User: delire2080 |
levelHead v1.0, 3-cube speedrun *SPOILER* As yet unseen footage of the first stable version of levelHead, an augmented-reality spatial-memory game by Julian Oliver. This is a spoiler for the first 3 cubes: the relatively easy red cube, the tricky green cube and finally the very difficult orange cube (dubbed the 'Apartment'). Don't watch this if you want to solve them yourself! Read more about the project here: http://julianoliver.com/levelhead For a better quality version of this video, see this Vimeo page: http://vimeo.com/1320756 Tags: 3d augmented tangible game speedrun |
User: delire2080 |
levelHead: A 3D Spatial Memory Game Demo video of new conceptual game 'levelHead' by Julian Oliver. This is an actual game-prototype using techniques and tools from a well-known branch of computer vision called Augmented Reality. Using tilt motions, the player moves a character through rooms that appear inside one of several cubes on a table. Each room is logically connected by a series of doors, though some doors lead nowhere (they are traps). The player has 2 minutes to find the exit of each cube, leading the character into the entrance of the next.. Work is also being done to use invisible markers such that the cube itself appears entirely white to the naked eye. Project page: http://julianoliver.com/levelhead Tags: 3d game interface augmented tangible |
User: delire2080 |
documentation of q3apd @ lovebytes06 q3apd is an experimental work that takes the events and spatial dynamics of combat and uses this information to make live computer music. It was last shown at the http://lovebytes.org.uk exhibition in 2006. q3apd was presented for two weeks during which the 'game' autoplayed continuously - ie there was no human input. Four bots fight each other, dying and respawning, over and over again. One of the four bots sends all of it's control data to the program PureData where this data is used to drive a score. It's through the ears of this bot that we hear the composition, driven by elements such as global-position in the map, weapon-state, damage-state and jump-pad events. For this reason game-objects and architectural elements were carefully positioned so that the flow of combat would produce common points of return (phrases) and the orchestration sounded right overall. The scene was heavily graphically reduced so as to prioritise sound within the sensorial mix. http://www.selectparks.net/archive/q3apd.htm Tags: game audiovisual 3D realtime bot |
User: delire2080 |
Fijuu2: New Demo Video 4 minutes of realtime, improvised performance using the new 3D music-making software, Fijuu2. The player morphs forms with a PS2-style gamepad, which alter sounds that are then recorded to tracks. Fijuu2 is an open-source project and runs on Linux. Screenshots and more on the project site: http://fijuu.com Tags: interactive game audiovisual 3D realtime performance playstation opensource linux music IDM |