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Immersive
Technology:

What technology can we use to achieve our essential experience?

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PLAN

  • Establish the different technologies available to us

  • Immersive Sound

  • Find and evaluate immersive technology (how might we use it?)

  • Visits/primary research

Phase 3 - Research

This section is an expansion of my Immersive Experience research. Here I'll be documenting my findings for Immersive technology - I have covered technology such as Virtual and Augmented Reality however, I established during my research that physical spaces might be more suitable for the kind of thing we aim to achieve​

WHERE DO I BEGIN?

I'd like to learn about a variety of technologies which might be useful to our experience. I will keep an open mind throughout and evaluate the feasibility and drawbacks we might face.​

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What am I looking for?

  • Physical spaces - Do they already exist?

  • How can we push the boundaries?

  • Interactive rooms

  • Game boxes?

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I'd love to focus this research into physical spaces and how technology can be used to create an interactive physical space. I have already documented interactive elements of immersive art exhibitions and experiences, however from a Game Designers perspective, I'd like to evaluate how we can incorporate player experience, player agency and mechanics into this.

"Electric Game Boxes" 

Gravity - Wandsworth​

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Gravity offers a plethora of fun and unique activities which incorporate technology such as Augmented Reality and Interactive spaces. One of which Interested me the most - Electric Game Boxes.

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How did I find this?

As a Course Rep for Games Year 3, I was browsing the internet to find an arcade or entertainment complex which we could book as a Team Building activity for people across all three years. While looking into the activities they offer, I found Electric Game Boxes, which do exactly what we desire!

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What is Gravity?

Gravity is an entertainment venue located in London, Essex and Manchester. It has 3 floors of Immersive experiences and fun activities.

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"Eight Mega Unique Immersive Experiences"

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The complex consists of E-Karting, AR Bowling, Urban Street Golf, AR Digital Darts, E-Sports Arcade, and Electric Gameboxes!

What is a Game Box?

"Electric Game Box helps you make screen time social again"

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A shared immersive experience which uses projections and instead of a headset, players wear a visor which tracks body movement and motion.

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  • 30-60 minutes of Gameplay

  • Projection Mapping

  • 360 degree Visuals

  • Touch Screens

  • Motion Tracking

  • Surround Sound​

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Video Notes

The Electric Game Box

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  • A cross between an escape room and virtual reality​

  • No need for a headset - visor uses motion tracking to know where the player is positioned in the room

  • 360 degrees of visuals

  • 4 projectors in each room

  • Touch sensitive walls

  • Motion Tracking cameras on their 'Golf' visors, which picks up player movement and knows where they are positioned in the room.

  • Gameplay - move character around with body to collect coins

  • Makes screen-time social

  • Problem with VR - too immersive, no social element

  • Brings people together with the value of shared play

  • Play different content each time

  • Potential to beat old scores

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Benefits

The Electric Game Box

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  • Perfect for shared experiences

  • No need for bulky VR headset

  • Interactive gameplay

  • Surround Sound to achieve immersion

  • Encourages physical activity - motion tracking

  • Can keep track of scoring

  • Replay-able gameplay experience - choices of content

Limitations/Drawbacks

The Electric Game Box

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  • Mainly focused for shared experiences/groups - our idea is based on personal experiences as we feel this is essential to our experience

  • Used mainly for competitive gameplay

  • Inclusive Design - would have to adapt touch screens in a way to allow all users to be able to interact in the same way e.g. wheelchair users . We want our experience to be as inclusive as possible.

WHAT WOULD I LIKE TO LEARN MORE ABOUT?

Motion Tracking, Surround Sound, Projection Mapping

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Kiera and I would love to achieve a gaming experience similar to the ones I have researched so far, therefore, It would be a good idea to familiarise myself with the function of an interactive space, including how surround sound works, how motion tracking works and setting up projection mapping.

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EXPLORING SOUND

Surround Sound

What is it?

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Surround sound uses multiple audio channels that surround the listener. This creates the sensation that sound is coming from every direction around the listener. It provides 'directionality'.

