2019年4月2日星期二

AR schedule

              

Expanded map boundaries,and added some animation path like bird, wind and grass.Added fog effect.
              
The bird's model will fly irregularly within the specified range.
                           
Added ui interface in the upper left corner of the phone screen,wich can adjust bird animation data, like quantity, control flight direction, docking location, etc.

Other details on the map will also have independent animation effects.

I'm researching how to complete a looping animation of the character, and then i'ii add them all to the map. Then plan to set a new light and shadow effect to the map.

2019年3月15日星期五

Storytelling for virtual reality : methods and principles for crafting immersive narratives

In the chapter one, Jessica Brillhart and John Bucher actually talked about a lot of things. In addition to talking about the current development of vr and ar, future trends, etc. its more about how to create an experience in the environment or Active presentation of spatial presentation. In fact, due to the lack of understanding of the industry, it is impossible to judge this kind of high concept.

But after read a few pages, I have some ideas about VR narrative and traditional film narrative.

So before that, I also read some articles about VR and films,Although some are difficult to understand, the immature technology will always be used as a reason for the slow development of AR.Once the problem is solved, VR will be as perfect as the 3D technology and special effects technology, it will be the future of film art. Especially in the narrative technique of film.

But I think the biggest difficulty of VR films is that it is difficult to become a movie itself.and its about method of creative and art of narrative.

Because VR film are completely different from the entire creative system of films. The film has developed for 120 years and has already formed a very good language system.its Including: Viewpoints, scenes, schedules, angles, sounds, sports...And only paying attention to the narrative, will make other visual elements out of control at the same time .

The essence of the film is "box" framed vision. The "box" is the information experience area that the director gives to the audience. The box is the space that the director recreates for the audience for his artistic creation. And the visual space is the key to confirming the world inside or outside the box.just like, the atmosphere of the long shot, the action of the middle shot, the mood of the close shot.In the movie, different scenes have their unique functions, which is the characteristic that it can reshape reality.

The senses in the movie are different from the senses in reality.films is the space for creating psychological analysis,is the art of hiding information.VR is magnify sensory effects to reduce visual logic. it lost the space outside the picture, at same time, lost the narrative tension.

one example, I just watched “The Silence of the Lambs” in the morning.



Clarice breaks into Buffalo Bill's home,

She is in danger but she does not know,At this moment, the director let the audience enter both character at the same time, and we can feel the absolute superiority of Bill and the fear of Claris.The contradiction between the two creates a huge emotional tension, and the story becomes horrible.


Until Bill pulled the trigger, Claris turned and killed Bill. The picture becomes brighter, cuts to the objective point of view, and the danger is lifted.

An important means of mobilizing emotions in movies is information transformation.
An information character A does not know, but the audience knows.
Some information character A knows, but the audience does not know.
Some information character A does not know, and character B knows.

These points are created by the intertwining of "subjective lens" and "objective lens". and those will never happend on VR.

Because VR can only select a single viewpoint, it cannot be switched. It emphasizes immersion, so you must be a character in the story and enter his/her point of view to enter the story.

Long-term single-viewpoints can cause visual fatigue in the audience, while clips in VR films can break the rhythm due to viewpoint intrusion. short films and games may be more suitable for VR.


AR simple summary note

These pages are all the summary notes of all the learning and production processes at this stage. I haven't care too much about grammar and writing. Just record the current logic and will continue to modify and update it in later development.

                       
The basic module of the AR model has been loaded in unity.
                        
              A simple AR effect can be seen in the phone.

The code that can be used to move the model on the phone screen with a finger, but now got many errors in it, it will take some time to modify

2019年3月10日星期日

Alison Mcmahan (2003) Immersion, Engagement, and Presence: A method for analyzing, 3-D Video Games

The third chapter of the book seems to analyze the game and immersion in a deeper anthropological and psychological aspect.

For me, the immersive part of this article can be divided into three categories: perception and reaction, individual and group time and space.

Everyone has a different interest, which means that everyone has different attention, and the physical or psychological stimuli caused by different attentions will be different.

As explained in the article, immersion, fun, presence, involvement, engagement, and flow, different behaviors correspond to different mental states.

This picture is very interesting, because no matter what the expression of immersion is, each person's feedback to the creator's work is different, that is, emotional behavior, sensibility is very complicated, but people can make it simple, and compile it into a system,that is an incredible thing in itself.



