Becoming Nature: Wind (2024) is an immersive virtual reality experience where players through hand-tracking technology, intuitively control and embody, become the Wind - a non-humanoid digital avatar - within vast fields of grass. Wind responds to the player’s movements, forming dynamic waves and wind gusts that animate, breathe life into digital grasslands and creating a beautiful interactive exchange with eviroment.
At its core, this project is the culmination of my artistic-technical / scientific master’s thesis and represents a step toward exploring the intersection of human-nature connection and VR embodiment, with ongoing potential for further development of innovative, interactive experiences.
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I developed the prototype using Unreal Engine 5 and Oculus Quest 3. The project combines the latest technology with innovative design and research to create an experience that redefines digital embodiment.
The research explored the neuroscience of embodiment in VR, focusing on how presence and influence within digital landscapes can extend beyond traditional human forms. More precisely my focus is the concept of embodying a non-humanoid, non-sentient digital avatar - the Wind, with studies suggesting that becoming an element of nature offers a unique way to deepen empathy for the environment and the climate crisis, presenting an experience previously unexplored at this level of complexity.
A key component of the project was designing an advanced Wind System that simulates the organic movement of wind in a natural setting. This Wind System was integrated with a new, enhanced Input System from UE5 to use hand-tracking technology, allowing users to intuitively control and experience the Wind in real-time. As a result, the Wind System dynamically interacts with the grass and environment, offering players a sense of presence and influence, while optimizing rendering performance to ensure compatibility with both PCVR and standalone VR systems.
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Artistically, Becoming Nature was influenced by my personal journey in Transcaucasia, the endless, vast landscapes of Georgia. The valleys and mountains of the region symbolize freedom and resilience in much of its folklore and also shaped my understanding of the human-nature connection. A big inspiration also came from works like Ghost of Tsushima, which influenced the visual aesthetic and immersive quality of the project.
The visual concept of the project embraces minimalism, allowing the wind to remain the focal point through simplicity. This design reflects my search to capture the organic essence of the wind, with a focusing on the finesse and fluidity of animation and movement, closely connected to players inputs and impulses. To achive the embodiment, it was important that the experience feels organic and grounded. Because even though controlling wind, may seem like an "unnatural" and sci-fi idea, something that we've never experienced before, we can still picture how would it feel and look "right".
This fusion of rural, natural landscapes with a sci-fi touch creates a unique atmosphere that bridges the familiar with the surreal, offering an immersive experience that evokes both nostalgia and exploration. Through this design, I wanted to create a world where nature's essence can be embodied, not just observed.
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