Project Plan

 

What is it?

ArtiHuman is critical art that will be used as an exhibition piece. It is an interactive virtual-reality demonstration, which is based on a human that has now become 80% robot and 20% human. The nanotechnology in the ArtiHuman’s body has developed an artificial intelligence system on its own and now acts as the subconscious of the human. Within the game, the player has to learn how to use their new body, while the subconscious continuously talks them through it. The subconscious also explains to the player that it is a superior intelligence system that was installed and will improve as it learns the human’s behaviors.

 

Synopsis

At the beginning of the experience, the ArtiHuman awakens in a lab. It is made up to look like a bedroom but is very cold and corporate. The character is confused as to what is going on. They are prompted to explore objects in the room to learn more about them, such as the books or the printer. A voice in their head begins to talk to them, reassuring them that they are not alone. The player begins to get confused as codes and analytic tools begin running through their vision, but the subconscious continuously talks them through it and explains that it is a superior intelligence system that was installed and will improve as it learns the human’s behaviors.

 

They eventually come to a door and exit through it, finding themselves in what seems to be a lab and research center. As they explore the room and space around them, they absorb information and learn more about their new abilities as an ArtiHuman. The subconscious coaches them to try different things, such as erudition sensors, one-touch downloads from computer systems, and self-defense in the form of threat detection. The player first trusts the subconscious, but it eventually becomes apparent that the system has an agenda of its own. The human then needs to make choices as to whether they will continue to follow the subconscious’ guidance or determine if they even have a choice at this point.

 

View Storyboard

 

Artist Statement

ArtiHuman is a virtual-reality interactive system that engulfs the user in an immersive environment in which they experience being a human that has been consumed by nanotechnology and artificial intelligence. We are now in the future, and the human has now become 80% robot and 20% human. Additionally, the nanotechnology in the ArtiHuman’s body has developed an artificial intelligence system on its own and now acts as the subconscious of the human. Throughout the experience, the player has to learn how to use their new body, while the subconscious continuously talks them through it and explains that it is a superior intelligence system that was installed and will improve as it learns the human’s behaviors. As the ArtiHuman continues learning through its course of exploration, more questions arise regarding what has happened to him and many others who have become sub-artificial beings and who is there to aid in assistance or prevent them from learning the truth.

The system requires a Samsung Gear VR headset for viewing, a Samsung Galaxy S6 (or other compatible Samsung mobile device) to run the software, and a bluetooth gamepad controller to move around and perform functions, which may be optional.

The human body is what we use to present ourselves physically and interact with the world and all it has to offer. As a species, we have developed technology at a brilliant rate, but we continue to increasingly depend on technology at an alarming rate as well. The ArtiHuman experience simulates the effects of this and what could become of society if we continue to develop and depend on technology at the rapid speed that we are. Can we continuously trust the technology that we create and are presented with? The ArtiHuman experience is here to explore this. ArtiHuman is also an experiment that poses several questions such as, “Can simulations increase awareness of the effects technology can have on the human race?”, and “Can we provoke the upcoming generations to make a difference in the behaviors and dependence?” Despite the exceptionally sci-fi probability of the occurrences in the ArtiHuman experience, an immersive run through the game will cause many minds to inquire about these scenarios.

 

 

Logistics

The project will be completely executed as an independent project. It will be completed in three stages: planning, design, and execution. The management side will be guided by the project management instructor, while the game design side will be coached by a game design/programming instructor. The budget will come solely from the student, with the majority of the costs relating to virtual reality, gamepad hardware, and digital assets to aid in the game design.

 

Barriers

One of the main barriers and challenges this type of project presents is the lack of virtual reality game documentation and tutorials in relation to the software and hardware being utilized. As this is a new technology, there are not many preexisting resources available to assist with the development, which will result in many hours of preliminary research in order to aid the efforts of build and creativity. This will definitely be a challenge in intellectual exploration and time management and planning will be critical.

Another challenge is developing an experience that will appeal to a generation whose lives depends on technology. The goal for the game is to demonstrate the detrimental effects of the steadily increasing dependence on technology, however that is a tough message to get across to people who already depend on it. One way to overcome this is to use exaggerated forms of expression that do not exist, and ArtiHuman’s goal will be to provide an immersive first-person experience, via a new medium (VR technology), in bringing awareness to this issue. In this way, this virtual game will portray a level of overwhelming technology as surreal and futuristic, and only something that could happen but that has not begun as yet.

