Memory Fades

  • Spencer Houghton
Memory Fades is an exploration of the shift in architectural style throughout the centuries and ultimately an attempt to challenge the conventional application of virtual reality in art.
Completed in partnership with Andrew Lang.
Objective
To redefine the application of virtual reality in art. Create an effective and accessible public installation.
Execution
We felt that virtual reality experiences tend to fall victim to the ‘wow’ factor, where in the piece becomes more about the technology than the content being displayed on it. The most difficult aspect of this piece was coming up with a concept that fully justified our objective. We wanted to create something that invoked the user’s emotions and effectively immersed them in a space away from the physical world.After extensive user research we found that the audience reacted best to familiar physical spaces as it helped bridge the real and virtual world. With this in mind we created a series of architectural pieces, all holding significance in periods throughout history. We then blended these pieces into a dream-like environment. We then made the space reactive, as the user explores the space the elements shift angles accordingly. The user essentially floats through the space while balancing on a cloud. Our physical display reflected this narrative. We sectioned off an area with white sheets, creating a box around the user effectively allowing them to disconnect from the world and step into the virtual space. This focus was starting the experience as soon as they stepped away from the world. This achieved a sense of detachment for the participant and gave them the freedom to explore the space freely. The project was showcased at Ryerson University’s META; a new media art show in which it won the Ryerson Faculty Choice Award. Additionally it was showcased at Diende Visus; an independent new media show.
Reflection
This project was my first major venture into VR. It made very clear that the user needs drive the experience through their interaction with the space. They need to feel that their presence has impact. The user should also feel that their experience is unique and that they are not seeing the exact same thing as the person before or after them. The experience in general should focus on showing the user a new perspective and take them outside of just the technology.