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Writer's pictureVerradia Beren

Week Three - Aims

Aim 1:

To understand how Virtual Reality changes how we generate play when only using two senses inside an art gallery.


What do you hope to learn?

- How generating play can change depending on how many senses we use

- If Virtual Reality does this (as it only has the two senses, sight, and sound- touch is omitted as you use controllers to move)

- Will motion sickness affect this

- Is the Art Gallery setting limiting


What do you hope to discover?

- How I can guide the player/viewer in generating play

- Whether or not I can create the space to do this

- Am I limiting things by only having the two senses

- Is it as evocative as I want it to be


What will be revealed?

- How it affects the viewer/player

- If play will actually be generated from a lack of all 5 senses


How will this research impact other people?

- I hope to bring interactivity to a space that usually is a "No Touch" zone

- By generating play in this space it will also bring about "fun" so it is an atypical experience


 

Aim 2:

To explore how interaction alters the way people view art in galleries.


What do you hope to learn?

- If people will instinctively want to interact with the art/installation

- Whether or not I need to guide this interaction


What do you hope to discover?

- What I am missing if I cannot get people to interact with the art

- How people will interact with the art (will it be how I expect or will they bring something new to the table)

- Is there a limit to how much I can guide the player without inherently telling them what to do


What will be revealed?

- What I want players to interact with

- Is it interactable

- If not, what can I do to make it so


How will this research impact other people?

- By placing the (heavily influenced) option of interactivity in a space that usually negates it, I can create new experiences that are uncommon in galleries

- It allows room for people to fidget, move, and play around but not get reprimanded for it


 

Aim 3:

To test how a digital creative space can impact the evocative nature of said space.


What do you hope to learn?

- How to navigate the space well


What do you hope to discover?

- Whether it's digital limitations restrict how evocative it can be


What will be revealed?

- A space to experience in


How will this research impact other people?

- Another place to experience while in the comfort of the house, especially during COVID times.

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