After today's presentations and feedback, we have now come to a final storyline and aim of our installation's overall structure.
After guidance and taking into account the feedback given today, I propose on behalf of the group the following plot line:
The overall story will be about a fishing trip aboard a boat, and its safe return to harbour with the catch of fish afterwards. The user will be presented a selection of charms, 5 of which are directly relevant to the safety of the fishermen whilst out at sea, and 5 charms from the other groups. A simple introduction to each charm will be narrated as the user selects each one. The user is to select 5 charms from the 10, to take with them at sea, with the intention of having the relevant/correct charms with regards to their protective qualities. The next part of the story will then be to set sail, and the user will be subjected to 5 occurances/scenarios where the user will have to select one of their 5 chosen charms in order to avoid drowing or other danger whilst out at sea. The user is given 3 lives/attempts and the aim is to have selected the best 5 in order to have survived the trip and return to harbour with a good catch. As the user uses each charm, there will be a small commentary as to why it was effective and other background information. If the user has chosen a charm that isn't relevant to sea safety and therefore does not save them when selected, the user will lose a live and a small commentary will provide information as to why that charm is non effective against drowning/danger.
Hopefully I've described it as best to understand.
If everybody can have a read and confirm you're happy with it.
I will get to work on a voice over script to suit the new storyline.
Monday, 31 October 2011
Sunday, 30 October 2011
Installation Audio - Daniel Garton
Over the last couple of days I've been having a play with the sounds I have recorded and collected, and have just finished the ambient loop for the installation. The voice overs are slowly coming together as well, although they need more work before I'm happy to introduce them to the prototype for tomorrow.
Thursday, 27 October 2011
Voice Over Script V2 - Daniel Garton
After our group meeting this afternoon to discuss the new installation storyline based on our feedback and advice tutorial with rob on monday, I have redone the scripting of the voice overs to suit the new plot line:
This is not the entire script, as there is still the information about each charm needed for the charms section, but a basic idea can be gained. Any comments or feedback welcome
Installation Voice over Script
Scene 1 Welcome Page:
Ahoy there sailor, welcome aboard, and may I say how great it is to see you. Were just about to set sail, and are just loading the last few things now. One of these box’s is full of charms, which we carry for our protection and safety whilst out at sea, curious things they are, and you never know when you might be needing them to save your skin. Use the buttons at the bottom of the screen to proceed. Mind your step as you board now.
Scene 2 Main Page:
Were about to set sail, Now that you’re aboard, we need some help with these charms to find the ones most suited to protecting us at sea. When you’re ready, have a look at them and see what you can find out.
Scene 3 Check Out the Charms:
Ah, now then, here there are all the charms for you to take a look at, select any charm by clicking on it, and I will tell you about it.
Scene 4 Choose the charms:
Ah, were almost ready, ready to set sail of course, now that you know about each of the charms, can you choose 5 charms based on their protective qualities that you think will aid in safety out at sea?
Scene 5 Quiz Start?:
Good job, I see you have selected your charms, are you happy with them, or would you like to go back and choose again?
This is not the entire script, as there is still the information about each charm needed for the charms section, but a basic idea can be gained. Any comments or feedback welcome
Pirate man!- Rebecca Roberts
After spending some time talking to rob we decided to use a character, below is a rough copy of him will follow up with the edited version soon.
Sunday, 23 October 2011
Scripts for the Voice overs - Daniel Garton
I've been coming up with a script for the voice overs throughout the installation, and thought I would put them up at this stage for everybodies review/opinion:
Installation Voice over Script
Scene 1 Welcome Page:
Ahoy there sailor, welcome aboard, and may I say how great it is to see you. Were just about to set sail, and are just loading the last few things now. One of these box’s is full of charms, which we carry for our protection and safety whilst out at sea, curious things they are, and you never know when you might be needing them to save your skin. Mind your step as your board now.
Scene 2 Main Page:
Now that you’re aboard, why don’t you have a look around the ship? There’s plenty to do, and we need some help with these charms to find us the best way to use them. When you’re ready, have a look around and see what you can find out for us.
Scene 3 Instructions Page:
Ah, now then, instructions are always the way of the captain, he likes to make sure everybody knows what they’re doing, take a brief moment to follow them carefully, oh and be sure to take a look at me collection of goods there on the table.
Scene 4 Find the Charms Page:
Ah, welcome to the helm, the captain must having his nap, and I must say he normally leaves things tidier than this. He’s going to need these charms at some point on our voyage. And he needs to get them back to port safely. I guess you’re wondering what all the objects are? Help us gather them up and I’ll tell you about each one as y duo.
