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A marketing game changer!! - Mixed Reality
My recent double major studies in marketing have opened my eyes to the transformative potential of Mixed Reality (MR). As technology continues to redefine marketing boundaries, MR stands out as a game-changer.
Traditional marketing methods are undergoing a significant evolution, and MR marketing emerges as a dynamic and immersive approach, seamlessly blending the virtual and physical worlds. This innovative technology offers a plethora of possibilities, reshaping how brands connect with their audiences.
By embracing MR technology, brands can unlock unprecedented possibilities, fostering deeper connections with their audiences. It's an exciting time to be in marketing, and I'm eager to see how MR continues to revolutionize the way we engage with consumers.
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project 2 evaluation
Strengths:
What I feel good about this project is the connections between different scene was smoothly present, either audio transfer and scene transfer. The addition of spatial audio really enhances the immersive experience. We used a variety of tools in the production of this video, including Open Brush, Premiere Pro, and Blender.
Weaknesses:
Special effects, such as the atomic bomb explosion (sourced from free online audio), lacked clarity, leading to a decrease in the overall video quality.
Conclusion:
Through this project, I gained the ability to create 360° video animations using various tools. I also discovered the crucial role sound effects play in enhancing the video experience. This realization highlights the potential value of using Adobe Audition or acquiring higher-quality sound sources in future projects.
One of the challenges we encountered involved connection issues with headsets and Wi-Fi. However, the most rewarding aspect was successfully presenting our concept of "different perspectives of the world."
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project 2 working progress
Storyline we designed:
Prologue:
“To find freedom from suffering, we must sever the root that binds us - the illusion of self and the material world. It's all a fleeting dream, a shimmering bubble, a passing phantom”
-Lu Yang. The great adventure of Material World.
Lu, Y.(2020). The great adventure of Material World [game film, time-based art]. Art Gallery NSW https://www.artgallery.nsw.gov.au/collection/works/170.2021/#about
2. Transition:
(enter Banksy's perpective)
"Banksy world is now open"
3. Ending:
"What's your perception of the world?"


We completed the shoot at the Art Gallery of New South Wales using insta360. In the movie we plan to use two of these clips. We will use a digital art image that has a sense of travel and is relevant to Banksy's style as an introduction. At the end we will use the video of looking up at the artwork.

We have finished painting in OpenBrush, containing four of Banksy's street paintings. However, we have encountered some difficulties in exporting that need to be resolved in the follow-up.



4 works of art from Banksy we hope to present were: Flower thrower, Girl with balloon, Dove in a bulletproof vest, and Band-aid balloon.

We designed and set up the camera action track in Blender. After the OpenBrush model is exported, we will adjust it accordingly in Blender.


