A Cohesive World
Elements
01// Space
02// Sound
03// Objects/Models
04// Colour and Light
05// Type
Non-Linearity
Navigation
01// The Camera
02// Trigger/proximity related Navigation
03// Avatars
Virtual Reality vs. Virtual Environment

A Cohesive World
Building a virtual environment is creating a cohesive world and as such it is unlike any other art and design work with the exception of the cinema: It can in fact be best likened to creating a movie and this is what you will essentially be doing for the next 14 weeks. Needless to say we only have limited time and resources at our disposal and we are not going to attempt to create any kind of alternative to the full blown Hollywood production. But you should, nonetheless be aware that, the output that you are expected to create; a tangible, operational, well designed and narrated virtual environment, that will attract people and create sufficiently interest them to become a participitant of the "story" for a reasonable length of time, will demand more resources, planning and overall skill, fantasy and ingenuity than any other computer science, art or design course on the curriculum.

Not to put too fine a point on it: More so than any other design medium virtual environments need to be endowed with a “personality”, complete with content which is conveyed with sound, narrative and visual data as well as the effects and spatial placements that pull all of these together.

In order for your work to make sense, to join, to become whole an untold number of factors will have to be taken into account and woven into the overall fabric of the project. Your world will need a climate! It will need a "look" that corresponds to its content and that in its turn may involve research. It will need characters that people it, some still and some animated. It may need architectural elements, then again it may be a natural environment, in which case you will have to create "nature". It will need sound: Footsteps, laughter, whispers, conversations; nature and cityscape sounds - rain or traffic, as the case may be, and maybe music. But above all, it will need a content and a "story" and a scenario, be it narrative, navigational or otherwise.

After having determined subject, scenario and narrative but before you set out to design your environment consider the elements below and decide what is best suited to your content.

Elements
01// Space
Your environment may have an open plan, with no boundaries such as is the case with "Public Map" or a confined space as is the case with "Jingle Forest". In an open plan the boundaries of the space are not visible. Although the user may be restricted in his/her movements and cannot wander off the edge of the parameters that you have set, he/she can see beyond those parameters into the entire space. In a closed in environment there are "walls" that stop us from seeing the world beyond.

02// Sound
Quite possibly the most crucial element in creating narrative and conveying content as well as establishing mood and ambience, sound is something that you have to plan and work towards pretty much from the time that you start planning your project. This work may involve recording and will almost certainly involve sound editing. Bear in mind this may take up time and involve "actors" so plan accordingly. A workshop in sound design will be given at the start of the semester.

So at the risk of repeating myself: I cannot stress the importance of sound in a virtual environment too much. A silent virtual environment will not work nearly as well as one with sound and narrative content can quite simply not occur without sound.

03// Objects/models
One thing should be very clear to you from the outset: This is not a 3D modelling class. Obviously, when designing a 3 dimensional environment 3 dimensional objects will have to be brought into play. However, given the limitation that the 3 dimensional objects that you use can only have a very low polygon count in order for the environment to function properly, you will largely be restricted to the usage of primitives. A workshop on Maya will be given at the begining of the semester, however this is not for the purpose of teaching complicated modelling techniques but rather to teach you the fundamentals of 3 dimensional design, such as the usage of lights, camera, object placement, using orthogonal views and so on. Some modelling can of course be undertaken, provided it consists of simple objects with low polygon counts. You are also encouraged to familiarise yourself with resource utilisation as in readymade, low-poly models downloadable from the internet or freeware easy modelling software. Links to this end are provided in the links section of this website.

One visual element you are encouraged to use are images and textures mapped onto primitives and simple objects. These, especially in conjunction with alpha channels and special effects can enrich the visual content of your environment like no other visual element. These 2 dimensional images can be video footage and thus animated as well as still images. The proficiency in the usage of professional quality raster software, i.e. Adobe Photoshop, is a must. Both still images as well as animated imagery, such as image sequences or vector animations, can be made or again be obtained from freeware/purchased resources.

2 dimensional imagery, with its richness of narrative and symbol as well as the third dimension concealed within it, be it still or animated as in videos, is (still) unsurpassed. Go to "Illustration and Symbol" to find out more about how throughout the ages masters of the genre have created images.

