Breaking the Fourth Wall: Immersive Storytelling as a Medium for Evoking Empathy
This is a work in progress animation that explores how a character who interacts with an area and plane as if they are part of the same reality of the audience may increase empathy.It also focuses on providing an immersive space where the viewer may become a bystander in the story. One of the most significant challenges with this project is making the immersion feel natural and not distract from the story. To do this, I am exploring ways to direct the viewer through the space by controlling the direction of the sound, color, and placement of images on each panel. A more successful aspect of the experience is when a viewer can focus on one animatedaction while being immersed in a consistent view of the scene. The work on exhibit is a combination of completed, test, and storyboard panels.
I grew up in Hanoi, Vietnam. The city has witnessed, through its past pervaded with wars and destruction, many chapters of re-making and re-identifying the city by drawing from its heritage and adapting modernization. As a 90s kid, I grew up in a crucial time as the city began to transition from communism toward capitalism. While assimilating and adapting to new sociopolitical conditions, the people have shown a strong attachment to traditions in the way they organize their habitat by restructuring their surroundings to appear closer to the desired living state. This project reimagines, via the unique lens of computer animation, a specific part of the city, the communal housing community of Hanoi. As a spatial narrative, the film invites the audience to become a dweller in a communal apartment as it comes to life with movements and to witness the confrontation, negotiation and reconciliation between tradition and modernity. The project promotes thinking of community, the contradictions that exist in and out of established societies, the troubles of urban development, as well as my personal responsibility in preserving this heritage.
Interactive Data Visualization - Applications used to illuminate the environmental effects of the Syrian War
This research is a designerly investigation of interactive data visualization systems, methods, and techniques, guided by a practice-led research process, case study applications, and qualitative user research. Methods of creating effective data visualizations were practiced, to present multi-layered, complex information, with large applications.
Syria’s ongoing conflict has a complex background involving the country’s political issues and economical resources. War and military activities have long term impact, leaving a toxic footprint in the environment, which should be of global concern.
There were 4 different design coding including the use of color, node-link connections, icons, distributed nodes, and geospatial locations. Color was used to identify the types of “Industrial Sites” and how the impact was spread around the country. Color coding connected the type of site, what kind of chemical is released from the site, and what type hazard risks did it cause.
Storybook Cinema– Undark
I wondered what a piece of theatre might look like if media design was the forethought of all the choices made throughout the development process. How can media and performance enhance and inform one another? As a result, I came up with the performance medium I call Storybook Cinema. Storybook Cinema is media driven live performance presented in a storybook time like atmosphere. The media is a combination of computer-generated imagery and prerecorded green screen performance. These elements are composited together to create a cinematic virtual set the live performer can interact with as well as inform the audience visually.
I want visitors to feel free to sit close to the media. The word “Storybook” in Storybook Cinema does not necessarily mean a physical book, but rather the setting and the magical quality of reading a storybook. The spatial relationship the audience has with the media helps to create a more personal experience. The confluence of mediums, collaborators and processes creates a piece of performative art titled Undark.
Thesis Process Diagram
My thesis research was inspired by a close friend (and practicing Physical Therapist) who felt that many patients were non-adherent to home exercise treatment. Adherence to a home-based exercise program is necessary for successful rehabilitation, as musculoskeletal issues require consistent training to correct. Nonadherence is especially concerning for Seniors, as poor mobility can drastically affect independence and quality of life. Through exploring the topic of adherence, I found that many seniors who participate in home-based exercise, often perform their exercises incorrectly. Physical Therapy exercises are designed to target specific muscles, so incorrect performance will either bring no benefit or may incite further injury. My thesis process diagram outlines the research steps and key findings which dove this investigation, culminating in a set of design criteria to guide future technological development. The other images show some data from the workshop sessions: homework answers, priority charts and a technology bullseye.
Incorporating Co-Design Thinking to Understand Current and Future Experiences of Veterans in a University Environment
The purpose of this research was to utilize co-design thinking to investigate and understand the experiences of veteran students entering into college at The Ohio State University (OSU) after military service, and to assist the university in improving those transition experiences. The research significance is that an increasing number of post-9/11 era veterans are utilizing the educational benefits earned through their service. Many of these service members have spent years inside a military culture, which has inadequately prepared them for a transition to the civilian and academic environments.
Although it is not true across the entire population of veteran students, the research conducted showed that many sought opportunities for improved social integration programs. Opportunities lie in finding a balance between the culture that veteran students share, and integration into the civilian culture they are now part of. Additionally, veteran students could benefit from additional support in regards to academics and logistics when navigating through OSU.
I am interested in the composition of a form that blends cinematic animation, interactive media, and literature in a complementary way, and the development of a logical structure that can inform the analysis and construction of narrative regardless of medium. My approach is rooted in the established philosophies of the mediums, understood through a common logical linguistic form developed by J.L. Austin. The theory and approach are explored through the creation of a thesis project, Tuba-Goose, which is a user driven animation with qualities of a bedtime story. The text, animated characters, and live action in Tuba-Goose share a platform through camera movement, turning pages, and touch screen in a way that I am working to compile seamlessly and coherently. The final product is intended as an emotionally complex artifact that children and parents will find meaningful to share together. My research yields revelations into narrative creation and analysis on platforms that have yet to be envisioned.
This video projection features animated elements and surround sound that highlight compositional and narrative components in Thomas Cole’s five paintings in The Course of Empire series. These paintings feature the rise and fall of an unnamed civilization and contain hidden allusions, relations, and commentary; much of which is likely never observed with the naked eye.
I make use of digital and interactive media to reveal things that I have not or cannot see. Through making and play processes with digital tools, I can observe these paintings through a new lens to generate new inquiry surrounding the artworks’ narrative and compositional elements. With this method, I synthesize a deeper understanding of Cole's work.
This multisensory digital artifact is embedded with my process and understandings to provide an opportunity to engage with Cole's work in an unconventional way.