Friday, January 25, 2008

Ideas and Musings

So it is definitely easier to develop ideas for a medium you are familiar with. I've had some trouble coming up with physical computing ideas simply because I don't really understand the full range of possibilities. I can propose a few though:

1. Rework the Drum Circle arcade game/interactive table that was developed by Dylan Moore, Andrew Gardner, and myself. It never really became a game and I'd like to get it to that point as well as make a more manageable and portable version. Also, we never implemted a solid form of beat detection which would be crucial to it operating as a game. I've already noticed several Max/MSP scripts that function as beat or even rhythm detectors. I also have a dead toaster lying around that is just dying to become a game 'cartridge' reader.

Original Drum Circle

2. Interactive Tree Studies installation. The 3d trees I created last semester are begging to be made into an interactive piece. My first inclination is to use motion sensing to allow the mere presence of a viewer in the same room as it to cause a tree to start failing in health and such, shown by diminishing posture and wheezing, etc. As soon as the viewer leaves the installation area the tree starts to recover its health.

3. The last idea I had would be to create an intuitive game controller for the concept I proposed in CAR340, regardless of whether or not it gets picked to be worked on. The game is designed to operate using some sort of kinetic input (proposed as the wiimote) but could really stand to have an even more physical and realistic simulation of the motions displayed in game. The game characters are battling, vertically oriented, plants which operate in a spring-like fashion, duking it out using darts and dodges. They never leave the spot they start on and simply swing about. The controller I would develop for this game would be a real world interpretation of your character (a dolled up spring?) which utilizes motion tracking along two axis' to communicate where the top of the spring is at all times in x and y coordinates. This info would be relayed to the game engine which would translate the characters 'head' to it's correct position, allowing the darts and dodges to be controlled directly. If the actual game was not chosen to be worked on I would have to create a simplified version which mostly demonstrates the use of the controller.