After exporting 360 videos to Premiere Pro, we first organise the clips, which were 5 minutes long, then access the "type" tool and insert
“To find freedom from suffering, we must sever the root that binds us—the illusion of self and the material world. It's all a fleeting dream, a shimmering bubble, a passing phantom.”
-Lu Yang. The great adventure of Material World.
After the text was inserted, we personalised the text and repositioned it where it should appear in the 360 VR video.
Lastly, we need to add the text animation to make the intro more consistent. (effect control: Avenir next condensed; modify opacity; toggle animation).
In the making of the video “Banksy's World”, we primarily use three software programs: OpenBrush, Blender, and Premiere Pro.
The challenges we encountered with OpenBrush were mainly related to exporting. After creating content in OpenBrush during class, we were unable to export it. This weekend, we borrowed a Meta Quest 3 from the loan store to redo the painting. This time, we successfully exported by selecting the ‘Share’ option in OpenBrush, making the artwork public on Sketchfab, and then downloading the GLB file.
After that, we imported the GLB file into Blender, made adjustments, and added the camera. We wanted to create a shuttle effect, so we set up an S-shaped path for the camera and made the camera move following that path. We then installed the eeVR plugin, adjusted parameters such as modes, VR format, and resolution in eeVR, and then output the sequence frames.
Here, we will make some adjustments:
Due to time constraints, we haven't added a background behind the model yet. We will add it later.
If we find that the path curves too much when viewed through the device and causes vertigo, we will change it to a straight line.
When importing into Blender, we found that some of the effects from OpenBrush, such as light spots and smoke, did not appear. We are going to try adding similar effects in Blender.
The main parameters we adjusted:
The sequence frames:
The next step is to import the sequence frames into Premiere Pro and output the panoramic video. We have already completed the output of the 360 video.
Our follow-up task in Premiere Pro is to adjust the timing of this video to make it fit better into our overall video.
To conclude, in addition to the follow-up work mentioned above, our next tasks are:
Create transitions between the parts: we plan to draw a time tunnel in OpenBrush, set up the camera in Blender, and output the video (in the same way as we did in the 'Banksy's World' part of the video).
Add background music.
Watch it in VR and debug it.
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Project 2: A moment in time brainstorm
This project aims to create an interactive VR experience within an art gallery setting (like the Art Gallery of New South Wales) that uses Banksy's work to explore themes of social commentary, anonymity, and artistic expression.
Concept and idea development:
objective, purpose, question, or why: narrative, interactive narrative, spatial narrative, art gallery, Banksy, visual art installation
obstacle/"the problem": The viewer would need to find out where Banksy's artworks are at the gallery and connect to Banksy's ideology
environment, location, or setting: Art Gallery of New South Wales, The Art of Banksy Sydney (street setting?)
Tools we plan to use to generate our content and assets are:
Open brush, 360 camera (game engine, if needed) blender, voiceover (audio narrative)
Tools we plan to use to author your project:
Open Brush: to recreate Banksy's murals
Challenges we might anticipate?
Premiere Pro: spatial audio that creates a dynamic soundscape and dubbing.
interactive design: example: "Would you like to join Banksy's world?" Create the "yes" option button for the next scene.
We want to achieve:
-Deeper understanding through VR experience; strong contrast of the style between Banksy street art and art gallery at the same time.
-Encourage viewers to reflect on the social issues that Banksy raises.


Yu Hsuan Chien (Natasha), Xiaoyi Ye (Sheryl)
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Experience Open Brush!! Week 7
It's amazing to put people in this world and see how they respond, it's a very powerful transformative app! So much more than 'just a great painting tool'.
This app is incredibly useful. It seems capable of achieving everything I can imagine, which definitely encourages me to enter the world of design. However, the audio feedback from the brushes truly immerses me in the drawing world.



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experience Styly week 5
This app introduces a cool concept to the VR market. Creators can easily and pleasantly create their own environment on the platform and express their styles. I was also amazed by their magnificent photogrammetry worlds, such as the Japanese shrine, which allow us to travel to real-world locations without really seeing them.

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MR artwork review: Blog post + short presentation
youtube
Description and Objectives of "360° VR TITANIC SINKING" by 360 Horizons https://youtu.be/Z4QV22VGfGs?si=p0pi_AGWe2fCJpXr
This YouTube video, created by 360 Horizons, offers a short look (7 minutes) at the full "Titanic VR Experience" game, a 6-hour VR adventure available on Steam, the Playstation Store and the Oculus Meta Store. The video aims to provide viewers with a deeper understanding of the 1912 Titanic tragedy through an historical immersive experience. This short view version serves as a teaser, encouraging viewers to explore the full VR game experience which allows players to take on the role of Dr. Ethan Lynch on a treasure hunt to uncover the secrets of the Titanic.
What do you think about the piece? (In 4 aspects)
Immersiveness:
Strengths: The video effectively minimizes motion sickness by placing viewers which is me in a lifeboat, offering a stable vantage point. It this reduces the need for me to be forced to look in a designated direction before I can understand the development of the story. Additionally, the ability to slowly and freely observe the 360° environment with a VR headset enhances immersion. The comfortable scene switching pace allows viewers to absorb their surroundings. Furthermore, the VR video offers subtitles which also help some people like me to understand the story.

