January 2021

Experimenting with liquid simulation further with the oogbrain graphic in order to learn more about refinement of 3D models when using liquid particles, but also how they can potentially be textured. I enjoy the surreal viewpoint it involves, and the way in some ways it incapsulates what my work is attempting to convey.

Here is the paper which I wrote for the UCL Media Anthropology Lab online Conference. I am currently creating a presentation which this paper aims to incapsulate, presented on January 15th 2021. This is as part of a panel for the same conference. There was also some of the 3D work for the data presented in Mozilla hubs on the web which is screen recorded bellow.

Here is a link to the video panel which took place on January 15th. Talking with the other panellists, the discussion on accessibility of Machine Learning Tools, as well as ways of integrating usability into digital spaces was incredibly provocative. I really enjoyed the varying approached to media, and a mixture of designed and artistic understandings of the use of space.

Moving forward from here, I want to start investigating much more through reading. I have been looking into the idea of a dopamine detox. I have also read these two short books which explain and elaborate on the invasion/integration of IoT and by detoxing may experience how IoT’s impact could be reduced.

As this video explains rather simply, by making one day a completely dopamine free day, or as reduced as possible, we can reset our balance of enjoyment, and then through this, increase how much we enjoy doing things on other days. I want to try this out, along with reading much more on these days in order to test to what extent this would actually work. I would allow myself to perform some digital work if necessary, but would remove all internet access to avoid all distractions of social media. I would also avoid watching television and eating exciting food in order to experience the least exciting day possible.

Here I have created several more animated experiments. These were in attempts to further subvert and explore visual reality. Moving forwards with my tactile VR experiments which I am about to undertake, I wanted to create several videos which subvert reality just a little. This first one was somewhat of a mocking of social distancing. In a digital environment, in our current time, social distancing would be completely unnecessary because diseases and viruses cannot be transmitted through digital data or cyberspace.

This second experiment was exploring the fascination I have with forced perspective. This particular example uses orthographic perspective in order to create an illusion which works by masking scale. Because in orthographic perspective, distance doesn’t change the visual scale of things, it means that objects can easily be cut between, as long as they occupy the same amount of space in front of the camera. This is what I have done here with 2 brain cubes of significantly different scales, with one pouring liquid to fill the other up. It could be incredibly interesting to use quite a few of these experiments and attempt to translate them into VR, or perhaps into a room or orb which can be navigated in VR, in a way not too dissimilar to google earth in VR, where these artefacts can be transitioned between, further revealing this concept of fossils of the future.

As the diagram I sketched up above shows, I could use cameras to track objects in augmented reality, and then project this into a virtual reality environment in order to manipulate the physical space we are existing within. Rather than attempting to create realities which are completely different from the ones we usually exist within, using tactility within VR allows grounding and understanding of concepts in order to make them more engaging. This could be attempted through camera within the VR headset itself, or an external camera if this wasn’t possible. An external camera may allow for the objects to be regarded as sliding variables, rather than just in relation to the players physical position, which could make them easier to adjust based on their position visibly to the user.