20110609

About

Christopher Seymour, a Glamorgan University student in his final year, undertook a major project in Interactive Media where he designed and implemented a children’s game suited for a playroom where, to complete the narrative at hand, the user must correctly identify symbols on an interactive floor mat with instructions matched on the screen. The game titled “Tweets Big Adventure” is about a bird that is always on an adventure and the current state of the game is said to be a prototype, with room for expansion where the mat could be accustomed to interchangeable covers which would suit a variety of other narratives. As with activities like hopscotch or jump rope, it is hoped that the physical activity will help keep the users engaged while honing motor skills, pattern recognition, rhythm and coordination as cited from Scarlatos (2008) and this sets the scene for a modern day 21st Century playroom where technology is constantly changing with time, and education is very much involved with this technological advancement.  

‘Tweets Big Adventure’ is something will engage the audience, whether it be for the graphics, the soundtrack, the cleverly self recorded and voiced narration or whether it be because of the brightly coloured floor mat. It was originally meant to be made using programming language suited for the software ‘Processing’, however it was scrapped because of issues with the language knowledge therefore was aimed to be completed using Adobe’s Director.

20110503

Testimonials

Aled Williams - Aged 8, Swansea
" I liked Chris' Game. The bird is funny and there is lots and lots of colour "


Jordan Legg - Aged 7, Swansea
"I laughed at the dog because he looks funny and he  looks like Benji, my dog" 

Dawn of the actual dead.

May 3rd 2011 - Submission Day
Almost feels like it's independence day as far as Interactive Media goes . . . 


I'm going on the basis of a recent email quoted as followed; 
"1) A few of you have asked me about working on your projects after the deadline but before the exhibitiion so to clarify. What you hand in Tuesday is what will be marked however we will mark it within the context of it's presentation at the exhibition. Normally you should be finished by Tuesday and use the time until the exhibition to finish the other parts of the module and prepare your materials for presentation at the exhibition. If however you wish to continue finishing/improving the project itself then by all means do, keep in mind that it will be seen by the public so you whould wan to show your work off."
and seeing it as a lifeline because of a few points



  • Because I had to use USBOverdrive, I had to use a mac to assign the keyboard shortcuts with that on the mat. The mac I was working off had Director 11.5 where as I had been working on the older verson of MX2004. Everytime now I wish to edit it, I need to use a mac because the director files aren't backward compatible once saved in the newest version. 
        • Saying that, trying to find a mac with director on in uni that is free (no one using it ) is a nightmare so this time between now and the exhibition when major deadlines for other students is out of the way maybe I'd have the resources more so available to me especially without the closure of the uni over the bank holidays. 
  • I haven't stuck the graphic down to the mat without the worry of damaging the components in side. In all probability it'll be fine, but for some reason I'm not ready to risk it. I can't afford to mess it up.
  • One of the screens in the actual game has a white border on the top from the background for some reason.
        • Reason probably being because the PNG image over the background needs to be moved up to fill the screen, something I carelessly didn't notice during set up.
  • I need to add a few more sounds because it sounds a bit dull without a continuing soundtrack.

20110502

Number Magic - Dolphin's easy readers (Lv.1)

I've decided to include this into my research because of the ideas that the project promotes. i.e. The idea of giving children actions to perform whilst being encouraged to play the educational game; 

  • Rhyme: Hop Like A Rabbit 
  • Hop like a rabbit. (hop with feet together) 
  • Run like a dog. (walk on hands and knees) 
  • Walk like an elephant. (hold one arm in front like a trunk, and sway back and forth) 
  • Jump like a frog.  (squat down with hands on floor and hop) 
  • Swim like a goldfish. (hold palms together and move hands in swimming motion) 
  • Fly like a bird.  (flap arms up and down) 
  • Then sit right down 
  • And don't say a word.  (sit down on floor or chair, with your finger over your lips) 


Where this project my centre around Mathematics, it encourages to user to use more learnt ideas previously aquired to work out what they have to do.


Scrip-tease

 SCRIPT.

-1

“Hey there kids, my name is Tweet”


-2

Do you want to go on an adventure?”


-3

“Where would we find, swings and slides?”


-4


“Hey look at that animal, what is it?”

-5


“Yay, it’s a dog!” We love dogs. It should be our friend”

-6

“Oh know, it’s been raining! Make it sunny again”


-7

“Oh look, our friends are having fun to, how many can you see? “


-8


“A rainbow has appeared! Do you know the colours?!”

