虚拟叙事
非对称性游戏
XR拓展现实
Motion Capture
Immersive
3D
Digital Art
Somatosensory
Generating Art
VR(Virtual Reality)
Threshold 2.0 is a two-player XR game experience that combines VR narrative and asymmetry XR game to explore the dynamic of the idol-fan relationship in the context of Chinese entertainment industry. Two players interact, one in the role of an 'idol' and the other in the role of a 'fan', to experience the changing process of the idol-fan relationship from a parasocial interaction perspective.
The fan player uses a VR headset and wears motion capture devices to participate in the interaction while holding a square box with a Vive controller mounted on it, and the idol player participates in the experience with the help of a frame with a Vive controller mounted on it. Depending on the stages of the idol-fan relationship, the two players have different goals and interactions in different chapters, thus representing the changing process of the idol-fan relationship.
This project had been presented at the Ars Electronica Festival in Linz (Austria).
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