*Small piece of info about each charm as its found by user.
Good going there maytee, at least now the captain will know where to find them all when he needs them. Good Job.
Scene 5 Quiz Page:
Say, after finding all those charms you’ll be full to the brim of knowledge after all I told you, why don’t you test your skills and see what you can remember by taking this quiz here.
At this stage I still need to add more specifics on the voices to be used within each scene, which can't really be done until I have a set cast for this, but it gives people a general idea of what the voice content will consist of.
In terms of the audio aspect in general, I have also made some developments by sourcing some sea sounds and collections of seagull sounds for use within our installation. I may post some up on here where I get them edited into small clips for audition, as the current files are varied in length anywhere between 10-30 minutes, ofcourse these will need to be sifted to extract the best sounds for use in the installation. More recordings are neccesary, and I will be carrying these out sometime over the next week.
Friday, 21 October 2011
Scarborough Harbour- Rebecca Roberts
FINALLY! we managed to get on a boat today after trying all week with no luck due to the weather, we now have all the footage and pictures we need for the installation =D
will be spending the weekend editing and looking into simple animation...
will be spending the weekend editing and looking into simple animation...
Wednesday, 19 October 2011
Videos at Scarborough Harbour- Rebecca Roberts
We have spent the last few days down at the harbour filming short clips to use in the installation, as of yet we have no been able to get on a boat due to the windy weather but we are going to keep trying this week =]
Monday, 17 October 2011
Initial Storyboard/Plot Outline - Daniel Garton (On behalf of Aristos)
Aristos has put together an initial plotline/ story of events and scenarios of what the final installation could be structured. I thought it useful to post it up here for the benifit of everyone.
After our tutorial session this morning, we now have some more feedback on this, which we can discuss and make more development on the overall structure of the installation.
PROJECT STORY AND STRUCTURE
Logo Page:
Maybe a small video in loop of harbor or water (AA)
Welcome Page:
Small video of the entrance of the ship, welcome words, welcome aboard button, video of guy taking the box of charms and walking to the ship (this after you press the welcome aboard button) and the user is following behind, video fading out to black. (AA)
Main Menu Page:
Small video in loop fading in where the user can choose in which of the 3 directions wants to go. (3 videos ready to play if the user push their "play" button) Each video that may play will show for couple of seconds the user walking in the ship to its direction until will fade out to black. (AA)
Instructions Page:
As the previous video will fade out...on the monitor a picture or a small video of a wall will fade in...on the wall will be 3 pictures of each section in order to show to the user in which order will have to go and in few words underneath each picture, the reason of the order...on touchscreen a table with objects for good and bad luck that will make sounds if anyone press them.
Bad Luck:
Rabbit, Pig, Fox, Egg, Donkey
Good Luck:
Black Cat, Sixpence, "Pole" Cork, Shark's Tale, Coin (to buy wind for the trip)
Back to main menu button. (AA)
Find The Charms Page:
As the previous video was fading out to black, we can listen the sound of a door opening and closing. When door will close, a small looped video of Captains reoom will fade in, in both screens. The monitor will show normally the room (included the box of charms). The touchscreen will show the room included the box of charms + the sea safety charms in different spots of the room which the user needs to find. When he or she finds and press any of the charms, a big photograph with info and a small commentary will come up in the monitor so the user can interact and learn about the charms at the same time + a video when the user will press all of them "congratulations"+ if the user presses the box of charms a page will come out in the monitor which will explain the story of the project (as a captain you trying to take the charms with safety to their destination) Back to main menu button.
Charms Quiz Page:
As the previous video will fade out, the back or front side of the ship will fade in and will get in loop when the monitor will show only the sea and the touchscreen the floor (a hat will be on the floor slight in the camera's view. The quiz will start (maybe any bonus games)
Winning The Game:
Congratulations Video (of Scarborough or anything else)
Loosing The Game:
Bad luck, maybe try tomorrow...(animation or anything else)
(AA) monitor shows on front, touchscreen shows the floor and most of buttons
Quiz Questions (Ideas):
