All posts by Minh-Anh Mia Do

book-smart and sugar-addicted || the written word & all things linguistics || email: dmad920@uowmail.edu.au

[Update] BCM325 Digital Artefact: Virtual Reality & Storytelling

The Specs

A few weeks ago, I announced my choice of topic for my BCM325 Digital Artefact, which is Virtual Reality (VR) and related ethical issues. However, further research has proven that VR-in-general is too large a topic; combined with my passion for writing and storytelling, this means I have narrowed the scope down, focusing on the application of VR in storytelling to create compelling narratives.

bcm325 VR (1) (Illustration by me)

In my upcoming presentation, I will share with the class some key points which I will further explain these below, with resources from my secondary research thus far.

VR is one of the keys to immersive storytelling, yet there are currently some obstacles.

Created in 2016 and even nominated for an Academy Award (Chalk 2017), Pearl is not only a theatrical short film but a fully immersive 360° video and an interactive VR experience. Following the dream-chasing journey of…

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#BCM325 Live-Tweeting a.k.a. the (Joyful) Trials and Tribulations of Multitasking

The Specs

*Spoilers ahead; you might not want to read this post if you have yet to watch one of the following films: Ghost in the Shell (1995), WestWorld (1973),The Matrix (1999), Be Right Back (Black Mirror S2E1, 2013), Robot & Frank (2012), Hated in the Nation (Black Mirror S3E6, 2016).

This session, I have sailed (waddled, more like) into uncharted waters, thanks to BCM325’s live-Tweeting requirement. Throughout the first eight weeks of this subject, Future Cultures, eight films were screened and analysed/commented on in real time by us students.

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BCM325 Proposal: Virtual Reality & Storytelling with 360° Illustrations

The Specs

A quick explanation of Virtual Reeality (VR) by HowStuffWorks

“A virtual reality system is an interactive technology setup (software, hardware, peripheral devices, and other items) that acts as a human-to-computer interface and immerses its user in a computer-generated three-dimensional environment.” (Meinhold 2013)

Addressed as one of the technology trends for 2018, Virtual Reality (VR) is on its way to becoming integrated into every possible field—from medical to education to business, you name it. Yet as prevalent as it appears, VR can be quite an elusive concept for newcomers; however, it can essentially be recognised through these five criteria: believability, interactivity, whether it is computer-generated, explorability, and immersion.

NASA VIVEDInitially created to improve flight simulators and for astronaut training, the early VR technologies was then modified by NASA in their remarkably successful attempt in the 1980s to create the first VR system which consisted of a host computer, a…

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