Sunday, May 6, 2007

Compare/Contrast - Little Red Riding Hood vs. The Nautilus

Little Red Riding Hood vs. The Nautilus - 41032899

For my compare contrast I’m going to look into the similarities and differences between our virtual environments ‘pick a’ path’ story and the Nautilus project. The Nautilus project is a virtual environment that allows multiple players to interact with each other as well as the game. The idea is to control a submarine with body movements with in the space and complete tasks in the context of an underwater realm. Our project is an individual participation piece that allows the user to navigate through the story which has a number of different paths and outcomes to choose from. The story we’ve chosen is loosely based on the Brothers Grimm story, Little Red Riding Hood.”

The focus of the Nautilus project is to create a game that “involves not only human-computer interaction, but also human-human interaction in the interactive virtual space.” [1] “The players use their natural body movements and interact with each other to control the game” [2]. They can control up or down movement through the realm by either jumping up and down or standing still. They players do not have any role specific positions in the space and the game encourages group participation. An example of a task within the game may include trying to rescue a dolphin in which case, “players move around together in real space in order to navigate where and how fast their virtual underwater vessel moves. [4]


On the other hand, our project is aimed at individuals and immersing them in an interactive space. We’ve chosen to make our space individual so as to make the interaction more personal. The user has total control of which path to take and their reasons why are not questioned; it’s their story to a degree. Control of the pick a’ path interactive environment is through a number of themed pressure sensors. To choose one path over another, the user selects the corresponding buttons. For example, to run away from the wolf, chose option a, to fight the wolf chosen option b.

The multiplayer’s control of the vessel in the Nautilus project is achieved through a series of pressure pads on the floor of the space. "The system is based on 49 pressure-sensitive floor tiles … Each of the floor tiles contains a microcontroller board and four sensors (one at each corner), giving 196 sensors in total.” [1] The information from the sensors is then relayed to a host computer which can then process the data and provide the appropriate responses. Such responses would be the direction and depth of the vessel that the users control.

When it comes to our project, the control the user has over the story is accomplished through a series of sensors that manipulate the interface through the use of an EZIO board. Through the use of themed buttons the user tells the interface which path has been chosen and the interface responds appropriately. The buttons will be themed in the way that they will resemble things which little red riding hood may have on her person or perhaps in the basket. We will also have sensors which detect the user as they enter the space and respond by starting the story.

When it comes to the constraints of the project, one of the major issues with the Nautilus is that of space. To be a multiplayer game, the space would have to be the size of a small room. This may not be possible when it comes to galleries and exhibitions where space is an issue. Secondly, considering that the space is designed for children, noise levels may become an issue depending on where the work is exhibited.

In comparison, some of the same constraints may apply to our virtual environment. Predominately there is the constraint of space as our installation involves rear projection. Additionally to this our installation itself is a two metre cubed space which may be problematic when proposing sites to present the virtual environment. Consistent with the constraints of the Nautilus is that of sound and volume restraints. We plan to have our installation complete with surround sound at increased volume so as to enhance the immersion of people within of the space. This may limit the chances of our environment being accepted into different exhibits.

On a conceptual level the Nautilus is quite different from existing forms of virtual reality gaming. “Conventional virtual reality games try to make the user interface transparent or invisible through the use of head-mounted displays and data gloves.” [1] By using floor sensors I believe they have succeeded in making the interface interaction almost invisible. The outcome is that users are encouraged to focus on the game rather then manipulating the corresponding technology. I believe this enhances the immersion of the users with in the space. Rather then being intimidated by the interface and controls they can interact naturally with the game.

This is somewhat similar to our environment as the modes of interaction are minimal but the outcomes are potentially quite extensive. This means that on a conceptual level the user becomes more involved in consuming the experience rather then being distracted by how they should try and work it. If the user feels they have to learn a new form of interaction to play the game or read the story, immersion and consumption of the environment would be impaired. I think it also makes the experience more personal as the users are thinking more about what they want from the game than how to manipulate the technology to reach there goals.

