Pre-Assessment Review of Project
Proposal Realisation
Name: Luisa Jane Charles
Project proposal Title: Immersion
Context
Project Proposal
1.1 How are you using a range of
critical and contextual perspectives within the
development of your personal proposal? Give examples
As a starting point for my
project proposal, I looked at a range of sources to give me inspiration and
help contextualize the ideas I already had. It began with looking at artists
working in similar media to that I am interested in to see what they do, how
they do it, and how I could be influenced by it. I collected videos of these
and put them on my ‘Bigger Picture’ page of my blog, for example, the ‘De Re
Gallery’ by Gretchen Andrew, and ‘Seeing I’ by Mark Faird. On each video I
wrote about these things (what and how they do things, and how it may influence
my work), as well as critically evaluating the good and bad points of each to
help me understand what I would count as success in my own work, and also
speculated why they may be doing what they are doing. I went through a similar
process whilst looking at the aesthetic context of the visual style I am
proposing to achieve, collecting videos relating to the styles I am exploring,
(such as imaginary environments, and merging 2D and 3D) and writing about the same
points in reference to these. In order to help me understand the historical
context of my ideas, I’ve created and continuously updated a timeline of the
major events relating to virtual reality, interactive art, 3D cinema, etc.
1.2 How are you using detailed
analysis and evaluation to clarify the development of your person project
proposal? Where is it evidenced?
Give examples.
For most of my contextual
studies, I have taken a critical perspective and evaluated my sources, and in
the same way I am critical about my own work and ask for others’ critical
opinions on my work. For example, to help develop my project proposal, I pitched
it to a group of my peers and tutors in a petcha kutcha style presentation that
can be found on the ‘Reflective Blog’ page of my blog. I received criticism on
my proposal, which allowed me to improve it, and critically evaluated my pitch
myself. Similarly I have been critically evaluating each piece I complete on my
reflective blog, and looked into my previous work from other stages of the
course to find contextual links within my own learning. From my first draft of
my project proposal I developed a checklist of the different elements I would
like my outcome to satisfy. I turned this list into a small graphic that allows
me to very quickly and efficiently quantitatively evaluate each idea I have,
which in turn allows me to develop my project proposal. As well as this I am
writing a detailed analysis of each in order to fully evaluate my work and
proposal in a qualitative way, to make sure I am being critical about my work
in both a broad, summative way, and in a more fine-tuned, captious way.
Finally, to fully clarify the development of my proposal I have been keeping
record of the drafts I have gone through before settling on my final proposal,
and analyzing and evaluating each draft to ensure my proposal is as detailed
yet concise and accurate as possible.
Research
Primary and
secondary
2.1 How are you using
wide-ranging and in-depth research to support the development of your personal
project? Give examples
My research comes from a wide
variety of sources, covering multiple angles. Apart from my initial contextual
research for starting to develop my project proposal, my first research took
the form of primary research, expressed through photography. As seen on the
‘Practical Work’ page of my blog, I researched interesting and unfamiliar
environments to help inspire me into how to create a believable imaginary
environment. I turned these photographs into photo sets, organizing those into
general landscape photography from England, and city and other photography from
Berlin and Warsaw. Other primary research took the form of experimentation with
possible materials, methods, and softwares, for example: light up paper houses
test piece; blender and unity test pieces; testing out Google cardboard and
oculus rift; and, user input test pieces with wii remotes, internal UI, and
leap motion. This helped me to learn about my media much more quickly and
in-depth than if I had just read up on it. I also critically evaluated work I
had completed previously in the course in the same way I evaluated secondary
sources so that I could get as much out of it as I could. As well as taking a
hands-on approach, I researched my software’s and methods by finding online
tutorials and tips pages that can be found referenced in my bibliography. By
doing both primary and secondary research into the technical side of my
project, I widened my knowledge early on and could go more in-depth with my
learning. Though much of my aesthetic research revolved around contemporary
artists working with technology, I widened my research by looking at classical
paintings. This helped me fulfill my aims to merge traditional art with
contemporary technology, explore both 2D and 3D work, and look further back
into the historical context of my work. As further historical research, I created
a timeline of the key events relating to multiple aspects of my project,
allowing me to have in-depth research of a wide range of topics, over a wide
timescale in an easy to understand way. I also did research into the aesthetics
and form of other people’s work, looking at a range of different techniques and
styles in order to get an as wide view of current work as possible, whilst
still keeping it focused on my projects aims, and I did an in-depth analysis of
each to ensure I got as much out of my research as possible.
