sunny-oa
sunny-oa
VisCom Blog
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sunny-oa · 3 years ago
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Video demonstration of outcome
I was able to get a better quality screen recording using a uni computer. Please set this video to HD under settings for best viewing.
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sunny-oa · 3 years ago
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Portfolio 
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sunny-oa · 3 years ago
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Final Outcome
The outcome of this project is the interactive space itself, but for demonstration purposes I have also made screen recordings of the space being used. Unfortunately my computer is quite old and trying to run the application and screen recording at the same time makes the gameplay lag a little. For my portfolio I want to try it on a uni computer, which I hope will have less lag. I think the VisCom exhibition will also be useful for my portfolio - the idea of the space is that people interact with it, so it will be good to photograph people doing exactly that. I created a little icon for the application too using some of the vibrant colour found within the application.
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sunny-oa · 3 years ago
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Evaluation
Throughout this project I was motivated by an interest in museums and in galleries, and a consideration for the future of these spaces. For a time I lost this motivation; it took me a while to find the right content and theme for the space. I played with the idea of curating artworks, but none of them had been commissioned for the space and they felt out of place. It made me realise that there should be some kind of dialogue between curator and the owner/creator of the exhibition’s content, if they are still around (and if they are not, there should be extensive research into this person’s ideas and intentions). In terms of design, I think I achieved something that is playful, both through visuals and interaction. I think people learn most through being directly involved in things, and where appropriate, through play.
I managed to use all of the time throughout the project well, and I benefitted from its length. I often lose heart in things when I spend a lot of time on them. I went through a dip in motivation but because I still had a lot of time and I was able to pull myself together and really think about the content of my exhibition. When I realised I wanted to return to the idea of exhibiting objects owned by ordinary people, that what I really think is important for galleries is to involve ordinary and community voices, I found an excitement in it all again.
Upon reflection, I would have loved for my final idea to involve more of a varied demographic; I think it would be interesting to see the possessions of different age groups and backgrounds, particularly alongside each other, seeing their similarities and differences. The execution of the space I think works; it is playful and easily navigable. I do think I could have spent more time considering the furniture and environment that surrounds each object though - if a item is place on a shelf or in a box for example, could this have been represented within the digital space? How objects are used and looked after I think is as telling as the object itself.
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sunny-oa · 3 years ago
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Unity and Sketchfab licensing
The yellow highlighted text is from the licensing for all of the assets I got from the Unity Asset Store, including the furniture and some of the rock meshes. They were all bought under this license, and it states I am able to use without having to give credit/attributions to their creator.
For the objects, which I found on Sketchfab, this clause applies: '3.2. Audio/Visual Production Credit. If Licensed Material is used in an audio/visual production in either an editorial context or a non-editorial context but where credits are accorded to other providers of licensed material, credit shall be accorded, where technically feasible, in equal size and comparable placement to such credit(s), substantially in the following form: "[Video/Imagery] supplied by [Licensor]​".' This means I will have to give credit to the creator. I will create a credits page for this, in the suggested format.
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sunny-oa · 3 years ago
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Developing the space
I have added in some more furniture including a couple of sofas and lamps in order to recreate a homely feel which has relevance to the objects, but with the vibrant and surreal textures of the space so they to a certain extent blend into the background, and do not become the focal points and overtake the exhibition content.
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sunny-oa · 3 years ago
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On Longing : Narratives of the Miniature, the Gigantic, the Souvenir, the Collection by Susan Stewart
I was interested in Susan Stewart's description of the souvenir and objects of personal significance, how objects can evoke treasured memories, that they can 'exist as a sample of the now-distanced experience'. As I create my exhibition of people's treasured objects, I am thinking about how I can frame these things; what kind of descriptions about them I can include. As this passage explains, the individual in possession of the souvenir holds the narrative discourse associated with it, not the object itself. I think the explanations of each object are therefore very important, as well as perhaps some knowledge of the person who the object belongs to.
I have asked those who have sent me photos of their chosen object to send a brief paragraph about what the object makes them feel or reminds them of, but I also think maybe something about themselves could be useful to. I want to do this in an interesting and intriguing way, and I think asking someone to write about themselves is often quite difficult: for this reason I am considering asking them to sketch a very quick self-portrait. This I think could reveal a lot about a person - how do they see themselves? In turn it will also create something interesting for an audience to then associate with the object.
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sunny-oa · 3 years ago
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Developing the space
I am using a simple and contemporary sans serif for the descriptions; the scene is reasonably chaotic in terms of colour and so this moment of clarity is needed, and means the objects are easily understood. Placing the text just above the floor like this I have found make it most readable and works well; it has an importance but doesn't get in the way of or wrestle with the objects for top importance. I think maybe the reflective nature of the floor could be a little less intense because it is reflecting the directional light and can get in the way/become distracting. Point lighting I found is most successful under the furniture in order to attract attention to the objects; being above the objects casted unwanted shadows.
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sunny-oa · 3 years ago
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Developing the space
I have refined some of the colours and textures (the black and white texture provides relief from the brightness and adds some contrast) and added all of the objects into the space, which has helped to work out where they all fit, in relation with each other. I placed them with roughly the same space between each, but equally didn’t want to be arranged too neatly; this wouldn’t fit in with the playful and colourful nature of the space. Still to do:
Add text
Make sure objects are to scale (how will they be seen?)
