Immersive Experience Visuals

  • Play some games!

  • What are the main elements of an Immersive space?

  • Visit some Immersive spaces

  • Explore different technology

Phase 3 - Research

For this section of research I have decided to look further into Immersion and creating an Immersive experience. My teammate (Kiera) and I have begun brainstorming Ideas and potential game concepts where we briefly covered immersive technology such as Virtual Reality and physical interactive spaces.

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Purpose of Research

The purpose for my research into Immersion is to explore avenues that I am not aware of already. This might include potential technology that could be suitable for the type of game we are trying to achieve. As well as this, I plan to look into the importance of sound in a space like this. 

WHERE DO I BEGIN?

Within my Music Psychology research I explored the definition of 'Immersion' and looked briefly into the importance of sound. Next, I'd like to explore my options and look at a range of technology that could be used to achieve this sense of immersion.​

 

WHAT DO I KNOW ALREADY?

During my project last year, I focused mainly on Virtual Reality, specifically looking at the Oculus Quest 2 Headset. This could be an interesting piece of technology to use for this project as it would explore the depths of a physical space in which students can escape to, however, I feel as though we can go further! Virtual Reality would be a great place to start but by the end of this research I plan to have expanded my knowledge and produced a list of fascinating tech I had no idea about.

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I have also been to several Immersive art exhibitions before so I am aware of the way they work but not in depth. My Visual Music research (Brian Eno & Oscar Fischinger) opened my eyes up to immersive environments, using projections, light, sound and other art forms to create them. This is certainly something I'd love to look into - taking advantage of movement and physical spaces. I plan to visit at least one immersive exhibition for this project however due to the pandemic this might prove more difficult than usual due to limited tickets.

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FEASIBILITY

In terms of feasibility, I plan to go wild for this final major project. I can't do everything unfortunately, however I'd love to look into as much as I can. Although we might not be able to access everything I find, It'll be great to read up on and learn more about. Throughout my research I'll be evaluating the feasibility and drawbacks of each find, and progress from there. This way we can conclude on what is most accessible and will fulfil our intentions for the project.

Let's find some cool tech

"An Introduction to Immersive Technologies" 

VR, AR and Technology Challenges​

 

What are the different types of Immersive technology?

Augmented Reality (AR)

Virtual Reality (VR)

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What's the difference?

Augmented Reality combines digital information with a users physical space, whereas Virtual Reality uses a full virtual environment to provide "a full sense of immersion".

 

AR can replace the view of an object/space with a new view (a digital object) and project this onto your physical surroundings - often through the lens of your phone. GOAT is an example of a company which takes advantage of this technology, allowing users to project the latest sneaker release onto their own feet!

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VR however, use head-mounted displays and other input devices. These headsets display 360 degree computer-generated content/environments. The use of touch controllers, joysticks and tracking balls allow for users to interact completely in this space! Fully-immersive VR technology stimulates all of the user's senses and makes them feel as though they are really there.

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Immersive Technology Definition

"Immersive technologies create distinct experiences by merging the physical world with a digital or simulated reality"

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Video Link:

https://www.youtube.com/watch?v=H2zLXp116MA

 

This video is a great example of a virtual reality game from a first person perspective. You can see the way the user moves their hands to interact with the virtual environment and hear the effects of each interaction. (As well as haptics)

THE BENEFITS

How are these technologies being used today?​

 

I'd like to have reasoning and purpose for my design choices, so I'll be looking at the current uses and benefits of using different technology.

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Immersive technology has been used for a variety of healthcare benefits. Surgeons can now use AR systems to visualise and understand human anatomy! Additionally, VR is supposedly being use to train soldiers in virtual environments rather than having to transport them elsewhere and put them in any potential danger. These technologies can be used for a range of different purposes including teaching, creativity and gaming.

THE DRAWBACKS

What are the problems?​

 

  • Technical glitches

  • Lack of content

  • Bulky headsets

  • Motion sickness

  • Privacy & Data security - eye tracking, fake identities and lack of security

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I have previously read up a lot about the effects of latency on the brain and how technologies like VR can cause severe motion sickness! This is due to the projection of the visual environment making your brain feel as though you've been poisoned! If people suffer wtih motion sickness this is definitely not the technology for them!

