VR/Animation/Installation, 2019 

If I were a cup



When parents talk to their kids, they often say, "Take care of your belongings, or they might end up damaged." In our daily routines, it's easy to overlook the small details because we're so accustomed to using them. So, we had this idea: "What if we put ourselves in the shoes of those objects?"




This led to the creation of a game that combines the VR experience of being a cup with a rhythm-action game. In this virtual world, The VR user wearing the VR headset becomes the cup through 360-degree video and devices. They not only see the cup from a new perspective but also feel it through visual cues and tactile feedback. On the other side, gamers take on the role of controllers, using devices to interact with and apply force to the cup. They control the devices by following icons and visual guides to convey each action in the virtual scenario. This two-way interaction fosters a sense of empathy for the object, making players more considerate the next time they use a cup—perhaps giving it a gentle shake.


  • Experience of a cup in VR through Rhythm-action game & device




The game setup one VR user and at least 2 gamer to play



  • VR & 360°video




This system included 3 devices to achieve the tactile feedbacks for different actions in rhythm game.

Safety




  • Rythm game
In rythm game, players follow visual guidances to complete these motion.





  • Process of design: start from a chair and a folding trolley



using the wooden stucture to fix on the trolley


making the pipe stand by laser cutting and cement



sewing the Cotton tapes to make safe instruments between the human body and chair



  • The detailed of haptic feedback devices






  • Presentation







透過VR讓玩家可以成為一個杯子,並且經驗一個杯子的感受,過程中將有另外兩個人使用設計的裝置完成節奏遊戲,並控制VR玩家,以此增加體感經驗。外面的人玩節奏遊戲,裡面的人成為被動的杯子。

Designer: Ying-Ju Chen, Pin-Hsuan Huang

responsible for XR, animation, interactive device design and making
Copyright © 2024 Ying-Ju Chen. All right reserved.