The Mood Gallery: About Quality
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The Mood Gallery
 
About Quality:
Being based around a physical gallery, the initial aim of the project was create a computerised platform that would be capable of displaying and viewing artwork. By adopting various metaphors from existing galleries, such as the ‘canvas’, ‘floorplan’, ‘catalogue’, etc. we have attempted to familiarise the viewer to an experience similar to that of visiting a ‘real’ gallery. Elements of the Mood Gallery which we believe adhere to the brief include the following:

1. The difference between the Mood Gallery and existing physical galleries lies in the accessibility, anyone can enter and view the exhibitions from the comfort of their own computer.

2. The Mood Gallery provides real and amateurs artists to display in the same environment to a global audience.

3. In a ‘real’ Gallery, the user usually browses the exhibition without a catalogue containing information on the artist, artwork etc. The Mood Gallery also allows the user to randomly browse the exhibitions, they are permitted to start and finish whereever they want. The ‘catalogue’ metaphor is introduced by giving the option of attaining information on any artist when desired.

4. The Mood element inside the Gallery is an additional feature added to provide an original, innovative slant to the conventional scenario. Depending on their mood the visitor can personalise their visit by selecting a gallery which contains material based on a certain mood, the options being: a good mood and a bad mood gallery, all other moods are located within these two spaces. By selecting the most appropriate gallery based on their mood at that time, they are presented with a Gallery environment filled with Mood art which reflect how they are feeling.

5. We have maintained the ‘curiosity’ element throughout the Gallery by keeping a sense of exploration within. The visitor may enter the gallery to view a friend’s art, or to submit their own contribution after hearing about it from friends, colleaques etc. The Mood Gallery allows the user to submit and display their own art, the result gives the ‘artist’ a sense of achievement and pride. When they see their own work displayed in the Gallery they know it is available to the whole world. It is this global scale which attracts people to visit and submit work into the Gallery.

6. Feedback, we thought was an important element throughout this project, communication is a strong theme which is evident in every Gallery. On one level the exhibition content acts as a communication medium: the artist is putting forward his/her expressions and emotions through their work. On a secondary level the Gallery provides a forum where people can meet, talk, offer comments, criticisms etc. on the exhibitions. The Mood Gallery recognises the importance of communication and has set out to integrate the two levels of communication into one, i.e. the viewer looks at the art, makes their own opinion about that art, and if they so desire they can contact the artist offering their comments.

7. As mentioned before we stressed the benefits of using metaphors associated with existing Galleries. In the case of the Mood Gallery the navigational methods adopt certain metaphorical elements and utilise them in order to create a more natural, intuitive and instinctive method of manoeuvring within the Gallery. The user can revert back to previous experiences with galleries and reapply these experiences to enable them to move around. For example to enter either the good or bad mood gallery the user simply clicks on the appropriate icon to enter the gallery chosen, to view the art work the user ‘pushes’ the canvasses around in a circular motion, to view information on the artist of any art piece the user clicks on the eye icon located at the bottom right of the canvas.

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Virtual Reality Mood Gallery
Project Notebook
Paul
Sarah
Shane
Ted
Last Modified November 23rd, 1998