Wednesday, February 23, 2011
Embodiment
During last lecture I started thinking about the future of embodiment. It seems to me that, in terms of gaming embodiment (part of the lecture), that for gaming to become more embodied they need to increase the amount of equipment that is needed to game. To me this poses a problem of making gaming an intrusive process of putting on the gaming interface over the current process of grabbing a controller and starting. With this in mind the problem that needs to be solved before embodiment can become a viable method of game interaction is making the feedback interfaces non-cumbersome and easy to put on. Until this problem is solved we are left with either looking like fools wearing "Robocop" suits or looking like fools kicking soccer balls that don't really exist.
MAX Bongos Continued
The submitted version of the MAX Bongos went quite well as we could visualize areas for advancement and improvement. In continuing to work on this project it would be an interesting use of embodiment to detect the stance of the user and change the drum sounds to match the actual drumming style.
-----------------------------------UPDATE-----------------------------------------
I decided to try out the change object and it works like a charm. The program registers 1 hit and then waits for another one no more buzzing!!!
-----------------------------------UPDATE-----------------------------------------
I decided to try out the change object and it works like a charm. The program registers 1 hit and then waits for another one no more buzzing!!!
Wednesday, February 2, 2011
MAX Bongos
I am simply loving the cv.jit library for Max. It is really interesting to make simple interfaces and interactions much like that of the recently released Kinect, minus the animal petting games.
The Musical Bongo Interface which is being explored by my team should be an interesting experience as we will attempt to not just call pre-recorded sound files but to use some scaled down algorithms to create sound in our program. We are hoping to achieve this by detecting the speed and placement of each hit. Speed controlling the volume output level and placement more controlling the pitch and envelope of the sound. Even if these calculations don't create a perfect representation of the actual instrument I hope it will come close enough to not sound like any old sine wave. It'll be helpful using my bongos to do fine tuning on the pitch and timbre algorithms.
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