* Connect to the website to partecipate to the performance
* o-o-c.org
- *TODOs*
* Screens UI:
1. title
2. call to connect
3. website url
* Website UI:
1. Start page - brief overview + enter?
2. Instructions
3. Username input or alternate identifier
4. Waiting room
* VR:
1. New User notification
1. **Presence**
- *Website*
* Start page - brief overview + enter button
* Instruction + next button
* Choose an username or object or something along the line
* Waiting room
- *Sound*
* first pad slowly fade in
- *TODOs*
* Screens UI:
1. title
2. call to connect
3. website url
* Website UI:
1. Start page - brief overview + enter?
2. Instructions
3. Username input or alternate identifier
4. Waiting room
* VR:
1. New User notification
### 1. Presence
*Presence* is the simple act of touching and keep pressing the screen. Ideally is an invite for the users to keep their finger on the screen the whole time. A way for the user to say: hello im here, im connected. For the first part of the performance the goal is to transform the smooth surface of the touchscreen in something more. A sensible interface, a physical connection with the performer, a shared space.
- *Interaction*
* activated by touch press.
* user needs to keep pressed in order to stay connected to the performer.
* when users press they appear in the virtual environment in the form of 3D object.
* The object is still, it's position in the space is defined as Abstract Supply Chain structure.
* When the performer gets close to users, a notification is sent to their smartphone and plays some sound effects.
* Every object has its own sprite of one-shot sounds
**bonus**: the more the user keep pressed, the bigger the object grows? so it's activated more frequently and this could lead to some choir and multiple activations at the same time?
- *Stage*
* the performer guides the public to mimic her at the beginning with the invitation
* the disposition of objects in space offers a structure for composition
* references:
1. st. thomas, scribble, fingertips triggers (invitation)
2. perimetro, area triggers (composition)
- *Two screens*
* Direct feedback of interactions
* Representation of the space inside the VR? Structure of the ASC
* Position of the performer inside the VR
- *Website*
* press interaction. users are invited to keep pressed the touchscreen.
* touch feedback
* audio feedback when performer get closer
- *Sound*
* Audio track from PA
* Interaction sfx from the phones
- *TODOs*
* Sounds for the objects
* Soundcheck to balance PA and smartphone volume
* 3D objects
- which objects?
- how many?
- how to provide variation?
- find & clean
* VR
- define the disposition in 3D environment --> abstract supply chain
* Screens:
- define how the object are displayed: how to get to the second interaction?
- Shall we see the object right from the start? Or they could be introduced later?
2. **Rythm**
- *Interaction*
* activated by touch press.
* user needs to keep pressed in order to stay connected to the performer.
* when users press they appear in the virtual environment in the form of 3D object.
* The object is still, it's position in the space is defined as Abstract Supply Chain structure.
* When the performer gets close to users, a notification is sent to their smartphone and plays some sound effects.
* Every object has its own sprite of one-shot sounds
**bonus**: the more the user keep pressed, the bigger the object grows? so it's activated more frequently and this could lead to some choir and multiple activations at the same time?
- *Stage*
* the performer guides the public to mimic her at the beginning with the invitation
* the disposition of objects in space offers a structure for composition
* references:
1. st. thomas, scribble, fingertips triggers (invitation)
2. perimetro, area triggers (composition)
- *Two screens*
* Direct feedback of interactions
* Representation of the space inside the VR? Structure of the ASC
* Position of the performer inside the VR
- *Website*
* press interaction. users are invited to keep pressed the touchscreen.
* touch feedback
* audio feedback when performer get closer
- *Sound*
* Audio track from PA
* Interaction sfx from the phones
- *TODOs*
* Sounds for the objects
* Soundcheck to balance PA and smartphone volume
* 3D objects
- which objects?
- how many?
- how to provide variation?
- find & clean
* VR
- define the disposition in 3D environment --> abstract supply chain
* Screens:
- define how the object are displayed: how to get to the second interaction?
- Shall we see the object right from the start? Or they could be introduced later?
### 2. Rythm
*Rythm* takes into account the temporality of the interaction. The touch and the release. It gives a little more of freedom to the users, without being too chaotic. This interaction is used to trigger events in the virtual environment such as the coming into the world of the object.
- *Interaction*
* activated by tap
* tapping causes transformations in the object-avatar
* at the beginning the transformations are intense, the objects totally deconstructed
* the transformations get less and less strong toward the end of the section
* reconstruction of the object
- *Stage*
* the performer intercepts the interactions of the public: try to influence rythm and intensity
* introduce the performer's point of view in the virtual environment
* references:
- tapping (invitation)
- logic & logistic, efficiency (stationary, high intensity)
1. Cluster all the objects in a plain view, something like a grid (could be really packed?)
2. Keep objects where they were in the first interaction, POV performer working as a close-up device.
* could also display the same thing in two screens, to lower the density of object and focus more on the relationship between the performer and the public as a whole, attuning the rythm
- *Two screens*
1. Cluster all the objects in a plain view, something like a grid (could be really packed?)
2. Keep objects where they were in the first interaction, POV performer working as a close-up device.
* could also display the same thing in two screens, to lower the density of object and focus more on the relationship between the performer and the public as a whole, attuning the rythm
- *Website*
* tap interaction. users are invited to tap onto the screen.
* visual instant feedback on phone
* audio feedback when performer gets close
- *Website*
* tap interaction. users are invited to tap onto the screen.
* visual instant feedback on phone
* audio feedback when performer gets close
- *Sound*
* Audio track from PA
* Keep the sound notification from smartphone when she gets close
* Sound on smartphone could respond to tap when the performer gets close
- *Sound*
* Audio track from PA
* Keep the sound notification from smartphone when she gets close
* Sound on smartphone could respond to tap when the performer gets close
- *TODOs*
* Sounds effect
* 3D Objects import and optimization
- *TODOs*
* Sounds effect
* 3D Objects import and optimization
3. **Space**
### 3. Space
*Space* is the climax of the interaction and map the position on the touchscreen into the VR environment. It allows the user to move around in concert with the other participants and the performer. Here the plan is to take the unreasonable chaos of the crowd interacting and building something choreographic out of it, with the same approach of the collective ritual ending of the previous iteration.
@ -948,7 +948,7 @@ how this interaction interacts with the choreography? is it enough for the perfo