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Cecilie Lund Madsen
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Captain Flow
EXPERIENCE TECHNOLOGY, SCHOOL PROJECT
THE TASK:
TO CREATE A SOLUTION THAT INVOLVES THE COMPONENTS THAT WERE ASSIGNED, THE SOLUTION SHOULD EXPLORE THE COMPONENTS AND CHALLENGE THEIR USE IN CREATING A CONCEPT FOR A PRODUCT. THE PURPOSE OF THE TASK WAS TO GET AN INSIDE IN HOW IT IS WORKING WITH TECHNOLOGY AND DEVELOPING ON BOTH A THEORETICAL AND PRACTICAL LEVEL.
MY ROLE:
PROJECT MANAGER
THE CONCEPT:
OF THE COMPONENTS, THE NINTENDO WII REMOTES, THAT WERE ASSIGNED OUR GROUP WE CREATED CAPTAIN FLOW. CAPTAIN FLOW IS A PROTOTYPE FOR A 3D DRAWING PROGRAM IN FORM OF AN INTERACTIVE INSTALLATION. THE PROGRAM THAT RUNS CAPTAIN FLOW IS WRITTEN IN PROCESSING AND THE INTERFACE OF CAPTAIN FLOW HAS A INTERACTIVE FEELING FOR DRAWING IN ALL 3 DIMENSIOINS. IT UTILIZES THE ACCELEROMETERS OF THE TWO WII REMOTES TO DEFINE ITS POSITORY DATA IN A INERTIAL GUIDANCE SYSTEM, MENING THAT IT CAN TRACK ITS POSITION WITHOUT EXTERNAL REFERENCE. THE INSTALLATION WAS LINKED TO A WEBGALLERY, SO THAT WHEN PEOPLE INTERACTED AND DREW 3D ART A SCREENSHOT WAS MADE AND STORED IN THE WEBGALLERY.
WHY:
WE DIDN'T WANT TO MAKE A TRADITIONAL GAME, AS WE SEE MORE POTENTIAL IN NEW TECHNOLOGIES. THE WII REMOTES LED US TO THINK ABOUT HOW COOL IT WOULD BE TO BE ABLE TO DRAW 3D IN ACTUAL TIME. THE PRIOR PROGRAMMING EXPERIENCE OF THE GROUP WAS NOT SO COMPREHENSIVE, BUT WE WERE CONVINCED IT COULD BE DONE.