The Entertainment
Technology Center and the Carnegie Museum of National
History here in Pittsburgh have joined forces to advance
the portable planetarium technology.
This
way of teaching science has been around for decades and it is this
project task to develop new interactive experiences for multiple
guests enjoy.
The
main target for this project is 4th to 8th graders. Earlier projects
were more focused on what was feasible. Our main goal is to find
out what type of interactive experience is fun in a surround enviroment.
The team will
be developing a series of interactive experiences ranging from the
average game like "Diamond Mine" to a sofisticated flight
simulator. All of these experiences will be themed with the leitmotif
of "Atlantis". The main reason is to keep the project
as unit and to reuse art assets that would make a manageable work
pipeline.
Projects [IMAGES]
Puzzle
Game "Sepulcher"
Like the popular web game diamond mine, a room houses a large surrounding
collection of jewels. More jewels fall from above and must be directed
so that they fall on like color jewels. Collections of three or
more like colored jewels. Guests will control experience using colored LED lights. The idea of this experience is to test if a popular game when "adapted" to this enviroment still works.
Listen to the music custom made for this experience
Shooting
Game "Howitzer"
On three sides of the dome there are structures that house a cannon.
Projectiles are fired from each cannon, by the guests, and fly across
the dome.If one of the guests undershoots the projectile will land on the "dome". The objective of this is to profit from the parabolic trajectory of the projectiles and make it a cool experience.
Shooting
Game "Turrets"
Guests man the turrets and fire at invading sea creatures in the
city. As the group clears out one area the whole turret pod moves
on a path to the next area.
Experience
Game "Rock and Shock "
Guests sit on a bench that has an accelerometer built in it. They
bounce up and down for a timed duration while a graphic on the dome
measures the process. This will trigger an animation of the earthquake
that they created is displayed on the dome. The city will be destroyed
in the example.
Experience
Game "Underwater simulator"
Fly through the city a "manta" ship, without crashing
into the buildings, making it to pre-determined destinations with
in a time limit. Hitting the obstacles (fishes, jellyfish, buildings) will make you loose time.
Experience
Game "Tunnelscape"
Travel through a fast paced tunnel that has a series of forked
paths. Guests must choose which paths to take. If they steer incorrectly
they may blow the cart up by hitting obstacles. The steering is done by leaning left or right.
Non-Interactive "The Temple "
Can this space convey emotions? Which one is the most effective one? This non-interactive will use the full capability of sound and peripheral vision to involve the audience. |