 

 

 Road Map

  • ArtiHuman is a 360 degree, virtual-reality experience.

    • Walkthrough

      1. Menu -> Help

      2. Begin Game -> Opening Scene

      3. Explore objects in the room to learn more about them, while an Artificial Intelligence “Subconscious” presents itself as voice in their head and begins to talk to them.

      4. Come to a door and exit through it to a large lab and research center.

      5. Absorb information and learn more about their new abilities as an ArtiHuman.

      6. It eventually becomes apparent that the Subconscious System has an agenda of its own.

      7. The human then needs to make choices as to whether they will continue to follow the subconscious’ guidance or determine if they even have a choice at this point.

  • It is experienced with a Samsung Gear VR headset for viewing, a Samsung Galaxy S6 (or other compatible Samsung mobile device), and a bluetooth gamepad controller. All three devices will be needed to demonstrate the piece.

  • The game needs to be planned and designed. Game decisions, language choices, and paths need to be selected.

  • The experience needs to be built in Unity, a game development engine used to create experiences across various platforms, first. Unity is inexpensive and allows for full customization in terms of dimensions, graphics, workflows, exportable platforms, and more. The map (arena), which will serve as the main playable areas and stages for the player, will be built first.

  • After that is complete, it will be filled with assets and characters for the player to interact with. Some of these assets will include items such as furniture, light fixtures, electronic objects, science fiction effects, and animated access points. These assets will be purchased from the Unity Asset store.

  • The next step for the design is to implement the main character and the VR interactions with the game. The program controls will be implemented at this point as well.

  • Self testing will be conducted throughout, and external play testing will be done after the final controls are implemented.

 

 

Exhibitions

ArtiHuman is an interactive critical art installation that will be used as an exhibition piece. The goal is to get ArtiHuman into shows, symposiums, and the like in order to allow for maximum exposure and spread of the lesson behind the game. I would also like to get it into children’s libraries as an interactive installation, as well as into science museums. To achieve this, it would be ideal to initially build a presence for ArtiHuman through networking and an online presence, and then eventually have the opportunity to demonstrate and provide trials for organizations and libraries that may be interested. Providing an early trial to a particular group before maximum exposure at shows and symposiums would allow for feedback in order to assist in the positive progression and advancement of this project. I think these types of serious and educational environments would support such an experience and enhance the lesson and important behind it. The following are some examples of potential exhibits.

 

  1. ISEA: International Symposium on Electronic Art (Theme: Cultural Revolution)

    1. ISEA International is an international non-profit organization promoting interdisciplinary academic discourse and exchange among culturally diverse organizations and individuals working with art, science and technology. The main activity of ISEA International is the annual International Symposium on Electronic Art (ISEA).

    2. One topic at the ISEA International Symposium that this project would fit perfectly into is: Biopolitics/biopower: Genetics (G), Nanotechnology (N) and Robotics (R) ;  Theme: “The ancient human urge for dominion (control/power) over all living things re-emerges as simultaneously the promise of augmented evolution and the threat of the anthropocene. In this context, Foucault’s notions of ‘biopolitics’ and ‘biopower’ offer a chance for informed interdisciplinary investigations of what Ray Kurzweil refers to as “the three overlapping revolutions” of the Singularity: genetics, nanotechnology and robotics. The increasing sophistication of drone warrior and/or companion robots, micro-medicine and/or CRISPR gene-editing suggest the emergence of customized organisms and robotic presences (at all levels of scale) both as research vectors and as commodified entities. Can modalities of increased synthetic control be fused with a revived ethics? In what ways do ‘biopolitics’ and ‘biopower’ offer ways to re-think agency and relations? How does the entropy of current GNR developments alter the problematics of political rationalities and social governance?”

  2. Ars Electronica: A center for electronic arts

    1. Art, technology, society. Since 1979, Ars Electronica has sought out interlinkages and congruities, causes and effects. The ideas circulating here are innovative, radical, eccentric in the best sense of that term. They influence our everyday life—our lifestyle, our way of life, every single day.

