Note, this is a rough draft of the final year document. Sections, graphs and citations will be added in before the deadline.
Final Year
Project Proposal Document
Abstract – 150 Words
WIP
Section 1 -Introduction (250 words)
For my final
year project, I will create an interactive multimedia 3D visual adaptation of
Gerald Manley Hopkin’s poem, “Spring”. This 3D experience will transform the
poem into a 3D environment that the user can walk through and experience. The
landscape will both represent the poems visual imagery and metaphorical messages.
The experience will start in a winter forest, the landscape dead and cold. As
the user slowly walks forward, a disembodied voice will narrate the poem. The
words spoken will have a direct effect on the environment around the user, bringing
life into the forest, through animations and visual effects. However,
since one of the key themes of the poem is the passage of time and the loss of innocence,
the environment will slowly revert to Winter, creating a loop.
Section 2- Business Context (600 words)
For my project’s business context, I envisage it as a
prototype piece to be used as part of a wider exhibition in a gallery or museum.
This exhibit would include VR technology to add a heightened sense of immersion,
and act as an interactive tool for people to experience the poet’s work through
a multimedia experience. By no means will this exhibit act as a standalone piece,
but will function within a much wider exhibition, either dedicated to one, or a
collection of famous Irish poets, such as W.B Yeats or Seamus Heaney. While the focus poem for this project is
Gerard Manly Hopkins’s “Spring”, this multimedia experience could theoretically
apply to most poems, especially those that feature a range of visual imagery.
To make this
exhibit commercially viable, I would either try to sell this project to, or collaborate
with, a museum that focusses on educating/displaying Irish literature or culture.
Examples would include the Irish Museum of Literature or The Irish Museum of Immigrants,
as they have a heavy emphasis in promoting Ireland’s heritage and culture.
Creating these experiences tied to Ireland is already a
major priority for the country, as it contributes to Ireland’s growing Experience
economy. Governmental bodies, such as Culture Ireland, a division of Department
of Tourism, Culture, Arts, Gaeltacht, Sport, and Media can act as a source of
funding for this project, as they provide grants to Irish artists and companies,
to promote their work at strategic international events and venues. An example
of this occurring in 2022 alone, Catherine Martin, head of the department, approved
over €170,000 in funding for local and regional museums around the country. Corporate
sponsorships to technology companies that specialise in VR technology, such as
Sony, could potentially aid in the funding for this project as a form of advertisement.
The exhibit itself
would be marketed as a fun and immersive way to experience famous Irish poems
through a multimedia experience. Instead of just reading/interpreting the poem
from an information stand, or from a book, the user can be transported to the
world of the poem and experience the imagery and the emotions of the poem first
hand. This could help the user’s interpret poetry’s use of difficult/cryptic language
and writing, (depending on the poem of course), whilst establishing a greater appreciation
for the medium.
While anybody
can use the exhibit, the product will be specifically marketed towards third/second
level students, literary enthusiasts, or tourists. To further target this
market, tour groups and workshops can be organised with local school groups to
help them learn, appreciate, and form their own opinions on Irish poetry.
Revenue generated
from this exhibit will by primarily made through earned income. This includes
ticket sales, visitor donations, exhibition/tour guide fees and gift/book shop sales.
Promotion/advertising could be done through a multitude
of methods, depending on the project’s budget. One of the simpler and low-cost
methods would be to launch an online social media campaign across popular platforms,
such as Instagram, Facebook or TikTok. This method would not only be easily accessible
for multiple demographics, but would also appeal to younger consumers, as they
use these platforms frequently.
A potential issue for this project could include creative
differences between myself and the copyright holder. Fortunately for this
project, most of Hopkins published work has been in the public domain since
2001.
Cost could also pose as another potential issue for
the exhibit. According to World Viz, the average cost of a singular VR installation
could range from “$2,000 - $10,000” dollars, which if exchanged into euros,
would roughly equal €1,898- 9,490. This, along with maintenance
costs, staff training could impact the quality of the installation/experience if
the museum lacks the optimal budget. This in turn, can affect the installation’s
overall competitiveness among other sources of information, especially online.