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You can enjoy surround sound with just two speaks or headphones! (Stimulated sound and Spatial Audio are more common in higher-end/more expensive headsets) These often have built in surround-processing sound cards.

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Sound Localisation

The listener's ability to identify the location of a sound - in terms of direction and distance. 

 

Where is it used?

Live performances, Film, Movie Theatres, Cinemas, Virtual Reality, Gaming etc.

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How is it used in Gaming?

It can provide players with an idea of where other players are and where enemies are coming from as well as achieving immersion. It makes it easier to detect the position of other things in the surrounding environment.

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"An extra sense of direction"

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HOW COULD WE USE IT?

I am familiar with the use of Surround Sound and I think it would be a great option for us to use in one of our physical space ideas. I have experienced Surround Sound in my Virtual Reality Headset and it definitely increases immersion and helps with player engagement. It would provide our players with a another sense of dimension, as they would hear elements of the environment from every direction. I know we can implement Surround Sound at the 'mixing' stage of our Sound Design, so this is something we can think about too.

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Spatial Audio

What is it?

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"Audio that has been engineered to have a 3D quality to it"

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  • Spatial Audio provides you with a stronger sense of depth, width and height! 

  • Spatial Audio creates a 3D effect of immersive sound.

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DOLBY ATMOS - leading format for Spatial Audio

"Lets individual sounds move independently between speakers placed above, beside, behind, above and in front of the listener" - its first debut was introduced in Cinemas.

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Dolby Atmos gives sound a more three-dimensional affect rather than surround sound formats.

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APPLE

With an Apple Music subscription - you can hear spatial audio music by using both wireless or wired headphones.

"Spatial Audio is capable of making the sound of your music, films and games feel as though it's coming from all around you"​

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Surround Sound vs Spatial Audio

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Surround Sound - Gives music a sense of direction

Spatial Audio - Added height cues

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"The difference between hearing a helicopter flying a few hundred yards away vs directly over your head"

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HOW CAN WE LISTEN TO SPATIAL AUDIO?

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PS5 - 3D Audio which can be experienced using 'Pulse 3D Wireless Headsets'.

 

Apple Headphones - Apple Airpods Pro & Max take advantage of Apple's own Spatial Audio technology.

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Binaural Beats

What is it?

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"Auditory Illusions"

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Two tones of beat in slightly different frequency - our brains process each beat at the different frequency making it a binaural beat. The two tones must be less than 1000 Hz and the difference between them can't be more than 30 Hz. Each tone must be listened to separately! One through each ear.

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HOW ARE THEY USED?

They are often used in Music as well as being used to tune instruments such as piano and organs. There are surprisingly also a range of health benefits.

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Binaural Beats Benefits

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  • Reduce anxiety

  • Increase focus and concentration

  • Lower stress

  • Increase relaxation

  • Help manage pain

  • Promote creativity

  • Can be associated with meditation and the effects of this

  • Positive effect on anxiety, memory, mood, creativity and attention

Example of Spatial Audio in a Home Cinema

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HOW CAN WE USE THIS IN OUR PROJECT?

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The health benefits are especially interesting because our project goals include reducing feelings of anxiety and overwhelm - Binaural beats could be the audio we choose to encourage this throughout our experience.​

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I also found that you can adjust the frequency of the binaural beats to encourage feelings of different states. e.g. 4 to 8 Hz are linked to reduced anxiety, relaxation and REM sleep.

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Drawbacks & Limitations

Side effects...

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  • The volume of the sound must not be set too high! Exposure to sound above '85 decibels' can cause hearing loss.

  • Epilepsy - If this is something you struggle with, it's important to discuss with a doctor before listening to binaural beats over long periods of time.

EXAMPLES OF BINAURAL BEATS & AUDIO 

EXAMPLES OF 8D MUSIC

When panning alternates from left to right - more effective with headphones.

