We decided that we wanted to give the visitors the opportunity to have a glimpse into the Lucid Dreaming World. This will be done in two formats.
In one way we will be integrating a sort of virtual reality periscope into the physical narrative that Time’s Up will be building – DreamScope Viewer. And another way will be by providing a location aware mobile application where the visitors will have access to the lucid dreaming characters dreams – DreamScope Catcher.
Inside the physical installation: DreamScope Viewer
As said before the DreamScope viewer will give the visitors a glimpse of the story world, but the idea is that the “telescope” is used by the characters of the story world to look outside and analyse the conditions to see if its safe to exit the room. For example, they could check how the temperature, humidity and visibility conditions, … etc.
From the DreamScope viewer, the visitors will be able to have a 360 view as if they are looking to the outside of the hotel room. It will be a desert-like landscape with an orange sky (with a large and reddish sun). The 360 view can be limited to less than 180 if we decide to use a tripod as a base for the structure.
The landscape will present buildings that represent the places that the player can explore in the city. Visitors will be able to zoom in and out to some of the buildings in the landscape.
Using a cardboard structure , a mobile phone will be cased inside. The split image on the phone screen in conjunction with the lenses inside the structure offer an immersive experience. As the visitor gazes a certain location, an indicator will appear so the visitor knows that they can explore it later on.
Location Based Narrative – DreamScope Catcher
From the above installation the visitors will learn about the Lucid Dreaming characters dreams, moreover, they will discover trough a poster in the hotel room exhibition that they can explore some of the dreams. To do this the visitor goes to the front desk of the exhibition venue to retrieve a mobile device in exchange of an ID card. Then it will be given to the visitor together with the phone a map of the several locations where the dreams are.
When the visitor gets to a place where a dream is he needs to look for a marker and scan it. A 360º scene will appear with a virtual world. By tapping on the screen, the visitor can create circular portals that show the dream. The dreams are about the past and how the world was, so in fact they dream about our current world.
In order to distinguish the dream and the reality, we decided to call it the ‘green world’ and the ‘red world’ . The green world is the dream world (our current reality), so it has green grass and blue skies. The red world is the lucid dreaming scenarios, so its a desert with the orange sky.
The portals allow the visitor to ponder the difference between the worlds. For example, in the red world we can observe robots cultivating berries in little domes. In the green world we can see a normal farm. Another example, in the red world we can see a dream library and books about nature (trying to recover what they have lost). In the green world, we can see a library with books and computers (search for knowledge, that will lead us to the red world).
There are 3 locations: urban park (the green world will have vegetation and look healthy; the red world will look dry and harsh), the library/office (search for knowledge vs search for the past) and the cafe (a cafe with normal food vs a distillery with GIN, Generic Ionised Nutrient)
In terms of the art style for the red world, we have some reference images here. Its a world with buildings that seem organic and clearly distinct from modern society.
More on this soon as we progress in the implementation of the concept!
The Lucid Dreaming scenario was developed by FoAm and Time’s Up in June 2014. M-iti didn’t take part in the development of the scenario, but we decided to embrace this scenario and collaborate directly with Time’s Up to develop an interactive piece to be showed in the upcoming Future Fabulators events organized by Time’s Up and AltArt. The events will be in a form of two exhibitions in Hainburg (Austria) and Cluj (Romania). The first being in the end of September and the second beginning of October.
Moreover, we already know that Time’s Up contribution to the exhibition is a hotel room installation, they will focus on decorating a hotel room to portrait aspects of the lucid dream world.
M-iti FFab team strengthened with two fresh interns, dove into the Lucid Dreaming Storyworld, trying to understand and interpret the story world. It was a very interesting process and we can not thank enough to Time’s Up team availability to help us with any doubts that we had.
The Lucid Dream world is a futurish fantasy-filled, scenario. It is populated with metaphorical beings, different concepts from that one is used to. For example in the Lucid Dreaming world the environmental living conditions radically changed.
It’s an endless peninsula. The coastline is sprinkled with geothermal hotsprings, rigged with mechanical contraptions. The vegetation is weird – mechanic and brown in most places, except for wide, green pockets of tumbleweed, propelled by mechanics. You can see them tumbling across the landscape in search of water, or rolling towards the golden centre. It is barren and dusty. The wind sweeps from the coast inland, blowing orange dust and tumbleweed-like mechanical pockets of tropical nature across the peninsula. The outside air is bad – not immediately toxic, but some people/inhabitants of the peninsula need special gear and treatment after exposure.
More on the Lucid Dreaming world here.
Once we had a clear enough understanding of what we wanted to focus in this story world we started doing a brainstorm session to decide what would be our contribution to the exhibitions.
Results of the brainstorm session soon!
We are very pleased to announce that we will have during the summer, two interns, Paulo Bala and Rui Trindade. Both are currently students of the master in entertainment technologies held in a collaboration between Carnegie Mellon and the University of Madeira/M-iti.
Paulo defines himself as a creative coder who loves to mix art and technology, while Rui is an artist with a creative mind who strives for innovation.
Welcome aboard Paulo and Rui!!
We decided to do some research on the story world where our story happens.
We did a superficial research on some topics related to Madeira, then if need as our story develops we may need to research further on some and leave the others as it is.
Over the next topics, there’s a list of events, curiosities, or just something that we found that could be inspiring to our story.
There are also images for reference and for inspiration.
Madeira in XVIII / XIX
Around this time Madeira had a very busy harbor with ships from the: Mediterranean; English; American; Denmark; Swedish; Russian
It was famous for it’s Sugar initially but after the discovery of Brasil the sugar cane production transferred there, and Madeira was now more focused on the Madeira wine production.
