What is the idea of the video?
What I planned to do within the sequence is played around the concept of scaling that is a proven element in the Alice in Wonderland story and its variations. Weird things would be happening around the viewer which could also lean into the rabbit hole concept as well, such as objects floating and duplicating on their own.
What are the influences?
The main influence of the project is how the scaling in done in the video game Kingdom Hearts (2002) within the Alice in Wonderland area of the game. There is a section where Sora drinks a potion and shrinks. This would be ideal for me to experiment for the immersive project. I also plan to take inspiration from Waltz of the Wizard’s potion mixing room (2019) for the environment I would be creating too.


I chose this because I like to try out the different methods of immersion within the assignment, so I’d hoped to capitalize on what I have learnt in the lab to demonstrate how I could go about doing this such as using the MASH Network and attempting to animate this using Bifrost Liquids. The Bifrost will be applied to the water pouring out of a potion asset into another cup, and the MASH network could potentially be used to duplicate the asset.
Will there be found assets?
The goal is to eventually create something I could use to put into a portfolio, so I should be able to make some of the assets myself. If I could, or if I don’t know how to deal with something in a specific amount of time or determination to do such a task, then there is always the possibility of using found assets as a last resort.
Story Spheres:
The storyboarding process is made up of story sphere that influence the content of the immersive project and the camera mapping indicated by an arrow. The numbers indicate the order of the things happening in the sequence, with the rest of the shapes acting as asset decoration. The user drinking the potion is inspired by a previous submission for the Immersive Design module (D, 2021)

Considering the Navigation:
In terms of navigating the camera for the viewers, I wanted to keep the whole sense of navigation stationary with some teleportation to a different direction. The main thing I need to avoid doing is too much movement in relation to the camera so as to mitigate motion sickness. Berger and Wolf (2018) tested 18 participants on the comparisons of continuous movement and teleportation using World-in-miniature (WIM) on the effects of motion sickness and found that it “not only outperforms the other two techniques in velocity for distances from 45m. It also provides
best spatial knowledge while causing least motion sickness”. Using this knowledge to my advantage will be beneficial to how I go about applying the spatial environment in my project.
Audio Considerations:
I plan to have all of the audio from the creative commons library that can be brought into Adobe Audition and altered to fit the assignment specifications. I plan to include some binaural elements to the sound to give players a sense of where the direction of the sound is originating.
Embodiment:
I’m thinking of having the camera as the only source that the viewers can see. There will be no arms or legs attached to the camera as I want this to purely be a simulation and animating the body will take up some time for me to master.
References:
Aldin Dynamics (2019) Waltz of the Wizard [VR Video Game] Available online: https://store.steampowered.com/app/1094390/Waltz_of_the_Wizard/ [Accessed 13th May 2023]
Berger, L and Wolf, K. (2018) WIM: Fast Locomotion in Virtual Reality with Spatial Orientation Gain & without Motion Sickness. MUM ’18: Proceedings of the 17th International Conference on Mobile and Ubiquitous Multimedia. New York. 19-24. November 2018. Association for Computing Machinery.
D (2021) Immersive Design submission – The other side [Video] Available online: https://www.youtube.com/watch?v=J4W6sXw9h7I [Accessed 16th May]
Square Enix (2002) Kingdom Hearts [Video Game].