Post no. 4
STATEMENT OF INTENT (PPM)
Topic: A Gestural Tech Game
Key Ideas
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The key idea of this project is to create an immersive, experience/game
that can breach between the digital and physical world seamlessly with
wearable sensors. The output will be in the form of projection mapping.
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About
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Users are able to use every day offline
gestures like clapping, hi-fiving, or shaking hands to interact with the
installation game. They are required to put on a piece of wearable media
first, to experience them.
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Issues
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1.
Media
is commonly confined into screens.
Interactive Advertising isn't
confined to a Web, as mentioned by Tessa Wegert in an article on clickz.com. Media
is diverse, creative and has no boundaries. Therefore, it being confined into
screens limits its potential to grow and expand on more greater possibilities.
Technology should be available all around us, seamlessly melting into our daily
routines. Rather than we, blending and merging our focus to less-than-lively screens.
2.
Motion
tracking is inconvenient and troublesome.
Based on personal experience
at experiments of motion tracking by notable Interactive Studios by ISOBAR and
Kinect released games, the calibration time needed deemed too hassling and the
results of the output are minimal and buggy. There are experiments with mechanical
motion capture where users are to wear simple arm bands at certain spots, without
the use of a camera or calibration. They are found on YouTube via the username
Snappers Mocaps. They would also not have to worry about losing the tracking halfway
during the interaction experience as this wireless mechanical tech could automatically
measure direct movements from the direct muscles of the user. With Kinect, body
parts would occasionally overlap each other as the calibration gets confused and
wrong.
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How it relates to multimedia
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Gesture Tech and Wearable Media is commonly predicted as the future
of technology by Multimedia experts. This interactive experience gives
technology a new and more varied ‘body’ than what they are confined in today;
which are screens. Gesture Tech and Wearable Media are both a combination of
UBI computing (hardware) and Natural User Interface (software).
“UBI computing is an advanced computing concept where computing is
made to appear everywhere and anywhere.”
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Research Question
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What is the future for the seamlessness between the digital and the
physical world? Would technology be superior to us or otherwise?
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Inspirations from the research
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Pranav Mistry – Sixth Sense
His research encompasses the seamless connection between the
physical and digital world. He takes media out of the screen and enables it
to be available on any platform or surface. He explores the use of motion
tracking as the input, and a small projection device as the output. This
projector is designed to be worn on the neck like a regular necklace, while
receiving tracking data from the colour taped fingertips of the user. By
performing regular hand gestures like pinching and hand compositing, one is
able to drag and drop data in real time and take pictures.
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About
the Project
Genre
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Gestural Music Game
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Form
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Installation
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Audio/sonic pieces
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Free or purchased sound effects and music will be used.
As for the hardware, speakers should do. I hope to get a surround sound by carefully experimenting the placements of those speakers. |
Skills needed
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Arduino Coding
Sewing
Animation of Motion graphics
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Installation Details
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Hardware/Software
Arduino Adafruit
Touch sensors/sound sensors
Flash/Resolume Arena
Size
The projection would be about 3 metres.
The Wearable media would be small and easy to put on. No bigger than
a regular sized glove.
Time to Consume
30 seconds or less.
Number of participants
1
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How it works
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To initiate the game, users are to clap according to the beat to
control the display of the projection mapping.
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Risk Assessments
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-
Fragile
setups
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Funding
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·
Personal
investments
·
Crowd-Funding
(Kickstarter)
·
Sales
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Target Audience: Young adults
Likely consumers
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Ages: 18-25
Occupation: College students to young working adults.
Interests: Enjoys socializing and technology.
Media consumptions: Music videos, concerts
Lifestyles: Party goers, Socialites
Consumer behaviours: Have short attention span, easily excitable
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Their Experience with the “Final
Year Project”
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First, they would put on the wearable media.
The will be able to hear the song and react according to the beat.
The feedback will be given in the form of projection mapping and
sound effects.
The experience will conclude with the user's face being captured and
showed through projection mapping on a piece in the installation design.
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How it relates to existing skills
and knowledge
The existing knowledge that I currently possess would act as a
foundation to what I would do for the final project. Coding the Adafruit Flora
(a circuit board specialized for wearable media) with my previous subject; Livetags
provided the basic knowledge of handling the wiring and circuitry needed to
operate and function the project.
How it addresses new skills and
learning
Since this would be an individual project, one of the new skills that
I would acquire would be a further advancement on the understanding of
processing coding. I would also need to improve on UX and interface designing. Other
than that, I would have a deeper learning on the behaviours of users. Questions
would be asked; like what would make them excited to use it? How would they
remember the experience? Would they want to use this media in the future?
Graphical wise I would also like to explore and reinvent my own personal style
which could signify my personality and interests.
How it relates to the Degree
essay
This project would
complement the degree essay which researches on the future of Gestural Tech and
Wearable media. The essay would argue about how these forms of media would may
or may not be the next cultural technological phenomenon. It would also analyse
predictions and current developments of this form of media today.
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