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Lucas Howard
Lucas Howard

The Invisible Hours



Pause, rewind and fastforward controls help buy you more time (and look wonderful outside in the rain), and you can jump back through chapters to follow other characters to their conclusions, using a theatre auditorium as a kind of control centre hub. All in all, there's a couple of hours' entertainment here.




The Invisible Hours



The Invisible Hours is a Virtual Reality Environmental Narrative Game in which the player moves freely through the set of an unfolding Historical Fiction drama, invisible and intangible. You can interact with the environment in a few limited ways, but you cannot affect the narrative or the characters of the story.


If that sounds somewhat familiar to you, then you might be thinking of the board game Clue, which is a pretty good thing to think about. But you aren't playing a specific character. The Invisible Hours is more like a live theatre production, in which you're an invisible member of the audience who can explore the house freely and observe the characters as the mystery unfolds. You'll also be able to rewind time and check in on what other characters were doing while you were investigating a specific lead. The trailer (above) touts "seven stories," and these are what you get by following each of the seven suspects. Tequila Works CEO Raul Rubio told Glixel (opens in new tab) that the tone of the story changes based on who you follow.


In the areas of design, especially in architectural design, collaboration has become an important challenge. The specialization of skills increase, work teams are more and more extensive and the geographic distance between them increases too. The economic and ecological stakes related to remote collaboration are an evidence. This context involves the need to support most efficiently possible remote working meetings. We present the Distributed Collaborative Digital Studio (DSDC), a tool designed to recreate, in distant situations, the context of copresence meetings. This shared environment is created in the "invisible computer" approach [11]. The idea is that the tool should disappear from user's consciousness. Indeed, creative design activities require some fluidity in their process. Therefore, any involuntary interruption created by the system can potentially brake creativity. In this perspective, we investigate specifically the "invisibility" of our environment. To do this, we propose a framework for the operationalization of the concept and a methodology to test the system invisibility. This methodology was applied through a case study consisting of a corpus of 12 hours of remote collaborative design sessions with the DSDC. We highlight the learning effects while using our system, conclude on its effectiveness and discuss our methodology. 041b061a72


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    Manahil qureshi
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  • John. Snow.
    John. Snow.

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