1. What considered as bad luck for a fisherman?
A Pig
2. What considered as good luck for a fisherman?
Shark's Tale
3. Which animal bringing good luck?
Black Cat
4. Can an egg to bring any sort of luck?
Bad Luck
5. In which year "lifebuoy" was invented?
1832
6. Which charm was founded on the shores of the Hebrides?
An Indian Seed
7. The girl fell in the sea, which charm will save her? (3 names of charms)
The Lifebuoy
8. I think we are lost, use a charm to find our way. (3 names of charms)
(not sure yet)
Final Question:
FQ. A storm is coming, which charms will we need? (the picture of all of our charms in a row)
Press on the 3 correct pictures (1 chance of mistake)
A first rough structure of the project - Aristos Vattis
ROUGH PROJECT STORY AND STRUCTURE
Welcome Page:
Small video of the entrance of the ship, welcome words, welcome aboard button, video of guy taking the box of charms and walking to the ship (this after you press the welcome aboard button) and the user is following behind, video fading out to black. (AA)
Main Menu Page:
Small video in loop fading in where the user can choose in which of the 3 directions wants to go. (3 videos ready to play if the user push their "play" button) Each video that may play will show for couple of seconds the user walking in the ship to its direction until will fade out to black. (AA)
Instructions Page:
As the previous video will fade out...on the monitor a picture or a small video of a wall will fade in...on the wall will be 3 pictures of each section in order to show to the user in which order will have to go and in few words underneath each picture, the reason of the order...on touchscreen a table with objects for good and bad luck that will make sounds if anyone press them.
Bad Luck:
Rabbit, Pig, Fox, Egg, Donkey (?)
Good Luck:
Black Cat, Sixpence, "Pole" Cork, Shark's Tale, Coin (to buy wind for the trip)(?)
Back to main menu button. (AA)
Find The Charms Page:
As the previous video was fading out to black, we can listen the sound of a door opening and closing. When door will close, a small looped video of Captains reoom will fade in, in both screens. The monitor will show normally the room (included the box of charms). The touchscreen will show the room included the box of charms + the sea safety charms in different spots of the room which the user needs to find. When he or she finds and press any of the charms, a big photograph with info and a small commentary will come up in the monitor so the user can interact and learn about the charms at the same time + a video when the user will press all of them "congratulations"+ if the user presses the box of charms a page will come out in the monitor which will explain the story of the project (as a captain you trying to take the charms with safety to their destination) Back to main menu button.
Charms Quiz Page:
As the previous video will fade out, the back or front side of the ship will fade in and will get in loop when the monitor will show only the sea and the touchscreen the floor (a hat will be on the floor slight in the camera's view. The quiz will start (maybe any bonus games)
Winning The Game:
Congratulations Video (of Scarborough or anything else)
Loosing The Game:
Bad luck, maybe try tomorrow...(animation or anything else)
(AA) monitor shows on front, touchscreen shows the floor and most of buttons
Quiz Questions (Ideas):
1. What considered as bad luck for a fisherman?
A Pig
2. What considered as good luck for a fisherman?
Shark's Tale
3. Which animal bringing good luck?
Black Cat
4. Can an egg to bring any sort of luck?
Bad Luck
5. In which year "lifebuoy" was invented?
1832
6. Which charm was founded on the shores of the Hebrides?
An Indian Seed
7. The girl fell in the sea, which charm will save her? (3 names of charms)
The Lifebuoy
8. I think we are lost, use a charm to find our way. (3 names of charms)
(not sure yet)
Final Question:
FQ. A storm is coming, which charms will we need? (the picture of all of our charms in a row)
Press on the 3 correct pictures (1 chance of mistake)
Saturday, 15 October 2011
Sound Recording - Daniel Garton
I've been out and about today recording the sounds of the coast for the installation. Will get round to editing soon so that I can have some final products put together for the prototype.
Thursday, 13 October 2011
Sunday, 9 October 2011
Visit to Rotunda Museum - Daniel Garton
After our visit to the Rotunda museum last Wednesday afternoon, I come away with a good insight into what we need to work towards and achieve to create a successful and effective installation for the museum.
From the installations that I had a look around, one of the key things I found was the way in which each installation was nicely packaged physically, and fitted very well with the look of the surrounding décor.
In terms of the installations interface, It was commonly understood to me that the key to success is the simplicity of the users experience and interfacing, as each where clearly labelled and made obvious on how to use each.
On thing I did like was the sheer size of the installation depicting the Yorkshire coast as it would of been in the Jurassic period, having the large and very clear touch screen made the experience very engaging and visual. The text on this display was easily read as the display had a very high level of clarity. One disappointment with this was the lack of any sort of main menu or overall return/reset button to press, this would make for a poor experience say if the installation had been left part way through the cycle to a new user, and my even put people off quite quickly.