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MY OWN PLAYLIST

Here I have made a playlist of Music examples which would be most appropriate for our experience: 

https://open.spotify.com/playlist/5Jij1PdE8JzXdbDlNaQJKp?si=dfaf0016f7db4939

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EXPLORING MOTION TRACKING

How does it work and how could we use it?

VR Omni-Directional Treadmill

What is it?

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The Omni-Directional Treadmill goes beyond using thumb sticks and touch controllers - players are able to physically walk and run in game.

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FIRSTLY... WHAT IS MOTION TRACKING?

LINK: https://grendelgames.com/getting-started-with-motion-capture/

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In games, Motion Tracking/Capture refers to taking real-life movements and converting them into 3D animations. It essentially digitises movement from real life and produces a virtual response. An example of this is how touch controllers and VR headsets are used to interact with a virtual environment.

NOTES

  • £1,400

  • Players must wear shoes which consist of foot trackers - players slide their feet across the surface to move

  • Catwalk remaps the directional input on a thumb stick and enables you to move

  • Software - download and calibrate

  • Comes in a range of different sizes and weight capacities

  • A pain to move around (not portable)

  • Works with any VR headset

  • Ability to use physical body movement

  • Makes environment seem real - next step in immersion

  • Uses a lot of energy

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DRAWBACKS

  • Expensive

  • Tailored to suit individuals (shoe size, height and weight of players)

  • Not portable

  • Requires a lot of physical activity - every movement in real life is translated in-game meaning players would feel almost forced to make every movement count, this takes away the freedom element of our project intentions

  • Requires a lot of energy

  • Can become quite frustrating and we intend for players to remain calm and relaxed throughout the experience.

MOTION TRACKING EVALUATION

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Overall I feel motion tracking is more suitable for adventure/exploration games which require a lot of physical exploration and the need to walk around and interact with the game world however, our experience is much simpler and less active. Our experience doesn't require a lot of energy or physical activity and focuses mainly on simple interactions and gameplay.

 

Although motion tracking would be a great way for players to interact with their space, I feel it makes the experience a bit too forced as it requires a lot of specialist kit and every movement counts - we intend for players to feel like they have freedom within the space without the need for harnesses, tracking devices etc.

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If we were to expand the idea of a physical space, I believe it would better for players to be able to freely observe and interact with their physical bodies at their own pace. Why? This is because our target audience (students) will play this game in need of some kind of escapism and the key to emotional regulation is remaining calm and relaxed throughout.

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ACCESSIBILITY

We must take accessibility into consideration at all times. We need to design something that is accessible for those to use when it's needed, especially during school or university time when work might become unbearable or a bit overwhelming. Motion tracking would require specialist kit which not only costs a lot but requires an explanation of use - I feel this is too complex for what we are trying to achieve therefore, less is more.

EXPLORING PROJECTION MAPPING

How does it work and how could we use it?

Projection Mapping for Events

Also known as Spatial Augmented Reality

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Projection Mapping is key for a physical immersive space which requires digital displays, screen and sound etc. This article provides advice for creating engaging experiences using projection mapping, which I can read into and evaluate from a Games Designer's perspective.

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WHAT IS IT USED FOR?

Projection mapping is used to project 3D displays onto ordinary objects to bring them to life. Examples might include light projections or fully-mapped videos.

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WHY IS IT USED?

  • To evoke feelings within physical spaces

  • Add/display colour

  • Light

  • Textures

  • Add movement

  • Project anything - 3D artwork, 2D animation, 

Benefits

Projection Mapping

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  • No flat surface requirements - can be mapped onto any surface without distortion

  • 3D imaging - step into a 3D environment

  • Portable - map objects, put into projection mapping software and go!

  • Apply to a range of surfaces

  • Will leave people in awe!

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"If you need a little inspiration for new and exciting ways to engage guests and create memorable event experiences, we’ve got you covered"

Summary of Projection Mapping

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Drawbacks

Projection Mapping

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  • Cost - can depend on size of projection needed

  • Need specific resources/surfaces to project on

  • Great with 3D imaging - we are 2D artists so will have to consider similar that is just as effective with 2D visuals.