An important element of the design of the Nautilus project is that the “development work relied heavily on a User-Centred Design (UCD). The scenarios created during the design characterized the players and the desired activities… The methods used in the evaluation were qualitative and included interviews, observation and video recordings” [1]. By including the users in the design stage it is more likely that the design will fall into the level of usability appropriate to the proposed user. In their findings users thought that “controlling a game through one’s body movement and position was ‘new and exhilarating.’ … In addition, playing as a team in an interactive virtual space was found to be engaging, natural and fun.” [3] This boasts that it was “successfully designed for and with the assistance of children.” [4]

As we progress in the design of our proposed virtual environment, it is clear that the advantages to doing user testing are limitless. Once we have a prototype we will endeavor to go through a stage of intensive usability testing. By doing so we hope to achieve an enhanced level of interactivity and uncover unforeseen problems with the design. By getting children who know nothing of the project and of this style of interaction we hope to attain a high level of objective, constructive feedback.

­­In general, on a conceptual level, I believe the two projects are quite similar. They both rely on a reduced level of understanding of computer systems and endeavor to enhance user immersion through the use of ubiquitous computing.


Works Cited

[1] “An Intuitive Game in an Intelligent Ubiquitous Environment”
by Jaana Leikas, Hanna Strömberg, Antti Väätänen and Luc Cluitmans.
(2004) http://www.ercim.org/publication/Ercim_News/enw57/leikas.html

[2] “E-Ball: A Hybrid Athletics/Video Game” by Jian Dong (2004)
http://www.ece.ubc.ca/~elec518/previous/hit2004/papers/Dong.pdf

[3] “An Ambient Intelligence Platform for Physical Play” by Ron Wakkary, Marek Hatala, Robb Lovell, Milena Droumeva
http://www.sfu.ca/~rwakkary/papers/p764-wakkary.pdf

[4] The Projected Playscape: Enabling New Play Scenarios with Computer Vision and Non-Structured Rule Sets by Catherine Herdlick
http://a.parsons.edu/~cherdlick/thesis/dec_research.pdf ­­

Wednesday, April 25, 2007

Assignment 6 - Part 1 "The Nautilus Game"




"The Nautilus game is designed for location-based entertainment (LBE) such as amusement parks. It is expected to last only five minutes in order to enable a large number of groups to experience it each day, and is designed for small groups of players, aged between 8-13 years, with no previous experience of computer games. "
.
What the Nautilus game does is track the movement of people within the space through the use of pressure pads. This information is then used to manipulate the screen based graphics which are designed to allow the user to navigate through a three dimensional space. In the context of the game, this space is an underwater world and the user's can control a "virtual vehicle (a submarine.)" http://www.ercim.org/publication/Ercim_News/enw57/leikas.html
.
I chose to use Nautilus for the compare contrast because I think it’s quite similar in nature. It’s immersive and allows its users to interact with an interface through movement in the physical space. Additionally, the Nautilus like our project is aimed at children. On the other hand, one of the major differences are that the Nautilus is a team adventure game where as ours is a more simply a story for children to read. Furthermore, while the Nautilus allows free movement as far as navigation is concerned, our project only allows navigation through a set of predetermined paths.
.

Sunday, April 15, 2007

Since the presentation - storyline content

as far as the story line is concerned, i've been trying to write a first person adaption to the well known fairy tale. Although as I found, for a 'well known' story there are quite a few different versions. Some Red Riding Hood(rrd) dies in the end, some times rrd gets away, some times the grand ma is a troll...

i found a couple of stories and maybe we can use the different out comes to our advantage...
eg, if you chosse one path, the wolf eats rrd, on another, rrd gets away...

in one grand ma is taken by the wolf, in another, she turns into a troll...

this site has stories from different nationalities. Some interesting ones here...
http://www.pitt.edu/~dash/type0333.html#perrault

this one also has some good stories....
http://www.usm.edu/english/fairytales/lrrh/inventt.htm

i particulaly like the ending to this one...
http://www.fln.vcu.edu/grimm/redridinghood.html

thats it for now, i still have heaps of other work to do...

Since the presentation - storyline content

Since the presentation - On a technical Level

On a technical level we have chosen to simplify our project to level were perhaps it should run more easily. WE were told in the lecture before the break that some time simplicity is best. That coupled with our visit to the Vanishing Point Exhibit made us think that the simpler the design is the easier it may be to pull off.

Additionally, if the interactional part of the assignmnet is easy to complete then we can spend more time making the interaction more immersive like addding sounds and building sets and stuff.

