Unit 3, Week 1: Cross-platform Avatars and Identity

For this unit, we are teaming up with our class-members to work on a class-platform design concept. I am lucky to be working with the talented 3D artists and animators, Vier and Salma Bouftas.

Very briefly, as is custom on this site, here are the requirements for this unit:
1. A non-linear narrative that can be developed through cross-platform immersive media.
2. A cross-platform XR experience that has any of these combinations:
i. computer-generated VR and experimental cinematic VR
ii. MR and experimental cinematic VR
iii. all three
3. Two user iterations
4. Written critical report
5. Research presentations
6. Blog
(For a full list of requirements for each category of immersive content mentioned above, please see the end of the post)

For my professional development, I am interested in learning how to create a multi-player experience with customizable avatars. I am also already interested in the hot-topic of how our “real” identities inform the virtual identities we may construct in VR. My inkling is that these virtual avatars of ourselves will be just as difficult to deconstruct as our already-existing embodiments. Identity, for me, is an ever-shifting paradigm that is always acting and reacting.

Because of this, I had an initial idea for a story where a virtual crime has been committed, something that is very plausible in the future, and the user has to piece together the identity of the criminal based on someone else’s account of their avatar. The description would be intentionally cryptic, not having access to the same cultural, linguistic, and/or socio-political references that usually shape our imagination. Through this experience I wanted to explore how one might be able to attribute an identity to a virtual person based on their avatar, and just how obscure this same identity may become in growing communities that don’t have access to the same image-construction.

I am not married to this idea. Fortunately, Vier is interested in exploring customizable avatars as a means for non-binary people to assert or reassert their identity. He believes virtual avatars in the future could be a major source of solace for those who suffer from body dysmorphia. He wants to develop this hypothesis in this coming project.

I am excited to see where we end up with these ideas. They are both talented 3D and interaction designers, and I’m sure we will end up with a project of a large scope and with many implications. Once again I will be updating weekly. Safe virtual travels!

Here are the technical specifications for the three categories of immersive content:
1. VR
i. at least two scenes
ii. at least one animated virtual human character
iii. at least one non-human character with animation optional
iv. navigation, interaction, spatial sound
v. interface design
vi. navigation within and between scenes
vii. event triggers

2. MR
i. CG content or live-action content activated with marker
ii. interactive elements
iii. sound
iv. two different locations
v. build for phone, tablet or Hololense

3. Cinematic VR
i. 90-120 seconds
ii. techniques for navigating 360 space
iii. interaction
iv. navigating within the scene and between scenes