the big recap

thumb
km0 2 years ago
parent 94c53c4c91
commit c68c0f3122

@ -611,7 +611,7 @@ So now a break and let's try to list what we need and the ideas that are around
~
- *Tapping*, *and that floor moment with the body stretching *
- *Tapping*, *Scrolling *
floor movements for a second part ? between interaction touch and xy
- *Logic & Logistic*, *Efficiency*
@ -701,7 +701,7 @@ The three steps are:
*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.
*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 could be used to trigger events in the virtual environment.
*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.
*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.
@ -724,7 +724,7 @@ Starting from here:
For notification and audio planning to use howler.js, probably with sound sprites to pack different sfx into one file.
[https://github.com/goldfire/howler.js](https://github.com/goldfire/howler.js)
## 10/08 and 9/08
## 10/08 and 9/08 and 11/08
### second interaction
@ -777,57 +777,207 @@ we could also display the same thing in two screens, to lower the density of obj
how this interaction interacts with the choreography? is it enough for the performer to be just a point of view?
## the big practical recap
0. **Intro**
- *Interaction*
* user logs in the website
* there is a brief introduction
* there are simple instructions: turn up volume
* he can either select a 3d object or it's given one randomly ???
- *Stage*
* performer in idle mode, already inside the VR
* user connected trigger minimal movements, imperceptible
* references:
- isPerformerOnline? trigger
- *Two screens (loops)*
* Object Oriented Choreography v3.0 (with versioning? it's funny)
* Connect to the website to partecipate to the performance
* o-o-c.org
- *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
### practical recap
1. **Presence**
0. **Intro**
- user logs in the website
- he can either select a 3d object or it's given one randomly
- there is a brief introduction
- there are simple instructions: volume
*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.
1. **Presence**
- *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?
- *how does it work*
- 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 the same 3D object. the object is still, it's position in the space is defined accordingly to the Abstract Supply Chain structure.
- when the performer gets close to users, a notification is sent to their smartphone and plays some soud effects.
- every object has its own sprite of one-shot sounds
2. **Rythm**
- *what is the relation with the performer*
*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.
- the performer invite the public to mimic her at the beginning with the invitation (st. thomas, scribble, fingertips)
- the disposition of objects in space offers cardinal points for the performer to traverse the space (perimetro, area,
- *what do we need*
2. **Rythm**
- *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)
- scroll, optical triggers (stationary, low intensity)
- *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
- *how does it work*
- activated by tap on the touchscreen
- user tapping activate some kind of process in the virtual environment
- *Website*
* tap interaction. users are invited to tap onto the screen.
* visual instant feedback on phone
* audio feedback when performer gets close
- *what is the relation with the performer*
- the performer tries to intercept the interactions of the public, mainly working on the intensity and rythm
- *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
- *what do we need*
3. **Space**
- *how does it work*
- activated by touch drag, the user interact with the touchscreen as a pointer
- user dragging moves its object in the vr space
- one screen view is from top and is 1:1~ with smartphone screens
- the other screen could be either:
*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.
- *Interaction*
* activated by touch drag
* the user interact with the touchscreen as a pointer
* user drag moves the object in the VR space
* after initial chaos both performer and directors suggest circular movement
- *Stage*
* the performer and the users move in the same space
* the performer tries to intercept the movements of the public
* working with directions, speed and intensity
* references:
- invitation ???
- collective ritual trigger (composition) --> to outro
- *Two screens*
1. view is from top and is 1:1~ with smartphone screens
2. could be either:
* the point of view of the performer
* following one moving object
* following object
* static close-ups
- *what is the relation with the performer*
- the performer and the users move in the same space
- the performer tries to intercept the movements of the public, working with directions, speed and intensity
- *Website*
* xy interaction. users are invited to drag around the screen.
* visual instant feedback on phone?
* audio feedback when getting closer to the performer?
- *Sound*
* Audio track from PA
* Keep the sound notification from smartphone?
- *TODOs*
* Sounds: Better way to use notification?
*
4. **Outro**
- *Interaction*
* part 3. slow down till it stops
- *Two screens*
* everything black
* overlay fade in
1. title
2. credits
3. participants' name ?
- *Website*
* overlay fade in
1. title
2. credits
3. participants' name ?
4. initial overview
- *Stage*
* performer gets out from VR
* thanks & goodbye
- *Sound*
* Audio track from PA ends
* No more notifications from smartphone
- *TODOs*
* credits system?
* UI screens
* UI website
- *what do we need*

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