EXAMPLES OF PROJECTION MAPPING

Xperia Touch - Sony​

  • Make surfaces come to life

  • New dimension to daily life

  • Interact with any surface

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Forests of Light​

  • Tree projections

  • Virtual trees grow according to the heartbeat of the viewer

  • Each digital tree translates to a real one planted in the ground

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Immersive Dining - Eclectic City​

  • Sensory experience

  • Floor to ceiling projections

  • All 5 senses stimulated

  • Animations on screen

  • Experience and memory

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LED Digital Basketball - Nike​

  • LED display panels

  • Players wore motion-tracking arm bands

  • Real-time animations

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OUR PROJECT - How does project mapping work?

Our intentions highlighted green

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  • Find the right environment and measurements - man-made room/box/pod or room

  • Consider size of the surface you are using - screens, soft black fabric material/screens

  • Identify the objects you will be projecting on - certain textures are not suitable e.g. reflective surfaces - players will be present in a suitable sized room, projections will be on walls and ceiling surfaces

  • Translucent surfaces are great

  • Opaque surfaces better for crisper images

  • Measure distance between the object and projector

  • Lighting - brighter projector or reduce brightness in the environment e.g. using curtains or tinted windows

  • Take perspective photo - mockup content and prepare 3D rendering

THINGS TO CONSIDER

Our project

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  • What visual will best convey your message? Or best represent the purpose of our game - gentle slow movement, calming visuals

  • What format is most suitable? Animations/video

  • Will you pair this with audio? - Composed music to evoke specific emotions of calm and ease

  • Will different areas of the space/object receive different content?

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DESIGN CONCLUSION

 

For the purpose of our project intentions I think using Projection Mapping could work really well for what we are trying to achieve. Projection Mapping would allow us to display calming/relaxing visual images in a physical space and also allow us to map them around any object or surface. This makes the overall set up of our space easier to design without getting worried about feasibility or using technology that we aren't familiar with. Either way, the ability to display 360 degree visual is what's most important about our game and options like this would enable us to do so.

WHAT NEXT?

What technology is available to us?

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Kiera and I were researching our University online to find any connection between our current project and previous projects which might have taken place on campus. We were aware of the Winchester Planetarium so did a deep dive and came across this website linked to the University of Southampton:

https://www.southampton.ac.uk/~sj2y10/dome.html

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THE SOTON ASTRODOME

WHAT IS IT?

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The Universities 'Astrodome' is an inflatable planetarium, enabling students to learn about astronomy in 'a fully immersive digital environment'.

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  • Portable

  • Suitable for all ages

  • Often hired by schools to teach students about astronomy

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WHAT IS AVAILABLE?

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The Big Dome - Holds a maximum of 35 people and is 3.3 metres high. This dome requires at least 7x7 metres of floor space.

 

The Small Dome - Holds a maximum of 27 people. Requires at least 6x6 metres of floor space and 3.2 metres of height.

 

HOW DO YOU SET IT UP?

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The domes are suitable in areas with no hanging lights or projectors that might damage the dome once inflated.

 

It requires at least 30 minutes of setting up and 20 minutes to take i​

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INSIDE THE DOME

HOW DOES IT WORK?

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The astrodome uses an expensive projector and spherical mirror equipment to produce the visuals 360 degrees around the dome.​

 

HOW CAN IT BE USED?

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  • It's mostly used to suite school halls/sports halls and large areas

  • Seating in the dome can be place on requests - maximum 20 people

  • Students sit on the floor - mats can be provided

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Youtube video demonstrates the dome in use: https://www.youtube.com/watch?v=ORzFWO2ycz8

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PLANNING A VISIT

The last time the website was updated was in 2014 however, we found a contact named 'Sadie Jones' who Kiera emailed as soon as possible and organised a date to go and visit the Astrodome! Conveniently, Sadie Jones got back to us with a date when they are setting up the Dome in the Physics Building on Highfield Campus. From this visit we can establish the benefits and limitations of using this kit for our project and evaluate is this would fulfil our intentions or not!