EVALUATION - What interests me the most?​

 

I am intrigued by both Augmented and Virtual Reality but for the purpose of this project I feel the most effective choice would be VR. We aim to provide users with a place to feel comfortable and engaged with, and VR offers a fully immersive virtual space. Augmented Reality is based more on projections of objects, combining both the physical and digital world which I feel doesn't feel as relevant.

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Next I plan to document a brief summary on Virtual Reality and remind myself of its functions and fun elements which could be implemented into our game ideas. From here I will then explore different technologies and compare which is most suited to our project goals and essential experience.

The Guide to Virtual Reality

The headset, the effects and the future​

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A reminder...

How does the headset work?

Virtual Reality headsets work by external sensors which track your head movement via infrared. Example includes the Oculus Rift. However the Oculus Quest offers out-ward facing sensors which operates on it's own. Head-tracking is used to track head and body movement which then places you in a virtual environment. Guardian boundaries can also be set to customise your personal play-area whether that's standing or sitting down. This offers those with limited mobility a chance to experience VR too.

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The Oculus Quest 2 comes with 2 touch controllers which provide players with the ability to interact in their environment by touching, grabbing/clenching, pointing, shooting, aiming, pressing and releasing. (Possibilities are endless) These controllers also provide users with haptics - interactions are stimulated by sound and haptic feedback  (vibrations and rumbles) to achieve a more realistic gameplay experience. Alternative headphones can also be worn to enhance your experience, otherwise surround sound is implemented.

Research Link:

https://www.wired.com/story/wired-guide-to-virtual-reality/

 

"VR, AR and MR can be lumped into the umbrella term XR, for 'extended reality'".

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​6DOF - "the full six degrees of freedom".

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What is good about VR?

It's endless possibilities...

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From my research I know that the possibilities in VR are pretty much endless. Virtual Reality provides people with an opportunity to experience life in alternative environments from space to the Amazon Rainforest. VR technology allows you to interact with your surroundings and feel as though you are there in real life, through the use of surround sound and 3D visuals.

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The platform is a great way to bring something to life and has previously been used in a lot of 'Serious' gaming. For example, to educate students or train surgeons regarding human anatomy. However what interests me the most is being able to transport individuals to somewhere far from reality and providing them with the opportunity to escape into a beautiful virtual world - takes you beyond a screen.

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SOUND

VR uses Surround Sound to achieve 3D audio experiences. This means sound comes from above and behind you, making you feel as though you are present in that environment. This is an important element of VR in terms of making the experience feel real.

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Drawbacks

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Cost

The cost of a good VR headset is often around £300 (Specifically Oculus 2) and this isn't necessarily an affordable price, meaning not everyone would be able to purchase one if they do not own one already. This prevents potential consumers from being able to play our game if this was our chosen platform.

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What is VR presence?

When VR tricks your senses into believing that your virtual experience is real - Your body and your brain will respond to this. I can prove this statement as I played 'Richies Plank' in VR, and refused to walk the plank because it had convinced me I was thousands of metres high in the sky! This can lead people to being unresponsive in their virtual surroundings due to fear.

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Simulator Sickness

As I mentioned before, our brains assume we have been poisoned once it has witnessed rotation - making the virtual environment seem blurry or 'a little bit off'. The brains reaction to this leads to you feeling queasy! If people experience motion sickness regularly this will not be appropriate for them. As we aim to make users feel as comfortable as possible, this would do the complete opposite!

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HOW COULD I APPLY THIS TO MY WORK?

My Essential Experience, the future of VR & Benefits

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Virtual Reality has the potential to be used in so many fascinating and beneficial ways. WIRED suggests it has been used for Pain relief and PTSD, as well as to support education and design. In terms of my current project, I feel Virtual Reality could be a great way to ensure players feel as disconnected from reality as possible. Kiera and I aim to provide them with a space to essentially 'shut-off', reflect and recharge - VR offers a 360 space and it's elements such as surround sound will assist in the sense of Immersion and ensuring they feel as engaged as possible. We aim for players to visit this space and feel as though they have been transported to a safe environment with captivating sound and visuals, and VR does this exceptionally well.

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TARGET AUDIENCE & ACCESSIBILITY

What's appropriate for them?

