HYBRID WORLDS
Designing hybrid spaces for virtual worlds and video games
Nikaki Anna
Presence Immersion and Ιnteraction
We experience the world around us though the human body → receiver
-It is important to include the right stimuli to activate all senses
We connect with a space / environment by
The senses activated, can affect:
a small reminder..
How can we maximize immersion ?
.body
1. Exploration, through touch
2. Navigation,through vision
3.Manipulation, of object
4. Edition (alterations in the environment)
Types of virtual reality in architecture and exhibitions
An experience can being created based on the kind of virtuality used
→ according Hilary Mclellan we have more than one category of virtual reality .
1. Immersive first person που accomplished with head mounted displays HMD, gloves & secondary equipment.
2. Augmented Reality .
3. Το Desktop VR through a PC/ laptop ( gamers)
4.Mirror- Projected realitly.
5. Το Waldo world. real time animation
6. Chamber world.CAVE
2.2 EXAMPLES - APPLICATIONS
Machine Concrete Transmoderna & Fondation Beyeler 2021
Huit Phases de L’Illumination Palais de Tokyo, 2015
Type : installation . virtuality :Immersive first person immersion: imaginary world with real world elements
interaction : none ,the participant is only receiving visual world -senses : vision, hearing & balance .
1 : Immersive first person
type : installation . kind of virtuality :Immersive first person immersion to digital world,interaction : not direct but accomplished through our immersion to virtual world .
senses : sight, hearing & balance, parts of body
Thresholds, National Science and Media Museum Bradford UK
WATER | ÁGUA, Cantoni Crescenti 2010
type : installation . virtuality :Immersive first person immersion tp a digital world. through back journey to past.διάδραση :100% similar to one in the physical world ( navigation, exploration, edition). senses: vision, hearing, kinesthetic, balance
1 : Immersive first person
2 :Augmented Reality
type : installation . virtuality :Augmented Reality immersion underwater world. interaction : through touch + body. senses: vision, kinesthetic perception, hearing, touch.
→ Fresh water pavilion Spuybroek
Light Cycles,Adelaide 2021. Moment Factory
Water Pavilion, Spuybroek - Oosterhuis, 1997
τύπος : architectural installation. virtuality : projection - AR. immersion : iceberg. ( created with projection ) , architecture following world, reflective materials interaction with water and projections senses : vision, hearing,kinesthetic
2 :Augmented Reality
type : spatial with smaller installation . virtuality :Augmented Reality immersion in an imaginary atmospheric world augmented to the one that already exists. interaction : navigation , viewer , senses:vision,hearing,kinesthetic
Anti-gone, Onassis culture 2020 , Theo Triantafyllidis
Biorama , Montreal Biodôme. Moment Factory
5 : Waldo world
type : immersive play immersion in an imaginary world based on the comic interaction : audience 0, performers complete gesture freedom / movement manipulation . senses : vision ,hearing (audience ) player: +,kinesthetic
+touch
6 :Chamber world
type : installation . immersion κόσμο φύσης-ψηφιακή αναπαράσταση. interaction : Installation,navigation. διάδραση με τον εικονικό κόσμο γίνεται ως θεατής παθητικός δέκτης. αισθήσεις: όραση, ακοή, κιναισθησία
Arkhe, Contemporary Istanbul 2019, NOHLAB & DECOL
6 :Chamber world
type : interactive installation . immersion elements of nature ninteraction : touch screen , manipulation senses : vision, hearing , touch
HOW DO WE DESIGN AN ENVIRONMENT FOR HYBRID GAMING ?
The way that participants interact with the virtual worlds in the game./ ,behind the IMMERSION in a video game.
What are the PRINCIPLES, CONDITIONS and SPATIAL SPECIFICATIONS required when designing a successful immersion experience ?
2. External elements
(graphics, missions, plot, controls, environment)
(way the gameplay is conducted, interaction, stimuli from the environment)
→ A) Game-play using VR headsets + touch
→ B) Game-play in space !!!
(an environment ) .
external elements 2 (
gear for:
-simulation of movement
-touch (haptic glove)
- interaction ( props, controllers)
Virtual Arenas : gaming in a predefined / limited space using VR headsets and additional equipment . Designed to use movement, and the body for action .
Hybrid environments : designed to map 1-1 the real world to the virtual. because of that they include many more interactions with the physical world.
cons:
1.gesture limitation , movement with the body in space, interacting κnavigation within the physical space
https://www.pocket-lint.com/ar-vr/buyers-guides/playstation/137973-best-playstation-vr-games-and-must-play-psvr-experiences-to-buy-and-download
Virtual Arenas
Hybrid Environments
“The sandbox VR”
Virtual Arena
THE VOID
Hybrid Environment
Determining spatial specifications for Hybrid Environments in gaming
It can be achieved by creating mechanisms based on the 3 categories of simulating an gaming experience :
A. Movement simulation / support
B. simulation of weather conditions (atmospherical ) .
Γ. Touch simulation, ( texture and materiality) .
Category Α .” Movement” . Terrains !!!
some of the most common movements the players do in video games are: running (1) , climbing a mountain, hill , (2) , climbing stairs (3) . Category A , activates kinesthetic perception and includes body stimuli. The player is actively participating in the game through their body.
Sketch 1 : Simulating non stop movement - running walking
Sketch 2 : Simulating climbing ,( hills, mountains )
Sketch 3 : Simulating climbing stairs
Includes all of the elements that simulate the climate , weather and elements of the atmosphere of the virtual environment.
More senses - triggered resulting on increasing the presence in the virtual world.
Sketch 1 . simulating a warm environment Sketch 2 : simulating a cold environment. Sketch 3: simulating rain. Sketch 4: simulating humidity. Sketch 5: height .
Category Β. Simulating weather conditions
Category C :simulating the virtual environment , interaction with Touch - textures - materiality
The senses that are being activated are : touch , smell , vision , sight.
Includes many materials, textures and all objects that the player is interacting with.
as well as the sounds + smell
Diagram 1 : Simulating materials of the ground +2. textures from the environment of reach
category A ( movement )
ca
design solution
Designing mechanisms for each movement , identifying patterns and researching the movement of the player.
Designing mechanisms that will support jumping in different levels and into the water
Designing mechanisms that will simulate the different materials of the terrain
solution : Hydraulic terrain
vs simulating a hard surface ( wood )
simulating a soft surface ( sand )
material simulation - touch
Category B
Final Hybrid set-up ! ( terrains , interactive elements and facilities / mechanisms for simulating weather + other conditions