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THE ASTRODOME VISIT

2nd December at 4:30pm

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The Outside of the Dome

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The Inside of the Dome

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  • To enter and exit the dome, there were 2 layers to the door which is demonstrated by Kiera in this short clip. I can assume this was to keep the sound within the dome.

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  • There are definitely no height restrictions within the dome! Kiera is 5ft3 and here is a comparison of her standing inside the dome.

  • Exit Door - can be closed using Velcro straps

  • An example of the kind of content usually displayed onto the walls of the Dome.

  • Content is 100% customisable

  • Content is pre-warped in order to display 360 degrees - if we were to create an environment, we can warp it to fit the dimensions of the dome after production/creation.

  • Spherical mirror and projector is used for projector mapping

Benefits

The Astrodome

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  • Large physical area for players to immerse themselves into their surroundings

  • 360 degree projections of chosen visuals

  • Visuals can be easily warped

  • Easy set up time - 30 minutes

  • Appropriate for all ages

  • Immersive

  • Sound included

Limitations/Drawbacks

The Astrodome

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  • Currently unavailable for transportation due to lack of ventilation in the dome - not appropriate during the pandemic!

  • Quality/resolution of the visual was not as clear as I would have hoped - this might've been due to the file however something we would look into

  • Very large space meant for shared experiences - would be more suitable for a large group rather than 1 person (personal experience)

MY EVALUATION

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When I first saw the dome I was in awe of how big it was! I initially thought this would have been a problem as we'd prefer for the space to be suitable for one visitor at a time - a personal experience. However, the purpose of the space was perfect. The setup was fairly straight forward and doesn't require too much knowledge or guidance in setting up. Consequently, the issue with this space is the lack of ventilation and this would be a problem taking it into public spaces.

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How did I feel?

When I walked into the dome I felt excited and nervous as I didn't know what to expect. I took a seat by the projector and Sadie Jones introduced us to what it was used for and played a few video demonstrations for us. The visuals and sound combined created a sense of calm, and although its used for education I definitely could have sat there for a few hours and watched the stars.

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What did I learn?

Controllers can be connected to the visual and allow players to interact with the space! This was incredibly useful to know because as first I was worried about the lack of interaction in the space, but this was a positive solution. It's important for players to interact in some way, so if we were to use the astrodome we would have to consider the kind of interactions which might take place in that environment.

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PLANNING A VISIT

After sharing our findings with our lecturer Adam, he made us aware of a 360 degree Igloo currently set up on Avenue Campus! We arranged a visit for the 8th December where we will be taken around the Igloo and also shown examples of other technology that Southampton University has available which might benefit us.​

THE 360 DEGREE IGLOO

WHAT IS IT?

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The Igloo is an Immersive space which acts as a 'pop-up' immersive installation. It's an immersive environment with the purpose of collaboration and communication in a 3D environment.

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  • HD Playback

  • Suitable for Immersive Storytelling

  • 360 Degree Films

  • Room-scale visualisation

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It’s also available in 180°, 220°, and 270°.

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TECHNICAL INFORMATION

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  • Immersive Cylinder (6m diameter)​

  • 5 Speakers and 5 HDR Console Gaming projectors Benq TH685 (and remote)

  • 1 Tablet - Controls

  • Air Con Unit (located at the back of the cylinder)

More Igloo products can be found here:

https://www.igloovision.com/

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THE 6M CYLINDER

FEATURES

  • Built-in Surround Sound System

  • Controls - Apple Ipad or Android

  • Gesture Control

  • Aluminum Frame

  • 5 Projectors

  • Igloo Media Server and Wifi Router

  • Fully immersive 360 degree screen

  • Curved, lockable door

RIGGING

  • 3-5 hours depending on the crew

  • Can be transported in a transit type van

  • Single technician needed to support delivery

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THE 6M CYLINDER VISIT

8th December at 4:30pm

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  • Players can point the phone at the screen and click options

  • Phone can control what plays as well as settings like volume

  • Consists of 5 projectors

  • Surrounding 360 degree screen

  • Option for different applications

  • Can play any Youtube video - 360 degree videos can warp to the size of the surroundings! - This would work if we make a 360 degree visual and upload it to Youtube, it would then be able to be played back onto the screen.