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However, there are some disadvantages. We have recently established our target audience being students around the age 16+. We aim to provide them with a gaming experience that ensures they take a break from their studies and give them opportunity to reflect and recharge. Our research into music psychology, sound, safe spaces and immersion will be the key elements reflected in our design in order to achieve this. In terms of our Essential Experience, it's essential for it to be highly accessible and available for anyone to use whenever they are in need. Our target audience is mainly students and the cost of a VR headset is incredibly expensive compared to if we were to create a mobile game for example. As well as this, Virtual Reality often requires a lot of physical space around you, and in times of need you may not be able to access this kit. It's bulky and although it can be transported, it's an expensive piece of technology which students may not feel comfortable transporting around with them!

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Because of this It's best to continue my research into Immersion and technology which might be more appropriate for the kind of thing we are hoping to create!

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Research Link:

https://www.electrosonic.com/blog/2018/09/20/six-tips-for-creating-an-immersive-experience

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Purpose for research

I plan to look into Immersive environments in depth and also understand how they can be created. In terms of our essential experience, an Immersive environment would be perfect for what we are trying to achieve.

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Understanding the important aspects of an Immersive environment will allow me to ensure they are incorporated in the Design of our project. The aspects of these spaces are incredibly similar to my research into Music Psychology and Kiera's research into Safe Spaces which is why this is a perfect research route to support our project.

IMMERSIVE ENVIRONMENTS

How do we make one?​

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Using 'Electrosonic.com' 6 tips for creating an Immersive experience, I will annotate each suggestion/requirement as for what we have already established and also potential game elements and how this might link with our Essential Experience.

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Gamified elements will be highlighted in green - these can be referred to during the Design phase.

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"Creating an Immersive Experience"

How do we approach it?​

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How can we use Immersive technology?

  • Storytelling

  • Convey a message

  • Educate

  • Entertain

  • Transport people to another time or place

  • Engage with people

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How do I plan to use it?

  • Escapism

  • Engage senses

  • Provide people with a safe space

  • Encourage emotional regulation

  • Transport people to an alternative space

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1. Know your purpose

(Green - How to achieve this)​

​Mind-map suggesting purpose of the project, our intentions and our goals.

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It's important to understand what we are trying to achieve and why we are making the immersive experience. Our purpose for this is to provide students with a gameplay experience that encourages self-reflection and emotional regulation as a way to cope with overwhelming workload and student responsibility.

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2. Tell a story

"Consider the role of your visitors"

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This is our opportunity to convey the message we want to in a way we'd like it to be told! Players should feel comfortable in their own safe space. The experience should also encourage positive thoughts through visuals and sound.

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3. Technology

"Keep it simple"

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The physical body is important in our experience, we encourage players to walk around and observe. Gameplay will be kept simple and not over complex in order to achieve what we want. Tech will include visual projections and sound.

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4. Interaction

"Allow them to engage in a meaningful way"

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Interactions could include beneficial physical techniques to help reduce the feelings of anxiety/panic/overwhelm. These interactions could be implemented into the surrounding environment which are fulfilled as players walk around it. These will be beneficial to emotional regulation.

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5. Engage the Senses

"Every detail brings visitors deeper into your story"

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Kiera's research was heavily based on your senses and the importance of engaging your senses to reduce feelings of anxiety - for example the grounding technique. The way we could incorporate the senses into our gaming experience is through sight and sound - which we learned are the two most important senses in terms of emotional regulation. Temperature could also be considered to ensure players feel as comfortable as they can during the experience.

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6. Personalisation

"A responsive environment"

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Personalisation can make visitors feel more accustomed to their experience. Examples could include a customisable environment with customisable elements such as the music, volume, temperature and lighting.

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SUMMARY

"Every detail brings visitors deeper into your story"

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These are all important elements to consider when creating an Immersive environment. Now I am aware of them I'd like to dive deeper into 'Sight and Sound', other technologies and potentially visit an immersive exhibition or museum. This way I can gather first hand research and analyse my experience from a first person perspective.

