Screen Shot 2016-12-13 at 11.30.07.png

 

 

DIMENSIONAL WALK

This project is a take on spatial storytelling, using augmented and virtual reality.An immersive experience that allows participants to journey through one of the most historical churches in Copenhagen - Nikolaj Kunsthal, now a Contemporary art centre. Participants can manipulate reality and select the time and space in which they want to be. Through this, they experience the changes of identity that the Kunsthal underwent from the 13th century until the present day. The walk is guided using a rail, attached to the wall of the church, making it a part of the public space. The story is told with an interactive virtual reality headset and content may be changed by the museum, but the form of the installation dictates the style of storytelling.

Final Project at the Copenhagen Institute of Interaction Design

Research

Nikolaj Kunsthal is a Contemporary art centre that is based in an old 13th-century church, with a rich and tumultuous history that is currently not being communicated.
The main purpose of the collaboration with Nikolaj Kunsthal was to deeply research the past of the building, and create a narration that would explain the story of the unexpected transformations of this place, during the years 1200 to 2016.

Prototyping

The main objective of the project was to create an immersive experience, that would allow the visitors to experience historical parts of the building that, due to their age or other conditions, are not available to visit on a regular basis.
Participants have the opportunity to walk through one of the oldest towers in Copenhagen. The whole path turns into a timeline, and allows them with every step to “walk” on the history of this building through the centuries.
The prototyping phase was crucial to create and understand the interaction that would allow the participant to control where in the space and in which time they can be.

Next steps

The next steps of the Dimensional Walk project would be to build a rail with a virtual reality device, that can be controlled by pushing forwards and backwards. The rail would be attached on the exterior of the building, taking part of the public space, becoming a sub-exhibition. The museum could use the installation for displaying different video and virtual reality content.