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CTIN 534
Experiments in Interactivity I

Exploration and experimentation in designing innovative interactive experiences.


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Cache ProtoPlaytest: Full Debriefing

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To reiterate, with visuals...

This is a prototype of a new sort of narrative, a fully explorable environment fixed in space and time. Each page shows a map. As you flip forward through the pages, time moves forward by fifteen second intervals. The game covers four floors of a space (each represented by a colored oval) over four minutes of time.

The back of each card narrates a Moment, a particular 15-second chunk in a particular room of the space. Sometimes there are people moving through the spaces, other times you act as a camera, surveying details of the space itself.

The artifact you're looking at isn't really a game... there's no way to win or lose. The reason we've been running this test is to see how people interact with this sort of story space. How do people read when they can move through space and time at will? What do they want to DO with this power?

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Already, with a mere four tests under our belt, we've gotten some very interesting results.

OCD example

Here's a cleaned-up version of the OCD camera example that we worked on in class.

Link

I changed/added a few features:

1. I switched from using the modifier keys to specific letter keys to change modes - there weren't enough modifier keys for all the modes. 'l' for lookaround, 't' for travel, 'f' for forklift, 'o' for orbit. Added 'z' for zoom, 'w' for walk, 's' to toggle stroke.
2. The 'a' key (for auto) toggles between automatically returning to 'lookaround' mode when you release a key, or staying in the last mode selected.
3. I added two new methods to OCDCamera.java (truck_walk and dolly_walk) so that you can walk (keeping a constant height) instead of flying (the default, in which you travel towards the lookat point, changing your height as you move).
4. I added a second (fixed) camera for two heads-up information displays. You can toggle the HUD strips with the 'r' (for readout) and 'h' (for 'help') keys. 'Readout' reports the current camera parameters, and 'Help' reports the current camera mode and settings, along with a list of keyboard shortcuts.
5. To enable the camera readout, I added some 'get' methods to OCDCamera.java.
6. I added a mouse tracking factor, which you can change using the '-' and '+' keys. The higher you set it, the more quickly the camera moves, and vice versa.

(big thanks to Kristian Linn Damkjer for his excellent OCD library.)

Cache ProtoPlaytest: Just a Taste

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The playtests were a bit of a rollercoaster for me. The first one, while extremely informative, didn't go so well, and felt totally demoralizing. The second was a revelation, the third was an affirmation, the fourth, with Sean, was a three-hour play and brainstorming session that crystalized the direction this system needs to take.

A five weeks ago, I had no idea I was making a paper prototype of this game. Now I think it may be the best decision I've made since first putting pen to paper.

I have to once again thank Mike Rossmassler, who came up with the notion of a physical simulation of the Cache, and who lent his seemingly inexhaustible heart and soul to this collaboration. See how good this prototype looks? Not MY fault. Mike brought this whole thing together.

Next entry, I'm going to go into a bit more detail about what happened this Wednesday and Thursday... what this strange object is, what I learned from the tests, and where this crazy ship is headed.

Modeling

I love toys, i have since i was a little kid. From He-man to Transformers, to G.I. Joe, to Gundams, to Xevoz, i have an obsession with action figures. So when it came about that i could make physical things for 534, i decided to take a crack at making my own action figures. I'm comfortable making things in maya, but i have never done any 3d sculpture before. So i bought some mixable expoxy, some cheap action figures, and went to work.

The Art of Contested Spaces

There is a theme of space in both Interactive Experience Design (CTIN 532) and Experiments in Interactivity (CTIN 534). Here is some related articles that have caught my eye. The outstanding Jenkins article was brought to our attention by Peggy Weil.

Henry Jenkins, "The Art of Contested Spaces" (2002)

While I differ in a few details, his starting point needs to be repeated loudly:

Most often, critics discuss games as a narrative art, as interactive cinema or participatory storytelling. Perhaps, we should consider another starting point, viewing games as a spatial art with its roots in architecture, landscape painting, sculpture, gardening, or amusement park design.


My summary is:

  • Videogames are defined by ''contests of space'', in which agents resolve disputes over territories (politically in Civilization, or viscerally in Half-Life). Rather than emphasize the literary elements, the nature of these contests over space is a solid premise from which to critique this medium.
  • The design of space in some videogames (such as Black & White and Sacrifice) embodies principles of romanticism and expressionism. In doing so, such a videogame "maps emotions onto physical space" and "endows landscapes with moral qualities".
  • Videogame criticism can be founded directly on the videogames, rather than shadowing the criticism of noninteractive media.


I thought Flynn's article was a relevant application of much of Jenkins' thesis on space. In "Imaging Gameplay – The Design and Construction of Spatial Worlds" (2005?), Bernadette Flynn, "a lecturer in screen media at The Griffith Film School" (old?), examines the construction of space in videogames and analyzes its implications for the user's psychology.

In "Games are Spatial Stories" (June 2006), Ninox cites Flynn, Jenkins, and offers a few more places to go with this line of thinking.

Not related to the space portrayed by a videogame, in "Video Games and the New Look Domesticity" (BadSeed Issue #57, October 2001) Flynn also considers the cultural impact of moving videogames from the public arcade to the private home.

