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Structure Of The Experience

Structure Of The Experience


1. VR Experience (Headset)

Act I – “Peaceful London”

A 6½-minute, fully scripted VR journey through five serene London environments (Regent’s Canal, Tower of London courtyard, Kensington Gardens promenade, Shoreditch market, Paddington Station nook).

Act II – “Ruins of Ukraine”

The same five camera paths replayed, now overlaid with photogrammetry and LiDAR scans of actual wartorn sites in Ukraine. Subtle shader glitches and shifting soundscapes bridge the two acts, culminating in a moment of silence and textual prompt (“This was not here—yet.”). Visitor takeaway: a visceral sense of how ordinary places can be irrevocably transformed.

ACT III – Interactive Desktop

Viewer (PC Station) VR A standalone Unreal build loaded with the identical 3D scans. Visitors navigate via mouse and keyboard to rotate, zoom, and pan each model at their own pace. And can select the model they want to view in VR. Simple UI overlays model metadata (location name, date of scan, photographer/scan credits). Visitor takeaway: an open invitation to explore the raw digital data, inspect details, and draw personal connections.


2. Physical Exhibition (Gallery)

Photographic Prints.

High-resolution stills of the Ukrainian sites featured in Act II, framed and wall-mounted at eye level.

3D-Printed Models.

Scaled, tactile replicas of those same photogrammetry scans on individual pedestals beside each print. Visitor takeaway: tangible evidence of place, texture, and scale—encouraging quiet, contemplative engagement.


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