Embodying a Narrative: Spatializing Underlying Themes
of Occupy City Hall (2020)

This is a novel interface demo for an academic research audience, created by Megan Prakash, Wonki Kang, Wuyahuang Li, and Kwan Queenie Li at the Massachusetts Institute of Technology. A paper on this project was published in SIGCHI ‘20 https://doi.org/10.1145/3411763.3451593.

teaser copy.jpg

This project involves:

  • Photogrammetry

  • Virtual reality, created in Unity for the Oculus Quest 2

  • Human-computer interaction / experience design

  • Academic literature basis

Design summary:

  • We present journalistic media from primary sources at Occupy City Hall (June 2020), the Black Lives Matter (BLM) protest in Manhattan. Media is placed within an immersive interface that allows for free exploration and foregrounds the woven themes and motivations of the protesters.

  • Our design is a speculative prototype that demonstrates a novel interface for virtual reality nonfiction (VRNF) content, which can be leveraged in future works intended for education.

Turn on captions to be able to understand the audio clips clearly! Further details are below.

Details:

Immersive virtual experiences are becoming more prominent in journalism, yet they largely focus on realistic simulations of the real world. We introduce a novel VR experience that incorporates surrealism and foregrounds the abstract concepts in the journalistic story of Occupy City Hall, the June 2020 sit-in protest in New York, NY. 

There is much foundational work on what makes a compelling and usable experience, but virtual reality nonfiction has many unexplored avenues, particularly in the realms of presenting abstract concepts and utilizing interaction modalities. This project presents our contribution to this space.

In short, we see the traditional journalism format as (1) photos or videos: an ethical visual representation of an event, and (2) writing: an authentic narrative that completes the story with the who, what, when, where, why, and how -- a narrative that can become complex and abstract, especially in the case of deeply woven social issues. We believe that new forms of immersive media can parallel this: (1) concrete visual media, including photogrammetry or videos from the event, to objectively reproduce the scene of an event, and (2) new forms of interaction to represent underlying concepts and histories.

Our goal was to create an interface to explore Occupy City Hall media with the following traits:

  • Foreground prominent themes that motivated the actions of protestors

  • “Make the invisible visible,” as is the unique capability of VR and surrealism at large

  • Present the user with an ambiguous interface with the opportunity to decipher it. Ambiguity has long been used in fine art practice and can lead a user towards deep conceptual understanding. Ambiguity in HCI also has the advantage of allowing “designers to engage users with issues without constraining how they respond” [1].

  • Build a visually compelling environment with roots in fine art, as a means to explore novel interface design

We believe that an ambiguous, concept-based interface can leverage the twin educational affordances of exploration and guidance, which combine to encourage users to reflect on and retain conceptual material. [6]

A breakdown of the design continues below.

roomview.png

Selecting the Media:

Since conducting journalism is out of the scope of our research, we based our narrative on sources we considered reputable [4, 5, 6], particularly stills from this Rolling Stone video of protestors holding their signs and explaining to the reporter why they are at Occupy City Hall. We also found videos from the day-to-day of the tent city that spanned a variety of protestor activities: confronting the police, giving speeches, dancing, and creating art [2, 3]. We identified three key themes to highlight: “police brutality,” “racial inequity,” and “art/expression.” These themes were informed by the journalistic sources we used and often overlapped in our media collection. A Fair Use disclaimer is provided at the bottom of this document.

We created an explorative environment using surrealism for a visually striking appearance: as labeled in the following image, the space contained (1) a photogrammetry model of a team member’s living room,  (2) floating 2D media, clickable, and (3) colored lines connecting the pieces of media. The lines were color-coded per theme: all “police brutality” pieces were connected with cyan lines, “racial inequity” pieces were connected with yellow, and “art/expression” were connected with magenta.

room-a.png

(1) A photogrammetry model of a team member’s living room
(2) Floating 2D media, which triggered related audio when clicked
(3) Colored lines connecting the pieces of media. The lines were color-coded per theme: all “police brutality” pieces were connected with cyan lines, “racial inequity” pieces were connected with yellow, and “art/expression” were connected with magenta.

