Olsen_ProjectBump

I chose this project because I find the association of the machine deciding what category the user ‘belongs’ to is a quaint and somewhat endearing in terms of human-to-machine interactivity. The use of movement and sound is also a nice touch–having a user that stands still for too long that categorizes them as a muffin, stomping your feet on the ground, waving your arms, that then dictated how they interacted with the experience at the end. (BirdHorseMuffin, HorseHorseHorse, HorseMuffinBird, MuffinBirdMuffin, etc.)

Post Bump

I am bumping up Robin Edigar-Seto’s post about his final project. Robin is my classmate, and not only do I love him dearly, but I was intrigued by his making/editing process and how he arrived at his final product. His method of connecting with memory and storytelling is compelling.


previous project reflection

PP3
After looking through several previous projects,  Joseph Chambers’s pp3 project really catches my attention. I am enjoying the feeling of exploring the mysterious world with certain storyline in this project. Even though I didn’t really play this mystery game, through the video I still have an immersive experience. It is really good experience with both the storyline and 360 photo environment.

Reflection on the Magic Window

https://dems.asc.ohio-state.edu/?p=1735(opens in a new tab)

I’m bumping this project because I’m fascinated by the technical feat she has achieved. The way the buttermilk-coated window produces a dreamlike quality while with the projected image is an amazing sight to see.


Previous Project Bump

I chose Claire Melbourne’s Horse Bird Muffin Cycles to draw attention to. This use of Isadora to allow an audience member to interact, move and even dance while still maintaining some level of agency and creativity presents an environment in which the audience IS the dance while somehow not being too vulnerable. I’m always interested in that space between putting an audience member on the spot and allowing for interaction and creativity to be at the forefront.


Reflection on previous project

After viewing previous projects in the class before, I am really interested in this Werewolf game. The author try to use audience members’ personal devices to connect them all together into one game set. The author utilizes the privacy of the personal phones to create the possibility of continuing a reasoning game, while still can let people interact with each other. The technology provides such privacy and interaction at the same time and I feel it is really interesting to investigate these two opposite aspects and connect them together.

Files for Isadora 01 lesson in class

https://osu.box.com/s/d5zqvc25h2fugpfupy8ub8f4bbm1ek8f


READINGS For 2019

https://osu.box.com/s/nea44rnmgerzull43fb7x0pd3i9von5a


In search of randomness

A delightful solution to a hard problem:

https://qz.com/1642628/cloudflare-uses-lava-lamps-to-generate-a-crucial-resource/


Final Project

For my final project I wanted to create an experience that was playful, interactive, tricky , and physically engaging. Thus, a life-size version of candy land emerged on my Isadora patch. Though I had a loose idea of how I envisioned the game to function when I began the project, it quickly grew beyond my original construct in to something far more complex. 

The game begins with the players “picking a card” by pressing a button on a wii remote. The button then sends an osc message to my patch that triggers a random colored dot. This colored dot is then projected on to the main screen, signaling the player to move forward to that color dot. 

I used a random number generator actor to pick a number to land in one of 12 inside range actors. Each of the 12 inside range actors either activated a shapes actor to project a colored dot on the screen or a jump actor to jump to a “special card”.

The special cards I chose to incorporate were the licorice card (freeze for one turn), the lollypop woods card (travel to the spiraling shape on the game board), the chocolate swamp(return to the start of the board game), and my personal favorite, the gooey gumdrop card.

The gooey gumdrop card instructed the player to pick up a wand and tap the gooey gumdrops in the snow below. This section of the game allowed me to incorporate my new comfortability with makey makeys. I created the gumdrops and the wand from aluminum foil and then painted them to fit the scene. I think this card added an element of adrenaline to the game and a higher level of physicality because the players had to find the gumdrops, bend to their level to tap them, and get them all before time ran out. 

Like all projects, a few challenges arose in creating my Isadora patch. However, I was able to workshop the issues and within the problem solving I realized how much my Isadora competency has grown over the semester. I feel very comfortable with the program and I am proud of the logic I have grasped.

As a whole, I think that all of the players enjoyed themselves and had a fun time reconnecting with this childhood classic board game. I had a blast creating it and would love to recreate more board games in the future.