2.2 How are you using analytical
and evaluative skills to develop a range of creative solutions? Give examples
I am analyzing and evaluating
each and every piece of research I undertake, both primary and secondary, in
multiple ways. Each piece of secondary research on artists’ visual style or
media is analyzed and ‘reverse-engineered’ so I can work out how they did what
they did, and why (where possible). I then evaluate each piece for its
effectiveness according to numerous criteria such as aesthetics, quality,
narrative, use of media, etc. This helps me develop creative solutions for my
own work as I can try to understand their methods and thinking and adapt them
for my own use. I am doing the same level of deep analysis and evaluation on my
own primary research and test pieces, and previous work, in order to develop my
own creative solutions through trial and error. I’ve also created a graphical
checklist to be able to quickly evaluate each piece and identify which areas
require creative solutions. As well as the ‘success chart’ graphics, I created
a ‘problem log’ chart in which I note down each time I’ve come across an issue
that halts my work for any length of time. By analyzing what causes me the most
problems and seeing how I tend to find the fastest solutions, I can use this
information to identify where I need to find creative solutions, and what the
best way of going about this is.
Problem Solving
Theory and Practice
3.1 What complex practical and
technical problems are you solving within your project? Give examples
As I am working almost entirely
digitally, I am facing all of the technical problems associated with this. Firstly,
I have to abide to the limits of the technology and software I am using. For
example, unity’s modeling and texturing capabilities are not good enough to
perform the job to a standard I am happy with. Because of this I have had to do
all of my modeling and texturing in blender, but this presents further issues
due to having to work across platforms. For example, there are issues with
ensuring colliders are in place when importing from blender, resulting in
having to manually edit the import settings; if normal’s aren’t set correctly
there will be see-through panels after import to unity, meaning each normal has
to be checked in blender before import; and, the axis’ are different in unity
than they are in blender (with y and z representing up, respectively), meaning
each positional coordinate of animations has to be worked out and converted before
every import. Not only do I have to solve problems relating to the abilities of
the software, but also as I have never worked with any of these softwares before,
this creates even more problems. After learning how to do something a specific
way, I may discover that this prevents me from doing something I need to do
later, or there is a more effective way of going about things. For example,
creating image textures to wrap around an object when I need to UV map them for
a realistic fit. Another large problem causer is working with code. All codes
use slightly different syntax, and as unity woks with Csharp, Java, and Boo
scripts, working across these can get very confusing. Also, if a single
character is added, missing, or out of place, the code will not run, and this
can be incredibly difficult to identify. Working with any sort of electronics
or user input also presents further practical challenges, as the systems are
incredibly delicate. If one connection becomes loose, or you accidentally
create a short circuit, the entire system will stop working and it is often
hard to figure out where the problem lies.
3.2 How are you solving complex
theoretical problems within your project? Give examples
As documented in my Problem log
on the ‘Reflective blog’ page of my blog, I have come across many practical,
technical, and theoretical problems throughout the duration of the project. Organizing
my problems in this way has allowed me to see where I come across the most
problems, how long I tend to be stuck on them, and what my main methods for
solutions are. This also helps me to realize the trends and predict the next
problems I will come across, allowing me to solve them more efficiently. From
my chart, my most common methods for solution are: Looking things up on the
internet – finding forums or tutorials that answer my questions and allow me to
learn exactly what I need to do; trial and error – working through the problem
with all the ways I can think of until it solves itself; and, intuition –
thinking the problem through until I find an answer though logic. The nature of
my project brings up various complex theoretical problems that I have had to
solve, most of these pertaining to the fact that I am working on 3D elements on
a 2D screen. It often becomes hard to understand what space your objects are
occupying, or how to go about creating them at all. In order to solve this I
have learnt to utilize the 3D cursor in blender, which keeps a marker in 3D
space, and I have had to get used to working on at least four screens at once
when modeling: The front, back, side, and perspective views. Similar to this,
it is difficult to imagine what the remaining, unseen sides of a 3D object look
like when looking at a 2D image of a painting, or imagining and painting the
surface of the unseen objects in order to texture them all the way round. To
get around this issue, I have had to go on my own intuition a lot of the time,
and spent a lot of time just thinking and visualizing what it is I have to do
before diving straight into it. Also with a very virtual project such as this,
everything must be imagined and planned before it can even come near creation;
it is very difficult to start practically wand work on it from there, which is
often how I like to work with other media. To solve this I have organized my
work to begin with visualization, move onto sketching, to modeling, to
texturing, to editing. I’ve also had to battle with problems for which there is
no specific ‘solution’, such as deciding how much detail I want my models to
have when it makes the file size rise and causes the experience to lag. For
these, I have had to try using continuous solutions rather than choosing
between one or two: trying out many levels of detail and deciding what creates
a happy medium.