Section 3- Cultural and societal reference
(600 words)
While it is common to assume, especially amongst
young people, that poetry is a form of literature best reserved for academics
or exam halls, I believe that with the use of digital media and modern technology,
I could change the attitude to what is seen as a “difficult” subject, and hopefully
invoke an interest in the medium. Rather than approaching poetry from an
academic standpoint initially, through the medium of animation, visual imagery,
and interactivity, the student will be encouraged to enjoy the poem and draw
upon their own imagination and opinion.
Poetry, by its very nature, is s a spare form
of expression that forces the reader to interpret/understand what is being said.
In the same way that a painter expresses their emotions and feelings onto a canvas,
poets use literature in a similar manner, each with their own unique voice, expressions
and identity.
Furthermore, due
to the multifaceted nature of poetry, everyone has their own way of relating to
a poem, which gives way to a wide range of different interpretations and
meanings of a poet’s work.
For this reason,
we should expect young people to respond positively to the medium, especially at
the age where short forms of expressions and opinions are shared across social
media. Whilst poetry has risen in popularity in Ireland, especially with Covid
and lockdown, there is still the common notion that poetry is too hard to understand
and approach.
While poetry
can aid both students and adults to find and express their emotions, the examination
system only measures the success of the student, not by their deeper understanding
of poetry, but by their ability to analyze the medium on a technical level. This
usually results in a set of formulaic interpretations being taught to students,
that they must learn in order to pass successfully, “What my students’ anxieties
boil down to is a sense of disenfranchisement: poetry is not theirs” (Amelia, 2014).
As a former secondary school student, I can relate
to these sentiments. To truly find out if these experiences were universal with
other people, I conducted a small survey asking current and former secondary schools’
students if they had struggled with poetry themselves. From those who replied,
over 75% expressed that they had struggled with the subject. Reasons ranged from “memorizing poems word for
word” or that “secondary school methods did not encourage deep reading”. (Harty,
2022)
It is for these reasons that the main aim of this
project, is not for people to use this virtual experience as a tool for
academic study, quite the opposite. By attempting to visualize my idea of Hopkin’s
poem through animation and sound, I hope it will allow people to separate the mechanistic/academic
side of poetry taught in schools and see the emotions and beauty that the medium
has to offer.
Furthermore,
this application of media has been proved successful in garnering visitors to museums,
as they allow users a hand on and personalized learning experience with the
material. This both encourages them to be more receptive to new ideas/topics,
and it could potentially aid in retaining information more effectively.
I believe the
same logic could be applied for this project, as having immersive animation and
audio could aid users to interpret/visualize the difficult language and
phrasing used in poetry.
Even if people
do not agree with my adaptation of “Spring”, I consider that still to be a positive
outcome. It proves that the experience has
impacted the user to the extent that they have formed their own vision and
ideas of the poem’s meaning.
Section 4- Description of Proposed
Application or Media (600 words)
To implement this
project, the main pieces of software I will utilize will be primarily Blender
to create the environment’s main assets and, Unreal Engine 4 to program the environment’s
game mechanics, create the landscape that the experience is set in, and to texture
and add visual effects to all my assets.
Before moving
on to the technical aspect of the project, I will draw and design a few concepts
of the area map, in order to have the solid work plan to follow during my
creation process. This includes taking reference photos, drawing dioramas of
the map, making assets lists etc.
For 3D asset
creation, I will go over what experimentation I have done over the semester
that would aid me in the development for this project, the methods, and tools I
will apply and what my general plan for what how I will use them.
One of the
first and primary pieces of software I will use to create this project is
Blender, a free 3D software modelling program. I plan to use this program as
the primary method of creating my environments basic assets, such as trees, boulders,
mountain faces, small pieces of foliage etc. Throughout this semester, I practiced
using the software by experimenting and familiarizing myself the programs basic
tools and methods for sculpting objects. The first object and probably most
important was the doughnut pictured below, which was made using a mixture of
the grab and transform tool in edit mode, and some of the sculpting mode’s
tools, such as inflate and deflate.
