Tuesday, October 29, 2024

Storyboard


                                                           Storyboard

Scenario/Story assumptions:

Players walk into a room with others endlessly moving rocks from a large mountain until they realize they have the option to put them down. When the stone is put down, a different path leads out of the mountain.

Players stand on the beach and throw pebbles into the sea in a seemingly futile attempt to fill it up. Each stone they throw creates a ripple effect, and each ripple reveals a faint reflection of themselves.

Entering a surreal, boundless city, the characters find themselves in a mirrored environment, their shadows bending and distorting as they walk. A crowd of identical characters march in unison with themselves.




 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Sunday, October 20, 2024

PROJECT ACTIVITY 1

Activity 1

Shiyi Liu, Student ID: 23067266

Improving things

 

- Think of an app you have used recently that you found difficult or annoying.

 

Cashwalk

I learned this app from my friend, last Friday we went to Asda together. During that time I got so tired of walking, that she told me this app can earn rewards from walking. Many supermarkets and brands support this reward, (Usually a five-pound reward) which I think is inspiring.

 

After a week of using it, there was something that annoyed me. Every day has a limit on earning coins, the user interface has too many pop-ups, forced advertisements watching to get coins, and no cash reward.

 



Because there is a cap on how many coins (100 coins) I can earn daily, I have to take weeks to reach the minimum reward threshold. As long as I hit the goal every day I will stop moving around, it seems to discourage me in a certain way.

 


I need to click the treasure box to collect the coins, which will numb your finger. During my clicking, there is always a pop-up that interrupts me




There are too many pop-ups and promotional banners cluttering the screen making the user interface complex. Ads pop up frequently, it's easy for me to accidentally click inside an ad, but no exit button forces me to watch the ad, which upsets me because the process is more of a burden.

 




Cashwalk only has gift card rewards, not cash rewards, which reduces a lot of flexibility I think, I would prefer cash rewards!

 

 

 

  


PROJECT ACTIVITY 2

Activity 2

Shiyi Liu, Student ID: 23067266

An app to improve my self-control and time management skills.

 

REASON: I get annoyed when a lot of tasks need to be done and I don't know how to start. I also want to learn a skill by working on it every day.

 

Functionality:

-     Long-term and short-term goals can be established

By entering what I want to achieve, the AI can help me automatically plan my daily tasks. Of course, I can also make changes to my daily tasks.

 

-     Motivation and New information

Put your major in the application, it can help you get the latest information related to the major. For example, You can receive pushes of work from artists working in digital media and information about exhibitions.

 

-     Habit Formation

There is a reward mechanism for completing tasks every day, and the task schedule can be arranged from less to more stable. It allows me to form better habits.

 

 

Critical theory

-     Critical Theory of TechnologyAndrew Feenberg

Question the impact of digital technology and how this impacts different groups.

-     Feminist Theory

Digital media can be used to explore how gender dynamics and power structures are represented.

-     Posthumanism (Donna Haraway, N. Katherine Hayles)

The convergence of digital media and technology, such as wearables, artificial intelligence, or virtual reality, could be explored.

 

Sunday, October 13, 2024

Degree Project --- Assignment 1

 

Degree Project --- Assignment 1


PARADOXICAL CYCLE


The need for information about a topic?

Inspired by a number of mythological stories. Find some of the effects that repetitive tasks have on people's lives.

The need for entertainment?

Utilizing the visual illusions and contradictory spaces of the Escher style to engage the viewer.

 The need to vent emotions?

 The repetitive and contradictory nature of the scenes evokes a sense of dullness and confusion that allows the viewer to emotionally empathize.

The need to access services (purchases, help, food, dating, health benefits...)?

This animation will prompt viewers to reflect on the social systems that shape daily behavior in everyday life, including the work environment.

The need for exciting new experiences (escape)?

Animation works provide an escape from reality by transporting the viewer into a surreal, paradoxical world. In this world, conventional rules of space and logic no longer apply.

The need to save money or time?

Can get to thinking about social systems faster compare to viewing a relevant exhibit.



OVERCOME FEARS

 

The need for information about a topic?

