Pair Group Work in the Fall of 2025
Group work
Week 1 &2(9.22-10.5)
We wish to make something related to adventure and thrill for the audience to experience.
List of ideas
- Inspired by Gulliver’s Travels: We would like to take inspiration from the classic novel by Jonathan Swift about the adventures of Gulliver. The audience will experience the sense of scale as they become giants and dwarfs in different scenes.
- Inspired by traditional Indian and Chinese art: Users will be transported into a styled world of Indian and Chinese art where every object is made with that style.
- Inspired by a sci-fi series called Dark Matter: in this game players can enter a world of “doors” through a large box invented by a scientist. Each door in this world leads to another parallel universe. Players will find the correct door to return to their original world while exploring one door after another, and they will also see another possibility of life choices in different time spaces. This ultimately leads to a philosophical question: Is the path we didn’t choose really a better life?
References


<Reviews for A Fisherman’s Tale>
<Dark Matter>
Paper Reading
Week 1 &2(9.22-10.5)


INDIVIDUAL THINKING ABOUT XR
Theoretically, the XR we usually discuss now includes three parts: VR, AR, and MR. VR allows users to enter a purely virtual world, AR “sticks” virtual elements into the real world, and MR enables interaction between the virtual and the real. In Brenda Laurel’s article, it is mentioned that the core of true VR lies in immersion and interactivity, while the core of XR is to enhance or expand human perception and connect the virtual with the real. I fully agree with this view.
During the long – term development of VR, I think one of the main reasons why it has not become a consumer – level product is that many developers and merchants of VR products do not emphasize the importance of the user experience and the reason for presenting content in VR form. Instead, they only regard VR as a tool for showing off skills. User psychology, behavioral habits, and simulation may be the most important aspects to focus on in future VR development. It’s not just about being “cool”; more natural interaction methods are often more popular and acceptable among users than those that are cool but complex or go against common sense.
To some extent, I believe that the research, development, and product design of VR are quite similar to human – factors engineering, while VR is just in a digital way. In addition, different from ordinary movies and games, VR movies and games should give users initiative, allowing them not only to watch but also to experience.
Although XR is still a niche area for now, I believe that one day in the future, it will completely change and revolutionize the way humans perceive the world.
Week 3(10.6-10.12)