However, the content from 3.2.2 is more extreme academic, like the formulas and independent vocabulary appear frequently, and some are difficult to understand...

AR project progress

This week I drew a conceptual painting about the cover or poster of the AR work.


And the basic 3d model has been completed, and i will put the model on my phone for AR testing in two weeks.



Janina Saarnio (2017) The Virtuous Cycle of Immersion

This article mainly explains some information that VR immersion is actually affected by the emotional organization of human individuals,just like the young people and the elderly people have different wake-up times, each person's emotional burst is not the same, which makes everyone The perception of "immersion" is also different.

Marvin Minsky has brought out the idea that people not only find immersion in virtual technology such as vr,like books, movie novels, etc. can still create immersion, which is the role of perception.

The article mentions the concept of flow.I have also been exposed to this interesting psychological concept when i research the game "journey", It is a more concrete expression. In short, the plot and the role and even the change of the terrain are all likely to affect the immersion.It uses a lot of resources from games or movies to interact with viewers, which brings more deeper immersion.

This is actually derived from the classic three-act structure of Hollywood.


and i was use it in to my game project.



i think the immersion just more like a coordinate axis, It represents the x and y axes. The plot and the story are the z-axis that makes it to a three-dimensional.

2019年2月28日星期四

Narrative Simulator AR PLAN

Narrative Simulator AR

Long Road

Story

A century after the end of the war, the longest nuclear winter in human history. Nature has regained the rule of the earth, and the civilization of the earth is covered with grass and dust, the survivors of the world are slowly disappearing. a team of 12 survivors walked on this piece of wasteland and went to the country of southern that still exists in the rumors.

Introduction and Gameplay

The survivors' team walked on the wasteland and hoped for the last hope.This long-distance trip will span the entire planet.

Go pick up the phone and follow the pace of the survivors, to witness the civilization that has been swallowed up by nature on Earth...

                                  

1. Placed cards in different corners in the room.
2. Open the camera to find these cards.
3. Scan the card, a 360 AR model will be displayed on the phone, cards can be break the order.
4. A landmark remains (Great Wall, London Tower, etc.), describing the situation of the survivor team with a few words, introduction for the past and present of the current location.

                                  

There are three stages after scanning the card:

1. Location introduction
2. Status information
3. simply talk for mumbers

Reference for model 

                                     

Concept Art

                                 

Example

                                 





2019年2月10日星期日

About the Matrix series (Did not finish watching yet, Will update later)

I saw this one on the quora two days ago. A programmer has demonstrated that we are living in the matrix, and he said it makes sense: Glyn williams answer to how do we know that we're not living in a computer simulation?

than i was thinking about, one the other hand, if the electronic world perfectly virtualizes everything in the real world, then you certainly can't prove it, or even no doubt at all. But the world of "The Matrix" is different. It is not ideal, not perfect. Not only is there often people who doubt the authenticity of the world, but even bugs. Therefore, the designer constantly awakens humans to participate in the resistance, and then promotes the evolution of AI itself in the war.

From the visual point of view, the director has already used the scene to create a lot of "points".

                            

This is a picture of the mutual interaction between the copied and the Smith in the Matrix, the picture presents a very unnatural green.

                            

In the real world (Zion) is also some buildings, the color is normal and natural.

                            

This is more obvious. This is the high-speed pursuit in second film. Equally strange green

                           

And this is the lens in the real world, the color is normal.

The creators created two different worlds through the visual deception of the viewers. These three works contain the incompleteness and non-absoluteness of the definition of "world". and the most important point is the "world", The "world" that people describe can only be "the world we perceive." No matter how scientifically explained, it is subject to this "perception" limitation.   It is precisely because of this restriction that the discussion of the "world" issue in "The Matrix" will be inconceivable. and let people have to admit its logical possibility and bring a huge space for the world's relevant thinking.


a 3D model concept idea & sktech for AR & VR project

                                  
3D model 2d concept that may be will included to the schedule, this will be a 360c visual  3D model for AR.

