Platform: Mobile (Android and IOS; built in Unity 3D using the Durovis SDK and Vuforia SDK)
Timespan: 3 months (July – September 2014)
Role: Programmer and experience designer
Team: Valentina Nisi, Julian Hanna, Mara Dionisio, Rui Trindade, Paulo Bala
During the summer 2014, I worked as a programmer and experience designer for the Future Fabulators @ M-ITI, on two interactive VR experiences shown on the Lucid Peninsula exhibitions on Hainburg, Austria and Cluj, Romania, in collaboration with FoAM, AltArt and Time’s Up. Both experiences explored a future scenario, made by FoAm and Time’s Up in June 2014, of a world populated with metaphorical beings and where environmental living conditions radically changed. Dreamscope was also chosen to be part of the ACM Creativity and Cognition 2015 Art Exhibition.
Dreamscope: Viewer
The DreamScope Viewer enables the audience to peek into the lucid peninsula by showing a 180 degrees view of the outside panorama, as if they are looking outside the window of the hotel room, complementing the physical narrative imposed by FoAm and Time’s Up. The 3D world depicts a desert-like landscape with an orange sky (completed with a large and reddish sun) and simulates the landscape outside the hotel, highlighting buildings that the player can explore in the city. Visitors are able to zoom in and out to some of the buildings in the landscape, in order to catch more details of the structure, and to learn more information about this future environment (temperature, radiation and visibility conditions). Built in Unity 3D, the Viewer explores the use of Google Cardboard in digital narratives by using the Durovis SDK.
Instructional Poster
Visitors were free to come peek at the outside world…
…and look at the deserted landscape…
… and the rusted buildings…
…and learn more about this world.
Design by Rui Trindade
Design by Rui Trindade
Design by Rui Trindade
Design by Rui Trindade
Design by Rui Trindade
Design by Rui Trindade
Design by Rui Trindade
Design by Rui Trindade
Design by Rui Trindade
Design by Rui Trindade
Dreamscope: Catcher
The DreamScope Catcher enables the user to peek into the dreams and reality of the inhabitants of the lucid peninsula. On locations spread out trough the city, users can find and scan markers that open up explorable 3D scenarios of the lucid peninsula. By tapping on these 3D worlds, the users poke holes in the reality and are able to see the dream of the inhabitant, a dream of what the world used to be. This retrospect is accompanied by an audio narrative, triggered by the exploration of the world.
Find out more here, here, here, here, here and here
A visitor picks up one of our devices…
… reads the instructions…
… find and scans a marker…
…and is free to explore the world and the hidden dream…
… by creating holes in the reality…
… understanding the relation between the objects in reality and in the dream.
Design by Rui Trindade
Design by Rui Trindade
Design by Rui Trindade
Design by Rui Trindade
Design by Rui Trindade
Design by Rui Trindade
Design by Rui Trindade
Design by Rui Trindade
Design by Rui Trindade
Design by Rui Trindade
Design by Rui Trindade
Design by Rui Trindade
Design by Rui Trindade
Design by Rui Trindade
Design by Rui Trindade
Design by Rui Trindade
Design by Rui Trindade
Design by Rui Trindade
Design by Rui Trindade
Design by Rui Trindade
Design by Rui Trindade
Publications:
Nisi, Valentina; Dionisio, Mara Sofia; Bala, Paulo; Gross, Tom; Nunes, Nuno Jardim; others,
Lucid Peninsula, a Physical Narrative Art Installation Comprising Interactive 360° Virtual Reality Components Journal Article
In: International Journal of Creative Interfaces and Computer Graphics (IJCICG), vol. 10, no. 1, pp. 1–15, 2019.
