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Workshop: The creative process and ideas factory

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Workshop: The creative process and ideas factory

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In the afternoon, Julie Marsh and Chris Fry led us to write down the items, concepts or things like this that could make us think on our own, using sticky notes, and then share them with others to receive relevant feedback.

The idea I share.docx

Regarding the content I shared, I received some feedback.

Chris believes that I should attempt to present it in some form, in a rough version (the interaction methods in different rooms), to explore what it would look like and to see if it is feasible. He also mentioned the field of health science. I believe I can continue to look for some examples in this field and conduct some thinking and research.

Julie mentioned the aspect of religion. She believes that a more in-depth study of religious culture can be conducted, as there are still some discussion points worth exploring among the various belief systems around us. I will then delve into some cultural backgrounds that can be applied to this project.

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Julie Marsh and Chris Fry introduced the weekly teaching content of this course, and then they also mentioned the related course projects that need to be produced.

This is the practical research and planning module for the Major Project Creative Media Arts. It addresses conceptual investigation, feasibility testing, and budgeting for the development of advanced projects across media. Students will locate their projects in relation to relevant contexts and debates, including sustainability, social and climate justice. The module requires students to engage with professional methodologies for developing project proposals, the outcome of which is a body of documentation that establishes the basis for the Major Project.

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9.27/2025 Self-study of the project topic

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9.27/2025 Self-study of the project topic

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I feel that I have some ideas about the overall form, style and the general techniques used in the heart project. But I feel that I'm currently not quite sure what exactly I want to convey through this interactive installation. Then I kept thinking, the current four preliminary ideas, and I will develop one of them that seems more feasible in the future.

The current four ideas.docx

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Today, I have clearly defined the specific form of what I want to do - the audience wears a VR headset-mounted display and travels through four real spaces decorated like heart chambers, interacting with virtual content in the real environment - a spatial narrative MR experience (spatial narrative MR installation)

"Multi-space scene-based MR installation art" integrates narrative experience, spatial design, real scene perception and virtual interaction.

Reference content:

Introduction to Mixed Reality on Meta Quest:

https://developers.meta.com/horizon/discover/mixed-reality-intro

https://developers.meta.com/horizon/documentation/unity/mr-experience-and-use-cases

Immersive Experience Overview:

https://developers.meta.com/horizon/design/mr-overview

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Today, I determined the main production content of the project, and also considered the background world for the project's development, as well as the specific themes of the four "chambers". And a simple slide was created to present the general ideas and the next step in a more concise and clear manner.

Slide Link: https://www.canva.com/design/DAG1MpOAEms/LTkRJrfFG7dxvWBL0D58Mw/edit?utm_content=DAG1MpOAEms&utm_campaign=designshare&utm_medium=link2&utm_source=sharebutton

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An impressive example of a student's work

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An impressive example of a student's work

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After that, they also displayed the relevant student works from the previous session. What impressed me the most was this double-exposure work shot on 16mm film, which explored the connection between objects and memories. Moreover, their soundtrack was also perfectly suited, allowing viewers to be deeply immersed in this content. And the way they presented the memories was very vivid and exquisite.

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The impressive ideas put forward by the students

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The impressive ideas put forward by the students

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After listening to the students' sharing, I had two particularly memorable points. One was exploring the similarities between nature and the human body, and the other was the human connections depicted in the travel postcards and the memories from travel experiences. I found all of them very interesting and they are all concepts that are worthy of further exploration.

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Week 2  10.2 Workshop: creative storytelling

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Week 2  10.2 Workshop: creative storytelling

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Today, the professor focused on artistic creation and expanded on three fundamental questions: "For whom is art created? Who creates it? What is it about?" Emphasize relational creation, viewing creation as a dialogue with the world.

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One of the steps was to have the participants submit their questions in written form. My question was: "How can abstract emotional elements be incorporated into the project?" The examples given by this professor made me think deeply about it.

The first one used wind to create art on the text, visualizing the wind's path, which I found to be a very interesting experiment. And one of the students' speeches was also quite interesting. She said that this made her less fond of it because it gave her a sense of being "trained". I think so too, but I have to admit that this is a very good example of abstract concepts being made concrete. This also inspires me to apply this visualization approach in my own projects to express abstract concepts.

The second one is the professor's work, presented in the form of a handwritten list, discussing the relationship between initiative and cooperation. For instance, the reason why the professor created this work was also because of a cat, which triggered his thinking about agency.

The third one is a poem about a monastery, inviting readers to participate in the activity through suggestive instructions similar to those in a game, and interacting with the environment. I find this form very interesting and highly interactive, quite similar to a board game. I feel like I want to incorporate a similar approach into my project to enhance the interactivity.

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In the afternoon, what left a deep impression on me was the "tools for non-humans" workshop. Working in groups of four, we wrote down a common word together.

My feeling was that I wanted to control what was being written, and I also felt that the position of the pen was about to deviate from the paper. So I wanted to write something in my direction. At the same time, I heard a harsh sound of the pen scraping on the paper. But I also felt another force writing something as well, becoming an obstacle for me. Eventually, when I opened my eyes, I found the paper was broken. This was indeed an unforgettable experience, and I felt a different way of creation.

