SCM V+ Gallery

Memory Project 2019-2020
Virtual Reality / 10’06”
Above video is demo without audio


WONG Kit Ning, Tennie 王潔鈴
2020 BAS New Media graduate

  kitnwong4-c@my.cityu.edu.hk
  https://teeniewong.com/

Abstract

This VR tour is space-specific in the Run Run Shaw Creative Media Centre building, yet it doesn’t require a fixed exhibit location. You could enjoy the tour anywhere inside of the building only with a VR headset/VR goggles!

Running any of the supported versions of Android
File Size: 133.8M
File Name: virtual tour trial 9.apk
Download link (Your download will start in around 10 secs): https://teeniewong.com/download/

Artist Statement

My artwork is an immersive VR tour application that aims to experiment with the malleability of human memory in an art form and find out whether the Déjà vu experience could be created on purpose for someone. This virtual tour is research based on the psychological theories of “Source Monitoring Error” and “The Formation of false memory”. This interactive Android VR tour is built in Unity using the Google Cardboard Engine. The virtual environment is created based on panoramic photographs of the actual space in CMC; then redesigned and recreated in the 2D form of graphic illustration. Therefore, viewers are able to walk a tour from floor to floor, room to room based on their reality memory; Nevertheless, imaginary rooms or objects are added within each floor. Viewers might find memory conflicts in their cognition while they are exploring in a mixed reality tour, and also when they return to the real CMC environment. Regards to the technical parts, to me, the VR immersive experience era has come and become more popular. It demonstrates the foundation of a mixed reality future. Employing VR media, my artwork could be more impressive when compared with presenting on a monitor screen. Besides, as the tour requires some time to walk through, Google Cardboard was chosen for viewers to access more easily (either at home or in an exhibition). Apropos the audio, I deliberately create the game muted and without ambient sound. I strongly encourage viewers to enjoy my VR artwork inside the CMC building space specifically, together with listening to its actual ambient sound so as to enhance the experience of the mixed reality. I consider the special part of my project is to show how Immersive experience embodies the malleability and vulnerability of human memory and how mixed reality influences people’s thoughts and decisions. In words of Art Value, I consider the special part of my project is to show the viewers the new possible position of art in a mixed reality future.

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