THESIS LAUNCHING TRAILER
ITP THESIS PRESENTATION
AR, VR, user experience, immersive storytelling, spatial design, human-computer interaction
Initial areas of interest:
The use of Virtual Reality and Augmented Reality to increase efficiency and effectiveness for different audiences and purposes in the architectural design industry
Interior designers in the design of virtual and augmented spaces
Involving and thinking about the design of immersive virtual space, Is AR/VR a tool or a medium?
How AR/VR is used in industries, to discover the possible advantages and disadvantages of using them?
What audiences’ performance could be affected and improved by AR/VR?
Can you design for virtual reality?
Can you design in virtual reality?
Virtual does not mean “not real”, it means non-physical
VR experiences designed without attention to spatiality misses the most important opportunity of the technology
Virtual Reality: a simulated experience that can be similar to or completely different from the real world. Applications of virtual reality can include entertainment (i.e. video games) and educational purposes (i.e. medical or military training). Other, distinct types of VR style technology include augmented reality and mixed reality.
Spatiality: any property relating to or occupying space. spatial property. property – a basic or essential attribute shared by all members of a class; “a study of the physical properties of atomic particles”
Emotional Response: the reaction of the body to a situation primarily given by an outer influence such as other individuals, groups, things, or entities.
Interactive: (of two people or things) influencing or having an effect on each other.
Questions to investigate :
Involvement and thinking about the design of immersive virtual space, Is VR/AR a tool or a medium?
How to design for and in VR?
Can a virtual environment evoke emotional responses?
How and why do we make the uncomfortable as comfortable as possible?
What elements are the most important to impact in a virtual environment?
Research: Scholar and Precedents
Research in scholarly articles and books about Architecture, Sensory perception, and storytelling.
Kurt Lewin. “Psychology Ecology”
Conclusion: Spatial experience is not a still affair but a live process like a river that moves but still keeps a recognizable form.
Quote: "Starting with a metaphor of the relationship between group life and individual life, the article really intrigues me in a lot of ways including all kinds of theories are presented in the article, the different resistances, forces, perceptions, situations, etc. The way how food habits can be influenced by so many factors, mostly depending on their environment. People act differently when they are alone, or in a group; people act differently in different places, in different cultures. People have different perceptions of what are considered as food."
Manzo,  “Beyond House and Haven Toward a Revisioning of Emotional Relationships with Places”
Conclusion: The co-dependency between the environment and the inhabitants of it, mankind, demonstrates the possibilities of a space.
Quote: " “Place identity has been defined as dimensions of the self that develop in relation to the physical environment” A place becomes more than a place when the inhabitants make a connection with it, a person becomes more than a person when it encounters a space, an experience that changes his/ her mindset. For example, a theatre place is a home for the performers, a studio space is a home for the creatives, a factory is a home for the workers, a house is a home for the inhabitants, etc."
Sasha Zwiebel,  “Sensual Spaces: When experience meets architecture and art”
Conclusion: Sensory perception is deeply informed by the combination of objective properties of materials, subjective responses, and environmental context.
Quote: "Space is inherently embodied – to be in space one must physically, three-dimensionally, encounter it. But what would happen if the sensory, affective, embodied human was at the center of spatial design? What would space be if creating an experience was at the center? What is the role of the senses in creating these spacial experiences? How do you materially create sensory, affective and embodied space?"
Research in precedents about sensual experience, light, material, color, composition, and perception.
Thesis Statement :
The Parallel is a series of VR spatial experience that explores the design of space when you are not bound by the limitations of the physical world.
The Parallel addresses virtual reality as a new medium in designing spatial experience. Instead of using VR as a tool to recreate and replicate the existing environment, It aims to challenge and explore spatial design methods that are without the limitations of the physical world. Within each designed virtual environment, Sensory perception is deeply informed by the combination of objective properties of light, color, materials, subjective responses, and environmental context.
Can whales fly in the sky? Can you walk on the ocean? The world of Surrealism utilizes the irrational juxtaposition of images to stimulate the imagination; Seeing something so huge yet so light, so solid yet so soft, the world of Lightness will bring you the experience of being easy with pressure and force, gentle and delicate in movement and cheerful in heart; When seemingly walking down the staircases, you enter a door that only takes you back to the top. In the world of Displacement, there is no such thing as a linear journey; For every move you make, you will not be able to distinguish if you are walking on the black tiled ground or a gap down to the abyss. In the world of Perception, you are constantly confused and disoriented by the surrounding environment; How do you inspire texture in a world where there is no touch? The light, color, movement, and viscosity of objects in space will submerge you into the world of texture; Falling from the sky down into this field of spikes, the world of force puts you on a single path of encountering danger with no consequence.
The nuance between reality and fantasy fosters a constant complimentary that exists and transmits the experience so that the viewers envision it for themselves. The core of this project is to explore and articulate the possibilities in the design of space with virtual reality technology.
1. As the beginning of the Parallel journey, the Palace of the Parallel is the center hub that connects all six worlds delivering six different sensual experiences