Sunday, December 14, 2008

Demos

Here are three demos of the concepts which I would like to develop in the future.

Wednesday, December 3, 2008

The Future

Here are some outlines of ideas which I intend to develop in the future of the project.

Captain Planet

I was inspired by the cartoon show Captain Planet - I wonder why it ended and isn't around now to help fight global warming. Anyways the field displays a world covered in pollution. The players have the power to clear the pollution - they act like erasers on the screen. However their efforts do not last long and the pollution returns. Separately each of the player's efforts dont' seem to do much however "With your powers combined" they can create a larger and more permanent eraser. The idea is to get the people in the space to put aside their personal space for a more important cause.

The color these images is funky. Currently the space is just covered with rectangular images of pollution, in the future I intend to change how I present "pollution". I also hope to apply this idea to other issues such as sexually transmitted diseases or UCSD.

Magnetism

In this concept, each person has an influence over an object. The object is presumably something that the group needs to protect or transport somewhere. As the team moves across the terrain at times certain people will have more influence over the object. For example when the green figure is over the green area it will have a stronger pull. Enemies will appear and the team will have to coordinate in order to avoid disaster. The idea here is to acknowledge that different people have different strengths and that the team must communicate/coordinate to protect a target/goal. Culturally it shows that in group dynamics there are often times people who are more dominant and those who are less involved, and rarely is there an equality among all members of the group.


I want to work on the overall visual aesthetics of the project. Currently the backgrounds and such are somewhat crude. However, I choose the pedestrian silhouette to represent the players because it is a symbol of physical movement rather than machine mediated movement.

Sickness

I was somewhat inspired after catching two colds/flus this quarter. After thinking about the hide and seek game and toying with it some more I realized that actually playing it is somewhat boring. I've modified the hide and seek game to behave more like a sickness.

We come into contact with people everyday not knowing what kinds of sickness they may carry. How would people behave if they knew the health status of people around them? Today people with HIV or AIDS constantly wonder about how people would react if others knew about the disease. Sometimes people try to keep away from other persons who are presenting symptoms of a cold.



The hidden object in the field is silent. However when a person comes into contact they "catch" it. As the person moves around the field and comes into contact with other people there is a chance that the other person will also "catch" the object. However if the other person "catches" the object then the original person will "recover". Also there is a chance that the object may leave the original host without any notice. Other players will be alerted if they come close to "infected" person via vibration.

In this demo the "sickness" behavior is portrayed as a game of tag where nobody knows who is it until it may be too late!