A Review of Virtual Art: From Illusion to Immersion and Donald Hoffman TEDtalk

A Review of Virtual Art: From Illusion to Immersion

Representing our perceptions of reality through an aesthetic construct has been, for centuries, the goal of artists. Grau's analysis of early illusory art in the seound chapters, he brings murals as a point of introduction into the reader's perspective,  and one of the main points he makes is that the computer-generated virtual art of the late twentieth and early twenty-first century, as an illusory art, is not revolutionary or new, but fits into a tradition of illusion that dates back as far as 60 BC. When it comes to classical painting, he mentioned some paintings on the walls of the room. Grau thinks how these types of murals constitute the illusion space, because these images are not continuously experienced, it part of "uniformity of space and time". During the Renaissance, Grau noticed the influence of perspective on painting. As a style device in murals, Grau claims that the angle of view is the most effective in eliminating the distance between the observer and the observed person.  In some fine pages Grau goes into considerable detail concerning the construction of panoramas, the controversy surrounding them, and their economic significance.

Grau claims that every instance of hallucination will cause the observer to immerse himself in the space of the image, but his understanding of immersion has been wavering: one thing he claims is that immersion involves improving the emotional sensitivity of the observer.

Donald Hoffman TEDtalk

Hoffman uses the computer desktop icon to make an analogy. For example, the icon is blue, rectangular, and located in the lower right corner of the desktop. This does not mean that the files in the computer are blue, rectangular, or in the lower right corner of the computer. so what we perceive as a computer desktop hides the real world. Reality is more like a 3D desktop, designed to hide the complexity of the real world and guide us through various behaviors. The space and time you perceive are your interface, and the various objects with entities are the icons on the desktop. Evolution gives us an interface that hides facts and guides us to make adaptive behavior. They do not need to reflect the physical world truthfully, but only to meet the basic requirements of living. Because if the real world information experienced by the creature does not help to survive, it will become an additional burden and thus be eliminated in evolution.

2019年2月3日星期日

Appreciation:Ready Player One ( From the level of games with VR/AR)

Ready Player One is a "game" movie directed by the famous director Steven Spielberg.

                                           
                                           


1.FOR FILM


The success of this film is undeniable. It is enough to prove that the movie market has been opened up a whole new world, At the same time, the audience is also close to the huge game player group. And the emergence of many extra scene has put this movie on the craze.


                                   


2.FOR GAME


However, the egg should be beyond the main storyline of the film, and in today's evaluation it has become the most concerned point of discussion. It can only be said that this is like put the cart before the horse.


there is a strong individual heroism in the movie, the producer Halliday is called God by all game fans. His personal charm convinced the sentient beings. Everyone recited his personal quotations, recalling his life. After the death, the video was organized by the school in the class. and to requires the player to study the producer’s or speculative producer’s personal intent to finish the game is like can't seem to be realized in reality.


The film skipped the supposedly focused discussion of video game culture and group identity, And portraying an imaginary world without group conflicts between the peoples, because everyone here is addicted to the game. in last feiw minutes at film, The badass drove on the street. Everyone was encircled on the street with virtual reality equipment. There was no social order, no balance between the people, and some were just immersive of game.


The ultimate form of the game itself is not virtual reality at all. This is definitely an enhancement, but it is not true for the audience of many other types of games. The way virtual reality is expressed in movies is not representative of the game itself.


Today, when games are gradually linked to art, the game contains more than just RPG clearance or e-sports confrontation or virtual reality.It can become a form of artistic carrier that can attract people to explore self-thinking like The Witness, The Last of Us, To the Moon, Journeyt, etc. And the appearance of this movie seems to set the boundaries of the game. Maybe the game or AR/VR doesn't like everyone fight on the street with the equipment.But perhaps it can be understood that the film needs to create conflicts. and its not "Game means nothing, but only reality matters."


                               


Leaving the concept of the game, and back to the movie itself, Spielberg is a very good director who will catch the hot spot of the times. He knows what the people wants, and he will give them something. He did give the audience an unparalleled viewing experience. This is the quality that a good director needs, this age need his work.

2019年1月28日星期一

character design



steampunk project








AR for travel environment, AR tour

AR tour guide on the phone

Each important scenic spot will set up an information point (QR code just like a checkpoint in game),
and a QR code will show on a promotional map, sweep this QR code and a complete tourist attraction will be displayed on the phone. and AR tour can meet all the needs for tourist attraction, like restored historic buildings or architecture, to generate a virtual tour guide through AR.