04// Colour and Light
Colour and light are elements that have been used for millenia, by artists whose caliber of creativity can only be described by the term genius. Thus, before you set out to utilise these in your environments view these links: "Illumination" and "Colour".

05// Type
Although being by origin a graphic designer, and as such a big fan of typography, I have to say that the usage of type does not help to any great extent when conveying complex content and narrative in a virtual environment. Here, sound is by far the better option to achieve communication. However, type can and should be used as accents, much along the lines that type is widely used in newscasts and commercials in television as an emphasising element. And of course, beyond all this, a visual element as beautiful as type will give your environment a great deal of sophistication as is the case in "3 African Sculptures".

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Non-Linearity
There is one important aspect, where creating a virtual environment differs greatly from creating a movie and that is the fact that a virtual environment is non-linear. In a movie the scenario is created to follow a pre-defined plan along which the story unfolds and the viewer does not have the option of deciding what part of the "story" he/she will focus on, what he will see, and at what length, and what he will skip altogether. In a virtual environment however, we are free to wander around, to participate in or view some areas and stories, to skip some altogether, to return to some and so on. In fact different participitators at different times will see and experience the environment, as well as the "story" unfolding therein, quite differently. And this brings us to how this will be accomplished, i.e. navigation.

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Navigation
Unlike a website, where the user will essentially navigate using buttons, in a virtual environment the user will be able to wander around, deciding upon where he/she wants to go. As far as the visual/audial attributes of your site are concerned you can arrange a certain hierachy for navigation by making certain parts of your environment more attractive: Areas with more light, colour or animation will draw the user in. On the other hand, a "mysterious" ambience may also have its benefits in attracting users.

The Camera
Given the fact that the camera will constitute the viewpoint of the user, the camera is your navigational tool. The angle of the camera, the speed with which it moves as well as the paths along which it moves can all be used as elements that enhance the navigational experience. On the other hand, you will also be using the camera to restrict movement. Cetain areas of the environment, such as its boundaries, will be defined as "off limits", thus hindering the user from wandering off into space. You may also be restricting the user from wandering through walls, but then again you may use the "wandering through walls" syndrome as a special effect.

Trigger (button) or proximity related navigation/events
Your user may be wandering around the environment freely, deciding where he wants to go but you may also be setting up navigations or effects whereupon the user may trigger situations and/or navigation by "touching" objects or even approaching them. Thus when he/she touches objects he/she may be instantly transported to other parts of the environment or events such as light or colour changes, enlargement or shrinking of the environment, increase in sound etc. are triggered. See project "Metamorphosis"

Avatars
In many instances, especially where novice users of virtual environments are your defined audience, avatars i.e. special objects designed as environmental guides can be used. These guides can have antropomorphic characteristics but need not necessarily be so. Thus any object, from geometric primitives, to household objects to humanoids can be avatars. See project "Beyoğlu"

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Virtual Reality versus Virtual Environment
What you create should involve fantasy, even possibly a sense of the absurd, should help develop your imagination and skills of story creation as well as narrative. It may involve surreal elements and the bringing together of objects that may be unrelated in the "real" world. In real life trees are green, skies are blue and the earth is brown. In a virtual environment only your own imagination sets the limits: Trees can be of metal, or pink, or of leopard skin. Skies can be made of barley sugar and the earth of fluffy cottonwool! Don't shortchange your fantasies for a "real" world: "Real worlds", in this context, are boring! And, in this course, not what we are really after as far as creativity is concerned!

Furthermore, just as is the case with any design project of any degree of sophistication, you should be using visual and audial symbols and metaphors. These will add to your design more so than any "real" sound or object. In the project "Battered Women", the sound of whales was used as a metaphor for the sounds of the human womb. This turned out to be far more effective than using actual womb sounds. Again in the same environment blobby shapes were used as trigger buttons. These kinds of objects are not present in a human womb but work very well, as symbols of nurturing and softness, in this context. Again, the embryo's in this project are stylised to the extent where they are only vaguely associative with real embryos. Real embryos, would have been far too overpowering and would not have been as symbolically significant.

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