This week I found myself wondering how I was going to develop my final product. Although I already had in mind some kind of immersive experience, making this experience unique and different form what is already out there was difficult. Another problem I ran into was that I was going to base my immersive experience on films that were already out there and I would choose aspects of these films to make immersive, for example for the film a beautiful mind I would create some kind of sensory wall with classified documents and newspaper cuttings that signified Nash’s illness for the audience to get a tangible feel for the film. The issue I had with this idea was that I may run into some copyright issues when uploading my final idea to YouTube. I decided it might be best to form an immersive experience based on a speculative film, that said this would most likely be quite time consuming. What I wanted to do was take a film that was emotionally resonant and use aspects of it in my immersive experience but I’m not sure if that is a good idea.
Another issue I was having was that I had chosen an autoethnographic style of research but I’m not sure if my pdf reflects that approach properly. I’m not sure if I gave a proper breakdown of my intentions and why I wanted to choose this project. I realise that although my research journalling used an autoethnographic style, it was focused on films that were and weren’t emotionally resonant rather than immersive experiences. That said my pdf is a documentation of my experimentation, research and development and what I was trying to do through this journalling was put across, how films can emotionally resonate with people and how they do this, hence my research into film spectatorship. I wanted to explore how different aspects of film production invoke sentiments and feelings in audiences. I also wanted to build on this and show how films can be viewed outside of a cinema setting and how they can include tangible aspects that create an immersive, memorable experience, with anhedonia in consideration. The reason for my choice to make an immersive experience as opposed to a normal film is that people who experience physical anhedonia often feel a lack of engagement with life and film and I wanted to create something that would allow them to experience film in a sensory way that engaged the mind and senses.
For this part of the pdf I wasn’t sure how I was going to structure my pdf or where to even start. I had a few ideas that I wanted to experiment with but I wasn’t sure how I was going to make my idea different from the experiences that were already available.
I decided that it would be a good idea to reflect on my initial research into film spectatorship and the feedback I received for my ideas. I would use this to clarify my vision and objectives for my immersive experience. I concluded that my project objectives would be an attempt to create an inclusive, immersive experience for both neurotypical individuals and those with anhedonia. Through my research into mental health and film spectatorship and immersive experiences, I found that immersive experiences were often more well received as they engaged the audience in a way that a film on its own wouldn’t be able to do. My research showed that neurodivergent people often found comfort in sensory experiences and that they engaged more with experiences that were tangible. What I want to achieve during the development process is to create an immersive experience that builds on the standard film viewing experience, I want to extract certain aspects of film and make them palpable.


One idea for my final project would be to pick a film that I have found emotionally resonant and to showcase aspects of that film in an immersive experience for example the film a beautiful mind.
Ron Howard's biographical drama film "A Beautiful Mind" chronicles the life of John Nash, a gifted mathematician who battles schizophrenia. The movie follows Nash's development from his early years as a bright graduate student at Princeton University to his ground-breaking mathematics work, which brings him recognition on a global scale. But when Nash starts having hallucinations and delusions, his life takes a wild turn, and he is diagnosed with schizophrenia. Nash finally learns to control his mental illness despite his troubles with it, and he goes on to make important contributions to mathematics. The movie offers a moving account of a man's victory against hardship while examining themes of brilliance, love, and tenacity.
For my immersive experience I thought of including some kind of projection of Nash's groundbreaking mathematical theories and equations onto surrounding screens, accompanied by ambient lighting effects that evoke the intensity of his intellect. Participants would be surrounded by tactile elements like oversized mathematical symbols and equations etched into the walls, inviting them to immerse themselves in Nash's world of numbers and patterns. I wanted to include some kind of ceiling projection with mathematical equations, similar to the ones I experienced at the Manchester art festival, I found these really impressive. ​​​​​​​
As the experience progresses, participants are plunged into Nash's hallucinatory episodes, where reality blurs and fragments of his mind come to life. Film projections display distorted images and fragmented memories on surrounding screens, while ambient lighting flickers erratically to mimic the disorientation of Nash's mental state. Tactile elements like warped mirrors and shifting surfaces further disorient participants, inviting them to grapple with the chaos of Nash's schizophrenia. I also wanted to include some kind of board showing newspaper cuttings and classified documents that mimicked the board in the film, alluding to the breakdown of Nash’s mental health.

In "A Beautiful Mind," sound is a key part of the film, with it's moving soundtrack  and haunting score. To make my experience more engaging and make certain scenes more emotionally powerful. Visitors could be surrounded by a three-dimensional soundscape that takes them to the world of John Nash using spatial audio technology. By placing speakers in a planned way around the installation area, specific sounds and dialogue from the film can be projected in a way that draws people into the story as it unfolds. Nash's mathematical breakthroughs or battles with schizophrenia, for example, can cause the spatial audio to change quickly to show his inner turmoil or moments of clarity. Ambient sounds like busy university halls, reverberating lecture halls, or quiet outdoor settings can also help people feel more immersed and move them to different places shown in the movie. The immersive experience can make people feel things physically and emotionally by carefully choosing and combining sound elements. This lets people connect deeply with the film's themes and characters.
Amidst the chaos, participants encounter moments of clarity, as Nash confronts his illness and finds the strength to overcome it. Film projections transition to scenes of resilience and hope, accompanied by soothing ambient lighting and tactile elements that evoke a sense of calm and stability. Participants are invited to reflect on Nash's journey and the power of the human spirit to overcome adversity.
By combining sensory elements like film projection, tactile fabrics, ambient lighting, and spatial audio, this immersive installation transports participants into the mind of John Nash, allowing them to experience the triumphs and tribulations of his remarkable life firsthand. Through a blend of storytelling and sensory engagement, the experience offers a deeper understanding of Nash's journey and the complexities of mental illness.
As I move into the next phase of my project, I'm excited to dive into the design iteration process for my immersive installations inspired by key scenes from films. This phase is all about experimentation and exploration, as I brainstorm different ideas for how to bring these scenes to life through sensory elements like film projection, tactile fabrics, ambient lighting, and spatial audio. I'll be exploring various layouts, materials, and technologies to create the desired effect, allowing me to fine-tune my concept and ensure it resonates with my audience.
Together with the design iteration, I'll also be working on drafting my critical report. This report will provide crucial context for my project, outlining the research I've conducted, the conceptual framework for my immersive experience, and my plans for execution. Additionally, it will include reflections on my process, challenges encountered, and how I've addressed feedback and iterations along the way. This document will serve as a guideline for my project, guiding my progress and helping me stay focused on my objectives.
To keep myself on track, I'll be setting key milestones and deliverables to ensure I meet my goals in a timely manner. These could include deadlines for completing design sketches, prototyping sensory elements, and refining my critical report. By breaking down my project into smaller, manageable tasks, I'll be better equipped to stay organized and productive throughout this phase.
Communication and collaboration will also be essential during this stage of development. I'll be maintaining communication with my tutors and peers, seeking feedback on my ideas, sharing my progress, and collaborating with others to refine my concept. Their insights and perspectives will be invaluable as I work to bring my immersive experience to life.
Finally, I'll be considering how my project can differentiate itself from anything done before. I'll be exploring ways to push the boundaries of traditional immersive experiences, whether through new technologies, unexpected sensory elements, or unconventional storytelling techniques. By thinking creatively and innovatively, I hope to create an immersive experience that truly captivates and engages my audience in a unique and unforgettable way.
After brainstorming ideas based on a beautiful mind, i thought it might be better and more inventive if i based my final product around a speculative film where I create the story myself. You can find the details of this in my development process.

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