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VISUALS: IMMERSIVE EXPERIENCES

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MOOD-BOARD

I documented my findings into Immersive Experiences found on Pinterest. I can see that most experiences consist of vibrant colours and lighting and I can assume that the sound is relevant to the content/narrative/message of the experience.​

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Mood-board Link:

https://pin.it/2uSw8qa

 

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COMMON FEATURES

  • Visual Projections​

  • Lighting

  • 360 degree spaces

  • Physical environment

  • Projections of light and colour

  • Animation/visual movement

  • Sound

  • Often shared experiences

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EXAMPLES: IMMERSIVE EXPERIENCES

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Youtube Videos

Examples of existing Immersive Environments/Experiences found on Youtube. Some videos also capture the process of building these physical spaces. I will be evaluating the features of these different experiences to enhance our game concepts.​

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"Creating an Immersive AV system at Amos Rex museum"

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  • Similar to Virtual Reality - but you can experience freely in the space with all your senses

  • Interact with the works of art

  • Based on advanced laser projections

  • Sound is a very important component

  • "It's not only about seeing, it's very much about hearing"

  • 137 projectors, audio cables and speakers

  • 'Genelec Loudspeakers'

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Perspective of a visitor in the 360 degree spherical theatre:

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"360-Degree Theatre Lets You Experience VR Without A Headset"

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  • 360 degree 'spherical projection theatre'

  • Creates a small universe around visitors

  • Eliminates the need for VR headset

  • Based in South Korea

  • 12-metre wide sphere

  • Visitors walk down a glass observation bridge, 45 at a time

  • Consists of 12 projectors to create the image

  • Sessions are 15 minutes long

  • Content covers important milestones in history e.g. The Big Bang and Global Warming

  • Space 360's goal is to give visitors an immersive VR experience using the newest technology

  • Open to anyone over the ages of 8

  • Permanent installation

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"Immersive Projection Room"

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  • Immersive Projection Room at Barnet & Southgate College

  • Multi-projector sensory room feature for the college

  • Room consists of projections in a small box room with comfortable seating

  • Bean bags and soft chairs

  • Beach environment

  • Sound - crashing waves, atmospheric sound

  • Similar to a quiet room

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"Holographic beach projection interactive floor"

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  • A walkable interactive beach floor projection

  • Screen picks up footsteps of the visitor - creates definition in the sand (footprints)

  • Beach audio

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"Immersive Room 360"​

 

  • 4 walls consisting of animated projections

  • Light source from projections

  • Visitor uses hand gestures and movement to change setting and experience progresses

  • Environments change

  • Sound is unique to each environment

  • Ambient/atmospheric sound

  • Single player experience

  • Player sits in the centre of the room

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"Case Study - Interactive Immersive Projection Room"​

 

  • An immersive room for a clinic located in 'Causeway Bay Hong Kong".

  • Calibration and Programming

  • Wireless central control to control components such as lighting and volume

  • Room size is approximately 600sq feet

  • 8 Projectors for the walls and 2 for the floor

  • Used as a multi-purpose room/space

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"NAUSICAA - Immersive room about global warming"

 

  • Immersive room

  • Projections on all the walls and floor

  • Environment changes overtime

  • Ambient music and atmospheric audio, sound effects and soundtrack used to depict the mood

  • 430 m2 of projected area

  • 4 walls and floor included

  • 12.2 sound system

  • Immersive film entirely 3D

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SUMMARY

How to create an Immersive space/room?

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Sound&Visuals

From my research I can establish the basic components of an Immersive space. Immersive experiences often consist of multiple projections of captivating visuals and sound. These projections surround the visitor and make them feel 'immersed' by a virtual environment. The animated visuals can tell a story, convey a message or just simply engage visitors. (Visuals might include projections of light, colour, realistic environments etc). Sound is also an extremely important element of the experience - sound simulates realistic audio which might be present in that environment which convinces players that their surroundings are real. Sound can include ambient music, atmospheric audio, sound effects or soundtracks.

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Control

The components of the experience can also be tailored to preference of the visitor. Control panels can be used to adjust lighting, sound and volume. This could give players the opportunity to customise their experience in some way. Players could potentially personalise their own safe space through an app/control panel, so their safe space is customised to suit their needs and what makes them feel comfortable.

