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      Creation of an Integrated Multisensory Wearable Story: Costume embedded haptics-VR using a considered eco-ethical design approach


      Proceedings of EVA London 2019 (EVA 2019)

      Electronic Visualisation and the Arts

      8 - 11 July 2019

      VR, Haptics, Costume, Storytelling, Multisensory, Interactivity, Sustainability

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          In this paper, Burge will summarise the journey of iterative technological and creative development to produce a multi-sensory story called ‘GhostNet’ developed as part of the WearSustain network to create sustainable wearable technology (EU Horizon 2020 grant No 732098). GhostNet is an interactive artistic wearable experience, which raises the awareness of ocean plastic pollution. GhostNet refers to the problems caused by plastic fishing net, lost or discarded, so-called ‘ghost gear and ghost nets’. This multi-component system has been developed with ethical considerations at every step of the design process (including circular design methodology, supplier, material and process choice) without compromising on creative or technological innovation. The dystopian interactive underwater VR scene is animated in Unity with visualisation of scientific data (Imperial College) is integrated with in-house crafted pneumatic haptics which inflate and according to the VR in the scene and via the controller. Couture style jackets with prints created in VR hold the electronics and have been produced by immigrant charity Heba using organic cotton and seaweed fabric. The costume aspect is central to the experiential narrative to create enclothed cognition providing a strong mental imagery adding to altering self-perception (Adam & Galinsky 2012) and the experience. Burge will reflect on the pros and cons of using this approach on sustainably designed user-centred emergent technology and its impact on multisensory story-telling. This was Burge’s fourth costume-spectacle wearable VR-haptic experience developed as a continuation from experiential themes around costume embedded wearables as a reference for ‘transformation and exploration of the pathways to narrative and ludic (playful) experiences (Isbister & Abe 2015).

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          Most cited references 4

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          Enclothed cognition

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            ‘Hidden problem of ‘ghost gear’: the abandoned fishing nets clogging up oceans’

             H Gould (2015)
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              Costumes as Game Controllers: An Exploration of Wearables to Suit Social Play

               K Isbister,  K Abe (2015)

                Author and article information

                July 2019
                July 2019
                : 389-393
                BB Studio, 56 Briarwood Road

                London, SW4 9PX, UK
                © Burge. Published by BCS Learning and Development Ltd. Proceedings of EVA London 2019, UK

                This work is licensed under a Creative Commons Attribution 4.0 Unported License. To view a copy of this license, visit http://creativecommons.org/licenses/by/4.0/

                Proceedings of EVA London 2019
                EVA 2019
                London, UK
                8 - 11 July 2019
                Electronic Workshops in Computing (eWiC)
                Electronic Visualisation and the Arts
                Product Information: 1477-9358BCS Learning & Development
                Self URI (journal page): https://ewic.bcs.org/
                Electronic Workshops in Computing


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