Basic knowledge about phobias is needed, including their causes and how they affect an individual's physical and mental responses. Learn about coping strategies such as exposure therapy, cognitive behavioral techniques, and positive thinking exercises. It is also important to understand virtual reality therapy's principles, effectiveness, and successes.

 

 

The need for entertainment?

VR games can help overcome fear simply and easily, the fear seen through VR glasses is fake and can somewhat reduce the level of fear of the person experiencing it. In a way of playing the game allows the experiencer to alleviate the fear easily and enjoyably.

 

 

The need to vent emotions?

Having a safe outlet to express her feelings about her fears and anxieties is crucial for experiencers. Participating in activities like virtual reality gaming allows experiencers to face their emotions head-on in a controlled environment so that they can deal with their inner fears and frustrations more effectively.

 

The need to access services (purchases, help, food, dating, health benefits...)?

Can make a lot of friends in the game and come together to face your fears.

 

The need for exciting new experiences (escape)?

New and exciting experiences can break the mold and allow the experiencer to face their fears in a fun way. Virtual reality games provide immersive environments that allow the experiencers to interact with their fears in a controlled space, turning anxiety into excitement and making the process more enjoyable.

 

The need to save money or time?

VR gaming is an option that can offer more convenience and affordability than seeking treatment from a doctor. And the experiencers can control the intensity of the interaction themselves.

 

 

FLUID IDENTITY

 

The need for information about a topic?

Knowledge of gender diversity and mobility, including definitions of gender, socio-cultural contexts, and challenges to traditional notions of gender.

 

The need for entertainment?

Interactive videos provide an entertaining experience through vivid ecosystems and ever-changing life forms.

 

The need to vent emotions?

Through content related to gender fluidity and diversity, the audience may allow viewers to share their own experiences and perceptions, leading to emotional release and communication.

 

The need to access services (purchases, help, food, dating, health benefits...)?

Viewers may want better understanding and support in exploring gender identity through interactive video presentations.

 

The need for exciting new experiences (escape)?

The interactive video allows viewers to reflect on gender fluidity and diversity in a controlled environment. Viewers can experience and reflect on the subject matter in greater depth, breaking away from conventional ideas.

 

The need to save money or time?

Interactive videos allow for tangible input of relevant knowledge and enable efficient learning and understanding of complex gender concepts.

 

What Mass Market and personal touchpoint would allow your user to get the most out of your digital media piece?

Mass market strategies for the interactive video include sharing on social media, promoting LGBTQ+ communities, collaborating with educational institutions, hosting on YouTube for interaction, and writing complementary articles.

 

Are there other touchpoints we can add?

Live Q&A Sessions, Dedicated Website, Gamification




Wednesday, October 9, 2024

IDEAS

 Topics that interest me:

- Make a VR game to help people overcome their fears.

  “Ridikuius” is an innovative project that explores the possibility of human coexistence with future creatures through brain-computer interaction technology. It intimately connects the viewer's subconscious mind with the virtual world, where the future creatures dynamically change according to the transmitted EEG data. Inspired by the defense against black magic in the Harry Potter series, the project aims to encourage participants to confront their deepest fears and vulnerabilities.




- Make an animation that uses paradoxical space to express that people don't want to follow the crowd but can't avoid it.

Inspired by Escher's paradoxical space, the work presents through animation the disorientation of repetitive work and the effects of herd mentality. Incorporating the elements of “Yugong Yishan” and “Jingwei Fill the Sea”, the image shows the characters working in an endless cycle in a distorted space, symbolizing the mechanized life of individuals under the pressure of society. Through visual illusions and contradictory spaces, the work reflects on the inherent depletion of repetitive tasks and the loss of self due to the herd mentality, calling on people to re-examine their life choices.


- Making animations to explore gender diversity and fluidity

The interactive video explores the diversity and fluidity of gender through an ecosystem of mutable animals, plants, and cells that constantly reproduce. It highlights the infinite possibilities of gender as a life process, rather than a biologically fixed existence, emphasizing its original purpose of reproduction beyond just a social construct. This presentation invites deeper reflection on the concept of gender.

Finished Artefact Evaluation

  PROJECT RESEARCH This project revolves around a key question: In the context of accelerating future technological developments, is it po...