Interactive Optical Illusion
Object Locative Environment

OLE Coordinate System

Last Updated 2007/07/19
Since 2006/10/06

 

CONCEPTS
 OLE Coordinate System is trompe-l'oeil interactive software that enables characters to wander along blocks and staircases in impossible ways. While M.C. Escher is famous for his "trick of the eye" works, this piece enables users to create and experience their own Escher-esque worlds. Examples of such animation expressions are: character movements based on a 2D interpretation of attached blocks which are not contiguous in three-dimensional space; falling motions on a single plane, etc. You don't have to do anything special to create "trick of the eye" images like these. The user just clicks to position the block, staircase or character and change the angle. Utterly ordinarily operations like these result in impossible phenomena, and therein lies the appeal for users. It's very significant that this piece can be manipulated interactively. "Trick of the eye" stills and animations are created through editing. But, if you want to be able to manipulate those images interactively, you need systematic rules that make users feel like the operation is impossible. These rules themselves are the most significant outcome that I've discovered. One of these rules is to rearrange the positions of the objects without changing the objects' "appearance." We tend to think that when an object's appearance hasn't changed, in fact nothing has changed. In this piece, the object's appearance remains the same, but in fact its position has changed. The result is a "trick of the eye" effect that seems impossible. We're constantly living within interpretations that we link together. Yet we aren't aware of this. I hope this work gives you the chance to become more aware.

  

ILLUSIONS
  • Subjective Translation
    The character that is controlled by a user can move between discontinuous objects. Even if a block and stairs are discontinuous in 3D space in practice, they perform a continuous motion in the case that a viewpoint is changed, so that they can thereby be connected in the image drawn in 2D. Therefore, the movement motion by which a user can recognize the possible existence from the drawn image, although it cannot exist in practice, will be called Subjective Translation.

     

  • Subjective Landing
    When a character arrives at a designated trapdoor, or a block, on which a character walked, the feature is deleted and the character falls. The character then lands on a block or stairs. Even if a character is not actually placed in 3D space, when the character exists at a position overlapping with a block or stairs in 2D image, the character can be actually placed on these objects so that a user recognizes that the character is placed on this. Here, the landing motion, which can be interpreted as possible from the 2D image, although it is impossible, will be called subjective landing.

     

  • Subjective Existence
    Even if a block were discontinuous, in the case that other objects are drawn in overlapping with a discontinuous portion in the 2D image, a character moves so that a user recognizes that a block exists in a place that is not visible. Movement motion reflects such recognition, in which a character is inferred to exist from the drawn image even though it does not exist in practice: this is called subjective existence. To distinguish it from Subjective Translation, the Subjective Translation uses continuity of appearance by two objects at a movement origin and a moving destination. On the other hand, in subjective existence, it is described that continuity of appearance is formed between the movement origin and moving destination by the effect of the third object.

     

  • Subjective Absence
    A character falls when it arrives at a trapdoor, and jumps on a platform for a jump. If the character arrived at a trapdoor and a platform for the jump in the 3D space in practice, however, when these exist in a viewpoint in which these are not drawn, the character moves so that a user recognizes that these objects do not exist. Thus, the movement motion disregarding influence by what is not drawn is called subjective absence.

     

  • Subjective Jump
    When a character arrives at a platform for jump, it flies up so that a parabola of movement might be drawn. At that time, in the case of a viewpoint in which an object exists at the back of a character, the character is drawn so that it is positioned in front of the object, which implies depth forward and backward, depending on the position relation with the object. Therefore, a jump motion that imparts on the viewer the perception from the position relation with the object is called a subjective jump.

 

TECHNICAL TRICKS
 Now readying...

 

DEMO MOVIE
 Here(mpg:12,4MB).

 

DOWNLOAD
 OLE Coordinate System requires windows PC installed DirectX9 runtime. The download is here(ZIP624KB). Web version is here.

 

 

Copyright (C) 2006-2007 Jun Fujiki. All rights reserved.