The ambiguity is introduced through a critical choice: the user is not told what the colored lines represent. Thus, we constructed this environment to provoke the questions, “What do these lines mean? What is the relationship of each piece to the lines attached?” The experience is prefaced with introductory pages that give concrete context.

intro.png
outro.png
The raw photogrammetry model of a team member’s living room.

The raw photogrammetry model of a team member’s living room.

Exterior of environment model, created with photogrammetry and 3D modeling.When immersive AR technology is widely available, we foresee interfaces positioned in AR within the user’s own domestic spaces.

Exterior of environment model, created with photogrammetry and 3D modeling.

When immersive AR technology is widely available, we foresee interfaces positioned in AR within the user’s own domestic spaces.

Interactions:

  • When clicked, each piece of media plays associated audio: the posters will play the audio of the protestor speaking about them, and the video clips will play. Additionally, all lines disappear except for those connected to the selected artifact.

  • Buttons placed in the scene gave the user control over the experience, to prevent frustration. They were labeled “Stop All Playback,” “Show All Lines,” and “I’m Done.”

  • Upon the user’s first click on an artifact in the room, the realistic living room model transformed into a more surreal room where the doors and windows opened, revealing a 360 video of Manhattan with ambient sound, and the ceiling rose to become a vaulted ceiling inspired by salon-style art exhibitions. The environment became a liminal space that confronted a familiar domestic setting with that of the Occupy City Hall tent city.

Conclusions:

We received very positive responses with regards to the visual design and the ability to showcase a broad selection of primary sources. The exploration interface meant that many themes could be showcased without overtly choosing a primary narrative. Observers felt the space was engaging to experience and felt it had potential for sharing nuanced and balanced stories.

The most common critique was that the living room scene was too ambiguous and lacked guidance for the user to understand their task and track their progress. The pandemic prevented our ability to carry out further user studies at this time.

In conclusion, our project blended the ambiguous and definite in order to create an innovative interface to explore a concept-heavy journalistic narrative.

We are grateful to Prof. D. Fox Harrell and Dr. Cagri Hakan Zaman of MIT for their class, which provided the education and opportunity to create this project.


  1. William W Gaver, Jacob Beaver, and Steve Benford. 2003. Ambiguity as a Resource for Design. NEW HORIZONS 5 (2003), 8. https://dl.acm.org/doi/10.1145/642611.642653

  2. https://www.youtube.com/watch?v=pM6oS9nqM0c

  3. https://www.youtube.com/watch?v=ygQSQUUMgFM

  4. https://ny.eater.com/2020/7/7/21310274/food-behind-the-occupy-city-hall-movement

  5. https://www.nytimes.com/2020/06/28/nyregion/occupy-city-hall-nyc.html

  6. https://www.theguardian.com/us-news/2020/jun/30/occupy-city-hall-hundred-protesters-demand-nypd-cut-budget-1bn

  7. Maria Roussou and Mel Slater. 2020. Comparison of the Effect of Interactive versus Passive Virtual Reality Learning Activities in Evoking and Sustaining Conceptual Change. IEEE Transactions on Emerging Topics in Computing 8, 1: 233–244. https://ieeexplore.ieee.org/document/8007226/


This project contains copyrighted material, the use of which may not have been specifically authorized by the copyright owner. This material is available in an effort to contribute to human-computer interaction and new media research and to participate in education around virtuality and sociology. The material contained in this website is distributed without profit for research and educational purposes. Only small portions of the original work are being used and those could not be used easily to duplicate the original work.

This should constitute a ‘fair use’ of any such copyrighted material (referenced and provided for in section 107 of the US Copyright Law).

If you wish to use any copyrighted material from this site for purposes of your own that go beyond ‘fair use’, you must obtain expressed permission from the copyright owner.

Previous
Previous

What's in a Conversation? (Data Visualization, Variable Fonts, Svelte, Typescript)

Next
Next

Camera AR "Walk-Through" (Adobe Aero)