Research and Contextualisation
Sixteen out of nineteen references to the barn found in the original novel were translated as klojimas (“stackyard”, “threshing floor”) and once as arklių aptvaras (“horse pad”) in the Lithuanian translation by Violeta Tauragienė (the other two cases are omissions). From a prescriptive point of view, these translatorial choices could be interpreted as a misinterpretation, inconsistency or error. Yet in anthropological terms, such cases present an opportunity to gain insight into the emotional and biographical make-up of literary translation.
Between authenticity and factual mistakes
Dr. Gabriele Salciute Civiliene gives a talk about our research approach in one of the latest AMPS Parade series, called VR Ethnography of the Transcultural Reimagining of William Faulkner’s Topographies of Yoknapatawpha.
Sketching concepts and experiences
We borrowed methods from industry-standard User Experience and set design practices to both synthesise and interpret our data. By looking at references images, we were able to extract features that are specific and archetypal for the klojimas as a cultural artefact and object of our study. The concept sketches, scripting and user journey maps are devices to translate our research from 2D to 3D and finally create an immersive VR experience to highlight the visuospatial representation of the fictional world.
3D Modelling and VR Integration
From a 2D to 3D data visualisation
3D modelling and texturing
Creating a culture specific experience
Testing and Collaboration
Exhibiting our prototypes
We are planning to organise an exhibition of our VR prototypes during which users will experience it on Oculus Quest, and where you will be able to give us feedback. For now, keep an eye open for our updates on the Visuals page, where you will be able to test our prototypes online soon.