Wednesday, April 4, 2007

Vanishing Point - Journey to the moon

Again this was a short film about something... It was a man who was .... I'm not sure actually. But it was half black and white footage and half stop frame charcoal animation. It reminded me of eraser head for some reason. I think thats why I could watch it for too long...

Vanishing Point - Pataphysical man

The science of imaginary solution.

Man spinning on head except upside down so it looked like he was spinning on the cieling. I think it said it was meant to reflect the divinci dimensions of humans or something...

Vanishing Point - Train no.8

This was alledgedly about showing how you can move forward and backward through space at the same time but to tell you the truth I found it nausiating to look at for to ong so I could really get into it ...

Vanishing Point - House

This was a looping ammount of footage taht showed a house with an endless ammount of water flooding out of it. The ideas was something about blending reality with sureality?

Vanishing Point - Tools life

I really like this one! It was a short coffee table type display that had like...10 metal objects on it.. Such things as a hammer and a spanner and a magnifying glasss.> Each time you touched an object a procjected animation would emmerge. For eg... The hammer... A glass would fall and break. A harmonica... some musical notes would appear. A giant zippo. A flame would come out...

Really like this peice. I couldn't figure out how it worked... I would've really k=liked to talk to the artiist.

Vanishing Point - Man with paper

Man with paper...

This one was some footage of a man covering himself with paper that was the same colour as the wall he was standing in front off. Eventually he "blended in" totally. It was more like a short film...

Vanishing Point - Front porch

In this peice there was a dogs head in a human body readin the news paper on the porch of an old house. It was appearing to read the paper but in reality it was more distracted by what was going on around it and out in front of the house.

Alledgedlly this was meant to symbolize humans obsession with the media...

Vanishing Point - Duk hem?

This peice was a projected peice of falling blue like particles and if you stood in front of the projection the the particles would appear to hit your sillouette and bounce off. It reminded me of David and Ians "Dance projection" thingy.

Vanishing Point - Parking

This is a dual screen peice that is not interactive. WE see a hand on the screen appearing to direct people and traffic around a city. I thought it was cool but I didn't really understand the peice. It woulve been good to get the artists point of view...

Vanishing Point - The SHy Picture

This peice is similar to a peice I had thought of doing for the ubiquitous computing assignmnet...

Its a picture that hangs on the wall and appears to be a still image but when motion is detected the picture comes to life and the characters of it run away. I really like this peice. Not only because of the interactivity but also because of the feeling of the characters with in the picture. Its an image that is taken from like the 1940s apparently and the characters and the decore are to the period. All the characters are looking in to the bottom right corner as though someone just fell over or some other catastrophy has occured...

Vanishing Point - Spotter

This peice reduces huge machines like aeroplanes to things that may be found in a zoo... aparently. People observe them and take photos but as well as that it showed people as minature in larger then life settings... Not really sure what its about but it reminds me of "Land of the Giants"...

Monday, April 2, 2007

Presentation

I was absent for the presentation last week because I had a case of food poisoning. I was unhappy that I missed it as I felt it would have been good to get the feed back from other groups who had done similar projects or just had a better understanding of what we were trying to achieve. I'm going to the art gallery tonight and will blog an entry about it.

Monday, March 19, 2007

Contribution

Damian
- Concept Design
- Illustration Mock ups,
- Set design
- Storyboarding
- Recording sounds, Sound design
Hugh
- Flash Illustration and animation
- Concept design
- Idea generation
- Sound design
Andrew
- Pseudo/Scripting Code
- Concept design
- Illustrator techy
- Sound design
- After affects
Harrison
- Coder/ scripter
- Audio Visual Compositor
- Sound recorder, analyst

Plan for completion

- First find a story
- Break the story into which parts are going to be animated, which parts might have voice overs, which parts will have what sounds, which part will have pick a path options, which parts will have the mini games.
- Plan out a story board of interactions
- Design technologies around this; motion tracker, surround sound…
- Design set of 2 ½ dimensions
- Trialing/set up technologies + testing
- Usability Testing – this is imperative!
- Installation / Testing
- Show time.

