Final Project: Consciousness Transplant

Overview

Consciousness Transplant is a cinematic VR experience with creepy, scary, and sci-fi atmosphere, seeking a possibility to let users experience the process of “consciousness transplant,” which is nearly impossible to experience in the traditional movie experience. Users would be embodied to an avatar at the beginning. Besides, they would be constrained onto a physical wheelchair at the beginning, which aims to mirror the setting in the VR scene to create “presence” immediately. Afterward, the vibe will get weirder and weirder by using sound cues and lighting changing. The main second scene uses abstract graphics to symbolize the stream of consciousness. In the end, the consciousness will be transplanted into a robot.

Physical Setting

I used the wheelchair on the floor and constrained the users on it. By doing so, it can hugely reduce the distractions and precisely guide the users to the linear storyline.

Things I can improve for ITP Spring Show
  1. Fix the rigging issues of the models to make them look more realistic.
  2. Keep fine-tuning the sound
  3. Instantiate the camera based on users’ height

Final Concept

(haven’t finished yet, to be continued)

Inspiration

 

UX Sketches

The first part, the audience sits in a surgery room and the audience can see the mirror which is reflecting the character’s appearance. The purpose of this step is to make users feel the sense of presence and also persuade them they are now the character.

Users would find that their hands are bound with the handle of the bed. They can only move around their head to look around the environment. By doing this constraint, it can create a sense of horror and realize something dramatic is gonna happen in a very near future.

The second part is a doctor enters the surgery room and brings a weird device and gradually approach the user.

The doctor will start to operate the surgery after awhile. The vision of the users will start to get dim and blur until losing their whole vision.

The third part is a transition scene between the disembodiment and the re-embodiment. Users will see different kinds of glow passing, which symbolize the transmitting of data.

I haven’t made up my mind what would the re-embodiment part be like. I have several options. First, transform the consciousness to a device just like the White Christmas in Black Mirror. Second, putting the consciousness into someone’s else mind and observing other’s mind. Third, be transport into a cyborg.

Midterm

I continued to use the space I made from the previous “Recreating a Space” assignment as a foundation for my midterm project. Initially, I intended to create a Super Mario version The Truman Show, one of the most famous movies by Jim Carrey. In the movie, Truman was born and raised in a giant, isolated stadium and every moment of his life was captured by countless hidden cameras, and display on the TV show. However, he doesn’t know the truth until he gradually found the clues. For my project, I aimed to create a shorter narrative of this idea even if the fundamental setting is different.

My narrative is simple and straightforward:
Onboarding

Users realized they are in the Super Mario World and they are the game character.
 ↓
The game shut down, the game objects stop working. Besides, something isn’t supposed to be in the game appears

Users enter the control room of the game

In the first scene, all of the objects are the iconic things from the Super Mario game. users will look at the Bullet Bill and followed the movement. By doing so, this point of interest will draw the attention and guide users to look the whole scene.

The role of the second scene is the connection to the third scene. In the second scene, the game system shut down, and all the object start to obey the physic rules in the real world. Besides, there is a relatively realistic ladder, which is the way to the game control room. Besides, it also aims to trigger the curiosity and gives clues.

In the third scene,  users realize they are in the control room since they see the first game scene from a bird’s eye view on the screen.

When they turn around, they can see the same skybox, which is another clue to let users know they are still in the game but different hierarchy.

Session 4: Recreate a space (Part 2)

(This is the preview on my computer. The movement is not as smooth as the performance on the Oculus VR device)

Last’s week progress
This week, I added some simple behaviors to the objects. I added rotation for the coins and position movement on the bullet to make it closer to the real Super Mario game scene.

In the beginning,  users can see two flying bullets in the sky. They are the first points of interest. Instinctively, users would follow the path of the bullet.

I utilized this movement to attract users attention to the other side of the scene, which allowed users to explore the whole scene. Other than the visual objects, I also incorporate sound into the experience. I used the classic Super Mario theme song with some edition. I used Adobe Audition to add spooky delay sound effect to create a sense of boundless space.

 

Session 3: Recreating a Space

In this assignment, I used primitive shapes to create this iconic Super Mario game scene. Besides, I also tried to use different textures to and iconic “Super Mario” colors to emulate the atmosphere in the game.

 

 

Even though they are primitive shapes, proper combination and manipulation can also make space vivid.

I used to cylinders with different radius and height to create this tube shape.

This giant bullet consists of a cylinder and a capsule shape.

Things that I can keep working on for next week:

I haven’t deeply understood how to manipulate the direction of the texture assets in every dimension in 3D primitive shape. As you can see, the question mark on one side is opposite.