Where You Linger - An Attempt To Integrate Unity With The Physical World
Let me preface by saying, this project has gone through MANY file versions. Starting with "Where You Linger", "Where You Linger 1", and now we are on "Where You Linger 4". There are a total of five iterations of this project, all created for different reasons. The first file kept generating errors in the unity scripts. The second file was completely corrupted and had to be regenerated. The third file would not render the lighting properly, if it looked right in scene view and game view, it wouldn't export the same. The fourth file would build Mac builds, but for some reason those builds kept leading to unexpected errors in the application. And FINALLY, we are at the fifth file, local build (aka, no icloud), completely isolated from the other versions. New Mixamo downloads, re-scripted animations, scripts from scratch, materials from scratch. It is VERY barebone, but it is not corrupted and actually generates visuals. So. What did I build? Where You Linger - A Diorama
Through the exploration, the user may notice that no matter how quickly they accelerate the model, the animation has certain fixed variables such as the timestamps of when activity transitions happen, meaning that the person will always approach the desk at 10am or leave the desk at 3am. The length of the transitions are also fixed, meaning that it will always take a second to go from sitting down to the computer, even if they try to play 2x speed, the transition will not speed up to half a second.
They may also notice that, by accelerating time even more, which is indicated by the barely legible clock face, the duration in which the animation stays "doing the activity" is significantly shortened, and the animation is in a constant state of rapid transition. I am interested in seeing what associations the user may have when seeing this state. Comments are closed.
|
Blog posts and other documentation from NYU ITP classes
Categories
All
|