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Immersive Medien - Ein Unterrichtskonzept

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Kieler Kuppel-Kalender 2007<br />

›The Mission‹ by Arely Martinez<br />

he Mission is the idea for an interactive game<br />

that has been developed to be played inside two<br />

continuous 360° domes in real time. […]<br />

here are two reasons for this game to require<br />

2 diferent domes. he irst reason is: the whole<br />

environment in which the players will be surrounded<br />

in. One of the main ideas of the game is<br />

to completely immerse 5 the player into the game.<br />

he second reason is to have a conceptual connection<br />

with the story behind it. Since the whole<br />

story evolves around the balance of good and<br />

evil, this balance should be constant throughout<br />

the whole experience of the game. herefore,<br />

there is dome “Earth”, which in essence is good<br />

and known to us humans and animals that live<br />

in it. he dome “Purgatory”, is not known to any<br />

of us and can bring unexpected scenarios that<br />

may not make sense to earthly living creatures,<br />

and yet they can and do exist in this dome.<br />

he dome “Earth” will be surrounded by mostly<br />

things we recognize from the world we live in<br />

with water, sky, trees, animals and forces of gravity.<br />

As well as the normal day and night, during<br />

the game, there will be a whole day’s worth with<br />

rising of the sun and sunset.<br />

Of course, this time will be speeded up and compressed<br />

into 90 minutes. However, these domes<br />

are meant to be completely unconventional, they<br />

are meant to surround the player into the whole<br />

environment with both the images projected<br />

onto the top of the dome and also the real props<br />

that will be inside the dome. (his applies to<br />

both domes).<br />

Since the setting is centuries ago, the loor of<br />

the dome “Earth” will be completely covered in<br />

dirt, there will be some plants and trees, maybe<br />

some we don’t recognize now because they have<br />

become extinct. he reclinable seats are made<br />

of wood logs but cushioned with cotton plants<br />

for comfort.<br />

As for the dome “Purgatory”, this will be a world<br />

completely strange to humans and the creatures<br />

found there are not of human or animal nature.<br />

he seats will be made of a material that won’t<br />

be recognizable to us and they do not contemplate<br />

the laws of gravity. he player can expect<br />

his or her seat to levitate and change positions<br />

at any given time. (Security precautions will be<br />

taken into account for this feature.) here will be<br />

smells and sights we won’t be able to understand<br />

and yet, these things that will appear cannot let<br />

the player be distracted from the goal. […]<br />

5 Immersion − I agree with Florian Rötzer with his<br />

definition of Immersion: »Interaction and not realism is<br />

the most important prerequisite for immersion«. And<br />

author Barbara Becker states something similar:<br />

»Precondition for the immersion is to possess implicit<br />

contact with people and objects of the situation«. With<br />

these definitions in mind, I have reached a definition of my<br />

own that deals with the concept and development of this<br />

game: Immersion: at least two of our senses should be<br />

involved in the whole experience for it to be really called<br />

immersion. It‹s important that at least two senses are<br />

involved because then, for a certain amount of time, (be<br />

this minutes or hours) the attention span given to the<br />

situation is much higher.<br />

»Graphic of the Dome« – Miriam Pelka<br />

18

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