Experiment 1 – Untitled – Salisa Jatuweerapong


Untitled is a series of VR project experiments of varying degrees of success, with the original aim of creating a VR music video and learning a VR workflow. While the former was not accomplished, the latter was somewhat achieved; I researched several types of VR workflows and semi-successfully implemented two on Google Cardboard: big bang (p5.vr), and AYUTTHAYA (Unity). big bang takes you to an indefinite point in surrealistic low-poly space, while the eponymous AYUTTHAYA places you in a cloudy day in Thailand.


My initial idea was to create a VR music video for Halsey’s Gasoline (Tripled Layered) (https://www.youtube.com/watch?v=fEk-9bOqvoc ). Working with glowing, smoky, audio-reactive spheres (probably would’ve created a particle system and then brought in p5 sound libraries), I wanted to create one animated sphere, giving it personality, then make it grow and rush at the viewer, crowding them in as the audio grows louder. This would then be reflected three times around the viewer, with each sphere following each layer of the audio track. At one point in the song, they’d all transform into snake women (I was going to model them on Blender but now I’m inspired by Mellisa’s snakes to try something in p5). I also wanted to explore 3D sound (which would’ve been related to bringing in the triple-layered audio, but did not have enough time for that. I feel like 3D sound is an essential for VR spaces.

My second concept, born as my time dwindled, was a world where all objects were substituted by its corresponding noun (for example, a sky, but instead of blue and clouds, just the word sky floating in the air), that would be read out to you once they were in your line of site. This was a half-formed idea inspired by accessible blind-friendly image descriptions on the internet; though rather than designing for the blind, I suppose it would be more to show how blind people “saw” the world—through a disembodied computer voice telling them what the view was.

Before I could execute these concepts, however, I needed to just get a VR workflow HAPPENING. This ended up being rather difficult and took up the majority of my time.

I initially planned to use the p5.vr library (https://github.com/bmoren/p5.vr ), but upon testing, it was incompatible with Android (VRorbitcontrol didn’t work in X axis and display would not show up properly). I also had trouble hosting it on the chrome webserver and webspace, but shelved that.

I started searching for other ways to code VR, or turn a 3D environment into VR, and stumbled upon webVR. I researched that further and liked its concept; so I also downloaded that and looked through how to create an app in webVR. I also read up on webVR polyfill. Following this tutorial (https://developers.google.com/web/fundamentals/vr/getting-started-with-webvr/ ), I tried to integrate webVR into an existing p5.js WEBGL sketch I had. Didn’t work due to incompatibility between webVR polyfill & p5.js.

When I was researching webVR I also found three.js, and really loved the project examples hosted on their site, especially this one (https://demos.littleworkshop.fr/track ). Trying this one out (after figuring out I needed to disable some chrome flags first) was what convinced me to try out webVR.

I downloaded three.js and was looking through some tutorials (https://www.sitepoint.com/bringing-vr-to-web-google-cardboard-three-js/ ) on using that, when Adam suggested I try Unity instead. After spending a few hours learning how to navigate Unity through the basic tutorials on their website, I followed this (slightly outdated) tutorial for Unity (https://medium.freecodecamp.org/how-to-make-a-360-vr-app-with-unity-51cbe41ad8f1) to make the VR. I also looked up shaders in this time. Making the VR work in Unity was actually pretty simple, though I had a LOT of trouble building and running the apk. I had a lot of issues following this tutorial (https://docs.unity3d.com/Manual/android-sdksetup.html), I’m still not sure what was going wrong. I tried the command line version first but it didn’t work so I downloaded Android studio, but I had some issues with that too.

I have so many sdks downloaded now.

At this point I was running out of time and I switched back to p5.vr since it was supposed to work on Apple and I figured I could borrow an IPhone in class. Spoiler: it wasn’t working still. I don’t have an IPhone with me so I wasn’t able to investigate the issue further after class, but for some reason, even though it works fine on desktop, the mobile VR shows up with a large gap in the stereocanvas.

big bang notes:



the p5.vr library doesn’t open a lot of doors for interaction in its VR environment, something I was disappointed by as I value interaction a lot. I tried to counter that by position a directional light at your POV that would be adjusted towards whatever direction one was looking at, and then placing in planar materials that would disappear without proper lights. This created some sort of pseudo-interaction where viewers had to work to see the plane.

I created a simple space environment with stars, then was inspired by walking codes I’d seen on three.js and star wars and space operas to create some sort of warp drive effect by translating the stars. While the feel I created reflects the stars moving rather than the viewer moving, I still though it was sort of cool how they collected at a single point and that inspired the idea of the big bang.

Finally, I reset the code every 50 secs, because the big bang doesn’t happen just once. There’s probably a more contained, seamless way to do it than my goOut() code, but it worked.

I was also inspired by this year’s Nuit Blanche theme of You Are Here, and Daniel Iregui’s response to it with their installation, Forward. The sped up time in my VR work and the looping animation alludes to the presence of time and how the future is always out of reach. That’s also reflected by the half-present planar window, always too far ahead of you.


“Wow, it feels like I’m actually there!” – anonymous OCAD student

I’m really, really fond of my home country, and that shows quite frequently in my work. Ayutthaya, dubbed (by me) as Thailand’s collection of mini Leaning Towers of Pisa, is one of Thailand’s oldest historic site. I recently visited this past summer (2018), and the sense of history in the air is palpable. I’m not sure this VR experience replicates that by any means, but it at least shows people that Ayutthaya exists.

Honestly, this was more of a test, than anything, I’d need to revisit this and create some interaction or movement. I believe Unity’s the right way to go with VR environments and would continue using Unity now that I’ve got it to work. It has a lot of functionality and I’d be able to easily place 3D objects in the environment. One thing I’m having trouble with is that the video won’t loop/play properly.

Video downloaded from here: https://vimeo.com/214401712


big bang (mobile VR): https://webspace.ocad.ca/~3161327/p5.vr/examples/teapot_city/index.html

big bang (desktop VR (mouse control)): https://webspace.ocad.ca/~3161327/p5.vr/examples/teapot_city/index2.html

big bang files: https://github.com/salisajat/e1-big-bang *I’d accidentally worked straight inside a cloned repository of p5.vr and was unable to push that code or keep any of my commits when I remade the folder :/

AYUTTHAYA, Thailand (Unity): https://github.com/salisajat/VR-AYUTHAYA-TEST

code scraps that did not work (includes webVR + p5.js, webVR, early p5.vr experimentation): https://github.com/salisajat/E1-scraps

Additional process documentation: 

halsey concept
big bang process; webgl error?

[resolved] android sdk + java sdk PATH issue in unity

[resolved] android sdk + java sdk PATH issue in unity

[resolved] persisting problem in building apk in unity
[resolved] persisting problem in building apk in unity
snippets of my google search history
snippets of my google search history
their name is Car D. Board

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