Grace A. Spee, Bansri Thakkar, Abinash Mallick, Jennifer Cyrus, Quentin Bu, Arda Erdeniz, Daria Tsoupikova
{"title":"OASIS: A Collaborative Virtual Reality Design Exhibition Exploring the Post-capitalist Mall","authors":"Grace A. Spee, Bansri Thakkar, Abinash Mallick, Jennifer Cyrus, Quentin Bu, Arda Erdeniz, Daria Tsoupikova","doi":"10.18848/2325-1581/cgp/v16i01/65-81","DOIUrl":null,"url":null,"abstract":"Since time immemorial, shopping malls have served as potential havens for establishing symbiotic relationships between often multiple individual communities and their corresponding consumers, all under a single roof. These installments with ground-breaking architecture coupled with a multitude of amenities have inconspicuously managed to generate an ambience and long served as a beacon for these local communities. Today, as the ongoing COVID-19 pandemic has brought the world to a commercial standstill, the economics of malls continue to collapse. This article details the creation of OASIS, a collaborative virtual reality project designed for mental rehabilitation, which examines the themes of destruction, growth, sustainability, and mindfulness using the metaphor of a desolated shopping mall. Ten individual virtual spaces within OASIS were developed to encourage participants’ engagement in a virtual environment and to alleviate the impact of social isolation during the ongoing coronavirus pandemic. This collaborative project developed at the University of Illinois Chicago involved a team of ten designers from Industrial Design and Graphic Design programs in the integrated virtual creative production. OASIS was developed in a remote collaboration using the Unity game engine and other collaboration tools enabling virtual teamwork. In this article, OASIS is situated within a discussion of how virtual design collaboration can help mitigate issues related to isolation during the coronavirus pandemic. Qualitative feedback from designers and audiences confirmed the effectiveness of virtual reality as a tool on individual and collective creative experience. Exhibited in an online gallery, OASIS explores how design methodologies and VR technology can enhance the graphic design curriculum.","PeriodicalId":52101,"journal":{"name":"International Journal of Visual Design","volume":"1 1","pages":""},"PeriodicalIF":0.0000,"publicationDate":"2022-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"International Journal of Visual Design","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.18848/2325-1581/cgp/v16i01/65-81","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q2","JCRName":"Arts and Humanities","Score":null,"Total":0}
引用次数: 0
Abstract
Since time immemorial, shopping malls have served as potential havens for establishing symbiotic relationships between often multiple individual communities and their corresponding consumers, all under a single roof. These installments with ground-breaking architecture coupled with a multitude of amenities have inconspicuously managed to generate an ambience and long served as a beacon for these local communities. Today, as the ongoing COVID-19 pandemic has brought the world to a commercial standstill, the economics of malls continue to collapse. This article details the creation of OASIS, a collaborative virtual reality project designed for mental rehabilitation, which examines the themes of destruction, growth, sustainability, and mindfulness using the metaphor of a desolated shopping mall. Ten individual virtual spaces within OASIS were developed to encourage participants’ engagement in a virtual environment and to alleviate the impact of social isolation during the ongoing coronavirus pandemic. This collaborative project developed at the University of Illinois Chicago involved a team of ten designers from Industrial Design and Graphic Design programs in the integrated virtual creative production. OASIS was developed in a remote collaboration using the Unity game engine and other collaboration tools enabling virtual teamwork. In this article, OASIS is situated within a discussion of how virtual design collaboration can help mitigate issues related to isolation during the coronavirus pandemic. Qualitative feedback from designers and audiences confirmed the effectiveness of virtual reality as a tool on individual and collective creative experience. Exhibited in an online gallery, OASIS explores how design methodologies and VR technology can enhance the graphic design curriculum.
期刊介绍:
The journal explores processes and practices of representation and communication using the medium of the image. Areas of interest include communications design, visual arts, illustration, photography, film and video, graphic design, typography, interface design, internet design, animation and computer simulations.