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FILIPE TOLEDO - PORTUGAL
FILIPE TOLEDO - FLOWNESS
Studio V - Setup
LED circuit
//RGB LED Circuit
const int redLED= 2; //red LED connects to digital pin 2
const int redLED2= 3; //red LED connects to digital pin 2
const int greenLED= 4; //green LED connects to digital pin 4
const int greenLED2= 5; //green LED connects to digital pin 4
const int blueLED= 7; //blue LED connects to digital pin 7
const int blueLED2= 6; //blue LED connects to digital pin 6
void setup() { //sets all LEDs as outputs
pinMode(redLED, OUTPUT); pinMode(redLED2, OUTPUT); pinMode(greenLED, OUTPUT); pinMode(greenLED2, OUTPUT); pinMode(blueLED, OUTPUT); pinMode(blueLED2, OUTPUT); } void loop() { digitalWrite(redLED,HIGH); //turns the LED on
digitalWrite(redLED2,HIGH); //turns the LED on
digitalWrite(greenLED,HIGH); //turns on the green LED digitalWrite(greenLED,HIGH); //turns on the green LED
digitalWrite(blueLED, HIGH); //turns blue LED on
digitalWrite(blueLED2, HIGH); }
Studio V - Submission Week
During the last week there was a hectic rush to refine the game and as expected there were some very annoying bugs to fix. In general the current progress we had made had put us in the clear temporarily however we hit a huge roadblock with a completely unexpected bug. One of the maps that Steven had made had 500+ materials and 2.5million polygons which lagged the computer out.
To counter this we made the decision to completely redo the entire map which took Ryan and I 30+ hours within a two day period. This project has definitely been more about re working areas within it over and over, this is both insightful as it helps for us to grasp the extent of work put into professional products but also increasingly frustrating.
Studio V - Conceptual Statement
Re:live is a virtual reality experience that embodies the four primary emotions humans experience: Fear, Anger, Sadness and Happiness. Emotions were chosen as a basis for the project as these represent the core connections people have in interaction, both generally and towards media, this is no exception with content developed for virtual reality. The project is experimental in nature from both an artistic perspective as well as being investigative and observational. This comes in the form of evoking emotions expressively through research informed design and then seeing whether this affects the emotional state of users.
What makes Re:live a unique experience is the driving factor behind the project. This is looking more towards the development rather than the final outcome, the project aims to be experimental in the very nature of the project. Re:live is aiming for psychological engagement beyond the conscious level and aims to also promote and evoke the user’s imagination through influence. We’re exploring whether a mental state is able to be changed through our final outcome; we want to observe this outcome and seek this answer through the varying engagement.
Each emotion is developed with a specific set of techniques, Sadness with a heavy focus on storytelling, Anger with game mechanics, Fear with using the uncanny valley and Happiness using strong level design techniques such as colour palettes. Each level represents the emotions visually and aurally but the idea behind the project is for users to feel the atmosphere being created with a sense of freedom; through their own imagination and perception based off what is being presented to them. Re:live uses a variety of designs inspired through emotionally provocative colour palettes and shapes. This is used to create an immersive world. A significant element going into the creation of the experience was developing all the models and art from the ground level, Re:live uses a Low Poly art style as it effectively communicates the designs that needed to be portrayed as well as being efficient in a development stage.
Two core levels representing Happiness and Fear were chosen to represent the underlying idea of the project. These both contrast but blend in shape, form, colour, sound and mechanics with consistency in a low poly art form but a completely different form of engagement from the user through mechanics and level design. The stark contrast in design includes the use of an analogous colours which creates harmonisation within the Happiness Level whereas colour palette was dictated through function in the Fear level. This was to achieve a strong mental shift as well as working coherently with progression throughout the time of play. Both levels consist of a small story experience where the user advances through each map with a clear indication of where to advance, the idea behind this was to create a level that evolves so the user has an opportunity to process a range of sub emotions within the primary emotion of either Happiness or Fear.
From early development until the final output Re:live has been a step by step process in which the team created custom content from scratch with an informed research and a purpose as a building block towards a greater outcome. A significant portion of the project was enumeration and re iteration to slowly work towards reaching the goals set by the team, areas such as design were especially scrutinized through the application onto Oculus Rift which presents its own criteria and requirements as a media output. This has been a highly reflective project with analysis on both the development process as a team but also the ideas being portrayed behind design decisions.
A future goal behind Re:live is to broaden the spectrum for development in virtual reality environments and increase their immersiveness by making the user more emotionally involved. This is aimed more towards developers in setting an example of how different stimulus can potentially change the user’s mental state, therefore allowing future experiences to be crafted to be more emotionally immersive. Virtual reality opens a new field of potential research and development. Despite emotions being a powerful attachment to an experience, there is a detachment between the end product and the target audience and an impact we want to have on virtual reality development is assisting with building the confidence by taking those first steps into creating a more emotionally immersive environment through examples and guidelines. The perspective of it is better to show than tell is being taken here.