James Pickar Brief:
U-2 Spy Plane Incident: A simulation that allows the user to experience the emotion, stress, and decisions Cold War spy pilots endured. Having a user sit in the cockpit of a spy plane and asking them to make a life or death decision achieves this experience.
American spy pilots during the Cold War were required to keep all information about their job other than that they are in the Air Force secret. They sent years in training comparable to the training of the Apollo astronauts. If shot down, spy pilots were trained to either commit suicide or be captured by their opponents. Being captured, however, was seen as dishonorable. Our project invites a user to experience the same high stakes decision. They sit in the cockpit and are abruptly shot down. What will they decide? The project calls into question the social construct of nation-states and why we take drastic measures to protect them. All of this is done through a virtual reality simulation in which the user pilots a U2 Spyplane and must photograph Soviet airbases while also flying in a combat zone. The experience brings the emotions and ideas of the Cold War to a new audience.
Amiyr's Ahmad Brief:
The U-2 Incident is a simulation that allows the user to experience the stress and life or death decisions made by U-2 spy pilots during the Cold War era.
The user is asked to fly a surveillance mission on a U-2 spy plane. The user steps into the cockpit of a U2 plane. Then, they are directed to photograph Soviet airbases. The pilot must navigate this task in the middle of combat. If shot down, the user much chose to either commit suicide or be captured. If they chose to capture, the pilot is considered to be dishonorable.
After the Final Presentation, you have the opportunity to consider your presentation in light of final feedback and discussion. You will spend additional time reviewing you presentations, refining you portfolio, and polishing you work before it is made public on the internet.
The Self Evaluation is an opportunity for you to reflect on your work during the Studio. Students and Coaches receive the same prompts and categories, and the students will evaluate their own progress and skill levels in Design Skills and Subject Skills applicable to the studio both numerically and textually. Through a narrative, you will also reflect on the quality and rigor of your work, give feedback on the studio, and have the opportunity to receive similar feedback directly from the coach.
In 1962, the Nobel Prize in Physiology for Medicine was awarded to Francis Crick, James Watson, and Maurice Wilkins for their discovery of the structure of DNA. Left out of this was Rosalind Franklin, a fellow scientist who had died four years prior. Rosalind Franklin took many photos of the structure of DNA. One particular photo, Photo 51, was shared against her will and may have greatly aided the three Nobel Prize winners in their discovery. Due to her death, she was not eligible for the Nobel Prize, and was left out of the history books for a very long time.
DNA Discovery allows the player to move freely around one scene which was based loosely off of Rosalind Franklin's laboratory. This scene is packed full of documents and artifacts relating to the time period and the discovery, they can all be interacted with, and viewed in any order the player desires. These intractables fully provide the story behind the discovery, if the player is willing to take the initiative to interpret them. This engagement gives the player a more thorough and less biased understanding of the event, and hopefully leaves users with a better understanding of such a monumental scientific discovery.
Rosalind Franklin: an interactive virtual reality piece that brings awareness to the true story of Rosalind Franklin, the scientist who helped discover the complexities of DNA. The VR simulation exposes the true story of her discovery.
In this interactive piece, a user enters a room inspired by Rosalind Franklin's lab. Students explore the lab to learn the true story along the way. The lab also features Nobel prize that James Watson, Francis Crick, and Maurice Wilkins won for the discovery that couldn't have been possible without Rosalind Franklin. It features Photo 51, a crucial piece of information that allowed James Watson and Francis Crick to find out the structure of DNA. There is a magnifying glass, which allows users to explore additional information. The goal of Rosalind Franklin is to allow users to come to their own conclusions about the story of DNA discovered by providing forgotten or overlooked information.
DNA Discovery: A virtual reality experience that puts the user into a laboratory made to represent that of Rosalind Franklin's. Franklin was integral to the discovery of the configuration of DNA, however, she did not receive much credit until after her death, and still to this day is generally less known to the scientific process of the discovery.
The purpose of this virtual reality experience is to make the user feel immersed in the discovery of the shape of DNA. This project was created to bring awareness to pieces of the process of the discovery that were not commonly known to scientists. When the figure of the shape of DNA was discovered, two scientists -- James Watson and Francis Crick -- were given the credit, even though their discovery was based highly on an image taken by Rosalind Franklin. This inequality of credit is emphasized in the VR simulation by using visual clues to lead the user through Franklin's lab, finding small papers and notes that indicated her discovery along the way. The project is geared towards people who want to learn more about the discovery of the figure of DNA.
Abby's Brief: Jackie Robinson VR is a virtual reality experience from the perspective of the world-famous baseball player, Jackie Robinson. Viewers observe Jackie Robinson's world in the 1940s and 1950s. Using VR, users step into Robinson's shoes and provides a deeper understanding of the hardship that existed in a segregated country.
Jackie Robinson is extremely famous for his accomplishments, especially being one of the first African-American to play in the MLB. The purpose of the project is to shine a light on the struggle Jackie Robinson had to endure. It highlights his perseverance while dealing with racism on a professional and personal level. This VR was produced by modeling shapes and figures in Rhino, then assembling and adding texture in Unity. From Unity, users can access the game and step into Jackie's world.
