Tutor
Jonathon Pillai
Jonathan currently leads the Animation and Games programme in Curtin University as well as heading the Bachelor of Design programme
Co-tutor:
Dr Anne Farren
Senior Lecturer in Design in the School of Design & the Built Environment at Curtin University, Western Australia.
Stephanie Hampson
Stephanie Hampson has worked as a Design lecturer at Curtin University since 2005. Her areas of interest are Design Education, Design History and Design as Communication.
Language: English
Keywords
Artifacts, Memory, Nostalgia
Professional direction
Film & Animation, Interaction Design
Topic Description
This brief invites the investigation of the relationship between memory, artifact, and nostalgia in the virtual world. As digital natives, the world of technology has significantly pervaded into our everyday lives. Experiences are now enhanced or made more immersive with the use of game-related technologies such as VR and AR to draw simulated real world experiences or to dive deeper into designed experiences.(Prensky, 2012). The use of 3D technologies has shown to be an engaging medium for audiences across a wide range of age groups. Specifically, the use of 3D animation and immersive technologies allow for rich story telling in a medium that is relevant to today’s youth and digital natives (Rizvic et al., 2020).
As immersive experiences become more widely used, it is imperative to consider how they can be used to augment positive human experiences. VR and AR have been widely used for augmenting a range of human experiences from training, medicine and more traditionally entertainment. The design process and approaches have become more nuanced as well with clearer strategies and approaches to designing such experiences which tap into human emotion (Plass et al., 2020; Rieuf et al., 2017).
Central to the human experience, memory and nostalgia enrich human function with emotions playing a central role in our communication system. (Sedikides, 2019) The creation of a digital experience connected to the physical world challenges our assumptions of communicating emotions. More specifically in this overarching theme of a Graceful Life, it challenges how emotional design in immersive environments can derive and evoke emotions like responses to artefacts in a non-digital space.
In this project, students will consider their design process and approach in the context of pushing the envelope of a digital experience designed to illicit an emotionally linked concept such as nostalgia. Students will need to consider different layers of design approaches which weave into the creation of an immersive experience. This includes linking the digital experience to the physical world experience such as seen in the work of Rosalind Paradis who explores the “narrative within virtual spaces through the lens of childhood”. (Paradis nd)
Working together the design of this experience will be informed by a multidisciplinary approach considering how multiple creative artefacts can be woven into one coherent experience. Finally, the students will contemplate the emotional design of the experience focusing on the context of memories and nostalgia in relation to the broader theme of a graceful life.
Output results
Development of prototype digital experience that link physical and digital artefacts that evoke memories and nostalgia
Schedule
14 Sept, Meeting: Kickoff & Task Brief, 14:00-15:30 (1 hour)
16 Sept, Meeting: Tutorial, 14:00-15:30 (1 hour)
19 Sept, Meeting: Tutorial, 14:00-15:30 (1 hour)
20 Sept, Meeting: Tutorial, 14:00-15:30 (1 hour)
21 Sept, Project Review, 14:00-15:30 (1 hour)
22 Sept, Meeting: Feedback and Review, 14:00-15:30 (1 hour)
22 Sept, Meeting: Feedback and Review, 14:00-15:30 (1 hour)
30 Sept, Meeting: Final Review, 14:00-15:30 (1 hour)
02 Oct, Final Presentation, TBA
References
https://www.rosalindparadis.com/work/experiments-in-vr
https://doi.org/10.1016/j.learninstruc.2019.01.005
https://doi.org/10.1016/j.destud.2016.11.001
https://doi.org/10.1007/978-3-030-37191-3_18
Registration link
指导老师
乔纳森-皮拉
乔纳森-皮拉目前领导科廷大学的动画和游戏课程,同时也领导设计学士课程
安妮-法伦博士
澳大利亚科廷大学设计与建筑环境学院的设计高级讲师
斯蒂芬妮-汉普逊
澳大利亚科廷大学设计讲师。兴趣领域是设计教育、设计史和设计交流
授课语言:英文
关键词
文物、记忆、怀旧
专业方向
电影与动漫,交互设计
工作坊课题说明
这份简报邀请了对虚拟世界中的记忆、人工制品和怀旧之间关系的调查。作为数字原住民,技术的世界已经大大渗透到我们的日常生活中。现在,通过使用VR和AR等与游戏相关的技术,体验被加强或变得更加沉浸,以得出模拟的真实世界的经验或深入到设计的经验中。三维技术的使用已被证明是一种吸引各年龄段观众的媒介。具体来说,3D动画和沉浸式技术的使用允许在一个与当今年轻人和数字原生代相关的媒介中讲述丰富的故事(Rizvic等人,2020)。
随着沉浸式体验得到更广泛的应用,必须考虑如何利用它们来增强人类的积极体验。VR和AR已经被广泛用于增强一系列的人类体验,包括培训、医疗和更传统的娱乐。设计过程和方法也变得更加细微,有了更清晰的策略和方法来设计这种体验,从而挖掘出人类的情感(Plass等人,2020;Rieuf等人,2017)。
在人类经验的中心,记忆和怀旧丰富了人类的功能,情感在我们的交流系统中起着核心作用。(Sedikides, 2019)与物理世界相连的数字体验的创造挑战了我们沟通情感的假设。更具体地说,在 "优雅生活 "这个总体主题中,它挑战了沉浸式环境中的情感设计如何能像对非数字空间中的人工制品的反应一样,衍生和唤起情感。
在这个项目中,学生们将考虑他们的设计过程和方法,以推动数字体验的发展,从而获得一个与情感相关的概念,如怀旧。学生将需要考虑不同层次的设计方法,这些方法与创造一个沉浸式的体验相交织。这包括将数字体验和物理世界的体验联系起来,比如在Rosalind Paradis的作品中看到的,她探索了 "通过童年的镜头在虚拟空间中的叙述"。(Paradis nd)
这种体验的设计将由一个多学科的方法告知,考虑如何将多种创造性的人工制品编织成一个连贯的体验。最后,学生们将思考体验的情感设计,重点是与优雅生活这一更广泛的主题相关的记忆和怀旧的背景。
产出结果
开发数字体验原型,将唤起记忆和怀旧的实物和数字文物联系起来
参考案例
https://www.rosalindparadis.com/work/experiments-in-vr
https://doi.org/10.1016/j.learninstruc.2019.01.005
https://doi.org/10.1016/j.destud.2016.11.001
https://doi.org/10.1007/978-3-030-37191-3_18
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