@article{nisi_lucid_2019,
title = {Lucid Peninsula, a Physical Narrative Art Installation Comprising Interactive 360° Virtual Reality Components},
author = {Valentina Nisi and Mara Sofia Dionisio and Paulo Bala and Tom Gross and Nuno Jardim Nunes and others},
year = {2019},
date = {2019-01-01},
journal = {International Journal of Creative Interfaces and Computer Graphics (IJCICG)},
volume = {10},
number = {1},
pages = {1--15},
abstract = {This article describes the design of the Lucid Peninsula, a Physical Narrative Art Installation, developed to engage a wide variety of audiences with a possible future, in which the practice of lucid dreaming plays an important role. In this article, the authors present and discuss the results from the in-the-wild evaluation of the audience reception of the artwork. Of particular concern is the assessment of the role of the virtual reality (VR) interfaces designed to deepen involvement and interaction with the art piece. This article reports on the conception and production of the installation as well as its evaluation and derived insights. The study provides evidence of the positive role of the 360° mobile VR assets in strengthening the narrative and the artist's intent in the Lucid Peninsula artistic installation. Results show how the VR interface supported engagement, positive affect, and reflections on the physical narrative scenario.},
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}
This article describes the design of the Lucid Peninsula, a Physical Narrative Art Installation, developed to engage a wide variety of audiences with a possible future, in which the practice of lucid dreaming plays an important role. In this article, the authors present and discuss the results from the in-the-wild evaluation of the audience reception of the artwork. Of particular concern is the assessment of the role of the virtual reality (VR) interfaces designed to deepen involvement and interaction with the art piece. This article reports on the conception and production of the installation as well as its evaluation and derived insights. The study provides evidence of the positive role of the 360° mobile VR assets in strengthening the narrative and the artist's intent in the Lucid Peninsula artistic installation. Results show how the VR interface supported engagement, positive affect, and reflections on the physical narrative scenario.
Nisi, Valentina; Dionisio, Mara; Bala, Paulo; Gross, Tom; Nunes, Nuno
DreamScope: Evaluating Interactive 360 Degree Virtual Reality in a Physical Narrative Art Installation Proceedings Article
In: 8th International Conference on Digital Arts - ARTECH 2017, pp. 67–75, 2017.
@inproceedings{nisi_dreamscope:_2017,
title = {DreamScope: Evaluating Interactive 360 Degree Virtual Reality in a Physical Narrative Art Installation},
author = {Valentina Nisi and Mara Dionisio and Paulo Bala and Tom Gross and Nuno Nunes},
url = {https://dl.acm.org/citation.cfm?doid=3106548.3106601},
doi = {10.1145/3106548.3106601},
year = {2017},
date = {2017-01-01},
booktitle = {8th International Conference on Digital Arts - ARTECH 2017},
pages = {67--75},
abstract = {The widespread affordability of digital technologies is encouraging artists to experiment and make use of them in their artworks. This paper describes the design and in-the-wild evaluation of DreamScope, a bespoke 360° mobile virtual reality (VR) interface designed for immersive interaction in the Lucid Peninsula physical narrative art installation. We evaluated the VR interface by means of a questionnaire based on the Positive and Negative Affect Scale (PANAS) and individual items related with the interaction within the exhibition. Results extracted from 53 subjects highlight how the interface supported engagement, positive affect and reflections on the narrated scenario of the art installation. The study reported in this paper provides evidence of the positive role of 360° mobile VR in strengthening the narrative and the artist's intent in the Lucid Peninsula artistic installation.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
The widespread affordability of digital technologies is encouraging artists to experiment and make use of them in their artworks. This paper describes the design and in-the-wild evaluation of DreamScope, a bespoke 360° mobile virtual reality (VR) interface designed for immersive interaction in the Lucid Peninsula physical narrative art installation. We evaluated the VR interface by means of a questionnaire based on the Positive and Negative Affect Scale (PANAS) and individual items related with the interaction within the exhibition. Results extracted from 53 subjects highlight how the interface supported engagement, positive affect and reflections on the narrated scenario of the art installation. The study reported in this paper provides evidence of the positive role of 360° mobile VR in strengthening the narrative and the artist's intent in the Lucid Peninsula artistic installation.
Dionisio, Mara; Bala, Paulo; Trindade, Rui; Nisi, Valentina; Hanna, Julian
Lucid Peninsula: DreamScope–An Interactive Physical Installation Proceedings Article
In: Proceedings of the 2015 ACM SIGCHI Conference on Creativity and Cognition, pp. 377–378, ACM, 2015.
@inproceedings{dionisio_lucid_2015,
title = {Lucid Peninsula: DreamScope\textendashAn Interactive Physical Installation},
author = {Mara Dionisio and Paulo Bala and Rui Trindade and Valentina Nisi and Julian Hanna},
url = {https://dl.acm.org/citation.cfm?id=2757382\&dl=ACM\&coll=DL},
doi = {10.1145/2757226.2757382},
year = {2015},
date = {2015-01-01},
booktitle = {Proceedings of the 2015 ACM SIGCHI Conference on Creativity and Cognition},
pages = {377--378},
publisher = {ACM},
abstract = {In this paper we present Lucid Peninsula, an interactive installation designed to immerse participants in a dreamlike, post-apocalyptic story world. The goal of the installation is to offer a way for people to experience the future through a physical interactive installation. To achieve this aim we designed and developed the interactive DreamScope device, while the Time's Up collective designed and built the physical installation. On one side with the Dreamviewer binoculars users will be able to see the world outside and absorb data relating to factors such as air quality, presence of plant and other life forms, etc. On the other side of the installation, the audience will be able to borrow mobile devices (Dreamcatchers) and venture into the actual landscape of the city, in order to "catch" the dreams of the inhabitants of the peninsula, which are mixed with memories of the world before it was transformed.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
In this paper we present Lucid Peninsula, an interactive installation designed to immerse participants in a dreamlike, post-apocalyptic story world. The goal of the installation is to offer a way for people to experience the future through a physical interactive installation. To achieve this aim we designed and developed the interactive DreamScope device, while the Time's Up collective designed and built the physical installation. On one side with the Dreamviewer binoculars users will be able to see the world outside and absorb data relating to factors such as air quality, presence of plant and other life forms, etc. On the other side of the installation, the audience will be able to borrow mobile devices (Dreamcatchers) and venture into the actual landscape of the city, in order to "catch" the dreams of the inhabitants of the peninsula, which are mixed with memories of the world before it was transformed.
Dionisio, Mara; Bala, Paulo; Trindade, Rui; Nisi, Valentina; Nunes, Nuno; others,
DreamScope Catcher: a Touch Sensitive Interface to Catch Dreams Proceedings Article
In: Proceedings of the 2015 International Conference on Interactive Tabletops & Surfaces, pp. 417–420, ACM, 2015.
@inproceedings{dionisio_dreamscope_2015,
title = {DreamScope Catcher: a Touch Sensitive Interface to Catch Dreams},
author = {Mara Dionisio and Paulo Bala and Rui Trindade and Valentina Nisi and Nuno Nunes and others},
url = {https://dl.acm.org/citation.cfm?id=2817721.2823481},
doi = {10.1145/2817721.2823481},
year = {2015},
date = {2015-01-01},
booktitle = {Proceedings of the 2015 International Conference on Interactive Tabletops \& Surfaces},
pages = {417--420},
publisher = {ACM},
abstract = {Dream Scope is the interactive, stand alone, self-contained portion of a bigger Art installation named Lucid Peninsula. The goal of the installation is to offer a way for people to experience the future through a physical interactive installation. To achieve this aim we designed and developed the interactive DreamScope device, while the Time's Up collective designed and built the physical installation. On one side with the DreamViewer binoculars enable participants to see the Lucid Peninsula fictional world and absorb data relating to factors such as air quality, presence of plant and other life forms, etc. On the other side of the installation, the audience will be able to borrow mobile devices (DreamCatchers) and "catch" the dreams of the inhabitants of the peninsula, which are mixed with memories of the world before it was transformed.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Dream Scope is the interactive, stand alone, self-contained portion of a bigger Art installation named Lucid Peninsula. The goal of the installation is to offer a way for people to experience the future through a physical interactive installation. To achieve this aim we designed and developed the interactive DreamScope device, while the Time's Up collective designed and built the physical installation. On one side with the DreamViewer binoculars enable participants to see the Lucid Peninsula fictional world and absorb data relating to factors such as air quality, presence of plant and other life forms, etc. On the other side of the installation, the audience will be able to borrow mobile devices (DreamCatchers) and "catch" the dreams of the inhabitants of the peninsula, which are mixed with memories of the world before it was transformed.