One of the members who was with me tried to write a J, Although it encountered some resistance, it was still possible to see this letter.

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MR project production logic:

1. Spatial Mapping: Using the VR headset to scan the space and identify major planes such as walls and floors. According to the content of the following link as a reference, the Meta Quest 3 has Passthrough feature, which will be able to achieve this step more easily. As long as this function is enabled, audiences can view the physical world when wearing the VR headset.

Blend virtual objects with the physical environment:

https://developers.meta.com/horizon/design/mr-design-passthrough

Passthrough Basic Tutorial:

https://developers.meta.com/horizon/documentation/unity/unity-passthrough-tutorial

Depth API Overview:

https://developers.meta.com/horizon/documentation/unity/unity-depthapi-overview

2. Spatial Anchors Settings: Establish anchor points for the positions where the desired virtual content is to be placed.

Spatial Anchors Overview:

https://developers.meta.com/horizon/documentation/unity/unity-spatial-anchors-overview

Spatial Anchors Tutorial:

https://developers.meta.com/horizon/documentation/unity/unity-spatial-anchors-basic-tutorial

3. Virtual content and interaction logic design: Based on anchor points, set up the virtual content and set up interactions (gesture triggering / physical triggering: entering a certain area, the system detects the position / Speech triggering, etc.)

Hand Tracking Link:

https://developers.meta.com/horizon/documentation/unity/unity-handtracking-overview

Body/Face/Eye Tracking Link:

https://developers.meta.com/horizon/documentation/unity/move-overview

Interaction SDK:

https://developers.meta.com/horizon/documentation/unity/unity-isdk-interaction-sdk-overview

Meta XR SDKs for Unity:

https://developers.meta.com/horizon/documentation/unity/unity-sdks-overview

4. Spatial Narrative and Transition: Connect the contents of the four "chambers" to create a coherent flow and establish a rhythm. Establish transition logic: such as virtual guidance, etc.

5. Calibration and Testing: Ensure that the virtual part is perfectly aligned with the real space.

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Since I don't know the specific display space at present, I will mainly focus on the spatial logic, interaction forms and content design at this stage. And I will ensure that the virtual content I create has the transferability to allow for quick adjustments and adaptations based on the actual specific space.

This week, I plan to further clarify the main theme of my project, as well as the individual sub-themes of these four "chambers", and also think about the core interaction logic of each space, the experience route of the audience, and the specific interaction content.

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At 2:30 this afternoon, I made an appointment to meet Weiting from EMS. I gave her a brief overview of the project I wanted to undertake. She thought it was feasible and suggested that I start creating 3D models in Blender and then place them in Unity for MR settings. I also confirmed with her that our school can rent the Meta Quest 3, which will be more helpful for my project production.

She also suggested that I create the necessary virtual content this semester and set up Spatial Anchors. Then, I should continuously test to ensure that the virtual content made this semester can be more easily adapted to the physical space in the next semester. She also provided me with three links that could help me construct the project for reference. She advised me to first figure out exactly what virtual content I want to create, then conduct repeated tests with the physical space interaction, and then further study the problems that arise.

I also think that in the next step, I should further refine the specific virtual interaction content that needs to be done.

How to construct a virtual architectural space:

https://tristancross.com/i-recreated-my-local-pub-in-vr/

Mixed Reality Template Quick Start Guide:

https://docs.unity3d.com/Packages/com.unity.template.mixed-reality@1.0/manual/index.html

Getting started with mixed reality in Unity:

https://medium.com/@kimberlysiva/getting-started-with-mixed-reality-in-unity-be9bd7109c3e

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This afternoon, I conducted a tutorial session with Peter and Tadej. I showed them my project slide, and they raised many questions that I should further explore in the next step.

1. Who is the target audience? What roles do they play?

2. Is it more focused on storytelling (like a movie, with a narrative arc, similar to the space where the story unfolds in chapters)? Or is it an immersive visual experience content (if not narrative, then it might not have the four spaces set up)?

3. Is the interaction related to sound, visual experience, or emotional aspects?

4. Is it a narrative scenario or an experimental work? Don't go too far in the production direction and figure out exactly what content you are specifically trying to achieve.

Tadej also shared a link to an exhibition, which is about feminism, textiles and fabrics, for us to read and reflect upon.

Link: https://www.tate.org.uk/about-us/projects/steve-mcqueen-year-3

Group Meeting

After that, I and my team members exchanged some ideas with each other about the suggestions given by the tutor for the tutorial. Regarding the four chambers that Zak mentioned having different functions in medical terms, and the fact that the heart beats more slowly during diving to conserve energy, I found both of these examples extremely interesting. I think they can be visualized as one of the elements that make up the internal structure of the heart. Just like what Zak said, we should explore the physical structure and knowledge of the heart and integrate it into the symbolic experience of "self-identity" that I have already conceived.

After that, I summarized the next plan and informed my team members.

1. Examples of spatial narrative devices or VR related to the heart that could be referred to.

2. Based on these examples, study the project to determine whether it leans more towards immersion or narrative, and find a way to make the audience better understand our project's expression.

