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