Planning and Production
4.1 How are you demonstrating the
ability to efficiently plan organize and produce a personal project within the
agreed time frame? Give examples
I am demonstrating my ability to
plan my project through multiple planning graphics and lists. The three main
planning documents I have completed are my project proposal week breakdown,
flow chart, and gannt chart. I started organizing my project by breaking it
down into four parts: Research, Pre-production, Production, and
Post-production. In these categories I then listed all of the actions I had to
complete in order to produce my personal project. Once I had this, I estimated
the amount of time it would take to complete each action, and then arranged
these in order of when to start each, bearing in mind some parts could not be
started until other parts were completed. This became my week breakdown on my
project proposal, and then with some tweaking, the addition of milestones, and
the recording of percentage completion, it became my gannt chart. This
efficiently organized my project as it was broken down into very small parts
that were easy to deal with, and organized in a way that was easy to follow and
would get me to completion at exactly the right time. Before making this, I
made an organization flow chart that allowed me to be a lot freer with my
experimentation before I knew exactly what my project would entail. The
flowchart allowed me to stop and test each stage, ask important questions, and
go down different paths depending on what was working and what wasn’t, and how
much time I had left.
Practical Skills
Refinement
and Realization of Ideas
5.1 How are you exploring,
adapting and applying a range of practical methods and skills in the
realization of your personal project? Give examples
At the start of the project, I
experimented with a wide range of practical methods to help get a feel for how
I wanted to work, for example, photography as a starting point to explore real
life environments; small circuit work to explore electronics and simple
interactivity using sensors; origami and paper folding to explore 2D becoming
3D; step outlining to think about engaging multiple senses at once (sound and
visuals); flash animating to create an animation test as a guide for the 3D
animation; stop motion animating to get used to animating in three dimensions; and
hand drawing/sketching for concept art. I then adapted and applied some of
these skills to work on the next set of things to do, such as adapting my
concept art drawing technique to draw more accurate depictions of assets I
needed to model through vector drawing, and then applying this to drawing
orthographic blueprints to use as reference guides for the final modeling. I’ve
also been adapting techniques, such as merging together the different modeling
techniques I learnt through my test pieces (extrusion modeling, mesh modeling,
subsurf modifying, etc.) and adapting them depending on the shape I needed to
create. I’m also adapting methods I learnt in previous parts of the course,
such as using similar photoshopping techniques to isolate the textures of
different parts of objects that I used to remove the weapons from cards when
making my tarot card stop motion, or applying my knowledge of arduino coding to
working in javascript and Csharp (the code systems used by unity). My final
piece adapts and applies many of these techniques, and more, such as app
development, texturing, user input generation, and graphic design for
instruction sheets in order to realize my personal project.
Reflection and Evaluation
Project Development
6.1 How are you maintaining
detailed critically evaluative and reflective records of the development of
your project? Give examples
Using the reflective blog page of
my blog, I am keeping critically evaluative and reflective records of each
piece and development I make. For each piece I evaluate it to multiple
specification points, including how well it mixes media, how aesthetically
pleasing it is, whether or not it successfully performed as desired, etc. I am
also using my toolkit page to measure the effectiveness of my methods, and the
bigger picture page to evaluate my research and sources, and previous work that
is informing my current project. To reinforce my detailed reflective records, I
am also filling out a checklist graphic for each piece that I created. It
allows me to tick off what desired elements my piece does or doesn’t meet, out
of a list of: aesthetically pleasing, interactive, responsive, immersive,
animated, coded element, electronic element, 2D element, 3D element, physical
element, and, virtual element. This allows to quickly quantify the success of a
piece before going into more qualitative details in a full evaluation. My
problem log also allows me to critically evaluate the development of my work as
it shows me where I am going wrong, and where I am coming up with creative
problem solving techniques, thus moving my project onwards and allowing me to
reflect on the success of it.
