Installation art and alternate forms of interaction
Knock
on wood presents Romeo and Juliet
Large audience interaction
This
3D recreation of Romeo and Juliet starring digital marionettes allowed
for audience interaction in the form of clapping and booing.
The goal was to recreate the audience experience of Shakespeare's
day where the actors would play off of the opinions they received from
the audience.
There
were two levels of technology behind the theater audience's experience. The first was to heighten the immersion into
the space. Three projections
are used to surround the audience with the action of the piece, in front
of the audience is a projected traditional stage, on the right and left
of the audience there are also projections of the right and left wings
respectively. The wings deepen the story by showing the audience
what happens with the characters not on the main stage as the play progresses.
The
second level of technology is the inclusion of microphones placed throughout
the audience. These microphones
record the audience at key points during the performance.
The audio information is relayed to a computer which calculates
if there is more clapping or booing by analyzing the volume of various
frequencies and effects the visuals the audience perceives next.
Alison
Stratified Cooperative Storytelling in Dissociative Identity
Disorders: A Dynamic Installation
The
Alison installation is a system that makes use of the viewer's physical
movement through a space. The interactive component will be the viewer's
ability to choose what they want to see by moving between four distinct
displays. Each of the displays
will provide views of parallel paths of the same story. The system will then modify these story paths
based on a record of which of the displays the viewer has previously
visited. In this way the interaction
through the choice of which screen to view will drive two forms of interactive
storytelling. Primarily, it is
a parallel storytelling method but the modifications that effect the
various parallel paths add a second layer of multilinear story structure.
The multilinear aspect will ensure that no two experiences within
the space will ever be the same even if two viewers see the same parallel
paths.
The visuals tell the story of a child with Dissociative Identity Disorder
(DID). Each of the four displays is associated to and
house an individual alters of that character. As the viewer moves from alter to alter various aspects of the alters'
environments and appearances are influenced by the viewer's choices.
The
major technology layer behind the creation of this piece is the use
of a mysql database to store all the information on where the viewer
chooses to spend their time and how they move about the space. These numeric values are used to dynamically adjust imagery based
on what they represent as far as which alters the viewer is visiting
most frequently, for how long and in what order.
Wiizards
Gestural inputs as a game mechanic
Wiizards
explores the use of 3D accelerometer data as a control mechanism for
a zero sum game. The game allows
two players to create symbols by drawing them in the air with wii-motes. Each player's symbols string together to create
more complex spell combinations. The order of the symbols controls the eventual output of the combination.
The
gesture recognition is based on past attempts to create the same gesture.
Testing was preformed to show that 90% accuracy could be obtained
after an individual player attempted a gesture seven times. This meant that the system would need to be trained along with the
player, in a practice mode, before the player could play against other people. In this practice mode the player would be
presented with the symbols they needed to replicate and the system would
associate the gesture they performed with the gesture that was presented
to them during the practice. These associations are then used during competitive play to determine which gesture the player is performing.
The
published paper on Wiizards can be found at http://portal.acm.org/citation.cfm?id=1328202.1328241&coll=&dl=ACM
Shesah
Eye tracking as a form of non-invasive control
Shesah
was a test animation that I created to compare purposeful direct control
with subconscious or non-invasive control. My goal was to have the means
to add the functionality of interactivity without taking away from the
viewing experience of a cinema piece.
When a user has to interact consciously with a story the connection
with the story is weakened. The
idea is that if the users are controlling the animation without consciously
performing a task it will be more enjoyable as a movie because the user
will not lose the suspension of disbelief as easily as they would if
they had to stop watching to interact with the animation.
The
piece called for a central animation that will be affected by the choices
made by the viewer as to what other imagery they choose to look at.
Four distinct sections of imagery surround the central animation,
as the user looks at them the central animation changes to match the
particular piece of imagery they choose to view.
Wonderland
Motion tracking
A development test for the future Alison project, this installation
project based on Lewis Carroll's Alice's Adventures in Wonderland
series allowed the user to interact with a number of characters from
the series by simply approaching them.
The technology behind the piece was a digital camera which provided
motion tracking of the user. When the camera detected that the user was in
front of one of the monitor's housing a character that character would
speak to the user choosing what to say depending on who else the user
had visited in this way.