3. Based on the themes of different rooms, think about ways to enhance the sense of immersion, and try to conduct some small experiments.

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Week 3  10.9  Seminar: Critical thinking; theory and practice

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Week 3  10.9  Seminar: Critical thinking; theory and practice

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Today, John mainly led us to discuss the theory and practice of critical thinking, particularly focusing on the relationship between artistic creation and the audience's experience. Then they showed us some of the philosophical aspects of the world, helping us to gain a deeper understanding of the artistic works and the ideas behind them.

Among them, one of the artist's works left a deep impression on me - LuYang NetiNeti. She incorporated some philosophical concepts and elements, such as mandalas, into her works and presented them in a retro-futuristic style through music and dance. By integrating elements such as entertainment, grotesque style, and religion, it explores the nature of human death and reality. I really like her work. The integrated elements are very harmonious, making the originally dull content more understandable. Through this media of games, it can better stimulate the audience's participation and interaction. It has a very strong personal artistic style.

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I find several case studies for reference.

La Camera Insabbiata VR

https://hsinchienhuang.com/pix/_3artworks/i_laCameraInsabbiata/p0.php?lang=en

The visual effect of this work is extremely powerful. I also want to express the complexity of inner emotions during the process of self-identification through abstract visual effects in my own works, while also enhancing the immersive experience.

RESORACLE ─ Heartbeat Verification System ─

https://newview.design/en/works/resoracle-%e2%94%80-heartbeat-verification-system-%e2%94%80/

I think the way this work achieves the sound effect of the heart and visualizes the cells of the blood within the heart to emphasize the concept of "existence" is truly an approach that has left an extremely deep impression on me. I think I will also incorporate similar elements into it, in order to connect the audience with this project through both visual and auditory means, thereby enhancing the sense of immersion.

Fragile home

https://www.labiennale.org/en/cinema/2024/venice-immersive/fragile-home

The desired blend of reality and virtuality that I'm looking for is like this: based on specific real-world objects.

Symbiosis of signage

https://newview.design/en/works/symbiosis-of-signage/

This work has a poetic narrative expression. I find it extremely interesting. I think I will refer to this kind of narrative expression. Maybe I will use a narrator (such as the voice of a robot) to describe the inner landscape of process of self-identity, thereby enhancing the narrative quality and story experience.

IMPULSE: PLAYING WITH REALITY

https://impulse-xr.io/

This work presents the unique stories of four ADHD patients. I find this combination of game and narrative format to be extremely interesting. The behaviour and stories of these 4 ADHD patients were mainly observed from a third-person perspective. This work’s expressive form (game+storytelling) might serve as a reference for my own project. However, I prefer to use the first-person perspective to enhance the immersion in my works.

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Today, our group held a meeting. I showed my group members the examples I had found, and then I summarized the specific things we wanted to do.

1. The ultimate goal is to create a mixed reality work.

2. I want to create abstract and immersive visual effects content, not primarily for telling stories. However, the narrative created by the voice-over (the inner journey of self-identification) is descriptive, but the project mainly it is used to create an experimental immersive experience from the first-person perspective.

3. When the audience enters this space, they will be completely immersed in the visual content and sound effects (such as the heartbeat sounds). At this point, it is impossible to tell whether the audience heard their own heartbeats when they truly entered their own inner world, or if they were merely experiencing this project (achieving this effect). This creates a connection between the project and the audience.

4. The audience can operate some simple virtual contents to enhance their immersion, and set some interactive sound effects that can engage with the audience.

I am mainly responsible for the visual content part, while my team members are in charge of the audio content part. Next, I will attempt to start with relatively simple VR technology to create a simple virtual space and produce some basic abstract visual effects.

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Today, I created a simple slide to summarize the content of my research, and also tried to create a simple virtual space using Unity. My idea was that I wanted to start with a simple VR virtual space and gradually approach the final mixed reality effect I wanted. So this can be regarded as my small attempt. I would like to first attempt to create the first chamber with the theme of "External Image in Society" in an abstract virtual environment.

Below is the reference tutorial for using Unity.

OpenXR in Unity: Easy Setup for Quest

https://www.youtube.com/watch?v=gEjDC3YfySM

Creating a Simple Virtual Gallery | Made with Unity Tutorial

https://www.youtube.com/watch?v=rNwEFVs4B4Y&t=12s

Master ProBuilder In Unity 6 With This Easy Beginner's Tutorial!

https://www.youtube.com/watch?v=Bfl-V-39JlU

ProBuilder 6 - Materials and Texturing

https://www.youtube.com/watch?v=s3zrdw9BhnA

Slide: https://www.canva.com/design/DAG1xx739No/XQgV22k2B7hZu-FqPw2l2w/edit

Currently, I feel that I have encountered a problem. That is, I know that I want to achieve the effect of immersive interaction, and I also have a general idea of the technologies I want to use. However, I feel somewhat confused about the specific content I'm presenting. I'm not quite sure how I should convey this theme of self-identity through the specific visual elements. I feel that I need to continue doing some research and refine my production content.