-9

Red, Orange, Yellow, Green, Blue, Indigo, Violet
(ROYGBIV) -; NORMAL ASSOCIATION WITH COLOURS OF THE RAINBOW


     -10


There’s a castle, take a look. What would you use to say the magic words?

-11


Abracadabra
(PRETTY STANDARD MAGIC WORD ASSOCIATED WITH CHILDREN’S NARRATIVES)

-12
I think we need to climb the stairs kids?


     -13


WOW! What a view!

     -14


It’s been a long day hasn’t it kids? I think we should go home!

     -15


This is my room! But it’s ever so dark. What would I use, to turn the light on?
(HAND BEING THE MOST OBVIOUS CHOICE HERE)

  -16


That’s great kids!! Thanks for an awesome day!! See you again real soon!

Size Matters

So so close to the deadline, and yet not enough time to reorder my mat. I'm so happy with the outcome of it, but its a few centimetres too big but on the plus its; 



  • Vibrant
  • Colourful
  • The Buttons align with the ones on the mat (major plus!!) 
  • It's Clear
  • Font isn't too distracting
  • Birds aren't to distracting (mentioned in critique that one of the birds may have been a bit funny on the eyes)
HOWEVER

  • It's left with a bit of hang over the sides.
    • Do I leave it and define a reason for it doing so? 
  • The Numbers are a bit squiff because of this overhang 
      • Bear in mind, that the target audience for this is children; they have small feet, so will press the button correctly?
  • What I didn't notice on the Photoshop PSD File when I was designing and editing the graphic, was if looked close enough there's a slight 'unrounded-ness' or bad editing as it were on the button that depicts a hand 
      • No Doubt Garrett will pick up on this first? haha
  • The Button that represents the sun also, is a bit more obvious that say that of that others; by this I mean there seems to be more of a black outline around it that evident on any of the other 'buttons' 

Twinkle, Twinkle

Zuralski, Alexandra. "Nursery Rhymes in the Primary Classroom. IN " The Fascination with Nursery Rhymes (GRIN Verlag), 2008: Pages 9-10.

As the above source tells us, Nursery Rhymes are an important factor to children's lives as they as beginning to grow up and progress through their schooling life, so I feel it that there is a need to perhaps include such of these into my game and incorporate them somehow.. .  

20110427

Product

I kind of need to promote this only as a demo/beta version. 

First thing first though, one company really really angered me. I've had a major problem with my supplier for the  vinyl graphic for the mat. They were absolute asses and safe to say, I havent received my order which lead me to think they didn't know what the hell they were doing. So , I had to reorder it with a different company by the name of Supersize Print who were extremely helpful over the phone with information on what I should and shouldn't get etc. 

Further-ado, my graphic came today. I'M SO PLEASED WITH IT. 
One problem on my part, is there's a slight difference in size but I can be saved from that, rest assured. 


20110404

Dora the Explorer


Similarly again, Dora the Explorer, from the same network shows signs of similarities with my designs and character. The illustrations stand out, they are clear and obvious to what they are meant to be portraying. 

Here, she tells you to click the totoises until you have five. Not very hard as there are only five anyway. When a tortoise is clicked, they disappear under the water and then surface again to form a line ( as seen below ) 


What I have come to terms with now, is I don't know why I was stressing about how difficult I should make me game. Even though the project has a niche of similar age ranges, its far more gamelike than this for example. Childrens games are meant to be simple and straightforward ! This particular one from DTE, has two stages. One where you click a fox on screen (ONCE) and and this one where you click the five heads and that's it. Game is complete.

Ben and Holly's Little Kingdom

I looked at Nick Jr; a popular children's television channel which is aimed for children under the age of 6 and stems from the ever so popular nicklodeon. On their website, they have their shows and games to go with it which seem to fit in the category of my genre, style and audience.

The first looked at was something titled, Ben and Holly's Little Kingdom, which is apparently set in their back garden and like to dress up in silly outfits etc etc.
Anyway, this particular game, is somewhat familiar to mine in slight ways.
Screen 1 - There is a little ' i ' in the corner of the screen which as an adult, I've learned to understand means information, however would a child know what this meant? This is the screen we're led to which contains instructions on how to play the game.

Second Screen - Here, there's a voice over of her (the fairy whom I presume is Holly) holding a wand, dressed as a fairy and awaiting for you to cast 'magic' . Much like my game, in construction, you have to click one of the symbols at the bottom for it to interact and thus do exactly on the screen. three of the images are obvious, but the yellow dots? I didn't know what they were until the 'wand' scattered a load of 'seeds' on the grass.