The other installations were fairly simple in terms of interfacing, and delivered relevant information efficiently and effectively to the user, without being over immersed in animate GUI or transitional effects. However the lack of any story or plot line, and no interactive learning, would most likely be unsuccessful at appealing to young age groups.
From the installations that I had a look around, one of the key things I found was the way in which each installation was nicely packaged physically, and fitted very well with the look of the surrounding décor.
In terms of the installations interface, It was commonly understood to me that the key to success is the simplicity of the users experience and interfacing, as each where clearly labelled and made obvious on how to use each.
On thing I did like was the sheer size of the installation depicting the Yorkshire coast as it would of been in the Jurassic period, having the large and very clear touch screen made the experience very engaging and visual. The text on this display was easily read as the display had a very high level of clarity. One disappointment with this was the lack of any sort of main menu or overall return/reset button to press, this would make for a poor experience say if the installation had been left part way through the cycle to a new user, and my even put people off quite quickly.
The other installations were fairly simple in terms of interfacing, and delivered relevant information efficiently and effectively to the user, without being over immersed in animate GUI or transitional effects. However the lack of any story or plot line, and no interactive learning, would most likely be unsuccessful at appealing to young age groups.
Friday, 7 October 2011
A visit at Rotunda Museum - Aristos Vattis
Last Wednesday in the afternoon, we joined a meeting at the Rotunda museum as part of our module "Interactive Technology 2". The main aim of the event was to see how our installations should look like. For this matter, the people of the museum and our tutor demonstrated to us, which is the equipment the we can use and how it is connected.
Moreover, we had some time to run couple of the interactive installations that where build by professionals and were placed within the museum.
The installation that got the most of my attention, was a project that had as the main subject the dinosaurs. This installation had four times bigger "TouchScreen" than the other projects and as a main factor the creation of a world of dinosaurs somewhere in Yorkshire. The voice (few times in a video) of the project was a professor of an english university who is gaining straight away the trust of the audience about what he is talking about. What i did not like from this project is that it did not have a "Back to Menu" button which is always very important.
Another project was exhibit on four normal-small size touch screens which were placed in the middle of the exhibition. It was all right, full of new informations but to many. What i mean with this is that as soon as i have started interact with the project i didn't knew where to start with and where to go. The installation was to complex for its purpose.
The last project that i found as very smart idea, was placed on the wall and was a touchscreen connected with an old style telephone. The project wasn't very fascinating because was only informations about couple different subjects but the use of the telephone was the main reason of listen and concentrate on what was the project about.
Moreover, we had some time to run couple of the interactive installations that where build by professionals and were placed within the museum.
The installation that got the most of my attention, was a project that had as the main subject the dinosaurs. This installation had four times bigger "TouchScreen" than the other projects and as a main factor the creation of a world of dinosaurs somewhere in Yorkshire. The voice (few times in a video) of the project was a professor of an english university who is gaining straight away the trust of the audience about what he is talking about. What i did not like from this project is that it did not have a "Back to Menu" button which is always very important.
Another project was exhibit on four normal-small size touch screens which were placed in the middle of the exhibition. It was all right, full of new informations but to many. What i mean with this is that as soon as i have started interact with the project i didn't knew where to start with and where to go. The installation was to complex for its purpose.
The last project that i found as very smart idea, was placed on the wall and was a touchscreen connected with an old style telephone. The project wasn't very fascinating because was only informations about couple different subjects but the use of the telephone was the main reason of listen and concentrate on what was the project about.
Thursday, 6 October 2011
The Rotunda Installations - Rebecca Roberts
We visited the museum to give us an insight to what equipment and space we have to work with for this project. We looked at existing installations within the museum and how the public could interact with them.
The touch screens themselves where very good quality resolution and clear to use. The installation I was most impressed with was one that involved the user learning simple facts about certain objects (the current insulations involve dinosaurs) and then creating a picture from the facts they had learnt about that area.
The response time for the one touch was a bit slow and sometimes it had to be pressed twice for the object to be registered, but this could also be due to the screen itself.
The layout was very simple and clear to understand and overall is very fun for any age group. The patching for this specific installation seems simple enough being that it looks like a case of a bang setting of a jitter video to explain the object and the ‘create a picture’ part looks to be using an x-y pad.
Overall I found the installation fun to use and I think there are some very good ideas and just shows what can be done with the equipment we have to use.
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