Constraints

- Time
- Besides the time limit there is also the constraint of how long we have to ‘catch’ the user in the space. If the interaction is too drawn out then the kids may lose interest.
- If the interaction is too ubiquitous, then people may not think that they are in control.
- We have to ensure the children/users are aware how to interact with the space and also that their actions within the space have visual and aural responses.
- A few other ways to ensure the children don’t get bored is perhaps; make sure the pages of the interaction aren’t full with dialogue, have sounds or animation, voice over to keep them immersed.
- Space, another constraint is that of the space allowed to be used at the Ipswich art gallery.
- Intuitiveness of the design is essential which brings to another constraint which is the users understanding… What we as designers believe to be intuitive is something totally different from what children can grasp. Its something we should keep in mind throughout this assignment.

Audiance

- Ages 7 to 10
- Scary, Creepy > Itchy and scratchy
- We want to see if children can find our motion tracking “game/story” as immersive as game pad designed interaction.
- We want them to immerse themselves in the virtual environment we design,
- We want them to have fun in an engaging environment and open their eyes to new forms of technology.

Sunday, March 11, 2007

ethics

the ethics of making a interaction based experience for children could be quite 'limiting', here are some things I have thought of.

- no excessive violence eg, Blood and guts visual or literature based.
- no expicit literature
- no sexual references
- no racial or gender bias
- general 7 - 10 writing standard - text size + content

more infastructure

Dekker said something about processor
http://processing.org/
Its quite an intersting site...
There are free downloads as well... Something to keep in mind...

We've also read Anthony Massingham's message on the news group. Anthony did a similar thing last semester with a glove that could be used to manipulate a projection on a screen.

This is kind of what were thinking about except with ours we thinking of how we could have number of sensors attached to the user and have the sensors direct the movments of a 2d character on screen. By doing so we would have an avatar of sorts that could be customized for each user. Navigation; if ther were the case would come down to moving, a hand sensor for example, to a certain part of the screen. This method could be adopted to chose directions, decide what to say to other characters with in the play/story/environment.

infastructure

So far I have been caught up thinking about the facade of what the story will be. That aside, I have been thinking about the infastructure we could incorperate... Couple of ideas.

- Andrew has mentioned, eye toy and motion capture. Here is a little research I did.
Article on motion capture and programs used.
http://www.measurand.com/motion-capture-resources/motion-capture-process.htm
Tutorial on motion capture
http://www.zandoria.com/motioncapture.htm
2d motion capture
http://www.mpi-inf.mpg.de/~theobalt/VisualHullTracking/index.html


Other ideas...
- Something with RFID perhaps set in a pair of clog like shoes that the user has to walk around in to actually interact with the story.

- Have some kind of console for navigation which may rely on motion sensor and or pressure pads.

-

Tuesday, March 6, 2007

Some story ideas...

Even though I kinda like the idea of Little Red Riding Hood... here are some other ideas...

Cinderella, Jack and the bean stalk, Pinochio, Snow white, Rapunsel, The Princess and the pea, The frog prince, Three little pigs, Hunchback Of notre dame, sleeping beauty, I'm going to the library to day to see if I can find some more.....

A killer idea...



Alright, so I had an idea about how we could do this.



The story - A classic, one that everyone knows- BUT- put a spin on it!!!
For example, a Little red riding hood that gives the user the option of shooting the wolf with an ak 47.



How it work - A the user would start the story at the original start of the story but would shortly be given options how they think the it should go...
For example, they might decide that they don't actually want to go to granma's but stop in the woods and eat the cookies themselves... a side affect of this may be that they get eaten by the wolf or a tree falls on them because they didn't know that the wood man was in the forrest lopping trees that day....

SO, the story is pretty much broken up into paragrapghs. each paragraph has an image or flash animation attached to it. The basic story remains and if you pick the right path you get to the normal outcomes but you can deviate from the story and end up at a few different out comes...

Navigation - Navigation is still something we can play around with but after discussing this the other day we decided that choosing a story would be a good place to start...

Monday, March 5, 2007

week 2 first week of issues

issues to making an interactive childrens book...