When you've clicked certain symbols, they result in different outcomes, a few I tried didn't come up with this chicken, and I purely print screeened this because of the chicken; looks a lot like my bird, well it doesn't but has similar stylistic references.


When clicked the sun, the sun came up.
When clicked the spade, a rabbit appeared. So it has similar aesthetics as my game.

ControlMK



  1. This finds the in-putted device or controller
  2. Allows you to read and add the device
  3. A profile is what you have to create to allow you to map your computer with said device
  4. Controls come up here, where you have to map computer buttons with the buttons on your device e.g. X-Axis w/ Button W , which is apparently associated with going forward. 
  5. ?
  6. ?

WHAT IS MOST IMPORTANT IS, IT ACTUALLY WORKS!! 8-)

I think this piece of software is primarily used to use xbox controllers but it works all the same with my dance mat which is very good! It's an PC alternative to USB Overdrive. It can be downloaded from Red Cl0ud's software page

20110329

The votes have been counted and verified

Results from the question on FACEBOOK. I've left the thumbnails there as opposed to their names for privacy reasons as well as to prove I had different results. 
I'm pretty pleased with the results. It's important to remember that the people who have been asked are not my target audience. To be fair, the results are very similar and to what I was hoping for. One girl, said foot, for identification... an answer I wasn't expecting but none the less, different associations for different people. I should have stressed it was a game for children in the caption for the image because it appears that people think the lips symbols is representing love/lust when actually, I think that children will associate it with speech or to talk. 

I must add that it's not the response I was hoping for as far as numbers go. I was hoping for a lot more of my 700 friends to respond but was left with 7! A shocking result where I can say only 1% responded! 

What I am suprised at is, previously, the tree has had mixed signals with people saying that it wouldn't work, however people are correct in saying nature which is sort of the result I was really hoping for. Maybe I should have given a brief introduction to what will happen in the game.

update

I'm at the stage now where I think everything is okay go, as far as design goes. Each symbol represents an action or requirement, so in saying that, I've posted this to the social networking site, Facebook to get some feedback from the general public. I understand that the people on thereare not of my target audience.

I'll get back to this with the results later on :)

inspiring...

"The potential for computer gaming in the classroom is becoming more and more recognised by teachers as a way of generating engaged learning amongst students. Studies are finding that games make learning fun by using entertainment as an educational tool. The idea is that the child will enjoy themselves and forget that they’re learning, but still maintain the knowledge they pick up while playing."

SO LOOK WHAT I FOUND AND STUMBLED UPON...



A girl wearing a vest, with a bird on it, very very very similar to the one that is in my game! I had to get a photo and ask for the details, but when looking around for a 'Candy Love' - not alot has turned up, but a few similar designs, all involving the bird, on image search engines. It was apparently sold in the Republic stores for a while. If only, I could have used this as an example of inspiration, but I think it's a bit late in the year to be saying that. However, thought it would be nice to include it here :) 

20110321

The story so far. or not.

 From this


To this


The above images show some sort of development for this catastrophe of an idea. I feel, it could go up in smoke because my mind wants to change things all the time. I can't stay fixed on something specific for too long without having to think about what's', if's, how's and when's ! Its ridiculous. Surely there's some sort of neurologist that can sort that our right?  

On another note, most replies I have received from posting on various forums and discussion boards have shown that I'm actually not alone. I had 5 replies stating they were trying to do the same thing as far as using a floor mat interactively with a narrative goes. Strange. 

20110316

Ellipsis

[COW] Re: keypress

Reply

Adobe Director

 to me
show details 11:52 AM (10 minutes ago)
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Forum: Adobe Director
User Name: Bouke Vahl
Post Subject: Re: keypress

--------------------------------------------------

Make a moviescript and put in this:

on startmovie
 set the keyDownscript to "keyDown"

end

on KeyDown

 if _key.keyPressed("a") then go to marker("three")

end

and your framescript is just:


on exitFrame me

 Go to the frame

end

20110315

Director

it's the worst programme I could come across. It's a pain to understand even though, the game I made last year was alot more structured and required more code, so I don't understand why I feel I'm under this stupendous amount of pressure.

The highlighted box with a black squared around says, "keypressed("96") which is meant to correspond with the letter A in ASCII code or whatever it is. It won't go to the next marker and this is killing me!!



