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

      Published
      proceedings-article
      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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            Abstract

            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).

            Content

            Author and article information

            Contributors
            Conference
            July 2019
            July 2019
            : 389-393
            Affiliations
            [0001]BB Studio, 56 Briarwood Road

            London, SW4 9PX, UK
            Article
            10.14236/ewic/EVA2019.72
            8f4cd997-e9d0-4a71-8584-a6742a488889
            © 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
            History
            Product

            1477-9358 BCS Learning & Development

            Self URI (article page): https://www.scienceopen.com/hosted-document?doi=10.14236/ewic/EVA2019.72
            Self URI (journal page): https://ewic.bcs.org/
            Categories
            Electronic Workshops in Computing

            Applied computer science,Computer science,Security & Cryptology,Graphics & Multimedia design,General computer science,Human-computer-interaction
            Sustainability,Haptics,Multisensory,VR,Interactivity,Storytelling,Costume

            REFERENCES

            1. 2012 Enclothed cognition Journal of Experimental Social Psychology 48 4): 918 925

            2. 2018 Costume Embedded Haptics with Virtual Reality for Immersive Storytelling Electronic Visualisation and the Arts conference, London 11 July 2018 https://ewic.bcs.org/content/ConWebDoc/59631 retrieved 13 January 2019 )

            3. Ellen Macarthur Foundation 2017 What is a circular economy? https://www.ellenmacarthurfoundation.org/circular-economy/concept retrieved 13 January 2019 )

            4. 2015 ‘Hidden problem of ‘ghost gear’: the abandoned fishing nets clogging up oceans’ The Guardian 10 October 2015 https://www.theguardian.com/sustainable-business/2015/sep/10/fishing-industry-vows-to-tackle-wildlife-deaths-from-ghost-gear (retrieved 13 January 2019 )

            5. 2014 Feel Effects: Enriching Storytelling with Haptic Feedback ACM Transactions on Applied Perception (TAP) 11 3)

            6. 2015 Costumes as Game Controllers: An Exploration of Wearables to Suit Social Play TEI ‘15: Proceedings of the Ninth International Conference on Tangible, Embedded, and Embodied Interaction Stanford 15 January 2015 691 696

            7. 2011 See Yourself X: Human Futures Expanded Black Dog London

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