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.
Comments