My involvement with 'Reality's Fugue: Genesis' began with a focus on directing the development of its second iteration, working closely with author and scriptwriter Sandy Brainard. Our goal was to bring the experience closer to the original script's vision. During our efforts to secure funding, we were presented with the opportunity to showcase the existing 'Genesis' version at Hicks Gallery. This unexpected chance allowed us to explore some of the immersive real-world concepts we envisioned for the future. The Hicks Gallery showing became a valuable beta test, both for the VR experience itself and for the physical space transformations we implemented.
About 'Reality's Fugue: Genesis'
'Reality's Fugue: Genesis' is an immersive virtual reality experience that explores the philosophical concept of our dual nature: that we are both individual and collective beings. Based on F. Samuel Brainard's book, the experience guides viewers through a symbolic journey of creation, emphasizing how our perspectives shape our understanding of reality. Through a series of scenes, viewers witness the emergence of light, form, and time, experiencing the world from multiple points of view. The experience aims to provoke reflection on the interconnectedness of individual and collective consciousness, inviting viewers to consider how embracing diverse perspectives enriches our understanding of the world.
While previous showings of 'Reality's Fugue: Genesis' were well-received, we identified several areas where the viewer experience could be further refined. We aimed to address some common challenges to enhance immersion and focus.
- Cable Management: Opportunities to improve cable management for greater freedom of movement.
- Ambient Noise: Reducing ambient noise to enhance audio clarity.
- Immersion: Creating a more focused and immersive environment.
- Comfort: Enhancing comfort during the 360-degree VR experience.
Sandy and I designed custom 360-degree VR seats to eliminate cable tangles and improve comfort. Free rotation enhanced movement. To achieve this, we incorporated a slip ring and custom-wired a plug, allowing the chair and headset to be plugged in but freely swivel while seated. A lazy susan mechanism was also used for smooth rotation. 3D modeling and testing ensured ergonomic functionality. Future iterations will refine the backrest.





Sandy and I engineered sound dampening booths to mitigate ambient noise. For effective sound absorption, we layered fabric. Collaborating with Hicks Gallery, we utilized their modular wall system as a foundation. We fabricated custom panels by layering moving blankets and wrapping them in black fabric, designed to clip onto the gallery walls. Additionally, we constructed a sound dampening ceiling. To further enhance the environment, we integrated lighting, a pedestal with user instructions, and a fan.





We were really pleased with the positive feedback we received from viewers. People mentioned the increased comfort and improved sound quality, which was exactly what we were aiming for. What was especially encouraging was hearing from a few folks who had seen previous showings; they told us they felt this version was a definite improvement. The changes we made to the physical space really seemed to help people focus more on the VR narrative, which showed us how important the environment is in enhancing the whole experience. And personally, I was thrilled to hear how much better the audio came through!
Our primary focus remains on developing the second iteration of 'Reality's Fugue,' designed to more closely align with the original script and create a truly immersive experience. The Hicks Gallery showing provided invaluable insights, serving as a beta test for the physical space enhancements and offering a glimpse into our vision for the future. We are seeking funding and partnerships to bring this vision to life, which includes advanced interactive storytelling, enhanced visuals, a more seamless integration of the virtual and physical realms, and increased user interaction and engagement. We have developed a comprehensive grant proposal that outlines our goals and strategies. If you are interested in supporting the project or learning more, please contact us...
This project, combining 3D animation and fabrication, significantly impacted the viewer experience. User-centered design and collaboration were key to its success. I'm excited to continue advancing immersive storytelling with the 'Reality's Fugue' team. Thank you to Carol Cruickshanks, David Tamés, Sandy Brainard, and especially Clifford Eberly for his invaluable support at Hicks Gallery, located at Bucks County Community College.