JACKSON POLLOCK VIRTUAL REALITY HOUSE MUSEUM
Design of Virtual Reality House museum to
re-creates Jackson Pollock's studio, life experiences, and work history.
UX Researcher, Designer, Persona, User Journey,
Adobe suite, Unity, Maya, Substance Painter, Mudbox,
A group project for Advanced Computing Center for the Arts and Design PollockVR was developed as an example of a VR House Museum. House museums, in real life, provide a way to preserve the space and belongings of a specific person, time period, or aesthetic. VR pushes this concept a step further, allowing users to manipulate artifacts and virtually navigate spaces that may be on the other side of the world.
By re-creating Pollock’s studio (currently located in New York), our goal was to create a space within which the user can experience a location typically difficult to access and gain information in a variety of formats about Pollock’s life and work history through a virtual but informative experience. Since majority of Pollock’s paintings are spread out over the globe, we included key pieces from his life for users to see and interact with in their actual scale.
The first step was gathering references for this project. Information about the Pollock-Krasner House and Study Center like pictures and 360 images were gathered. Also, proper references for hero assets such as shoes, stool, painting equipment, photos and videos of Pollock and his painting style were used as resources. Proper documentation of these resources could enhance the design and assembly process of the environment and contribute to the virtual museum experience.
After gathering references, the first step was storyboarding the interaction process. based on the storyboard, users could see Pollock’s drawing style and also navigate between two important periods of his artistic life.
Motion capture was recorded and processed with the help and performance of Taylor Olsen and Tori Campbell in the ACCAD Motion lab. This piece was representing the drawing style of pollock and was used to represent specific parts of his life.
LOW POLY PROTOTYPING
Prototypes were made based on references and the main goal was to keep them as close as possible to the original versions. Hero assets like shoes, stools, and floor were some of the main elements of the scene.