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Interactions

Visitors can also be put at the forefront of the experience - Users can interact with their physical space in a number of ways and these interactions can cause changes in the environment. Examples above demonstrate the user using body movement to change environments, and a touch screen flooring which can identify where players step, causing definition in the sand. These are both examples of simple interactions which change the way the environment appears. (Research into Player Agency can be found here: Extra Research>Player Agency)

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IMMERSIVE EXPERIENCES

Using Light

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IMMERSIVE EXPERIENCES

Environment based

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"Box" Performance by Bot & Dolly

@Touchdesigner on Instagram

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Artificial Intelligence Cinema Project

@Refikanadol on Instagram

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The second video demonstrates how players move in the environment in order to interact with it's visuals. I find this really fascinating because as simple as the interaction is, people are engrossed and continue to use their body movement to interact with the screens in different ways.

Tate Sensorium

"Stimulate your sense of taste, touch, smell and hearing in this immersive art experience at Tate Britain"​

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While browsing for different immersive art exhibitions/museums available for me to visit, I came across the multi-sensory experience at the Tate Britain.

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What is it?

The 'Tate Sensorium' is an immersive display where visitors can experience sound, smell, taste and physical forms inspired by four individual artworks from the Tate collection. Visitors physiological responses are then recorded and reviewed through 'sophisticated measurement devices'.

 

The experience uses technology to stimulate the senses, "triggering both memory and imagination".

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The project was awarded with 'IK Prize 2015' for producing an idea that uses technology allowing the public to discover, explore and enjoy British Art in innovative ways.

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How did it work?​

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Smell

The sense of a 'mid-century home' is created in this piece. The character you can see in the artwork is 'brought to life' through scent! Visitors can smell vintage hair-spray and a solvent smell which 'hints at the collage process'.

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Audio

The objects in the piece can also be heard for example the sound of paper and paint hint at the creative/collage process.

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Example

Richard Hamilton Interior II​

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Research Link:

https://www.tate.org.uk/whats-on/tate-britain/display/ik-prize-2015-tate-sensorium

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"Can taste, touch, smell and sound change the way we 'see' art?" 

Technology & The Senses

How did they achieve this?

 

Touch

"Using focused ultrasound from an array of speakers that vibrate on the visitor's hands" - This piece of technology creates a sensation of touch without the need for additional equipment. These are touchless haptics developed by 'Ultrahaptics' - https://www.ultraleap.com/

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Hear

"Directional audio uses ultrasound waves to direct very precise sound waves across distances in a very precise manner" - This allows listeners within the area to hear the effects of each piece, similar to if they were wearing headphones. These audio systems are provided by 'Hypersound'. - https://hypersound.pro/

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Smell

They collaborated with 'International Flavours and Fragrances' who developed a selection of bespoke fragrances. These fragrances represent both the visual interpretation and process behind the piece.

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Taste

Paul A Young (Food inventor) developed a product that 'stimulates a haptic taste experience' in response to the artwork. This includes it's textural qualities and it's potential meaning.

 

How do visitors respond? - Gamifying the experience

I like to see this as a playful way for visitors and art enthusiasts to interact with the work - could this be seen as a game? Visitors interact with this multi-sensory experience by using wearable devices which measures the body's response to the experience! How? "Wristbands which measure electrodermal activity" - this indicates how excited or calm visitors were during the experience - these bands were provided by 'Empatica' - https://www.empatica.com/en-gb/

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Idea Brainstorm

  • Maybe provide players with the opportunity to engage with these senses - pick up objects? Reflect upon senses - What can you smell?

  • A device which measures players reactions to things - brain waves, skin response etc - how can we visualise this after? - Maybe show this to players.

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Research Link:

https://www.youtube.com/watch?v=oVap4R-wqRE

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Tate Sensorium

HOW WILL I APPLY THIS TO MY WORK?

Ideas & Possible Outcomes

 

I have a thorough understanding of the main components of an Immersive space and ways human interaction can be implemented into this. Our essential experience is based on providing players with an experience to encourage emotional regulation by engaging the senses, looking specifically at sight and sound. We have evaluated the importance of a comfortable surrounding to assist in reducing feelings of anxiety/panic as well as the benefits of music and sound. My research taught me that we could potentially incorporate other senses including smell and touch through special devices. However, we must consider sensory overload and not sidetracking from our initial project goals.

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We can also begin to look into possible interactions that might take place during gameplay, as we intend for players to be able to interact with their surroundings rather than just observe. As Games Designers, player experience and player agency are still very important!​

FIELD TRIP!