Sculpting in Blender
From there, I also experimented with the programs texturing,
texture paint, geometry node modes to fully bring my doughnut from a blank mesh
to something that looked realistic and highly textured. While I understand that
textures made in blender don’t translate easily over Unreal Engine 4, it still
gave me a core introduction to the principles of node coding textures over
meshes.
Texturing in Blender
After completing this first project, I continued to practice
using Blender to create all the meshes for my 3D environment for the Virtual
Reality Environments module this semester. This helped me to get more familiar using
the program, helped me practice more with the program’s other sculpting tools,
while also encouraging me to experiment without the use of tutorials.
For my projects
landscape creation, asset texturing and level design, I will use the Unreal 4 game engine. Based on my research, the main
reason why I’m using this program is because it’s good for beginners in C++
coding and game design with Unreal’s Blueprint coding system. I have also begun
using Unreal in the Virtual Reality Environment Module, which has taught me the
basics of importing and texturing models from blender and level design.
The project’s
overall environment and landscape will be made using UE4’s landscape editor.
Similar to the sculpt tools in blender, the program allows the user to create
raised, organic looking surfaces. After setting the base foundation for the
landscape, I will start texturing different sections of the map, while importing
and placing my assets. The assets themselves will be unwrapped in Blender and
textured within UE4 using blueprints. Textures will be either sourced within
the program, downloaded from credible third-party sources such as Polygon, or
be made in photoshop by myself.
It’s at this point where I will also start implementing
interaction points using blueprints. These areas are invisible to the user and will
trigger once the player walks into them. These events can range from text appearing
on screen, assets in the environment moving (E.g., Plants growing) or audio
being played. These triggers/points of interactions will act as key markers in
the environment that would represent different lines of the poem.
Further features
that will be programmed into the experience are a menu screen that the user can
access any time while playing, light and fog effects or barrier zones so
players will not stray away from the path.
Audio for the environment will either be sourced
online or recorded by me. The poem will be narrated by one of my fellow colleagues
after a trial period. If unsuccessful, I will consider hiring out a
professional voice actor.
Section 5- Proposed Plan (your own word
count)
WIP
Section 6-Summary (100 words)
WIP
Section 7- References (6 references for
each section)
References will be properly cited
Section 2 References
https://businessplus.ie/economy/budget-2023/experience-economy-ibec/
https://www.sothebysinstitute.com/news-and-events/news/the-business-model-of-the-nonprofit-museum
https://www.wordstream.com/social-media-marketing
Section 3 References
https://patrickhartydirectionconcept.blogspot.com/2022/12/direction-conceptsdigital.html
https://www.careerteachers.co.uk/career-advice/blog/importance-of-poetry-in-schools
Section 4 References
https://www.blogger.com/blog/post/edit/7999369439284648875/8819779323399951839
https://www.blogger.com/blog/post/edit/7999369439284648875/1711949248067554334
https://cgobsession.com/advantages-and-disadvantages-of-blender-3d/
Section 8- Appendices
Section9- Bibliography
file:///C:/Users/patri/Downloads/Ibec%20Experience%20Economy%20Policy%20Report%20(1).pdf
https://www.garamantis.com/en/application-area/museum-and-exhibition/
This
Year Has Seen a 50% Rise in the Penetration of VR Headsets - Irish Tech News
https://irishmuseums.org/text-pages/funders-partners
https://irishtechnews.ie/50-rise-in-the-penetration-of-vr-headsets/
https://www.garamantis.com/en/application-area/museum-and-exhibition/
file:///C:/Users/patri/Downloads/Ibec%20Experience%20Economy%20Policy%20Report%20(2).pdf
https://www.ibec.ie/influencing-for-business/ibec-campaigns/experience-economy
https://irishmuseums.org/news/arts-council-allocation-for-2023-retained-at-130-million
https://www.cultureireland.ie/about
https://applications.cultureireland.ie/index.php?r=form1/index
WH gardener’s Gerald Manley Hopkins Poems and Prose.
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