Still in the early stages of its development, VR technology requires new interaction paradigms, new softwares and new conceptual approaches. At FIELD we are keen to explore the possibilities of the new platform, and feel out what works for VR and what doesn’t. Over the next few weeks we’ll release a series of articles and experiments to share our research.
Making things come to life was one of the core ideas of FIELD from the beginning. We have always believed that branded design has plenty more potential than just ‘form follows function’. We want to use the power of code and design to create new audio-visual, immersive experiences. Over the years we have taken this approach into a large variety of formats, whether they be an online experience (Unique Flow for Toyota), through an iPad app (Energy Flow) or large-scale interactive installations (Force of Nature for Nike).
As Virtual Reality is becoming increasingly readily available, it provides a logical step in bringing our work to a new platform. It is also an incredibly flexible tool capable of replicating any environment imaginable, with the ability to simulate an individuals physical presence and sensory environment.
Last year we began our journey with Quasar, an ambitious art project that imagines 3 personas through interactive VR experiences, wearable sculptures, and photography. We designed a set of three sculptural helmets, each with a built-in Oculus Rift VR headset. Viewers could dive into a graphical galaxy filled with sound and music, and explore the atmospheric layers of an unknown planet using arm gestures and viewing direction to control their movements. Since then we’ve been working on VR music videos, webVR experiences, and more.
We’ve started formulating our thoughts into a few different chapters, to bring the research we’ve been doing in the studio into a tangible and shareable format. Over the next few weeks we’re going to release a series of articles and experiments to explore what VR can add to our work.