Walk-through Demo

  • This video demonstrates the size of a person in comparison to the space.

  • You can also see the variety of different applications on screen and what it appears like once you are in there.

First-person Perspective

  • This video puts the viewer into first person perspective and gives you an idea of what it's like while you're in there.

  • You can see from this video the camera is positioned to make visitors feel as though they are flying with the plane!

Visuals & sound

  • We tested both visual and sound by playing contrasting videos from Youtube. Both videos were 360 degree 4K videos.

  • The atmospheric sound from the video made the experience engaging and the Surround Sound made it much more Immersive. Without it, it would not have been the same.

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Camera Movement

  • What I understood from watching both videos was the plane video felt much more real than the safari/animal environment. This was all due to camera angles and rotation.

  • The movement of the camera matched the movement of the plane, therefore convinced us we were moving with the plane when really we were stood still! This is similar to the effects of Virtual Reality, and can cause similar effects to 'Stimulator Sickness'.

Surround Sound

In this video you can see one of the many speakers placed around the cylinder. This is the way the Surround Sound works and visitors can hear sound from every direction.

Examples

Here I have captured examples of the different visuals and content which can be displayed within the cylinder.

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This can include...

  • Still images

  • Animated visuals

  • Video footage from a 360 degree camera

  • Both 2D and 3D visuals

  • Light projections

Benefits

The 6m Cylinder

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  • Large physical area

  • Built in Surround Sound

  • Ability to play anything on screen, including Youtube Videos and Unity can be connected

  • Immersive space

  • Can be controlled through phone, easy navigation

  • Feels like Virtual Reality without the headset

  • What can it play? Animated content, Game engine content, 360 visuals and soundscapes, VJ live visuals, live streams and presentation tools.

Limitations/Drawbacks

The 6m Cylinder

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  • A very large space - almost too big, you lose the sense of comfort if you were to be in there alone

  • Takes around 3-5 hours to set up by trained professionals

  • Need a technician to assist set up

  • Still in the early stages of understanding how it can be used - a lot to learn

MY EVALUATION - Capabilities

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Overall I think this space was impressive and definitely lived up to (even higher) my expectations. It definitely can serve its purpose and achieve immersion through its built in Surround sound and the opportunity to project any type of visual onto the screen. It was slightly too large to feel like a personal experience, but it was the perfect size to walk in with a few other people and observe the surroundings.​

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If we were to use this space, we have the ability to incorporate interactions into the environment and players would be able to interact whether that was through body movement, a phone application or a console controller. From my research I learned that the kind of material that can be presented includes 360 visuals and soundscapes as well as game engine and animated content. This is useful to know because we could make the final build in Unity and link it up to the Igloo's display.

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How did I feel?

I felt the same as I do when I have a VR headset on! It amazed me how similar the effect of the sound and camera movement made me feel. Once we played the ambient sound I felt more relaxed and at ease, this is especially important for our project so it ticked a few boxes! The difference between this and VR was no need for the bulky headset, and the content can be customised - taking into consideration people with motion sickness, we can alter the visual so there's not much camera movement and rotation which would result in this feeling. The possibilities of this space are almost limitless, so it'll be fun making some prototypes within this space.

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DESIGN CONCLUSION

To conclude on how we could use this space, I think we could definitely take advantage of it's ability to run Unity/Game Engines because we have the skills to build a game in this engine and be able to display it in the Igloo. The Cylinder can display both 2D and 3D visuals and in terms of our skillsets and capabilities, it would be more effective for us both to create a 2D visual display. Later in the project we can consider our different visual options and experiment with making our own - especially considering how different visuals can make people feel and focus on achieving a sense of calm and relaxation throughout our game.