Storytelling:
Strengths: The best part is the story-telling. In the initial scene, you can see that most of the passengers are still making noises and acting confused, while only the captain and a few sailors calmly analyze situation and give orders. The slow pace allows the audience to follow the unfolding situation from each conversations. Many background information were explained durning peoples conversation, such as the fact that only women and children could get on the lifeboat. At the beginning, most passengers thought that everything would be back to normal very soon, and some even joked about it. The narrative transitions smoothly, accompanied by realistic sound effects and background music, brining viewers into the emotional journey. The video successfully portrays the escalating anxiety and eventual heartbreak as the tragedy unfolds. Compared to the beginning, In the end, when I was watching the sunken titanic from a distance on the lifeboat. People around me started to cry and yell that their father was still on the cruise, and I felt deeply heartbroken. My emotion was changed through the video.

Visuals:
Strengths: The author effectively presents scene details like shadows, reflections, and red flares sliding across the night. When I look around, I can see that every character is having a real conversation or making actions that fit the scene, making the whole scene more realistic.
Areas for Improvement: Although the quality is set to 4K, the video resolution could be sharper. I feel like Characters models and animations lack realism. In particularly at the connection point between the sky and sea.

Audio:
Strengths: The audio is really clear. All the sound effects are real, such as the frequent signal gunshots, the noise of people, the tone of each character's speech, the sound of the water at night, the background music of the shipwreck, and everyone crying and screaming. The sound is full of details in this film.
The spatial audio creates a dynamic soundscape, with sounds moving and changing as the lifeboat progresses. The moment of the ship sinking is particularly impactful, thanks to the layered audio including cries from both the lifeboat and the distance. Not only did I hear the cries of the people on my lifeboat, but I also heard the cries of people in another lifeboat in the distance.
What do you think the creators were trying to achieve?
After experiencing the video, it is obvious that the creators biggest goal is not to let the audience experience the feeling of survival or fear of death. More importantly, I think the author actually wants to document the sinking of the Titanic. This is more like an educational film or a video that inspires the audience's thinking. Narratives such as “I am in charge of this boat; women are not allowed to paddle" were said by the sailor in the lifeboat. Although women on the lifeboat already agreed and realized they needed to paddle to warm their bodies in the cold weather. Another narrative I remembered is “Perhaps that explains why the sailors on the deck seemed almost unprepared and why our lifeboat only has 3 sailors.” This sentence was also said by women on the lifeboat. From their discussion, we can tell that everything is kind of massed up. The sailors were not well trained, and the escape equipment throughout Titanic was not well distributed.
Technologies Comparison (360° Titanoboa Snake Chase on Snake Island VR 360 Video 4K Ultra HD) https://youtu.be/X_qfq_xGVwE?si=Ory5NLhNy4J2f2st
youtube
While the "360° Titanoboa Snake Chase on Snake Island" video boasts superior quality and resolution, but the camera movements induce dizziness hence harder for me to immerse.
Learning Experience
The VR experience evokes a sense of heartbreak and empathy for the passengers. Witnessing the pain and screams firsthand makes the tragedy more impactful, I think one of the reason that makes me actually immersed in the video is because of the great audio effect, this emphasised how important audio is being in the MR. Additionally, the VR element transforms learning history into an engaging and interactive experience.
Overall, this 360° VR video offers a a striking glance into the Titanic disaster. While some aspects of the visuals could be improved, the immersive storytelling, impactful audio, and educational value make it a worthwhile experience.
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100-200 word statement of "capturing the essence of a space".
My Experience Capturing the Main Quadrangle
The University of Sydney's Main Quadrangle left me speechless on my first visit. This spectacular building is a true Sydney landmark. During my freshman year, gazing upon it filled me with a sense of pride to be a student there and a feeling of immense peace.
For this 360-degree capture, I mounted my camera on a pole and shot two scenes:
1. crossroad entrance of the Main Quadrangle
2. the turf in front of the entrance.
Technical Details:
To ensure viewers could fully recreate my experience, I used the original audio without alterations. To enhance clarity during scene transitions, I added simple black backgrounds and white subtitles in Premiere Pro.
Areas for Improvement:
Camera Movement: Capturing the environment with more dynamic camera movement would add visual interest.
Narrative Integration: Including a personal audio narration could enhance the storytelling aspect of the video.