Add soundtrack
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sunny-oa · 3 years ago
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Dear Bob type
I am thinking about how to add text to the space and came across this interactive digital exhibition for TV drama I May Destroy You, which confidently wraps heavy bold text round the walls in this digital space in capital letters. The subject matter is unapologetic so it makes sense to have such a confident typeface, and text is largely the most important element of the space.
The text within my space is not at the top of the hierarchy and so it would not be right for me to use type quite this big and bold, but it is showing me the opportunity for type within these kinds of spaces. Trying to recreate the traditional gallery white square labels wouldn't work; the descriptions of the objects should interact with the space or at least exist directly within it in my digital exhibition space.
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sunny-oa · 3 years ago
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Developing the space
Walking around the space, it feels super vibrant and exciting. I think I want to reconsider the colour of the tables the things are placed on, in order to attract more attention to where the objects are within the space, without getting in the way of the objects themselves. As I said before point lights should also help. I also want to insert a little more comfort and familiarity, which will link the space more in with the objects themselves. I should find maybe some sofa, chair and/or lamp assets.
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sunny-oa · 3 years ago
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Developing the space
I am much happier with this colour scheme. I now need to put in all of the objects, then work out how to add the descriptions/stories next to them. I also want to make sure that the objects are the focus - maybe adding some point lights could make sure they have the most importance within the space.
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sunny-oa · 3 years ago
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Developing the space
I have imported these surreal rock forms in order to create something that feels distant from a traditional gallery and reframes perspectives on the objects too, suggesting their importance, pride of place above plinths. The colour scheme doesn't feel very inviting currently, I want it to be more exciting and vibrant. This will create more of an approachability, something that will attract a wider audience, and something I think a lot of galleries get wrong, as well as bringing excitement to objects that are to most people quite ordinary.
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sunny-oa · 3 years ago
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The Cat in the Hat movie
I want to create something vibrant and exciting but with reference to how each object would be used in the real world, giving it context and the space a certain familiarity - this has an importance, because the objects are very familiar to their owners. I thought immediately of this scene in The Cat in the Hat movie. The house gets sucked into a magical box and everything becomes warped, alongside the already very bright colours in the film. I am inspired by it because it feels familiar and has a colourful excitement but also feels distant to reality. I want to do something similar in order to show the familiarity of the objects but introduce a new perspective on them: putting them into an exhibition setting, with all these bright colours, gives an importance to things normally overlooked by most.
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sunny-oa · 3 years ago
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I thought it would be useful to look at some examples of set design, seeing as I am designing a space for objects to live in. This project for Nike by photographer Aldo Chacon creates exciting and vibrant environments for trainers. These environments are slightly abstracted in a way that exaggerates and increases the saturation on real things, but with clear references to each shoe and its design/era.  It is exciting and contemporary, and most importantly the environment follows the shoe rather than the shoe being secondary.
I would love to create unique environments for each item within my exhibition but realistically I will not have time to do this. Instead I should think about including things like furniture to suggest how each thing would be interacted with in the real world, giving each thing a setting so they become more understandable. I am also inspired by how vibrant these photographs are, I think the use of strong colour and texture adds a playful and exciting quality to each shoe.
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sunny-oa · 3 years ago
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Collecting content
I am approaching friends and asking them about a sentimental possession of theirs. I have decided, whilst 'sentimental' is broad, that because I am now approaching friends I can speak to them about the nature of the project in detail, and that therefore this is enough to direct them in finding an object. I emphasised to each of them that it should be an object with a story, or a great significance to them personally.
I have also asked my housemate and have a shoe to add to the mix. I am trying to get some more off people but it is difficult when the object is more unusual - because I am sourcing the 3D renditions of the objects from Sketchfab/the Unity asset store (mainly due to timing issues and the fact that I don't have the skills to model these objects in time myself), they have to be objects I can access reasonably similar 3D assets to. Luckily I have been able to find a 3D model of the exact Akai midi keyboard, a similar shoe and heart shaped sunglasses on Sketchfab, but a more specific/unique object wouldn't be possible. I think I need maybe three or four more to create a small exhibition, and so will keep asking around.
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sunny-oa · 3 years ago
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Plan for the week/time plan
I have had a bit of a late change of plan and with less than two weeks to the deadline I need to keep on top of things. Over the few days I should:
Chase up friends and collect at least 5 objects with attached stories to exhibit
Make space feel more exciting - think about use of colour
Put 3D models into the space
And over the next week I should make sure to:
Add descriptions to the space, finalising the type
Have process book pretty much done (it’s roughly just over halfway there currently)
Create menu page with overview description of the exhibition
Have the digital exhibition outcome ready to export. I’m not sure if spending lots of time on branding is overly important now; a well considered digital space and well-designed menu page that presents the idea for and thought behind the space are more important.
If I do all of this in the next week, which I believe I can as I am much more confident in my idea and in using Unity now, I can spend the last few days tying up loose ends and will not need any extension.
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