Do you remember the feeling as a child of building cities and palaces with simple wooden blocks, even creating entire worlds? Blocks allows you to relive exactly that feeling again. With the help of tracking systems, simple building blocks are brought to life virtually. Simply start building alone or with your friends and discover your world through the eyes of a child. You are the architect of your imagination.
“Blocks” was created in the creative concept module with Prof. Regina Reusch. The given topic was: “The work in the age of its digital (re)producibility” -> meaning / effect / content / aesthetics / techniques of contemporary digital media.
Our goal was to design a digital application that offers every user a unique experience for every user and allow them to create an individual result. As a basis, we wanted to represent a change of perspective to that of a child and use mixed reality to stimulate and visualize the individual's imagination.
Our goal for the prototype was to exemplify the most important core interactions of setting, removing and connecting as examples. The models serve as visualization and come from the Unity asset store. At this stage, the prototype runs via the Unity Editor 2021.3.16f1. All core interactions work. Up to 3 objects can be tracked.
A problem that arose during the design phase and was neglected for the prototype for the time being is that blocks cannot be stacked on top of each other, otherwise the lower block will no longer be recognized. This problem would have to be solved by a different type of tracking. Since camera tracking could always be obscured, a tracking system would be conceivable in which the blocks have their own type of position sensor.
For future development, other usage situations would be possible outside the exhibition situation. A function to export the 3D map created could be used for video games or table-top RPGs, for example.
As the Design and Coding Lead, I directed the project’s creative vision and oversaw the development of its core functionality. I implemented the interaction systems, managed the technical setup for the prototype, and translated our conceptual goals into a working mixed-reality experience.