Author Archive

December 15, 2012

Fireflies: The Poster

PosterPreview

 

 

 

 

 

 

 

Check out the full poster here:

https://wiki.cc.gatech.edu/designcomp/images/4/45/FirefliesPoster.pdf

December 15, 2012

Fireflies: The Vision

VisionVideo

 

 

 

 

 

 

See the Fireflies vision video! Final version coming soon…

Vision Video

December 14, 2012

Reed Ghazala Interview

One of the forerunners of Circuit Bending. One of his most widely known bent circuits was created from the “Speak & Spell” educational toy.

 

 

December 12, 2012

Musical Dice

From Mozart to Cage, a great way to explore music through chance.

http://www.musiciansdice.com/more.html

December 2, 2012

Cinematrix

Cinematrix is an interactive system for co located audience participation.

 


 

November 26, 2012

Gliss

This project comes from the tradition of graphic notation that shares many similarities with drawing and music.

 

Here is a link to a paper about it: http://www.nime2011.org/proceedings/papers/N01-Trutzschler.pdf

October 27, 2012

Procedural Audio

A. Farnell. An introduction to procedural audio and its application in computer games.

Audio Mostly Conference, (September), 2007.

http://obiwannabe.co.uk/html/papers/proc-audio/proc-audio.pdf

This paper describes “procedural audio” and its application in interactive systems and video games. It also includes both historical and technical information about the use of audio in games as well as a section on implementation.

I think many will find this useful as we are beginning to develop our projects.

October 23, 2012

Without a Goal

Jesper Juul’s article Without a Goal – On open and expressive games,  provides an interesting perspective on game design. He opens with the theory that games are goal-oriented, then explores several games – from games with explicit and specific goals, to games with several different goals and optional goals, and finally games that do not have goals. The latter case is similar to the project we are developing. Games without goals can provide opportunities to explore the space created by the game. At this point we are focusing on immersing the user in the game’s environment where she or he can explore at will.

Link to the article:

http://www.jesperjuul.net/text/withoutagoal/

 

September 29, 2012

Video – Piano Touch & Cloud

Video by Teresa Lee, Binjie Sun, and Nathan Weitzner

See the video!

 

 

August 26, 2012

Blokus 3D

Game: Blokus 3D

Players: Yan-Ling Chen, Dustin Harris, Chih-Pin Hsiao, Nathan Weitzner

Strengths: 

  1. Easy to learn the basic rules

    Blokus 3D

    Blokus 3D

  2. Opportunity for improving strategy
  3. Many different outcomes possible
  4. Good educational tool for kids, 3D spacial reasoning

Weaknesses:

  1. Instructions are somewhat ambiguous
  2. The board is shaky when moving and rotating.
  3. The pace of the game is quite slow
  4. It seems that after 20-30 minutes, players might loose interest in playing
  5. Small pieces can get lost / eaten / choked on

Opportunities:

  1. Design more patterns – each pattern makes players develop new stratigies
  2. Make the blocks and board more stable
  3. Improve the instructions by clarifying ambiguous images and removing redundant instructions
  4. Have some way to speed up the pace of the game

Threats:

  1. Blocking a player removes them from the game
  2. Covering another player’s blocks lowers their score

Digital Version:

  • A computerized version of this game could be difficult to play. The players would have the added challenge of navigating the virtual 3D space from the 2D representation.  However, this could provide an opportunity for children to improve their computer skills.
  • The digital version could come with a tangible block that the user could turn to orient the virtual blocks
  • Digitalized version could clear up instructions- computer can prevent illegal moves.
  • Opportunity for asynchronous and remote gameplay through a network.
  • Loosing pieces of the game would not be an issue. Additionally, one could play with any number of blocks. There could also be different difficulty settings which give users more difficult patterns of blocks.