Light graffiti is a somewhat closed trade. Only a select
few have the equipment, time and know-how required to pull it off, so why not
broaden the possible audience through the social connection of video games?
Enter Lights, Camera DANCE! Traditional
light graffiti can be difficult to set it up, and let’s be honest, expensive
too! So why not refine the space to the magic circle of a video game? Our goal
has been to create a new yet simple setup that enables anyone to join in the
fun of light based art, with some dancing on the side. Everyone loves to dance,
and everyone loves to create beautiful pieces of artwork, so why not combine
them into play? We have found that the two marry together very well; and create an
engaging and social game experience. Players are particularly enthusiastic about the fun of painting art that cannot provide immediate feedback as it is created. It adds a level of mystery as you play! We conclude that this new union between video
games and conventional art presents a fantastic avenue that can be further explored in the
years to come.
Sunday, 20 May 2012
Saturday, 19 May 2012
Thursday, 17 May 2012
New & Final Concept
Lights, Camera, DANCE!
"Lights, Camera, DANCE!" is a new radical gam,e based mainly around play, involving physical movements, light batons and long exposure photography. Two players stand in front of a camera holding one baton covered with LED lights each. Behind them is a projection of what the camera can see. Each player dances to music while the camera take long exposure photographs. The two players paint light graffiti while they dance! The players artwork is then saved and uploaded to the internet.
Novelty:
Our game is novel because it incorporates the use of physical movement through dancing, and social interaction through teamwork to create digital art in the form of light graffiti. This digital element has players painting art, without actually seeing what they have done until the photo is projected.
Contribution:
The contribution of "Lights, Camera, DANCE!" is that it demostrates creating art using lights and photography can also be a game, and becomes a much more social experience with the application of proper technology.
"Lights, Camera, DANCE!" is a new radical gam,e based mainly around play, involving physical movements, light batons and long exposure photography. Two players stand in front of a camera holding one baton covered with LED lights each. Behind them is a projection of what the camera can see. Each player dances to music while the camera take long exposure photographs. The two players paint light graffiti while they dance! The players artwork is then saved and uploaded to the internet.
Novelty:
Our game is novel because it incorporates the use of physical movement through dancing, and social interaction through teamwork to create digital art in the form of light graffiti. This digital element has players painting art, without actually seeing what they have done until the photo is projected.
Contribution:
The contribution of "Lights, Camera, DANCE!" is that it demostrates creating art using lights and photography can also be a game, and becomes a much more social experience with the application of proper technology.
Wednesday, 9 May 2012
Concept
Bicycle Joust
A new two-player competitive augmented reality game in which
players compete like the horse-mounted knights of old in one-on-one jousting
armed with bicycles and Wii remotes. Each players sit atop a bicycle rigged to
accurately measure your approximate acceleration and velocity. Players wield
their Wii remote jousts and attempt to build enough speed and strike the
opposing player with enough "force" to knock them off their bicycle,
thus winning the match. Suited for arcades, players would wear a headset which
projects an augmented game view on top of their actual surroundings, telling
them their speed and point of impact on the opposing player. The game is over
when one player successfully knocks the other off 3 times.
Novelty:
-Bicycle Joust is novel because it combines real world
physical objects such as a bicycle and Wii remote, receiving input from them
and feeds it into the augmented reality headset, creating a more complete and
rounded game experience, rather than simply projecting digital elements into
real world space.
Contribution:
-Bicycle Joust demonstrates game systems can be created
using the input from real world objects, fed through an augmented reality
interface and then to the player to create richer play experiences.
Technical Issues:
-Our plan is to produce a video demonstrating how the game
would be played and constructed, while also producing a physical non-working
prototype (i.e. a bicycle) that players are able to look at for further
understanding.
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