For instance, as users fall down the rabbit hole, props such as books and cabinets help anchor the user’s field of vision to avoid motion sickness. Aimed at people aged 15 years old and above, the experience needed to be low threshold, and instantly understandable, to all visitors.Īs gallery visitors tend to be new to VR, we made design choices that reassured users and made them feel safe as they transformed between chapters in the story. The result is a visually bold and layered environment that gives the virtual world true depth.ĭesigning for a gallery audience always requires careful considerations. Bringing these illustrations to life involved modelling 3D objects, texturing and developing custom shaders to produce the etching lines and illustrative shadows. Much like a ‘paper peepshow’, the PRELOADED art team looked for ways to unfold new layers. The main challenge however was coming up with a solution for transforming the ‘flat’ drawings into a three-dimensional world. Kristinja’s artwork took inspiration from the V&A’s collection of 19th-century ‘paper peepshows’, as well as John Tenniel’s famous Alice illustrations, and were packed with creative possibilities for developing a unique Wonderland in VR. The starting point for creating this mind-bending and visual representation of our VR Wonderland was a series of Victorian-inspired illustrations created by Kristjana S Williams for the exhibition. Imagine the ground opening beneath your feet as you tumble down the rabbit hole, drinking a potion makes you shrink and eating a mushroom turns your world psychedelic: these are key moments of Alice’s story that come into full effect in VR. With none of the spatial constraints of the physical world, the experience plays on a sense of scale and freedom of experimentation that’s only possible in VR. With virtual reality, we had the chance to reimagine what it would be like for the audience to experience the narrative first-hand, as Alice herself. The iconic story of Alice has been staged and reinterpreted for performative genres such as theatre, film and games.
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