The Jackie Robinson VR is based on personal experiences of the first black baseball player in the MLB, Jackie Robinson. The VR is created with different interactive scenes where the viewer can encounter different events that happened in Robinson’s life.
The first scene is a hallway that the viewer (Jackie Robinson) walks through. Inside, users walk past pictures of famous white baseball players like Babe Ruth and Cy Young. There are also bats and baseballs that can be touched and moved. When the viewer walks onto the field, people boo and throw bananas at him. The third scene is the viewer in the kitchen where they can read and interact with a newspaper. The three scenes were specifically designed to make the viewer understand the events that Jackie Robinson endured to achieve his goal of being the first black baseball player in the MLB.
Jackie Robinson VR is a virtual reality experience from the perspective of a world-famous baseball player, Jackie Robinson. Viewers observe Jackie Robinson's world in the 1940s and 1950s. Using VR, users step into Robinson's shoes and provides a deeper understanding of the hardship that existed in a segregated country.
Jackie Robinson is a very powerful historical figure and also had a significant influence on civil rights. He endured discrimination and adversity, yet persevered and became the first African American baseball player in the all-white major leagues. Through the power of virtual reality, JR VR shows the viewer the story of Jackie Robinson in his first year of the majors and portrays forms of racism he faced in his time playing with the Brooklyn Dodgers. This simulation allows the user to travel back in time and walk through three scenes from Jackie Robinson's rookie year. In one scene, a tunnel is shown where Jackie Robinson walks down and notices on the wall photos of white players and creates the feeling of power with him being the first African American player. The second scene portrays Jackie Robinson on the field with the crowd jeering and booing him. The final scene portrays Jackie's house and shows him as a civil rights leader as well as a baseball player.
Jackie Robinson VR is a virtual reality experience from the perspective of the world-famous baseball player, Jackie Robinson. Viewers observe Jackie Robinson's world in the 1940s and 1950s. Using VR, users step into Robinson's shoes and provides a deeper understanding of the hardship that existed in a segregated country.
Jackie Robinson is a very powerful historical figure and also had a significant influence on civil rights. He endured discrimination and adversity, yet persevered and became the first African American baseball player in the all-white major leagues. Through the power of virtual reality, JR VR shows the viewer the story of Robinson in his first year of the majors and portrays forms of racism he faced in his time playing with the Brooklyn Dodgers. This simulation allows the user to travel back in time and walk through three scenes from Jackie Robinson's rookie year. The first Scene visualizes Jackie walking out onto an MLB field for the first time, where you will be booed and have banana's thrown at you. Lastly, you will be at home reading about racism at the time, and the steps Jackie Robinson took in the right direction.
THE PRESENTATION POST
This post's privacy is set to Everyone. This post showcases your final design by telling the comprehensive story of how your idea was born, developed, and manifested. The arc of the story should encompass the, How of your project in a compelling narrative. It showcases your design process including your brainstorming, each of your iterations, and your final prototype. It allows the viewer to delve deeply into your process.
You are encouraged to make your narrative as compelling as possible. All of the content below should be included, but if you would like to rearrange the material in order to tell your story differently, work with your coach.
Your presentation is a narrative, and the introduction sets up the scene for that story. Here you introduce the project, say why it is important, and summarize what you did.
TITLE WITH TAGLINE: This slides shows a crisp, clear final image and the title of your project. with a pithy blurb describing the project. The image, name, and tagline should draw a viewer in.
EVOCATIVE IMAGE: This is a single image that shows a clear image that evokes the soul of your project. This image helps set up the why in a compelling way, sets the stage for your narrative, and will help frame the entire presentation. The caption of this slide (set with the Edit Captions button when editing your post) should discuss the context of your project. No Text on the slide.
THESIS STATEMENT: This is a TEXT ONLY slide for which briefly describes the Soul and Body of your project. You can use the project description from your Brief or write something new. This statement ties together your narrative.
The Process Portion of your presentation tells the story of how you iteratively developed your project. Somewhere in that story you should include conceptual and technical precedents that guided you at each stage as well as brainstorming and process sketches and clear photo booth imagery for 3-4 stages of your process.
This portion is made up of three types of slides repeated 3-4 times. Each iteration in your process should include:
The Final stage of your presentation is the resolution of your narrative and shows your completed work. The use diagram shows how your project works and the construction diagram shows how it is assembled. Final photos show the project both in action and at rest. The imagery captures your final built design.
USE DIAGRAM: A diagram showing some aspect of the functionality. These can include:
MECHANICAL DIAGRAM: A diagram offering insight on how the project is put together and functions technically.
ELECTRONICS or OTHER DIAGRAM: Additional diagrams showing some important aspect of your design.
IMAGERY: The last slides should have an images of the final project. These images should be taken in the photo booth, cropped, and adjusted for contrast, brightness, etc. Images should include: