Virtual Cuthbert Hall is an imaginary Cambridge college with fictitious history beginning in the fifteenth century. Virtual Cuthbert Hall resembles traditional Cambridge colleges architecturally and functionally hosting activities representing research, teaching and multifaceted social life. A visitor accesses to Virtual Cuthbert Hall through a protagonist, an avatar with a characteristic attitude and idiosyncratic goals. Situated dramatic encounters punctuate user-controlled navigation. These dynamically triggered place-events confirm, modify or refute meanings suggested by Virtual Cuthbert Hall architecture. The spatial narrative immerses the experients in a real-time performance casting virtual objects and locations as dramatic forces operating as a mediation framework.
I joined the project at an early, pre-design stage and, together with Michael Nitsche, formulated the project’s goals to represent our combined research interests. The subsequent work was also collaborative. Together, we were in charge of conceptual design, formulation of research questions, general direction and production, spatial design, interactivity design and programming. In addition to this, I was individually responsible for architectural design and three-dimensional modelling. Two other collaborators were Jonathan Mackenzie, who helped with the programming tasks and Karina Gretere, who produced the soundscape to our specification. François Penz and Maureen Thomas provided advice and guidance.