Portfolio

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Portfolio

Aria Teramae

Introduction

Aria Teramae

My portfolio represents what I've learned and accomplished as a design student. I became interested in immersive experiences after a live production I did during my undergraduate studies, and I will graduate with an MA in Immersive Arts at the University of Bristol in January. I have been working with After Effects for 4 years and Cinema 4D for 3 years.

Education

Kyushu University

2019 〜 2023

I graduated from the Department of Art and Information Design at the Faculty of Design. I joined the Kim Lab, which researches digital content, and researched new video productions that create an immersive experience using MR technology.

University of Bristol

2023 〜 2024

I graduated from the MA Immersive Arts (Virtual and Augmented Reality) course. Through my lectures, I learned about the history of immersive arts, the technologies used to create virtual spaces and immersive storytelling. Moreover, I created an immersive interactive installation as my final project, inspired by immersive projection installations and video game mechanisms.

Mirrorproduced by zenya

https://www.youtube.com/live/a9H6 kciAfM?si=yFZxFkxIotJ0Vq-m

Genre: Music concert

Software: After Effects, Cinema 4D, VDMX5, MadMapper

Role: Leader of the video department

Production period: 09.2021 - 05.11.2021

We created everything for a music concert, from the stage to the lighting and the video in this project. I was the leader of the video department. Through this project, I developed an interest in immersive experiences and my confidence in filmmaking grew and my knowledge of video systems increased.

Movie

Title Announcement Video

https://youtu.be/SI6sPC7YWzY?si=YvtLywJ18eBczFxd

These are the representative videos I produced during this project. In particular, the title announcement video is the video I spent the most time on during this activity. I created a Cinema4D to express the mirror shards based on the title, 'Mirror' , and the story expressed during the live performance.

VJ footages

https://youtu.be/iBxVIkE8EgQ

https://youtu.be/cSBSIUn3Lyc

https://youtu.be/yEbZYy4 fWU

Projection mapping

Projection Mapping

https://youtu.be/qgTSDa6lG0g

Based on the screen proposal, I created the shape of the screen in Illustrator and the format produced. As the screen is divided into three sides, three projectors were used to project the three sides.

Combination with live

streaming

Projection of live streaming video

Project VJ video and live streaming video simultaneously

As well as projecting VJ images on three screens, streaming video was also projected on the middle screen. This added special effects to certain productions.

Dan Dan Dance!!

Genre: Dance game

Software/Devices

Touch Designer, Kinect, After Effects, Cinema4D

Role: Leader in a group of 4 people

Production period: 11.2021 - 06.2022

The coronavirus pandemic has reduced opportunities for primary and junior high school students to exercise, leading to concerns about lack of physical activity. Therefore, we created a dance game work that uses the whole body intending to address these concerns. Kinect was used for body tracking and projection mapping was used to display the game.

Prototype

https://youtu.be/twTdCzBfvkw

https://youtu.be/Yth-DD1GeKc

https://youtu.be/q2WFGt7eXF0

As a prototype, a game was created using the song Make You Happy by NiziU, which was popular among primary and junior high school students in Japan. After Effects and Cinema4D were used for the background videos. Projection mapping was done on three surfaces using three projectors. After the game was created, it was tested within the university, leading to improvements for the final version. Production Period: 11.2021 - 02.2022

Final Version

Production Period: 2022.02 - 2022.06

After validating the prototype, three changes were made: effects when scoring, increasing and changing the music, and reducing the projection mapping. We then had elementary and junior high school students experience the projection and give us feedback. The results were presented at a conference called the Japan Society for Exhibition Society.

https://youtu.be/bfKbNzhHj0k

https://youtu.be/kl3YQAAmMus

https://youtu.be/upVZtsaRk Q

Graduation work

This work focused on the sense of immersion in immersive digital art and used 360° projection mapping and mixed reality. The objective is to examine whether mixed reality can be applied to create more immersive artwork and what elements could be used to give the viewer a more immersive experience.

Genres:

Projection mapping and Mixed Reality

Software and devices: Unity, Cinema4D, Hololens2

Types of work: Individual graduation work

Production period: 10. 2022 - 01. 2023

Mixed Reality

https://youtu.be/tBU9546qNsk

Spatial Awareness

Hololens2 performs spatial recognition through the camera, but if the surroundings are too dark, the camera cannot acquire enough information and spatial recognition is impossible. Therefore, by placing LED tape on the ground in line with the 360° screen, Hololens2 spatial recognition can be used in dark environments.

https://youtu.be/Y9JRwba80Tc

https://youtu.be/XhJCdJeyBkc

360 Videos

These six videos were created and divided into the assumed elements of immersion. Each video focuses on perspective, camera work, particles and whether the background is black or not.

https://youtu.be/jqyCb1neXS0

https://youtu.be/h-i95NOGTwU

https://youtu.be/BxDgiiHvuCY

https://youtu.be/RZc6xmjXNmo

https://youtu.be/Ukm5EozcNeA

https://youtu.be/fnlyNJhvlpQ

Final Version

https://youtu.be/nYOyYuByPpg

https://youtu.be/7j banfU cE

These videos are projected onto a 360° screen and are the images that are visible when the Hololens2 app is opened.

https://youtu.be/CXcFV6u 1p0

https://youtu.be/UxaqnI-qe4w

https://youtu.be/RLU6mfH2JfQ

https://youtu.be/5BuyG-sojSk

Missing

Genre: VR game

Software: Unity, Maya

Types of work: Group Project

Production period: 04.2024 - 05.2024

This project is a VR narrative escaping game called 'Missing'. We aim to make the player immersed in VR space through our narrative structure and feel the importance of family communication. To realise these aims, we focused more on the storytelling of our game as a design structure than interaction designs.