LUX: New Wave of Contemporary Art

180 The Strand, London​

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"LUX brings together 12 of the World’s most celebrated artists to expand the boundaries of immersive art and blur the lines between the physical and virtual worlds".

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Research Link:

https://www.180thestrand.com/

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Purpose for Trip

I found this Immersive Art Exhibition online which featured a variety of different artworks and focuses on

"blurring the lines between physical and virtual worlds".

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I thought It would be a great idea to witness immersive art in the flesh, and take note of the things we experience while we're there. It'll be good to pay attention to installations, sound and display as well as it's content.

WHAT WAS IT ABOUT?​

The LUX exhibition was based on light and perception and took advantage of digital tools including projection mapping, game engines and algorithmic visualisation. The exhibition showcased 12 international artists work who specialise in using these tools.

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Examples of work, installations & features

"BLUESKYWHITE"​

A 24m long red-lit tunnel

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VISUALS

This space consisted of a 24m long pathway which gradually narrowed - walls got closer together and the ceiling got lower. This gave it a 'tunnel-like- feeling. The tunnel was made from thin sheets of fabric stretched across a rigid structure. The tunnel was lit a vibrant red colour and glowed towards the end of the tunnel. Almost like "the light at the end of the tunnel".

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SOUND

The sound within this space was quite subtle. At this point of the experience you could hear people talking and discussing what they could see. I could hear ambient music and a soothing whispering voice narrating the experience!

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HOW DID I FEEL? LIKES/DISLIKES

At first I felt as though I was entering another dimension! The narrators voice was engaging yet a little bit eerie. I was very curious to see what was at the end of the tunnel however enjoyed walking through this space - it did feel a little compact towards the end but I liked it as a mysterious first installation. I felt curious to find out what was at the end but enjoyed walking through as it felt a bit like a portal!

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"ALGORITHMIC SWARM STUDY"​

Random Internationals Swarm Study

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VISUALS

I loved the visuals of this piece - This artwork expressed 'collective behaviour' through an 'autonomous' swarm which changes over time. I can assume this piece was a 3D modelled particle system - the swarm was made up of small circular and triangular metallic plates which moved in unison to create a mesmerising effect. I loved the way this looked as it moved, I found myself captivated by it's movement and loved how it was separated into 9 tall screens which overlooked viewers.

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SOUND

The sound for this piece was also very subtle ambient music which you can hear in the video on the left. It sounded similar to how we interpret gusts of wind which gave the visual a realistic feel.

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HOW DID I FEEL? LIKES/DISLIKES

I felt engaged by this piece and found it quite hypnotising, I stood there for a few minutes in awe, captivated by the way the swarm moved. I also wondered how it was made - possibly duplication? The movement was slow and calming, which made me stop and focus on for a minute, to take 'time-out' which I enjoyed.

"BLACK CORPOREAL (BREATHE)"​

An examination of the relationship between materiality, and the black psyche.

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VISUALS

This was by far one of my favourite installations. I encourage anyone reading to take a minute, sit and listen. This piece took the simple task of 'breathing' and used it as a reflection of the way we live both individually and together. The ability to breathe is challenged by factors like air pollution and anxiety which all of us experience together. The piece focuses on exploring a way to find peace through the process of breathing. The choir was displayed on a big screen opposite visitors as well as on separate screens surrounding us. As the choir sung, the screens would gently transition on and off to represent the time taken to take a breath which encouraged regulated breathing.

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SOUND

The sound was the one of the most beautiful pieces of music which set a message and encouraged visitors in the present to take a minute to focus on their breathing. This piece of music was layered with contrasting harmonies which made it more engaging and created a sense of power, almost like the choir had us hypnotised. The layer of sounds and vocals were not too overpowering, but worked well with each other to engage and immerse us into their message - it gave me goosebumps!

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HOW DID I FEEL? LIKES/DISLIKES

I really enjoyed this experience as it encouraged me to take a minute to focus on breathing and overall made me feel calm and relaxed. Watching the choir sing gave me a sense of peace and witnessing people around me doing the same made me feel really comfortable with the audience - similar to a shared experience. I liked the intention of making us focus on the ability to breathe and using this as a way to relate to others as well as to remain relaxed. Lastly, the screens surrounding me made me feel safe within their voices, and I felt relaxed knowing they were there to support me.

