Further Alignments during the Design Process
The scenes are presented in stills. Like this I don’t force the viewer to look at a certain spot. Then it would be like a common animation, with one focus point at a time. It shall more feel like in a normal room – where the viewer can find rest and have the power to look around when he wants.
Also in my tests, I encountered that people feel as if they would miss something, when there is something moving in the room as well, and thus they get stressed. And one of the primary intentions is that the viewer gets a positive experience!
Also, with changing stills, it feels as if the room would remain, after you leave it. This gives a more realistic impression, as if there is one motion/happening that seems extraordinary. It also supports the house/museum structure, where all the different scenes can coexist next to each other.
The illustration style is strongly connected with this character. The blotchiness gives it a painted character.
Nevertheless, the VR-presentation needs a certain dynamic, next to the viewer’s head turning option. So, I created a time-based experience. The long but limited “times” for each room give it a teaser-character, a certain tension. The colours are luminous and get even more vibrant with the development into a lively complex.
The changing pictures plus sound transport my cultural message: “The heart developed from a holy centred subject to a generally enchanted but still inspirational object.”
Moreover, the practical research about dynamics and voice over brought the result, that every scene needs a clear statement/title: Hence, I narrowed the voice over down to three short sentences at most. Also, they mark the transition between the different scenes, which otherwise wouldn’t have a beginning or end. They use and bridge the empty space and then the viewer has time to look around again.
A light story is explained, the development of the heart in different cultural relationships. It is delimited through the entrance and exit shot of the heart building. It gives the viewer the opportunity to see a wealth of different impressions, without having to deal with an artificial steering or interactivity.
Through the time-based character and the room changes that the viewer can’t influence, he is dragged into a story. Also, like I saw in my tests, most people are already busy enough with looking around and primarily want to enjoy the look around.