Puzzles

Player’s moving

The players come to the room where the girl who lived in the house is missing as a house cleaner and find that they are trapped. They need to collect five strings of the guitar owned by the missing girl and cherished by her to escape from this game. The players discover the stories about the missing girl and the secret between the players and her in the end. We have created the following five main interactions in the game and the players can get the five lost strings by performing these interactions.

On boarding

Players will receive an invitation and see a poster of a missing person before putting on the VR Headset.

When Sound cue, players will walk to the desk to find a poster and a guitar string (The player walks up to the poster, and the desk lamp lights up). Players will learn to collect five guitar strings.

Each number on the carpet represents a different sound. Touching different numbers on the carpet makes a different sound. Play the rest of the score. The player then gets a string.

The players will find a bear. They place the bear in the correct position to get a guitar string and also know the next puzzle.

Players follow the clues to find the broken diary page and put the two together. They get the third string and a half-family photo.

Players unlock the code on the wardrobe. The third puzzle will give the player a sign of the wardrobe's code. The players open the wardrobe and get a string, a letter, a family photo of the other half and a new guitar.

Players will find out through family photos, and mirrors to know. He or she is the missing girl.

Off-boarding

The players walk up to the guitar with four strings. After putting the strings on, they get the room key.

Players will receive a photo when they take off their VR headset.

Playing Video

https://youtu.be/muvN3ntr6Es

We did a final demo on 16th May 2024. One of the things that worked well in this work was how well we conveyed our story to the players. This game places more importance on the story than the interaction and we had many discussions about the storyboards during the production process.

Hatch & Seek Hatch & Seek

Genre: Immersive Interactive Installation Software: After Effects, Cinema

Genre: Immersive Interactive Installation Software: After Effects, Cinema

4D, TouchDesigner

4D, TouchDesigner

Production period: 06 - 08.2024

Production period: 06 - 08.2024

Types of wo Group Pr

Types of work: Group Project

Hatch & Seek is a mixedreality interactive experience which prompts 6 audience members to play collaboratively whose theme is 'Playing'. We were driven by our interest in creating a multimedia installation which explored physical and virtual spaces and the way we move and interact within and across them. Finally, we created the installation which is inspired by interactive installations and video game mechanisms.

Hatch & Seek is a mixedreality interactive experience which prompts 6 audience members to play collaboratively whose theme is 'Playing'. We were driven by our interest in creating a multimedia installation which explored physical and virtual spaces and the way we move and interact within and across them. Finally, we created the installation which is inspired by interactive installations and video game mechanisms.

User Journey

Series:

How challenging physically or emotionally is the activity

The energy that the activity demands How playful are we predicting our audience will feel

Office Tour

Destroying

Onboarding

a simple onboarding which sought to ease users into the experience by introducing them to our storyworld with corporate name tags.

Building

This interaction was developed as a more clear and direct creative activity, with established guidelines which would feel familiar and therefore warm up our audience into play.

Its length of 10 minutes allows users to focus and better absorb their surroundings and its pairwork format acts as much needed ice breaker.

Inviting players to move around was devised to bring a more embodied focus and as a way to explore the space. Because it is more physically challenging it acts as a way to spark and invigorate audiences, preparing them for the final activity.

Our most emotionally challenging task was prompting our audience to destroy. This felt like beautiful way to invite audiences to play with genuine disregard. Particularly as with their creative destruction in a way they were continuing to make.

This user journey was first developed for User Test 1 and due to its success remained a structural anchor for all iterations of Hatch & Seek.

StoryHatch Inc. becomes a separate entity from the office building. They are an “evil” corporation and they employ the audience. In this experience, audience members come to the building as part of their orientation on their first day of work. During this orientation, they learn that the company that employs them is hurting the sentient office building, and they need to help him find freedom. In order to free the office, they must destroy this corporation - in the final destroy interaction.

https://youtu.be/nq UnQax7O0

After the audience enters the space, they will receive an email from Hatch Inc. The email will instruct them to work in pairs to complete the first activity of this orientation: ‘Building’.

Audience members pair up and create their dream Hatch Inc. office using the materials we provided. This will take up to 10 minutes, however, it might change depending on the audience's progress. For the second activity, they take an office tour. It is guided by our original character, Stamply, who tells them the truth about this mysterious space during the office tour.

After finding out the truth, they are asked by the office to destroy the dream Hatch Inc. office they created. There is no time limit for this activity and the end time is left to the audience.

Modelling

To realise the office tour, we decided to create the fictional building space in 3DCG and create an animation in which the camera travels through the space. It has six scenes: Hub, Meeting room, Corridor and Lift, Toilet, Rec room and Filing room. The spaces become crazier and crazier as the camera moves through the office.

Coddidor
Rec room
Meeting room
Toilet
Filing room

During the office tour, Stamply explains about each room. Therefore, we created videos that play during the office tour, and videos of Stampley explaining about each room.

https://youtu.be/qz4gecxvC8Q

https://youtu.be/6act2SdMJ6M

https://youtu.be/bBxhOCCBFiY

https://youtu.be/n9DrcvktxzM

https://youtu.be/oB9Rb2EJ6ug

https://youtu.be/53leDLSXGLU

Final Version

https://www.youtube.com/watch?v=Y- Jr0YVhYY

https://www.youtube.com/watch?v=68HPaSO8PLQ

We did a final demo on 29th August 2024. The thing that felt successful for us was that people had fun. An element which seemed quite simple but was a very big priority for us. Our theme of this project is 'playing' and our aim is to create an immersive installation which makes people feel fun. Therefore, I believe that this project succeeded since the audience had fun.

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