Created as an experimental series, these are abstractions of photos through using the colour data of the image as a heightmap. In doing this, the points of the image that are closer to white end up higher, and the points closer to sit closer to the bottom.
The experiment was done to see how far from the original I could get using this technique while preserving it's legibility. Then to see how little I could change it to give it a whole new appearance that was entirely different.
Based on the previously shown Pluto distortion, these pieces were created with the original intention to experiment with how far the image could be distorted before it lost any form of recognition.
This intention began to shift during their creation. Taking on a new form in the visualization of the experiences of memory distortion. A concept that would later inspire my undergradute thesis study. The process for creating them was refined off of the original methods, with higher poly-counts on the sphere, and better processes for UV unwrapping the sphere in order to distort in ways that closer fit the concept.
The spheres begin as the images, and are generated into their own existence from them. Creating a new emotion, and a new story in the process.
This project was started in the dead of winter in Toronto. During this time, the city looks to be in hibernation. Summers in Toronto and lively and vibrant, with our streets and parks being full of people and life at almost any time of day. Winter inverts this entirely, and that was where the inspiration for this project came from.
We used photogrammetry to capture objects from our world, taking samples from indoors and out. We had looked at the 'little world' style of photos, and thought it would fit well with our ideas of inversion, and chose to place the objects we had scanned from the outdoors on the inside of the box, and vice versa for the objects captured from the inside.
A side effect created from capturing objects outside in the winter was the way the snow and ice buildup 'hid the crimes' of photogrammetry. Meaning it obscured any of the artifacts that it created. This allowed us to capture much larger objects outside, helping push the concept without ruining the visual aesthetics of the piece.
The final piece created in our Atelier series of classes, we were to work in teams to create an immersive experience using a technology of our choosing over the course of 3 weeks.
An augmented reality app that served as a tool for the user to create a soundscape based on the space they were in.
My involvement with this project was in the creation of the models for the islands, and in the visual aesthetics.
The project began as an experiment into the capabilities of Augmented Reality. Expanding upon the concepts we had developed in the previous projects and experiments created, the project started with just as the previous ones did, with a concept. The concept of this experiment was to create a transformative tool that was greater than the sum of its parts. We wanted to provide an experience that would allow the user to create something bigger than the app itself.
The project drew inspiration from a few augmented reality apps and experiments that were being developed at the time, most notably Just a Line and Weird Text. Apps which were very basic in their construction, but allowed the user to generate something greater.
These apps are what pushed the project towards AR as the base technology. While projects we created had previously used AR, they were limited to the Unity plugin, Vuforia, to drive them. This implementation operated off of images for trackers which objects would be attached to. For the purpose of our concept, this was not going to be compatible. So we instead chose to work with Google's ARcore.
NOTE: During the production of the project, Apple released an update to their ARkit that would greatly improved the experience of the app, but at the time of release our development with ARcore was almost entirely complete.
The aesthetics of the project began with the choice of what would represent the locations the sounds were emanating from. Our choices ranged from simple sprites, to abstract orbs of particles, until the final decision was made to use the low-poly floating islands.
The islands served as odd intrusions into the world the user is familiar with, without being an unwelcome one, they were meant to appear to be from a reality just out of phase with our own, shifting between the two within the app. The style of them was inspired by the aesthetic of Breath of the Wild, in which the world feels very empty, yet alive. Each one was given its own distinct scene, with the campfire and the tent being the island that defined the style. They present small pieces of a serene world, bizarre, but peaceful.
The experiment is available for download here, and is compatible with Android phones equipped with ARcore.