What kind of story is interesting to kids these days???
What sort of interaction will kids understand and be able to utillize the best???
IS there some limit to the amount of time we should allocate each child to 'play' the story???
Should we make the story able to have an audience??
What method of navigation would be more suitable for children????

week 2 - studio 5

Today we were split up into groups. We were split up in accordance with our five ideas which were submitted earlier in the week. For some reason my PDF had not submitted correctly and so I was not allocated a group. I therefore had joined a group with Andrew, Harrison and Hugh. WE had a few ideas to work with, most of them included some kind of virtual reality theme mixed with different ways of navigation.

Some of the ideas we'd come up with today came from Harrisons idea of a virtual story which the user navigateshrough the pages. WE agreed that it could be good to target it at children but this alone opened up a few issues...

Monday, February 26, 2007

I bar - Limitations - -

This project is only limited by those who decide to use it. That might be a problem... Depending on easibility of use and intuitive ness of the bar; users may be over welmed. Might be a slight problem with ambient light killing the effect of the bar. It would definatly be good for night clubs... there are so many options.

ibar


More images - http://www.i-bar.ch/en/pictures/

http://www.i-bar.ch/index.php?id=88&L=1

iBar is a system for the interactive design of any bar-counter. Integrated video-projectors can project any content on the milky bar-surface. The intelligent tracking system of iBar detects all objects touching the surface. This input is used to let the projected content interact dynamically with the movements on the counter. Objects can be illuminated at their position or virtual objects can be "touched" with the fingers. The iBar system is ready to be installed completely into any kind of bar-counter, there's no need for any further installations on the ceiling or something like that. The software is flexible and can be adjusted and enhanced.Videos, Newspaper, Brochures, Games, Fun, Visuals. Ambience etc

Motoglyph limitations

Some of the limitations of Motoglyph might be that of people unwilling to have a go at it. It would be great for kids. ANother limitation is that once again with the rear projection; it can take up a bit of space depending on whether or not you can shallow throw the image or not. The other problem with the projection that I mentioned on metamorphosis is that it needs to be in a darkened space to have a good effect.

Motoglyph




Digit developed a technology so users were could write on the walls with a custom made 'virtual spray can', the movements tracked via ultrasound. The movements were back projected onto glass panels, creating a virtual graffiti wall and the sensation of writing in 'light'. In real time the movements affect and create sounds.

The three panels each have a unique sound effect. The first changes the pitch along the Y axis (from your initial registration point) and adds layers of sound loops dependent on acceleration. The second layers a number of sounds loops together depending on acceleration. The third constructs at random a beat pattern from a number of libraries. It then plays this forwards and backwards depending on direction along the X axis. The speed of playback is connected to the acceleration so for example is the user "scribbles" back and forth you will hear a "DJ scratching" effect.

Limitations of the Urinal

One of the main Limitations of this design would be getting permission to install it in the urinals. Additionally; I assume that it would have to be durable and water proof.

Urinal



The work Pissoir celebrates the private, intimate, DIY act of pissing as a creative activity. This work provides all participants with a virtual canvas, giving them the opportunity to draw/paint their own works of art. Urine incident upon a sensor is sampled for its unique pH level; thus each participant leaves his/her own colour pH signature. In addition to the installation apparatus, the artists provide a small device to assist women in urinating precisely.

Wooden Mirror Limitations

Alright, so many limitations. Some of the less obvious ones may be wether or not the ligh camera is picking up enought light to make out the image of the viewer. Resourses is another limitation. I wonder how much it cost and how hard it was to find all those little serves and so forth...

Wooden Mirror - Daniel Rozin




http://smoothware.com/danny/woodenmirror.html



Wooden Mirror - 1,999,830 square pieces of wood, 830 servo motors, control electronics, video camera, computer, wood frame.Size - W 67” x H 80” x D 10” (170cm , 203cm, 25cm). Built in 1999, this is the first mechanical mirror I built. This piece explores the line between digital and physical, using a warm and natural material such as wood to portray the abstract notion of digital pixels.

Limitations of Tagging

The limitations to this project are similar to the bluetooth clothing idea. Who has the right camera or the right program to decode the information...

This project really has no boundries though and could be a new language...

Tagging



http://www.asquare.org/networkresearch/?p=228

Each image shows an individual black and white pattern which has been painted manually with an edding 850. These patterns have been created by a special software on a computer. It is possible for any visitor to decode each “Semacode” by using a standard camera phone…Semacode makes it posssible to encode a specific amount of data within the pixel pattern. This string of data can be decoded from an image taken by the camera phone afterwards…For the users it serves as a tool to get simple access to websites on a mobile phone. Equiped with the software the user navigates to websites by just taking a photo of a semacode which has the specific webadress encoded.

