Disaster Codes

February 13th, 2009

disaster_codes4

February 9th, 2009

Hyperbolic Trees
This is an interface that interests me. Here is one example.

Visual Thesaurus

February 9th, 2009

Karma system (in game Fallout)

An important feature of the game is the karma system. Each player has a total amount of karma which can be affected by his/her decisions or actions. Beyond acting as flavour for the game’s events, karma can have tangible effects to the player, primarily affecting the game’s ending. Other effects include altered dialogue with NPCs, or unique conflicts with evil or good characters. Actions vary in extremes of karma; pickpocketing receives less negative karma than unprovoked homicide, for example. The player’s relationships with the game’s factions are distinct, so any two groups or settlements may view the player in contrasting ways, depending on the player’s conduct.

wikipedia

The Cave

February 6th, 2009

These are just thoughts I’m throwing out, in case some of my mind mud sticks to the wall: I was poking around the web for info on Easter Island, and I found a reference to a “so-called” “Cave of the Men Eatresses.” This is apparently a mangled translation that a bunch of sites have copied from Wikipedia.
But it got me thinking about that good old Plato and the cave of shadows. The idea of using shadows on the wall is interesting to me, because it allows us to use the wall as both solid surface and as a window. That dual nature has been bothering me since the beginning, and I think we’re getting somewhere with the acknowledgment of the space as such - how can we do that with the window-wall?

February 4th, 2009

Some ideas we discussed:
Proposed treatment of the dome itself: We decided to leave as a tech element and have that he referential within the piece. By “referential” I mean that we acknowledge what it is, as it is and not mask it.

We discussed the “Creature,” interactive character/element and toyed with the idea that they/it was not necessarily corporeal.

We are entertaining the ideea of a VOICE of Authority. “You without the shirt, we are going to have to stop the ride unless you put your shirt back on!”

Super-suit - well, need I say more? I shall none te less. An awkward suit that is a controller. Not particularly elegant but cleverly created - clumsily artful?

EOM

Ted’s website

January 28th, 2009

Just an impressive resume and an awesome portfolio: tedsing.com

11-20-08 meeting notes

January 20th, 2009

• possible theme: social interaction, awkwardness, awkwardness simulator
• viewer manipulations: induce vertigo
• use of sound: location (use sound to direct viewer), overlap
• inputs: video of user, user data (i.e. from phone), world condition (i.e. pulled from web), google hits, weather information
• interaction: wii remote, custom build, how much learning?
• Duration – how long? consider viewed in a gallery setting, How to finish?
• Visual – what style?
• Space – photorealistic, abstract

the medium of the video game

January 7th, 2009