Altered Perception

 

MAT200C Winter 2003 Installation Proposal
Julian Herring
 

Concept

 

Who/When/Where?

 

Implementation Details

 

Why?

The concept behind this installation is to create a multi-user game-like interface which is educational and fun in which players are subjected to the perceptual characteristics of the animals' bodies that they virtually inhabit.

Have you ever heard what whale-calls might sound like to a whale? This is an example of what you might hear using this system. Hear a whale call sped up to the human range of hearing. Have you ever seen through a fly's eyes? Initially, compound eyes would be hard for people to adapt to, but people would get the chance to try to use them in this system, and maybe some would even thrive with them. This installation offers so many adventures to be experienced and as time goes on, new 3D models and perceptual mappings for more animals can be entered into the system and experimented with.

The actions will take place in a virtual wilderness where the user inhabits the body of an animal, moving in the same ways that the animal can move (i.e., walk, swim, fly). The user can eat other animals in the wilderness, or be eaten. If eaten, the user will take control of the animal that ate him or her. If the creature that ate the user is being controlled by another user, then the user will be respawned as a random animal. The user will start out either as a random creature or one selected by the user.

Users will see and hear the virtual world the way their animals see and hear. For example, chickens hear much less of the frequency range than humans do. So, a user who is a chicken in this world will hear only 125 to 2000 Hz instead of the 20Hz to 20kHz that humans can hear. To accomplish this, the audio sent to the user's headphones will be filtered appropriately. Hear the difference between what a human would hear and what a chicken would hear. View a chart (obtained from Busch Gardens) that gives a general idea of the hearing range of several animals. Also, the hearing ability of animals changes depending on environmental differences. For example, seals hear differently in air and in water. These differences will be accounted for in the audio playback engine.

Visual data would also be altered by visual transfer functions for each animal. For example, color would be mapped on to the human scale. Some animals can see more ultraviolet or infrared colors than humans, while others can't see certain colors in the spectrum. The colors will be mapped in order to give the human user the same type of color and the same color resolution as the animal. For example, the ultraviolet light the bees see would be mapped to a red color for humans to view. This works because bees cannot see the full range of red that humans can. For some animals, movement of objects in the visual field is critical to being able to see them. Compound eyes on insects also have an effect on the way they see the world.All these visual effects will be accounted for in the graphics engine.

The system will consist of several identical cubicles spaced out in a ring with the entrances to the cubicles facing outward from the center. Each cubicle will be designed to minimize acoustical trasmission through the walls. Someone who desires to interact with the system will walk into one of the cubicles. In the cubicle the user will find a VR headset, headphones, two force-feedback gloves with trackers, and pressure-sensitive pads on the floor.

When a user enters the cubicle, a screen on an inside wall will present instructions on how to put on all the equipment and then begin the simulation. The user can also go through an optional tutorial on how to use the equipment and move around in the virtual environment using the glove and pads on the floor.

On the outside above each cubicle, there will be a large display screen to allow the people outside to monitor what each user is experiencing visually.