Week Four's class used the same method of getting through people as the last week, in that we were put into 2 groups (by chance with the same/mostly same people). This time we used less time for feedback to get through them all before a short break.
Reflection from feedback:
Feedback given mainly looked at/focused on how I'd add Te Ao Maori to my project and in what manner it would affect/effect my work. I was given two texts on using Purakau as methodology and methodologies "decolonized" to show the indigenous view on them and way of using them. Also talked about how the landscape make reflect the narrative, where if there is an "up-hill battle" or hardship there may be a hill to climb, or if there is a dark moment in the story the space you are in then is darkened.
For the most part, because of how my moving forward hinges on what story I chose (to do with Te Ao Maori). Some that I am excited to work with is finding a narrative and then using that to create the environment. Also taking a look at how I could use Maori methodologies could help my project going ahead. There was some feedback that were relatively neutral or suggested a system that, for these weekly artefact creations (and time limit), are not possible to do such as a weather system. One mentioned that "Wayfinding - lighting - narrative - sound -> will be key to crafting an evocative story" I find this interesting but also exciting as it highlights what is necessary, it's kind of like an equation to get evocation.
Research Question:
"How can Virtual Reality evoke an uncanny journey through strangeness with the use of interaction and meaningful play in a space using Purakau, Maori Storytelling"
Reflection on Practice:
Looking back on the work that I have created in this class shows growth and refinement in what I am making.
Things that worked well were the output of each week's artefacts, particle effects, and lighting affecting the viewers/players. The movement from analogue/paper to digital helped shape what I would generate and gave me a base for how long crafting something could take.
Failures, however, there were many not just in the making but in the presentation of artefacts. For the making side, it became a chore to think of what to do that would fit into a time slot that also had something to do with my question and then what I had in my project itself. It then meant that I couldn't actually create some artefacts because there were no more ideas that I hadn't already covered. In the presenting, it was literal technical failures that meant I couldn't show some things. This could be seen when I attempted to have a classmate play the game, but the in-game "pawn" was not set correctly; there was no movement (I now know the reason why it was simply an oversight due to rushing). It did have its perks in getting feedback from peers that saw an uncanny sense in it (the player stood in the air roughly 15ft above the treetops).
While sticking with paper and Unreal Engine 4 (UE4) as main mediums, I did explore the use of foodstuffs for certain words. These pieces were made of slightly more durable materials (such as 100s & 1000s and dried tea leaves), meaning that they wouldn't rot if I did happen to leave them overnight. They also added to the particle-like effect I needed, as well as their short-lived nature. In UE4, I did find myself using older techniques. I explored using the terrain tool in UE4, which can create mountainscapes in minutes, but it is hard to texture in-editor. Using older tools, both analogue and digital, I had an easier time understanding constraints but did not extend myself fully; this then changed when needing to learn new things, adding time required to learn them.
While rationing in the time sense is difficult for me with such a busy schedule, I find that having x amount needed for a time slot meant I could achieve more. The constraint of listing then came into play. In a casual discussion with a classmate, at the beginning of this paper, about what I could use as a constraint, I became aware that I could use this to my advantage. Meaning I could fix a bad habit with writing lists (never able to complete them) and then articulate what I wanted to make. In the first week, for the five-minute 12 artefact creating, I just made. This led quickly to burnout for the day; after making those 12, I could no longer think of what to do for the next 12. By confining myself to doing what I listed, I found that I generally made them, and if I could not for some reason, I could then cross it off, replace it, and continue creating without facing another mini burnout.
Action Plan:
Keywords -
Ephemeral, Solid, Standardized
Dissolve, Layer, Amalgamate
Interpret, Locate
Virtual, Participate
For the next week I plan to have similar constraints as last week, so:
Creative Practice: 6 x 2 hours
2 x 3 hours
Documentation:
3 hours
Statement Writing:
3 hours
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