SOS is a collaboration of six researchers from KAIST, which speculates how the natural environment and biodiversity still functions as a large capital in the near future. Inspecting the multilayers of remote surveillance systems powered by virtualreal networks, the artwork reimagines the possibility of human affordances to counterbalancing such systems. The protagonist of SOS, as played by audiences, is an interplanetary network environment manager living in a near future, authorized with a certain degree of access to bio-resources in the universe. Exploring the diverse media-elements along gamified routes, the audienceprotagonists are invited to (un-)intentionally engage in labor activities as interplanetary network management, and the senses of curiosity, suspicion, and recovery.
The technical setting of this artwork comprises of 1) interactive object installation with Augmented Reality, 2) WebVR-based interactive game and, 3) interactive projection on mixed media with variable installation in a designed space, and 4) mobile-based AR (monitoring tool). Each work serves as an audiovisual diegesis to the collective whole, which are inter-connected via cross-device interactions.
Interconnectivity reflects the outlook of SOS by visualizing the interconnectivity among the artworks in the form of a game UI display. Interconnectivity is composed of icons that represent the artworks and easter eggs that link the artworks. The audience are able to visually identify the interconnectivity among the artworks during their art experiences. By giving hints on easter eggs in the form of icons instead of texts, Interconnectivity aims to enhance the intrinsic motivation of the audience to connect the pieces and create stories of their own.
Adding A Gamified Layer of Experience
Gamification is a powerful method to promote immersive experience.
Team <SOS> aims to enhance intrinsic motivations of viewers by focusing on the four concepts of ‘meaningful gamification’: play, choice, exposition, and information.
We present two gamification methodologies that integrate the four concepts into the exhibition, which are the open world RPG mechanism and AR enhanced ‘easter eggs.’
The two methodologies are designed to further increase viewer motivation to interact with the artworks while being non-intrusive to the art experience itself.
Open World RPG Mechanism
The open world RPG mechanism promotes viewer autonomy. The gamification element of ‘play’ and ‘choice’ represent the idea of enabling viewers to freely explore the outlook and to become the main agents in the scene. The open world RPG mechanism reframes the exhibition into a world where the viewers can freely explore the planets(artworks) and proactively design their own exhibition routes.
AR Enhanced Easter Eggs
The AR enhanced easter eggs allow viewers to create their own stories by leaving rooms for imagination. The gamification element of ‘exposition’ and ‘information’ represent the idea of utilizing game display concepts to guide viewers through the storyline and enable creative interpretations. Easter eggs are physical or virtual objects that provide fragmented pieces of information on the exhibition outlook. Viewers can gain access to the information through a mobile tablet, which plays the role of a translating device. Hints of easter eggs are displayed in a game UI format, which minimizes text and maximizes imagination. Viewers will connect the pieces and create stories of their own.
Empowerment through Gamification
The open world RPG mechanism and AR enhanced easter eggs allow the viewers the power to choose. The two methodologies diversify viewer options, which promotes customized art experiences. Viewers can voluntarily choose what to explore and to what extent they want to gain access to additional information. The intrinsic motivation to engage deeply in the art experience arises at this point. As the viewer interacts with the artworks, the viewer will be able to grasp the interconnectivity of the exhibition outlook.