Amanda and I ‘playing’ against each other, both moving two game objects via twitch. Further exploring the controlling experience and possibilities for game objects to interact.

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Amanda and I ‘playing’ against each other, both moving two game objects via twitch. Further exploring the controlling experience and possibilities for game objects to interact.
Video of Amanda passing the cube between her controllers which we managed to install with the OVR grab. In this way we have enabled to move game objects both for a single player in VR, as well as for people in twitch. The question really boils down to the different roles people have in VR vs twitch.
Our final experiment with audio! Called the ‘Personal Voice Trainer’. With voice assistants ubiquitous why not have them teach us how to communicate with them? It rates your vocal input anywhere from ‘Are you alive?’ to ‘I like the sound of this’. In the context of social expectations of what it means to be a good conversationist, pressure increases to appease the machine- is it my pitch that it judges me by? My volume? Furthermore, it brings vocal interpretation and possible consequences to the foreground- do I put on my happy voice when I speak towards my voice assistant so it does not mismatch me as being depressed and starts treating me differently?
We decided to go with the neighing horse sound and apply a fur texture to the woman. Given her large size and blackened eyes, both Amanda and I screamed in horror when we first encountered her in VR. We tried to add a horse, but found that made it less scary. There can be something deeply unsettling about outcomes when playing / dismissing expectations.
Amanda clapping and it translating to the Avatar’s mouth. Funny to see sounds made with the body translate to the mouth and also made us aware of how we communicate in auditory ways that are not necessarily orally transmitted.
Another sound that we projected onto the avatar was Amanda slurping her morning coffee. It is funny to see how the Avatar mimics the mouth movement. It also got us to think how many sounds are contextual, as in that the cup that Amanda is holding is informing us of the sound, whilst with the avatar it is interpreted as almost a monstrous snarl.
As we tried to have a different approach with each bottle- ranging from mismatching to photogrammetry, with the bottle we wanted to try to match a 3D model with it. We successfully matched the bottle to the controller, and whilst the sensation was similar there were several things missing (and little gained) from the actual experience: One being hands and also to see the water floating within the vessel. One might think bottles can be easily simplified into a 3D model, but to make it convincing is quite difficult!
As you can see, the string makes it so that the controllers twist and turn more easily, which means that the motion of the tampon is in parts arbitrary.