Challenges and Triumphs:
Initially, I encountered a setback by missing a crucial step in the process. This meant restarting the project with limited time before my deadline. I didn't have enough time to view my work through a VR headset before submission, however, Sarah's patient guidance on exporting and using Premiere Pro instilled a great deal of confidence to me.
Yu hsuan Chien (Natasha)
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ways to record my 360 video
hold shots longer - audience needs time to explore
you can't hide crew or lights and other equipment where possible use natural light or practical (domestic) lights
choose locations that are interesting in all directions
(Central park ,Sydney. which is full of vitality in all direction (animals, people relaxing, beautiful park view)
avoid the stitch lines (keep main action in front of the lenses rather than at the sides where there will be stitching artifacts)
if you are using a selfie stick / monopod, keep the camera straight out so that the stick is hidden in the camera's blind spot.
shooting techniques:
embodiment (who are you) : narrative, audience will follow my camera to see the central park.
Having someone in front of you (dogs, passerby, me(narrative)).
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Project 1 brainstorm
Create feeling of (types of basic emotion):
Happiness- nature, colourful buildings, beach, mountain
sadness
fear- fear of height, haunted house, under the dark ocean, forest, (dark and grey scene)
disgust
anger
surprise
360 camera video shooting+premiere pro editing
audio:
using my own audio
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AI is changing every aspect of psychology. Here’s what to watch for
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How will you communicate the emotional or behavioural connection you have with thee space, or with the place you have chosen?
By audio, bgm, and the point of view, with a understandable place or place with some special object that people can be able to understand what is going on. (Therefore, audience should react like what my predictions is).
A place that
1.evoke memories and imaginations
2.engage the senses (audio,pov, descriptions...)
Do you want your work to communicate a story?
I prefer to tell my work as a story. People are drawn to captivating themes that spark their memories and imagination.
-to hook my audience
How will the audience's experience of the work unfold over time? How might they connect with your chosen space or place?
I am thinking of shooting real video by 360 camera.
Shooting a place that is wide, high visibility and bright =connect to happy vibe, relaxing and feeling free.
Building on my previous research blog, I believe creating a MR place like this could be incredibly beneficial for people experiencing depression or disabilities. Immersing themselves in this environment could have a positive impact on their mood.
What role does audio play? How does it influence the experience?
It should play Insects chirping and birds chirping, dog barking, children's laughing
avoid sound that make people nervous, such as noise from car.
These sounds help transport the user to the chosen space and make it feel more alive.
As I decided to tell my work as a story, Audio will greatly help with it. It can be used to deliver narration, guiding the user through the MR experience and unfolding the story.
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psychogeography research
Psychogeography describes the effect of a geographical location on the emotions and behaviour of individuals.
"This is the ultimate aim of all of the projects. They are a bid to bring academics, artists and technologists together to create platforms that could be deployed around the country at a vast array of heritage sites where they will bring history to life; and engage the public using the memories of others, whether alive or long gone."
My idea: Whenever I look at real geographic pictures or follow the camera's orbit through certain scenes, I feel like I am transported to these places that I have never been to. I can even feel the emotions that are present in these places!!!A successful project should arouse emotion
"The maps of happy memories, desired locations to visit after lockdown, and regions where participants recalled happier memories as a function of positive affect and interoceptive sensibility overlayed significantly with natural environments. These results suggest that people’s emotional representations of their environment are shaped by the naturalness of places, and by their affective state and interoceptive sensibility."
"Different geographical locations can impact mental health in various ways. Urban areas, with pollution and noise, can contribute to elevated stress levels and attention issues, while rural and remote regions may face challenges of social isolation. Natural disasters can lead to post-traumatic stress disorder (PTSD), and extreme weather conditions can disrupt circadian rhythms and impact serotonin levels, resulting in various mental health symptoms."
My idea: broad view (desire to go mountain or beach durning lock down period) avoid characteristics that might cause pressure or unwell.
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MR helping people with disabilities
youtube
#AR #VR #MR
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