6.2 How are you demonstrating
that you are using evaluative and reflective skills to make perceptive
decisions in support of your project? Give examples
Most of the perceptive decisions
I am making are evidenced on my reflective blog page in the form of topic
questions, for example, “Does CAD (computer aided design) make a piece lose its
heart?” or “Who is my target audience?”. These questions allow me to make
arguments for each side in order to reach informed decisions on developments to
my project – before issues arise. I also made a question list, writing out
every theoretical question with any relevance to my project I could think of.
This allows me to be subconsciously considering all of these aspects at once,
letting them slowly mould my project. Also, should the matter arise where one
of these questions required an answer, I would be able to come up with one more
easily. My problem log also lets me make perceptive decisions as it alerts me
to everything that is going on in my project and allows me to make decisions
quickly to develop my project in a certain way depending on the evaluation of
the problems and solutions arising. Evaluating the feedback I received, for
example after my petcha kucha presentation, also allowed me to make perceptive
decisions based on other peoples’ criticisms and my own reflection. Finally,
looking at the evaluation and reflection I have done on each of my pieces
allows me to constantly make perceptive decisions on my work and mould it
towards a more successful piece, for example, when the user input was creating
problems and finally worked but not to such a great effect, I decided to focus
on getting the modeling and texturing as accurate as possible instead.
Final Presentation
and Audience
Consideration
7.1 What strategies are you
considering to use to present your project?
I have multiple ideas on how to
present my final project, but the one thing they all have in common is ‘google
cardboard’. This is the make-shift virtual reality headset I will be using to
play my environment on. It is cheap, easy to make and use, and ties in with my
ideas of merging together 2D and 3D. For the google cardboard to function, it
requires an android phone to work as the screen. One idea I had was to fully
develop my app and get it onto an online app store where it could be downloaded
for free, and create a QR code or programmed NFC tag that the audience could
use to download the app onto their own phones. In this instance I would have a
few google cardboards available, either to build by the audience as this adds
an extra level of interactivity, or prebuilt as that may put the audience off
it. Another way of going about this presentation would be to have a single
phone with the app downloaded onto it, and use this as a permanent piece in the
show. As cardboard isn’t the strongest material in the world and may not survive
an entire week, I am consider getting the laser cutting bluprints and creating
one out of plastic or another strong material to make it more permanent, though
this does take away from the gimmick of having it made of cardboard and
depicting 2D/3D boundary crossing. To ensure my audience’s safety, I plan on
having an area marked out on the floor so that there is no risk of tripping
over or crashing into other audience members whilst momentarily blinded from
real life by the virtual reality. An extra idea I considered was to have a
camera set facing the area, linked up to a screen in the other room. This would
serve the dual purpose of recording the audience’s reactions for my own
evaluative use, and be an extra entertainment dimension for the audience as
people tend to act strangely whilst inside a VR environment.
7.2 How will you present your
work in a skillful and proficient manner?
Give examples
In order to present my work in a
skillful and proficient manner, I will try and make my presentation as
professional as possible, and as easy for the audience to use as possible. For
starters, as I plan on using just one phone in the final exhibition, I will
have all my working apps (post debugging) arranged clearly on the home screen,
marked as final piece and development work, and I will clear the home screen of
any other apps. I will also create artwork for the app logo to help identify it
and make it look like a more professional piece. To ensure everything runs
smoothly during the show, I will make out an area on the floor that other must
stay out of when someone is using the headset, so that no tripping or injuries
occur. Also, I will create a clear instruction sheet with how to use the piece
so that there is no confusion. Finally, to keep it in good shape, I plan on
pre-making a new cardboard every day of the show to replace the old one.
Who is your specified audience
and how will you engage them with your work?
My specified audience, as
identified on my reflective blog page are to be people with a general working
knowledge of art, but who may not necessarily know anything about technology,
or virtual reality (other art students; parents, friends & family of
students; prospective students; tutors and university staff; and, general art
lovers from the area). Because of this, I need to try and engage them initially
with the novelty of the interactivity, then the familiarity of the artwork, and
finally ensure the technology isn’t overwhelming and makes them become
uninterested. The interactive element of the piece is an automatic engager as
it gives the audience a role in the piece, but to ensure it is easy enough to
use to be entertaining, I will create simple to follow instructions and make
sure the process is as simple as possible, without taking away from the fun of
the interactivity. As most of my audience will have some knowledge of art, they
should instantly recognize the painting I have modeled: Salvador Dali’s ‘The
Persistence of Memory’. This familiarity should be engaging as they can look
for things they recognize, and judge the accuracy. The virtual reality element
should also be engaging as it is a novelty to most people and should draw some attention
to people that have never used it before.
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