Crossing the Pell
Year : 2022
Role : Exhibition design, Installation, Team management (in studio course)
Tools : Meta Quest 2, iPad, Unity, Adobe Photoshop, Adobe Illustrator, Blync sensors
Skills : Exhibition design, Augmented and Virtual Reality (AR/VR), Experience Design
Instructors : Liliane Wong, Michael Grugl
An immersive AR/VR exhibit simulating the experience of walking and biking across design proposals through Newport, RI’s Pell Bridge.
Hosted at the historic Old Colony House in Newport, more than 450 participants, ages 3 to 93, were transported inside these inspiring visions, where they virtually walked and pedaled 2.1 miles across the Claiborne Pell Bridge, the longest suspension bridge in New England. Given the recent securing of federal infrastructures fund of 82.5 million dollars to refurbish the bridge, this focus on the future of the bridge is a timely opportunity for meaningful community engagement, imagination and feedback. Such immersive 3D experiences are offered to allow everyone to partake in future-oriented discourse on questions such as: How can we creatively adapt our infrastructure for a more sustainable and inclusive future? How can we rethink mobility while supporting healthy activities such as cycling and walking?
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Isometric view with the different zones of Exhibition Design for Old Colony House, Newport
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Exhibition plan render

1. AR experience of architectural proposals on iPad - Sitting atop on tables, a 40 ft long infographic comprises of 4 graphic panels on the history of the Pell Bridge along with the design proposals. A portion of the panel serves as an Augmented Reality (AR) marker. Visitors can load up the 4 projects on different iPad screens enabling them to see animated models of the bridge come to life. The entire experience pops up on the iPad overlaid by tracking the graphic prints panel.
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1.1

2. VR Pano tour - An interactive 360 degree audiovisual tour takes the viewer through the projects. 4 circular carpets ensured safety of visitors wearing Virtual Reality (VR) headsets by creating a distinguished pano tour space within the exhibition. Using simple interactions like pointing and selecting to travel or view a different portion of the experience, a visitor could intuitively control and advance within this immersive walkthrough.
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2.1
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2.2
3. VR Cycling tour - This section contains several bicycles and a tricycle. The zone allows for real time responsive + immersive cycling with a virtual reality headset on. A motion sensor tracks the speed and direction simulating the cycle ride through the design interventions on Pell Bridge. A tutorial, menu, transitions screen and supports for the cycles were created as part of the exhibit.
3.1
3.2
3.3
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Senator Sheldon Whitehouse addressing the press at the exhibition

4. Feedback wall - The exhibition featured creative opportunities for visitors to offer feedback and share their own dreams and visions around the Pell. Comments, feedback and interviews confirmed that people are eager to enjoy such access and see those projects implemented in the real world.
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4.1
Design Process Overview
Poster
Sequencing Interfaces for VR
VR Transition Screens for the displayed projects
Feedback Walls
Graphics printed on carpet to safeguard stationary VR pano tour
Image Courtesy: Chuchu Chen MDES INTAR ENE 23, Jo Sittenfeld MFA PH 08