Shepherd’s Shield: Beyond the panic button is a practice-based, ethnographic-action research project that aims to investigate and explore current VR safety design features focusing specifically on women’s lived experience in physical, urban, domestic, natural and virtual immersive spaces.
I will use interview, questionnaire and written counts acquired from women’s aid UK, literature located in video games both written nd through user testing applications (Including scare and horror immersive apps) and urban and architectural theory to inform the study.
Research findings may inform urban design for real-life physical spaces and extend VR for use in training early career first responders in attending high trauma scenes by meeting compliance requirements, while allowing for valuable, practical experience without risk to the public and shielding themselves from vicarious trauma.
UI
prospect
Refuge
AI Training
Training
Motion Capture
Early experiments (2007-2010)
The early experiments sought to push the boundaries of CGI animation into immersive experience. Exploring the tension between the natural world / CGI and material studio processes and computer generated 3D modelling; Sarra experimented with immersion, interaction and projection mapping 3D animation onto 2D/3D interactive screens, while investigating how the mind responds to the effects of trauma.