BODY MOVEMENTS X VIRTUAL SPACE
The Core idea of designing this game is to explore more possibilities of architecture in virtual space. VR is an extension of the real world, where we can experience more diverse Spaces. Architecture is often about space, exploring the relationship between the human body, activity, and space. In a treehouse game, the controller is more like the player's foot than the actual foot, and the rule is that the player needs to control the controller to move between rooms, causing body movements.
AAVS MELBOURNE
New Paper III // 2021
UNIT 3
Architecture As Level Design: The Lighthouse
TUTORS: Allison Crank &
Raphael Penasa for TygerTyger
STUDENTS
Wandi Jin
POSSIBILITIES OF VIRTUAL ARCHITECTURE
The Core idea of designing this game is to explore more possibilities of architecture in virtual space. VR is an extension of the real world, where we can experience more diverse Spaces. Architecture is often about space, exploring the relationship between the human body, activity, and space. In a treehouse game, the controller is more like the player's foot than the actual foot, and the rule is that the player needs to control the controller to move between rooms, causing body movements. Spaces are connected in different ways, and people need to crouch, crawl, fall, climb, and make sure their feet get through these channels. The size of the rooms is also different, with low rooms where players cannot stand up. Since the actual space for VR games is 2*2, I set each room in the treehouse to be 2*2, making each treehouse feel like a real "game room." Simulate real space and try to further explore the relationship between the body and real or virtual space.
...EXPLORING THE RELATIONSHIP BETWEEN THE HUMAN BODY, ACTIVITY, AND SPACE.
CIRCULATION IN VIRTUAL SPACE
We know that people move differently in VR than they do in reality. Sometimes in the game, you jump two meters or walk a long distance, and you may not actually move, so I analyzed the actual position change of the player. In the virtual space, we go through five rooms and get back to the starting point, while in the real world we are still on a two-by-two scale.
The five rooms also represent five different scenes, there are jungle, outer space, wooden house, sky, sea. Each room the player enters will have a different visual experience, In order to better guide the player through the different rooms, I also added different physics elements, such as audio, music and light. The visual experience and the connection between the player's body movements and VR are the biggest features of the game.
USING THE VIRTUAL TO ENHANCE THE REAL
Explore more possibilities of architecture in virtual space. VR is an extension of the real world, where we can experience more diverse Spaces. Architecture is often about space, exploring the relationship between the human body, activity and spacećAt the same time to explore the effects of environmental factors such as sound, light and heat on players' behaviour in VR.
CIRCULATING VIRTUAL SPACE
VIDEO: Physical movements in virtual space
āļø The Fourth Place
āļø New Paper III
āļø Introduction
āļø Research