In 1803 a big storm hit Madeira – “Aluviao” it rained 2 days without stopping; 600 dead people; 200 missing people; The city had to be partially rebuilt – Brigadeiro Reinaldo Oudinot. (There are streets and places with this name)
In 1807 Madeira was occupied by the English – Locations: Colegio dos Jesuitas; Convento da Encarnacao (?)
Due to its weather Madeira as seen as healing place for pulmonary diseases: “Natural Sanatorium”; Lots of famous people (Imperatriz; Princesses) from Europe would come to rest.
Napoleon Bonaparte passed by Madeira taking Madeira wine with him.
Nature of Madeira
The island become an exotic destination for the Europeans to analyze the endemic species of plants and birds – it was like a big exotic garden. Plants had an economic, medicinal and ornamental value.
1804 – The garden of Quinta Palheiro Ferreiro started to be built – There was a variety of Trees and Plants.
Ricardo Tomás Lowe (1826-1852) came to Madeira with his sick mother and stared studying the Madeira Flora and Fauna. Gather a significant amount of works on this. Lots of Herbariums
Joao Maria Moniz was a local who also studied plants although his work was never published. He lend his book of research to Lowe and the book was lost on the boat crash were Lowe also died.
Charles Darwin also mentions Flora/Fauna Madeira in the book The origin of species.
The locals would be seen farming while the english would go exploring Madeira’s hidden places.
All this scientific interest in Madeira fauna and flora created a vast number of documents, paintings that are of a very important historical value.
On the other side, a lot of trees were cut, to open space for agriculture, to sell wood and also to make charcoal. Moreover, the soils were becoming barren.
There’s a contrast between the south and the north. In the north the forest remains more preserved. There are some reports of some plant species being in danger.
Some say that the big storm was a sign from nature “being tired”.
In Madeira there where also find a variety of plants from outside. Cotton from india and New Orleans: peanuts, mandioca, pineapple, orange trees, ….
People in Madeira use plants with a medicinal purpose. There is documentation on which plants can be used for medicine, moreover the sugar cane honey also has medicinal properties.
Madeira – the “Island of Wine”
Sugar wasn’t anymore the main exportation product of Madeira, Brasil was now a better place for this. Although there was still production of sugar in Madeira.
Madeira Wine became Madeira’s main source of income. It was discovered that the wine is even better after long journeys, so ships would stop in Madeira before going to their destinations.
The wine business brought agitation not only to the harbour but also to the countryside. Farmers and merchant would both be involved in the business.
The secret of the wine is also in the barrel; Its very important! All the barrels where hand made in Madeira.
The wine became well established in the American market. Many famous people appreciated this ( American Presidents)
It was famous in England as well; Shakespeare also mentions Madeira Wine in his works.
The wine at the time was believed to have therapeutical properties: in the treatment of fevers and also as antidote to diseases like “Escorbuto”, a very common disease among sailors.
In XVIII the Madeira wine exportations were related to a Lady called: Dona Guiomar, she was responsible for 3/4 of the Madeira Wine exportations, she also owned a lot of buildings in Madeira
In Quinta da Vigia ( how is the official house of the president of Madeira and back then it served as a Point of reference in the harbor entry) she build a “Mirante” so that she could watch her works in the harbor
D. Guiomar had a brother who was a musician who composed one of the first music pieces where in Madeira at the Sé Cathedral.
Old house of commerce own by Dona Guiomar (1770). It was tare down in XIX in the revamp constructions around Sé ; After it was a prison and now the only thing that remains is a “brasao de armas”that is in Museu Quinta das Cruzes
We have been developing our story based on the initial storyline created by Valentina.
Each of us was responsible from developing different aspects of the story and different characters.
In a recent workgroup session we decided that the Madeira Island story world should have a bigger emphasis in our story. This was decided in order to adapt the story into a transmedia experience that takes advantage of location based applications. Moreover, Madeira Island story world is one that we are more familiar with rather than the Brazilian tribes story world.
Currently the story is still under construction once we have a more refined we will upload it to the Resources page.
On 6 February the FF team at M-ITI – Julian, Mara and Valentina – had our first meeting together. Below are some notes on what was discussed in the meeting.
The meeting started with an analysis and recollection of FF scenarios that were developed in the recent workshop led by our partners FoAM.
The idea of designing a transmedia experience was approached, and the team discussed the elements that make up a transmedia story project, what efforts are involved, and concerns we had about the final outcome.
Valentina told us about a story that she had started to develop in a creative writing workshop last year. The plot concerned a 19th-century wine merchant trading between Portugal and Brazil. We discussed the story as a potential transmedia project for FF.
The team agreed that the story should be developed as a transmedia experience and began an informal brainstorming session where some important ideas emerged.
The story could be told using a cross-platform approach: e.g. short story, Twitter feed, live blog, etc. It should definitely include a physical, location-based component in Madeira such as Funchal’s Old Town or dockside area, inside a wine lodge, or even on board a replica pirate ship. We also discussed how it might be interesting to tell parts of the story using physical objects, e.g. a telescope, old documents, a ship’s log book, and diaries. We agreed that the experience should allow users to make their own discoveries and fill in details from their own imaginations. For example, the audience could discover that something more sinister (e.g. slave trading) was being hidden beneath the wine trade storyline. Or by looking through old census lists, users could have the excitement of discovering vital names and connections.
Another idea was that since the story follows characters in different centuries, we could design the experience to take advantage of this: the audience could take an active role in the present by helping a future character uncover facts about the past. This could lead to a branching story with several different outcomes.
After this informal brainstorming session a need for further research on transmedia projects was identified, along with a need to further develop the characters and plot. Therefore, the next step will be to explore successful examples of transmedia experiences in order to gain inspiration and a deeper knowledge of up-to-the-minute transmedia storytelling techniques in a rapidly changing field.