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COMPARISON

The Astrodome vs The 6m Cylinder

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OTHER TECHNOLOGY

From Southampton University - Digital Humanities

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We were lucky enough to be shown a variety of other devices that might be useful to us for this project. Some of which weren't exactly suitable for our project intentions however the idea of them were fascinating and we have been ensured that these devices are available for us to use if we'd like to test with them.​

'Makey Makey'

https://makeymakey.com/

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"Design your own controller with everyday materials like playdough or graphite pencils"

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  • ​This piece of kit allows you to wire up almost anything to use as a controller.

  • Makes simple/basic objects interactive!

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HOW TO USE IT:

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I found a basic instruction video online about how to use this kit, including a list of items which can be used to conduct! It's a pretty easy step-by-step process which we can use if we were to consider using this device.

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HOW COULD WE USE THIS?

 

It's a great and fun way to make basic objects interactive and this might be useful in ur physical space, to encourage people to interact with items in their surroundings. This way they can interact with the gameplay on screen. It's an innovative way of having players interact with their physical space, as we could potentially link it up to objects which can be interacted with and influence the game world/display in some way - through sound/audio or visually. Players can explore the ways of interacting with the environment, increasing player engagement and therefore, enhancing immersion.

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'Museum in a Box'

https://museuminabox.org/

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"It’s a small, friendly, internet-connected, Raspberry Pi-powered thing, and has speakers inside. When you place a museum object on it, an audio response will play"

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  • A small acrylic or wooden box used to tell stories

  • Place codes on the circular part of the device

  • Device plays music related to that card

  • Simple, versatile and portable

  • 3D prints/postcards trigger stories

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HOW TO USE IT:

Users place one of the prints/postcards on the circular part of their 'Museum Box' and the Box will begin to narrate/tell a story regarding the theme of that card.

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On Youtube I found a basic video demonstration of how the Museum in a Box works.

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Example of Collections

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Every box has a different collection! It's a new way for people to interact with digital culture heritage collections. Choose a collection, take an object from this collection and place it on one of the 'brainboxes'.

Uses images, audio and expert information from online and changes everyday. You can also create your own - record your own thoughts or observations and send them to another explorer.

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HOW COULD WE USE THIS?

 

The 'Museum in a Box' could be an incredibly fascinating way for players to interact with their environment. If the game was narrative based, players could use the box to interact with their surroundings and be provided with bits of the story throughout. Maybe it's the players responsibility to put the story together? I feel something like this would work best in an 'Escape Room' esc experience - where players pick up objects and find out about them to complete or put together a narrative. I don't think it's the most suitable device for our kind of gameplay, but It was certainly interesting to read about.

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OTHER DEVICES AVAILABLE

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Large screens​

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  • Project any visuals

  • Can be transported

3D projector​

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  • ​Small glass projector

  • Allows you to project any visuals

  • Perspective changes depending on the direction you look at it

  • Almost brings an image to life

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Project photo visuals​

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  • Used by archeology students to project visuals

IMMERSIVE TECHNOLOGY

An evaluation and summary 

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Throughout my research I have found a variety of fascinating devices and ideas which could benefit us and fulfil our project goals. I am really pleased we were able to get into contact with Southampton university alumni and discover the different technology available to us. They have made us aware that we can book in a time/slot to experiment with this tech which we should definitely consider in the new year!

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The physical spaces are definitely more equipped to the kind of thing we'd like to achieve. This way we can project visuals around a 360 degree space and provide players with both immersive sound and visuals. I feel our next steps are to experiment with physical spaces and potentially even build our own. From my projection mapping research it's evident that we can use any surface or area with a projector, so an option could be we build our own space with a few resources and maybe a trip to the Fine Art department! In this case, it would be important to consider environmental aspects of design and consider ways we can build a physical space using eco-friendly and sustainable materials.

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