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.

20110112


Experience a revolutionary and unique workout where walking to the beat of great music unlocks an exciting in-game world. Keep movin' to the beat of all your favorite in-game tracks as you extend your workout in bonus minigames. Compatible with the Wii Balance Board and the Wii DanceDanceRevolution Controller, Walk It Out will have you groovin' your way to a healthier you!



  • Uniquely motivational. Explore an in-game world where the more you step, the richer your world becomes. Discover new places and goodies every day!
  • Music to get you going! The only fitness-focused game that keeps you in the game with great music! Move to the beat of 120 songs, including 20 favorite licensed tracks, including masters performed by the original artists! Hits include: Boom Boom Pow by the Black Eyed Peas, How Do You Sleep? by Jesse McCartney, La La Land by Demi Lovato, and more!
  • Track your achievements. Get a visual feel for how well you're doing through charts and graphs that show burned calories, distance traveled, steps taken and more!
  • Wii Balance Board compatible. Play with the peripheral of your choice! Accepts input from the DanceDanceRevolution Wii Controller, Wii Remote and Nunchuk or Wii Balance Board.




THE COLOURS AT THE TOP ARE GOING TO BE USED FOR COLOUR ASSOCIATIONS WITHIN THE GAME.
THE REMAINDER OF THE BUTTONS WILL BE LIKE A AURAL/IMAGE MATCH OR VICE VERSA.
IT'S VERY BASIC SO THE CHILD ISN'T GOING TO BE COME OVERLY CONFUSED

This will be the death of me.


This is an extremely rough story board idea. It needs a lot of work.


Design Ideas so far

MAIN CHARACTER. HIS NAME IS MONKEE. ORIGINAL


Obviously Birds

The Park, has a castle in it?


Other Park, needs tweaking because it's evident the castle has been removed


Trees with Birds in them

Trees in the Park


Rainbow

City or town. 

Various Uses

Other games that can be played with dance pads
Some games that can be played with dance pads do not involve pressing the arrow buttons on the pad to keep
with the rhythm of a song. Games that have been adapted for use of a pad have dated back to 1988, where it was first used for the Super Nintendo System called the POWER PAD.

The accessory is laid out in front of the video display for various games, generally plugged into the second controller port, with players stepping on the large buttons to control gameplay. There are two illustrated sides to the pad: Side A, which is rarely used, has eight buttons, while side B has twelve buttons numbered from 1-12.
Games using the Power Pad often test players on their timing and coordination, memory, "running" speed, or allow them to play music with their steps. Games such as Dance Dance Revolution can trace the lineage of their control mechanisms back to the Power Pad.

Other used Include:
  • Breakthrough Gaming Presents: Axel
  • The minigames of Dance Dance Revolution: Mario Mix
  • Kraft Rocking the Boat
  • Kraft Soccer Striker
  • Kraft Virtual Dojo
  • Exult - using Dance Pad Walking controller mod
  • DDR-A-Mole, a game similar to Whac-A-Mole
  • Various mini-games in Dance Praise 2: The ReMix (DanceTris, a Tetris simulator, is included). I think we're all familiar with Tetris and if you're not, then that's just weird. 

20110106

Just general research into the use of interactivity within space on a floor. The following clip is a promotional video for the games suite that comes with the EyeClick. 



Their website says this about them. 

"EyeClick offers an innovative platform for interactive out-of-home media displays. Our system integrates into any open space creating dynamic floor, wall, window, and table displays. EyeClick gives advertisers and media companies, event and tradeshow organizers the ability to display digital content in various public locations, including convention centres, retail spaces, airports, exhibition spaces and other commercial locations."

From what the video suggests, it looks like there isn't alot of option for what you can and cannot do. To be fair, I imagine that the interactive space on the floor would be allowed, in certain areas, to increase in size, but the one used for the video doesn't raise much hope, personally. Take the football or "soccer" game for example, it's very straightforward without room for competition really. I suppose the participants for the game were told to allow goals every now and then but it looks easy enough to just stand over the goal box to prevent any balls to enter, allowing a goal. The music is a bit corny to so I don't particularly like this example but figured it would be good to use as research! 


 After watching the following video, however. It appears as though it's used excellently as a branding tool, which I think at the start of term, I was trying to explain to Garrett about it. It's been used in Vue as well as St David's shopping center. 


It does attract and in doing so, becomes very playful and engaging for children. 




The paint application is very interesting, which is shown in the video.