20110218

help, but not quite understood Pt.2

[Basics] Dance/Floor Pad


Mike Blaustein <forums@adobe.com>Fri, Feb 18, 2011 at 11:18 AM
Reply-To: clearspace-1482454686-947027-2-3478174@mail.forums.adobe.com
To: Chris Seymour <chris.seymour1@sky.com>
I have used the USBAccessXtra by Geoff Smith to get access to USB devices, including the PS3 controller (the standard one, not a dance pad).  I would give that a shot.

http://www.physicalbits.com/xtras/ShowXtra/xtraid/8/section/Description

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help, but not quite understood

[Basics] Dance/Floor Pad


Mike Blaustein <forums@adobe.com>Thu, Feb 17, 2011 at 10:16 PM
Reply-To: clearspace-417923580-947027-2-3477196@mail.forums.adobe.com
To: Chris Seymour <chris.seymour1@sky.com>
It will all depend on what sort of Mat you are using.  There are xtras to grab the inputs of joysticks, serial devices, usb devices, etc, so use the appropriate xtra and you can get the buttons pushed... see here for a list of xtras:

http://www.deansdirectortutorials.com/MileHighTable/

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20110214

Sauerkids.





Sauerkids are Mark Moget and Taco Sipma, an artist duo based in Rotterdam, the Netherlands. Besides their current day jobs as graphic designers, they started the label Sauerkids on the side as an outlet for their art and illustration work. Their character based art and illustrations have been shown in several international art exhibitions, illustration projects, magazines & books. 

Sauerkids are not only known for their humorous and colorful illustrations and fine art, but they also feel equally comfortable with designing vinyl toys, visual brands, shoes, t-shirts, sculptures, paintings and typefaces.




CLIENTS INCLUDE 

    • Adobe
    • EA Games
    • Rotterdam Uit Magazine
    • BIS Publishers
    • City Museum The Hague
    • Dzone magazine
    • Jamungo
    • Die Gestalten Verlag

How my character has improved?

WELL, for one, it's changed breeds. Also, i've dropped the whole typography character that I had before because as you can see, 'Doug' fits more into the game like's design and all that. He was made using Ai, and not from a tutorial as such. Just inspired by other creations yano? 

What I like about illustrator is, you can push back or bring forward the layers you create, not necessarily having to merge them and fiddle around to make things fit into place. The dog is made up of vectors, and each vector is placed so that his body looks joined (which you'd expect really). I can't really explain but perhaps if you look at him, then you'll kind of get me. 
Douglas, the Dog. (cameo role ) 

Dance Mat (Revised)

I fear the worst, and that being the idea is too simple. It's nothing I can do now (4 months into it) but it would appear that this could be percieved as a prototype yano, like a beta version. Obviously there is room for expansion. 

My Design after, kinda following the tutorial


It's not the best, but I think it's pretty neat, considering my lack of knowledge using the software :)

CreativeArts tutorial for Making a cityscape in Ai

tutorial

Illustrator

I have found a new found love for Adobe Illustrator. I'm shockingly bad at it though, but the software if rather complex and even tutorials are hard to follow. I'll post one up, that I had been doing for the project.

I also, only have 17 days left to get all my design work done, if needed to be done in Ai, because sadly I'm not well off enough to purchase the software thus using a trial.

20110113

Festival Of Electronic Arts and subCultures

http://www.pixelache.ac/2007/publication-web/Pixelache07_Publication.pdf

Pixelache Helsinki (‘Pikseliähky’) is a festival of electronic art and subcultures, organised in Helsinki since year 2002. The festival programme consists of seminars, workshops, exhibitions, performances, concerts and club events.

Bertrand Gondouin

http://www.bertrandgondouin.net/

Bertrand Gondouin (b. 1975) is a digital media artist from Paris living in Stockholm. His work combines software development and live improvisation with sound and image. He has performed at galleries,
theaters and clubs throughout Europe.While mainstream software tends to push the artistic process in established directions, he invents his own instruments such as visual synthetizers and physical interfaces: Symtonic, a Flash™ videomixer in 2001; Podesk, a video podcast and video blogging software; and Scramble, a granular video synthesis software that allows an unlimited number of video layers.

  • Scramble is a VJ software that focuses on working exclusively with graphic cards processing, allowing high resolution images processed at high rates. It allows pictures the possibility of granulation, unlimited video layers and multiple displays. It can be played without any monitor and with any cute interface: dance mats, body sensors, Web 2.0 feeds or traditionnal MIDI surface controlers.


He is also involved in dance and scenography research (the Laeterna Machina Dance Collective) and NIME (New Interface for Musical Expression), applied to video with body sensors, motion capture and artificial intelligence.His conviction is that in order to create art that involves the community in a meaningful process, digital media should be composed in a live situation.