Limitations of MoBeeLine

The most obvious constrait of this project is that of the availability of bluetooth. Besides that, the limitation of peoples understanding of it. I for one don't have it on my phone and don't know much about it.

Just on the topic.. how about some kind of led display thats worn on the clothes that maybe flashes when they are not in close proximity...

Mobeeline


Mobeeline


A signal is sent from one users mobile phone to another’s using SMS. The Bluetooth device in the recipient’s phone connects to a microcontroller which then transfers the sent signal/SMS to LED’s on the recipient’s clothes to create colors, patterns or emoticons on the garment. These are intended to correspond to the feelings the sender wishes to communicate to the recipient. Below is a diagram of the devices workings.

Limitations of Bion

Welll....
This installation, allthough completly awe inspiring would have quite alot of limitations...
Size, although it appears it would be able to be fragmented; to get a decent effect from the instalation, i think it would only work on a massive scale. I think the project would be limited by the availabilities also... If each 'organism' has a light, a sensor and a speaker... thats going to cost quite a bit...

Bion




http://www.asquare.org/networkresearch/?p=124

"Bion is an interactive art installation that explores the relationship between humans and artificial life. The name makes reference to an individual element of primordial biological energy identified as orgone by the scientist Wilhelm Reich (1897-1957). The installation is a sensor network that is composed of 1000 3-dimensional glowing and chirping sculptural forms. Each bion, measuring approximately 4×3x2.5 inches is a synthetic “life-form” consisting of a tiny computer, an audio speaker, blue light emitting diodes, and multiple sensors. These sensor units have the ability to communicate with, and react to, the bions around them and the viewers that enter the space."

Limitations of Insense

Insense is quite intriging. The limitations to create a realistic diary is that I think that the technology has to be quite small and almost un-noticable. To get realistc results you would have to almost forget that your wearing it...

This device could be used in security though.. rather than relying on written recital of events everything (that mattered) would be captured on camera...

Insense



http://www.asquare.org/networkresearch/?p=209

The idea of this project is to "collect experiences into a continually growing and adapting multimedia diary. The system…uses the patterns in sensor readings from a camera, microphone, and accelerometers to classify the user’s activities and automatically collect multimedia clips when the user is in an “interesting” situation.

This is quite a art house idea because it does not actually advance human experience in any way.

Limitations of Bird talk

The type of sensors used could limit the effectivenss of the responses. I assume it must be some pressure sensor or light sensor that triggers the responses. One idea if you could use an rfid tags to tell the birds apart and could have different 'personalities.' Another limitation is that of wether or not birds can come into the space where the installation is set up... Maybe it could be done with other animals...

Bird Talk












http://www.asquare.org/networkresearch/?p=211

"effectively facilitates birds’ control of people…Bird Perches are designed to facilitate human bird communication, translating into human dialect some of the birds concerns and arguments. From the birds point of view they provide an experimental platform to observe which perch/noise/arguments are effective in convincing people to share resources."

I think this project could be quite intruiging and be sure to capture peoples imagination. I assume that the 'translated responses" are randomized responses but i think it is still an interesting project.

Limitations of Metamorphosis - -

Limitations of Metamorphosis - -

One of the main limitations of metamorphosis is that of the space. How big does it need to be? How can that limit the effectivness of the installation? Another minor limitation perhaps is that of lighting... for such an instalation that relies on projection needs dark dull lighting... Depending on where the space is this might be hard to achieve...

Metamorphosis



domino.lancs.ac.uk/info/lunews.nsf/I/97F2B7D7...

"Metamorphosis, which runs at Welfare State International’s Lantern House in Ulverston, throughout July, is a creative coupling of technology and art that asks some interesting questions about how we interact with computers."

I think this is an example of ubiquitous computing because there is the element of unknown technologies which create a sence of curiousity in the user as to how and why the technology is changing.

I like the idea of this installation because I am intrigued by the immersive space...

Introductions...


This is my blog, I am Damian Carroll. Star date 27th of Febuary 2007. I am studying ubiquitous computing an the development of interactive art peices.