Processing Image Blend Example

Here is an example of the elusive technique for cross-dissolving between two images.


534 - The Promise of an Empty Space

Today we met with Perry and he offered us the immersive lab (photo below) to use as the staging ground for the Empty Space project. This is great news since the space already has projector mounts and a screen.

In our discussions with Perry he recommended doing a "live" rapid prototype. For this we need to recruit classmates to play the digital dwellers in the prototype (any takers?). We might have to conduct the rapid prototype experiment in the ZML since there isn't much space in the immersive lab.

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What resources will we need?
Hardware:
Projector
Microphone and cables
Mic stand
Speakers
Computer

Software:
MAX/MSP
+Database of movie fragments
+Pitch tracking
+Voice recognition

What research will make this project better?
Prior Art - Don Ritter
Books: Bill Buxton Sketching and a book on body language and meaning

What will your deliverables be?
A scaled-down (3 objects w/ dozens of movies) version of the project. Ultimately, we'd like to have 10's of digital dwellers appear and disappear on the screen. For this semester we'd like to get everything working with at least 3 digital dwellers.

Written documentation.

534 - Interactive Project

The Promise of an Empty Space

Take the promise of an empty space and an empty screen then fill the space with your own story.

All of the digital storytelling mediums take place on a screen. The promise of the blank screen or the empty space is that a story will unfold before our eyes. We may interact with that screen but for the most part we are being told a story - guided through an alternate space.

What if we flipped the unspoken arrangement between digital storyteller and viewer?

What if the viewer was given an empty room and a blank screen? What if when the viewer began to tell their story the screen(s) would slowly become filled with people (or digital dwellers from familiar stories) listening to the viewer. When the viewer stops talking, or disappears, the digital dwellers would disappear - retreating back to the space just beyond the edges of the screen.

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Timline/Production Schedule

openGL sprite-like graphics, part 3

Here's the max patch for part 3 of the tutorial.

I haven't had a chance to write up the tutorial itself, so for now, just download it, try it out - then examine the patch and see if you can figure out how it all works.

Download file

CTIN 534 ideas in space

Here are some ideas for projects about space.


    GTA/APB
    Blind Frogger
    Fairy Trails
    Sound of Dance
    Generative Geometry

Of these, I only suggested GTA/APB in class on Thursday. The others were newer ideas.

GTA/APB (Grand Theft Auto / All Points Bulletin)
One user is robber, playing GTA.
But there are modern forms surveillance: public video cameras, tracking devices in cars and cell phones, cell phone cameras, satellite imaging, and so on.
The other user is the cop, and has access to all this surveillance, and is trying to keep track of the robber, causing the robber to eventually be caught.
This project offers a fun, interactive critique on the pervasion of surveillance.

Blind Frogger
Audio-only interface with 3D spatial audio. Wear blindfold and headphones, and use a cane (with accelerometer and/or position sensor in the cane and headphone).
You are blind and are crossing a street. But the cars are not stopping.
Essentially you are the frog in frogger.
When in a lane of traffic, the car explicitly honks at you.
You also hear cars approach and recede.
This compassion-building exercise introduces how blind persons interact with urban environments in a fun and interactive method that ought to capture the attention of anyone.

Fairy Trails
Paint gossamyr particle systems in 3D using a wiimote.
When your paint stroke is done, however, a fairy is created which continues to repeat your last stroke until faded.
Inspired by Perceptive Pixels (seen at Wired NextFest).
This project produces temporary visual art with an intuitive interface accessible to all ages.

Sound of Dance
Position or accelerameter sensors on hands are mapped to the synthesis of musical instruments. Musical instrument positional data maps to the dancer's position. The dancer's motion triggers events in the music and may alter the tempo, rhythm, and perhaps other parameters.
Inspired by Harp of Light (heard at Wired NextFest).
This project augments and encourages dance by anyone with hands and feet.

Generative Geometry
From geometrical primitives (tetrahedra, cubes, cones, and polyhedra) translate, rotate, scale, and multiply to create fantastic lattices, organic forms, and alien architecture. Rather than specify specific vertices and polygonal data, generative modeling uses a structure of operations to manipulate primitives. Instead of editing flat data of vertices, any operation can be modified, which cascades through subsequent operations, enabling dramatic and aesthetically pleasing changes with a single input.

While such procedural modeling has been done before, what is novel here, is that the interface uses a wand (a wiimote) for an intuitive interface that a novice can appreciate, and results are displayed and recordable in real-time, so that the performance of modifying the form becomes a work of art.

This is inspired by the demoscene community, the procedural modeling tool used to create demoscene art, Werkkzeug, procedural architecture of L-systems and hyperstructures, and the generative modeling language.

Technically, to enable real-time processing, and completion within the semester, the project would be implemented in an high-level interpreted language (such as Python) so that the algorithms may be changed during run-time and low-level rendering is delegated to a graphics engine (such as OGRE). Wiimote drivers available and demo'd by the engineering school, would be incorporated with a standard bluetooth adapter to rapidly port wiimote functionality to a desktop environment.

This project interweaves performance art, algorithmic art, and experimentation in intuitive interfaces.