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The surround sound and composition of the music played a massive part in evoking feelings of calm, relaxation and comfort which is important to take note of, as during our experience we are determined to do the same.

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STRUCTURE / MATERIALS​

How did they keep the Sound in one space?

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Observation

Kiera and I were intrigued as to how they kept the sound in one space and avoided it travelling through other installations therefore interfering with other experiences - most installations had rigid wooden structures layered with some kind of installation which must act as sound proof walls. If we were to build our own physical space, the materials we could use include:

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  • Wood to create structure

  • Plastic panelling

  • Black sheets - to be projected onto

  • Sound proof/insulation - to avoid sound escaping

  • Or headphones as an alternative

"THIS IS THE FUTURE"​

A video installation based on a woman who found a garden that she had to hide in the future to protect it

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VISUALS

The experience began with a short video/film based on it's narrative and then progressed into a room full of different screens, facing different directions and most importantly, pebble flooring! The screens displayed digital flowers generated by computer systems and every so often changed frames. The artist used Artificial Intelligence to create a series of "predicted plants". The flowers were bright neon coloured light and were placed around the room in a fashion which encouraged visitors to walk around them, almost like an overgrown garden. The pebble flooring also added another sense to the experience.

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SOUND

The sound of the pebbles added another dimension to the experience and convinced us that we were in a digital garden environment. Throughout the experience I could hear other people walking around which was satisfying to listen to!

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HOW DID I FEEL? LIKES/DISLIKES

I didn't quite understand the meanings of the digital descriptions of each flower, but the way it looked was appealing and I loved the way it was displayed. This encouraged me to take a walk around and observe, and on top of that the feeling of the pebbles underneath my feet felt pleasant and I felt comfortable in the space. I was definitely immersed into my surroundings and I think adding an extra sense (touch) was a great idea to enhance this.

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"SHAN SHUI PAINTINGS BY AI"​

Artificial Intelligence

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VISUALS

This installation used AI 'robot' to automatically draw landscape paintings. The screen used 3D software to "simulate dynamic effects" of particles. The room consisted of a tall displaying animated visual effects of these particles. The curved screen was reflected by the use of a mirror ceiling, to make it seem larger than it really was - this was effective in itself, it made me feel as though it had control over the audience as we all stood engaged and fascinated by the way the visuals moved.

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SOUND

It's clear that amongst each installation, ambient/atmospheric audio is the way forward to achieve immersion in a physical space. The sound was composed to change with the movement of the visual which formed the connection between the two - visuals and sound come hand in hand! The sound within the space was quite loud however I liked the way it transformed the space similar to the way football stadiums or concert arenas feel when you step in.

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HOW DID I FEEL? LIKES/DISLIKES

I felt captivated by the loud audio and was instantly engaged by the visual. The visual was a mix between aesthetically pleasing tones such as beiges, greens and pale blues which transformed over time. It was fun to make interpretations from this piece because I could make assumptions regarding what I could see. I associated this piece with sandy beaches and ocean waves, which are calming and tranquil.

"UNIVERSAL EVERYTHING: TRANSIFGURATION"​

A giant walking figure sets off on a journey with no ultimate destination.

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VISUALS

I thoroughly enjoyed the visuals of this piece. The journey of the figure represented "metamorphic change". Visuals consisted of water, lava, rock and foliage which transformed as he evolved. This piece was made using the latest "procedural visual effects software". The experience lasted around 10 minutes and all that was projected was a walking man on a black background. The metamorphic change was represented by vibrant colour and relevant sound effects and I found myself curious to witness his transformation over time. In the room there was space for people to take a seat, lay down and observe as they immersed themselves into the journey of the man.

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SOUND

Each transition came with a different sound effect - For example when the man was made of rocks, I could hear the connection between rocks and the effect of them touching the ground. This provided haptics through the speakers, making the ground shake. The pace of the man walking also strongly impacted this experience. The thud produced by his footsteps was similar to techniques to regulate breathing and it made me feel as though I needed to keep up with him or pace myself.

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HOW DID I FEEL? LIKES/DISLIKES

It was a long experience although I liked the opportunity to take a seat and witness the visual change overtime. Something about the regulated sound and movement was engaging and created a sense of control - it wasn't too overwhelming and made me feel a sense of calm. It made the audience take a break from their day, sit down and observe for 10 minutes as a way to relax and enjoy.