    2. “The “Interactive Art +” category is dedicated to interactive works in all forms and formats, from installations to performances. At the top of the agenda is artistic quality in the development and design of the interaction as well as a harmonious dialog between the content level and the interaction level—that is, the inherent principles of interaction and the interfaces that implement them. Of particular interest is the sociopolitical relevance of the interaction as manifested by its innate potential to expand the scope of human action. Jurors are looking forward to encountering innovative technological concepts blended with superbly effective design (usability).”

  3. I/ITSEC:  Interservice/Industry Training, Simulation and Education Conference

    1. (I/ITSEC)is the world's largest modeling, simulation, and training conference.

    2. It consists of peer-reviewed paper presentations, tutorials, special events, professional workshops, a commercial exhibit hall, a serious games competition, and STEM events for teachers and secondary students.

    3. The Serious Games Showcase & Challenge (SGS&C) celebrates the use of games and game technology as a delivery medium for instructional material. The Challenge is divided into categories: Business, Government, Student, Mobile, and Special Emphasis.

  4. Meaningful Play: a conference about theory, research, and game design innovations, principles and practices

    1. Meaningful Play 2016 is a conference about theory, research, and game design innovations, principles and practices. Meaningful Play brings scholars and industry professionals together to understand and improve upon games to entertain, inform, educate, and persuade in meaningful ways.

    2. The conference will include thought-provoking keynotes from leaders in academia and industry, peer-reviewed paper presentations, panel sessions (including academic and industry discussions), innovative workshops, roundtable discussions, and exhibitions of games and prototypes.

    3. The conference is primarily for:

      • industry and academic game researchers

      • industry and academic game designers and developers

      • game educators

      • students

      • government and NGOs interested in games

    4. The two primary themes of the conference are:

      • exploring meaningful applications of games

      • issues in designing meaningful play

 

 

Future

The ArtiHuman experience was built to be a 15 minute demonstration of a longer game that will build upon it in the future. The demo is appropriate as an exhibition piece, however the long term plan is to build out approximately 8-10 levels with an intricate storyline. The full length game will go into the ArtiHuman history, who they are, why they were created, and what is their purpose; it will answer many of the questions that are introduced in the demo. There will be battles with the human race, resulting in a fight for humanity as we know it versus the overpoweing technology.

I plan to contact Samsung and present the ArtiHuman experience in an attempt to gain exposure for it. I will work to get the game demo on the Google Play store so it is available to all android users, as well as onto the Oculus app store so anyone with a VR headset can experience it. I hope to have enough exposure through the free demo so that when the full game is completed and available for purchase, it will be successful.

 

 

 

Schedule

 

ComponentsHoursStartFinishDays
Research and Planning
Research201/3/20162/4/201631
Platform/Code
Goal
Programs
Game choices
Procedure to create game
Concept Document31/14/20161/21/20167
Project Plan61/21/20162/4/201614
Design
Storyboard102/1/20162/6/20165
Game Decisions
Language Choice
Path Decisions
Implementation
Design main character1002/9/20164/9/201660
Design Map/Arena101/3/20161/6/20153
Implement assets142/6/20162/13/20167
Implement Characters142/13/20162/20/20167
Create/Program Controls202/20/20162/29/20169
Implement audio202/29/20163/9/20169
Implement VR visual interactions203/9/20163/18/20169
Testing
Self testing502/1/20163/25/201655
External play testing203/25/20164/1/20167
Corrections204/1/20164/8/20167
Documentation
Paperwork/Writeups104/8/20164/10/20162

 

Budget

 

ComponentsCostStudent PriceNotesLink
Hardware
Samsung Gear VR Headset$100.00$100.00http://www.samsung.com/us/explore/gear-vr/?cid=ppc-
Power A Moga Hero Gamepad$30.00$30.00http://www.amazon.com/POWER-MOGA-Pro-Electronic-Games-Game/dp/B00FB5RBJM
Compatible Samsung mobile device$580$580*Already owned this mobile devicehttp://www.samsung.com/us/explore/galaxy-s-6-features-and-specs/
Software/Digital
UnityFreeFree
Adobe Suite$50/month ($200 Total)$20/month
Autodesk Maya$185/month ($740 Total)Free 3 year subscription
Game assets (Furniture, additional characters, etc)$50 (Approximately)$50
Total
$1,700$260