True and False – How can people distinguish true from false?

Field of Study

In this project, I plan to explore the influence of new science and technology such as VR(Virtual reality) and AR (Augmented Reality) towards the reception of true and false and try to provoke some sort of debate about the relationship  between the human and technology.


It seems clear that we set 2016 as a key year in virtual reality industry which is so called the year of VR, but if we look at the early attempts of virtual reality that could be traced back to the nineteenth century. In term of the definition of virtual reality that could be literally understood as  a simulation of real environment.The term ‘virtual reality’ was coined by Jaron Lanier in 1987, and somehow became very popular around this time – especially in the 1990’s, but this soon dropped off due to a yawning gap between public expectations and technological limitations.( VRS, 2015)

On the other side, VR and AR  or MR hold something in common, they both based on reality and both have compelling visual presentation to alter people’s perception of world, For example, the project named Pepsi MAX Unbelievable Bus Shelter (Pepsi, 2014) that was combined with a real-time screen to create an Augmented Reality event which revolutionised how people saw Oxford Street. I tend to believe these virtual elements are getting even more real especially along with the advancement of technology.

Today, an increasing number of companies are engaged with this kind of artificial world such as Google, Microsoft, Facebook and so on and more and more related products and applications appear in the consumer market. Meanwhile, General consumers are getting closer to this new world which changes their ways to live such as game, education, business, sport, architecture and so forth.


In such a digital era, the “reality” of people’s daily life are getting more sophisticated and the virtual world reaching utmost reality. Some people even start to query the real life is not real but a kind of computer simulation ( Anthony, 2017) that maybe due to the intimate connection with virtual world we created. There is a sort of potential tendency you may or may not notice that our physical experiences would be replaced by virtual experiences and people get stuck with the differentiation of true life or not true.

some people argued that virtual reality a become a “toxic” experience, a psychiatrist says the Oculus VR will make matters worse and VR gives people temporary pleasure and, ultimately, causes many people to become psychiatrically ill(BBC,2014). This is some thing I want to discover the risk side and the opportunity side.Through this project I try to

discuss with audiences and interviewees how the VR applications influence  their mind and behaviors.

In some case people gradually tend to get confused and addicted with the reality, such as lot of people obsessed with VR game, we can see we have change the ways that our entertainment from traditional manner. I thought people may need this kind of  intervention with new technology but it’s time for us to rethink about our relationship with technology.

on the other hand, VR is a  very typical ways to interact with people which including lot of multi-disciplinary research and information.For me it is important to make progress through this project.


I will conduct my design research from a critical perspective and pay attention to the complications of possible future.

First of all, it is necessary with a wide range of research, from literature review to the case study, also including questionnaires and interviews with focus group and general public.

I would like my research from reviewing the history, the present and future of VR and AR technology, surveying the experiences and expectations with VR equipments, interviewing with thought provoking questions and observing people’s behaviors with VR environment . I also try to carry out detailed case studies on a variety of VR and AR applications and hardwares.

secondly, I start to frame my ideas and try to build first prototype with basic needs, and then make a try on the variety of  materials and techniques to find the best feasible way on my prototype.

After that I will question my prototype and ask people engaged with my prototype and discussed with them to get feedback and find the improvement. these feedbacks and problems will lead me to research deeper and  wider. all this iteration of process could help me on the advancement of my further prototype.

Predicted Resolutions

I intend to create an immersive MR (mixed reality ) environment which combine with some real elements , some virtual elements and interactive sensors that mixed together.

It more like a game, people could interact with this environment to distinguish truth from false.for instance ,there are real people face and virtual face  display together. audience could engage with it. the camera will collect user face and project  a virtual image beside.

Basically, the resolutions focus on the confusion of true or false, and the alteration of people behaviors with new the alternative resolution also could be a controversial object  or behavior around  virtual reality such as my i-Box project which provide a tiny room for people to imagine and live with a virtual home and gain some sort of self-satisfaction from false reality.


First stage: Design research

26/07- 26/08 Literature review  and case study.

Look up related papers and academic studies  and organize questionnaires and interviews. Researching and sketching  existing VR or AR design related projects and reverse engineer some projects. meanwhile record my reflecting on these projects

second stage: Prototype

1/9- 1/10 Prototyping a simplified version of the project, testing and eliciting feedback to make sure the basic function get achieved.

final stage: Question and iteration

1/10- 26/11 Working on the progress and refine the prototype, getting the feedback as much as I can and questioning the outcome , examining the problem and function. iterating the whole process and make a final version of prototype.