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ENTERING THE EXPERIENCE

I enjoyed the way this installation was kept separate from others and had a small alley way to walk through to get to it. In this short video you can see Phil walking through the red dimmed lights to get to the room where the screen was displayed in a pitch black room. This part before the experience was a nice touch to make the audience feel as though they were entering a whole other space, similar to the red tunnel. This separated each experience as they were all different and unique in their own way. (In terms of set up, visuals, content, sound and structure)

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"STARRY BEACH"​

A multi-sensory installation invites the audience to a surreal space full of luminous, surging waves.

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VISUALS/LIGHTING

The visual of this installation were luminous, vibrant blue beach waves which transformed the entire room into a tranquil, immersive space. This provided visitors with the chance to lay down, take a seat and imagine themselves by the sea. As simple as the environment was, there was something about the lack of lighting and vibrant blue colour which made the space feel safe and inviting. The waves had a 'unique visual rhythm' and the experience "transformed the viewers perceptions of the space and their bodies". Mirrors were placed around the room to reflect the environment back on itself providing a sense of depth. This mirror effect made the environment seem never ending allowing visitors to sit back and get lost in the waves.

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SOUND

The visuals were accompanied by sounds of crashing waves to enhance the experience and make people feel like they are present in an alternative environment. The audio effects created a sense of calm, relaxation, tranquility, peace and comfort.

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HOW DID I FEEL? LIKES/DISLIKES

I immediately took a seat in the space and observed my surroundings. Some people were laid down for around 15-30 minutes with their eyes closed or simply observing the space. I enjoyed being able to sit and focus on the projection of the waves onto my own clothes as well as the walls around me, making me feel a part of the environment. The movement of the waves were constant, and didn't change in terms of speed or rhythm, so I found myself happy to just sit there and reflect with others which I really liked the idea of. There was no time limit on how long you spent there which gave me the freedom to stay there as long as I needed to - I would love to implement the idea of this into my own concepts. The sound also had a huge impact on immersion, because it manipulated visitors into thinking they were really there amongst the waves.

EVALUATING MY VISIT​

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What did I like the most?

Each installation was different and unique in it's own way but I most preferred the experiences which gave you the opportunity to sit and reflect in your own time. For example the "Starry Beach" room gave people the chance to immerse themselves into their surroundings, reflect and get lost in your own thoughts. I liked that there was no time constraint on this and people were welcome to stay there for as long as they liked. As well as this, each artist took advantage of the space they had and their resources - I was interested in the way they used mirrors to achieve a sense of depth to transform your surroundings and make you feel as though you have entered a whole other environment.

 

What have I learned?

From observing the different installations I have a better understanding of how immersive experiences and environments function and how they're built. The set ups are fairly simple, the important components are the visuals and sound which are provided. If we were to make our own physical space we have a plethora of options and materials that we could use, without the need for specialist technology. This might include:

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  • Projectors (the number depends on the size of the space)

  • Screens to surround players

  • Black sheets to cover screens

  • Little to no lighting

  • Speakers or headphones

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I have also learned that visuals are just as important as sound. Sound enhances the experience but visitors become captivated by the movement of visuals. Factors that can affect this might be:

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  • Content

  • Speed of movement

  • Colour

  • Lighting

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To further the design and development of this project, I must consider the different visual options for the project such as art style etc. I will depend this on what might affect the way people feel and evaluate a style which fulfils our initial purpose/intentions for this project. According to our essential experience, (Essential experience can be found here) visually the game should be:

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  • Appealing/attractive visuals

  • Engaging

  • Captivate users

  • Implement some kind of interaction into surroundings - e.g. physical self-care techniques

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How can I apply this to my work?

During the last few weeks of Phase 3, it's important to continue prototyping different ideas and resources that we could use to achieve our essential experience. Over the duration of Phase 3 and 4, I will be creating prototypes to demonstrate the player experience and gameplay of our project and evaluate the ways we can do this before establishing a final idea to take forward with design and development in Semester 2. I will also do more research into potential interactions that might take place as well as looking at visuals for our game.

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NEXT STEPS

I am happy with my research into Immersion, I'd like to further explore the uses of immersive technology and understand how we might use these in our own project.

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