Music, Video Jockeying and the traditional theater stage are contexts that provide a dynamic interaction with the media elements when he is performing.

He likes to work with DJ's from around the world, including a favourite of mine, Dada Life. This is where he enjoys to create visuals to go with the beats of their tracks.

Dance Pad as an Educational Tool.



 
It appears though that in 2009, some schools across North America decided to imput software that would allow users to be taught maths using a dance mat application. The Article explains how it's used as an educational tool with scope to be aimed at all ages, no matter of their knowledge in Mathematics either. The remainder of the journal can be viewed by clicking the above link, but the following extract seemed to be relevant enough for my research.

 
EDUCATIONAL APPLICATIONS
Two of our educational games are currently being distributed through Eastern Suffolk BOCES Model Schools program (Roces et al, 2007): SmartStep and WriteOn. SmartStep focuses on math, while WriteOn focuses on writing. Both are targeted at elementary school students. Student and teacher applications are provided for each. These applications were developed using Macromedia Director, a multimedia authoring environment that facilitates rapid prototyping and development. The completed applications are distributed as executables for both Windows and Macintosh platforms.

 
SmartStep
As shown in our standardized tests, only 39% of American fourth graders are at or above the Proficient level in math (Lee et al, 2007a). One of the best ways to gain proficiency with numbers and operations is with practice (Gersten et al, 2008). Furthermore, it is best when this practice is individualized, so that students only drill what is needed (Van de Walle, 2001). SmartStep reinforces basic math skills by having K-5 students solve math equations, using a DDR (Dance Dance Revolution) dance pad for input. As in hopscotch or jump rope, the physical activity helps to keep students engaged while honing motor skills, pattern recognition, rhythm and coordination. Although SmartStep was designed to be used by one student at a time, we have found that small groups of students, gathered around the dance pad, can effectively collaborate in the activity. Even when a single student is using SmartStep in the classroom, we have observed fellow students shouting encouragement and offering help. The content of a SmartStep game is determined by a playlist, which points to one or more math activities. Each math activity, in turn, is defined by one or more equations, which are stored as strings. An equation can contain both literals and variables, and is interpreted using standard precedence ordering. A variable may be either a random number (with the range specified), a number from a sequence (with the first number, increment, and size of the set specified), or a number selected from a set (with all of the values in the set explicitly specified). Parameters within the activity determine an ordering for the equations, how many problems will be presented (using the equations to generate them), and how much time will be allowed to solve each problem. This content structure allows for a great deal of flexibility, while maintaining a small record size.


Student Game 
The student application uses a colorful animated interface to guide students and provide feedback. All interaction with this application is conducted with the dance pad. Students start their SmartStep sessions by signing in with a user name or code assigned by the instructor. This determines which learning activity will be used. If the student does not enter a user name, a default activity is used.

 
The game interface (figure 1) shows an equation at the top of the screen and a set of possible answers below. Each of the possible answers corresponds to a space on the dance pad. The empty central space represents the neutral place where the student stands. Three animated frogs on the right side of the screen show how the student is doing. The top frog sits on a rock that shows the remaining time, while the water rises behind him (to show time passing). The middle frog shows the number of accumulated points. The bottom frog shows how many wrong answers have been given. When a student steps on the correct answer, a check appears over the corresponding square; points are accumulated; the middle frog wags his head happily; and the next problem appears. When a student steps on an incorrect answer, an 'X' appears over the corresponding square; the number of wrong answers increases while the bottom frog smiles gleefully; and the problem remains on the screen. After answering incorrectly three times, a translucent footprint appears over the correct answer. The game ends either when the student has answered all of the questions, or when the game times out. A final screen shows how the student did (figure 2). If the student has accumulated more points than wrong answers, and the game did not time out, then the student "wins". Data reflecting how the student did is saved in a time-stamped record in the database.


 

Gersten, R., Ferrini-Mundy, J., Benbow, C., Clements, D.H., Loveless, T., Williams, V., Arispe, I. and Banfield, M. Foundations for Success: Report of the Task Group on Instructional Practices (Draft Report), National Mathematics Advisory Panel, U.S. Department of Education, March 2008.

Lee, J., Grigg, W. and Donahue, P. The Nation's Report Card: Reading 2007, National Center for Education Statistics, Institute of Education Sciences, U.S. Department of Education, NCES 2007-496.

Van de Walle, J.A. Elementary and Middle School Mathematics: Teaching Developmentally, 4th Edition, Addison Wesley Longman, 2001.