Muru Chen | A Lonely Bird: Trigger Emotion to NPC by Game Mechanic

A Lonely Bird is a 3D experimental game that explores how game mechanics trigger players’ emotional attachments to NPCs.
 


A lonely bird is a 3D experimental game. It explores how game mechanics can trigger players’ emotional attachments to Non-player characters (NPC), combining with the game narrative. In the game, the player acts as a bird trying to escape the island with the help of a companion.

Emotional attachment is the sense of liking, connection, and closeness that a player feels to NPCs. It can provide ample emotional character experience and willingness for suspension of disbelief, having players more emotionally engaged in games.

I am always fascinated by the emotions between players and NPCs created by narrative. The stories make NPCs more vivid as well as make me more immersive in the game. However, there are many times these emotions are disturbed by game mechanics. Because game mechanics in most games do not consider emotion expressing, they may sometimes have a dissonance with narration. When players experience such conflict, they get a less emotional attachment to NPCs and less sense of immersion. “Ludonarrative Dissonance” has become a common problem in the game industry.

Based on the context, I wrote the research paper exploring whether game mechanics could trigger players’ emotional attachments to NPCs. I found that even though many game theorists suggest that it is hard to balance game narrative and game mechanics, several games achieve that. Inspired by the game Journey and Passage, as well as learning profoundly about emotional attachments, I decided to make a game and explore more potentials of game mechanics to produce emotions.

This project focuses on evoke several common genres of emotions from players, especially “cool and capable” and responsibility. In the game, the player (acting as a bird) will grow trees that will produce eggs. When the egg successfully hatches, the player can get scores. The companion (another bird) will significantly improve the efficiency of the work. Meanwhile, the player needs to take care of the companion. In the end, the player has to choose if the player or the companion can leave the island.

Game

Tags:#GameMechanics#NPCs#EmotionalAttachment

 

Sofia Shockman | The Public Chair: An Installation

The Public Chair is a bench depicting classist urban design. I chose to highlight specific hostile characteristics to critique public spaces and the discrimination towards the homeless.
 

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The bench

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Steps after project

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Shanghai, 2019 Hostile Design

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New York City, 2019 Hostile Design

 
 
 

 
Used for seating and lounging, a park bench holds the purpose of recreation such as people watching, taking the dogs to the dog park and waiting, or to have a moment of rest. The Public Chair critiques how park benches in many metropolis cities have systematically suppressed homeless individuals through uninhibiting design. The Public Chair is a bench displaying hostile architecture as a critique of contemporary urban design by removing all practicalities from a typical bench.This abstract installation represents the convergence of similar yet fairly distinct class struggles, specifically for the homeless. I researched the design techniques that alleviate homelessness in Houston, Texas and have conducted interviews in New York City with several who identify as homeless on 7th and 9th street. They shared deeply moving yet traumatizing stories of their lives from the past, present, and the uncertainty of their futures. I asked them how they felt about public spaces and what they wanted to see out of them, but what struck me about their response is that they didn’t care what improvements could be done. What I discovered is that the issue isn’t a design solution, but a question of public policy and proper policing. They said that police are vigilant of their actions, thus a majority of the time they are asked to leave public property. I witnessed the policing firsthand as I was conducting my interview, the same officer circled us multiple times even though we were just chatting outside of CVS. The piece symbolizes the perpetual loop of political design and the implications of designing with inhibiting factors that hinder the use of the public sphere.The interview will loop while the user is viewing the piece.

 


Tags:#HostileDesign#SocialImpact#Homelessness

 

Yiqi Chang | FAN-SEE: A collaborative website for fans

Fan-see is a crowdsourced video project which recreates a fans’ version of the Fancy music video to show the creativity and engagement of K-pop fans.
 

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Website Main Page

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Fan Frame 115

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Fan Frame 367

 
 
 

 
Fans can select any frame from the Fancy music video and redraw it in their ways. Then, fans are asked to upload their drawings to a website that I created. All the frames are placed together to recreate a fans’ version of the music video.
Fan-see’s goal is to present the K-pop fandom as a group of active audiences. K-pop fans engage with the K-pop industry and act as participatory consumers. They not only consume music but also create artworks ranging from drawings to videos. Borrowing the frame-by-frame music video style from the Johnny Cash project that was created in memory of the American musician Johnny Cash, Fan-see showcases transnational K-pop fans’ involvement in community and creativity.
Support for the concept of fandom as a participatory culture was pioneered in the scholarship of Henry Jenkins, who coined the term academic fan to identify a dual role as an academic and as a participant in fan culture. He writes,” fandom… becomes a participatory culture which transforms the experience of media into the production of new texts”. This project’s ongoing creation is enabled by the academic fan’s role in reaching out to the K-pop fan culture. By identifying the social media in China and internationally, where K-pop fandom is most active, such as Twitter, Weibo, and Douban, participation in this project was made available and authentic. I believe that an academic and artist’s role as a fan facilitates understandings with forms of access impossible through other positionings.
The Fan-see website has already attracted participation by over 400 fan artists within its first month on the web. The drawings range from simple sketches to elaborate illustrations, and some of them are readjustments to the original frames.

 


Tags:#culture#fandom#crowdsourced

 

Wenhan Dou | On the Way back : A Narrative Installation

Narrative Installation builds an office desk based on a real event in 1992 when the Soviet Union dissolute and a Soviet astronaut was trapped in the space station.
 

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An overview of the office desk

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The tapes with recorded messages and notes

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The radio player to play the tapes

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The newspaper that contains report about this event

 
 
 

 
The installation recreates an office desk in 1992. It’s based on a true event that when the Soviet Union dissolute and a Soviet astronaut was trapped in the space station for a longer time then he expected and he had no clue of dates to go back. The desk is an office desk on the ground control center where his information is kept. There are different media and objects on the desks that contain certain information including the tapes with the astronaut’s voice messages, a newspaper with a report on this event, some documents about the space station, and some office supplies. By looking through these objects audience can make up this complete story. The experience of sitting on the desk and listening to voice messages from the astronaut trapped in space aims to bring an immersive feeling and empathy of isolation, loneliness, and loss of identity of the astronaut.

 


Tags:#Narration#Installation#BasedonReality

 

Yinmiao Li | Haptic Breathing Guidance: A wearable device in flute learning

This capstone project is a haptic breathing guidance device for flute learning, which is a successive project of the previous research, the haptic fingering guidance device. This breathing guidance device provides breathing cue at the precise timing in a song.
 

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Demonstration of the Haptic Device

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Demonstration of Exoskeleton

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Demonstration of Timing Belt

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Demonstration of Airbag

 
 
 

 
Haptic interfaces have made improvements in music learning. They allow flute learners
to practice without an instructor and reduce the difficulties of learning music notations
and terms. For example, using a haptic interface to learn flute fingering positions
increases the learning rate and decreases the rate of forgetting compared with learning
from videos. While flute performance consists of both fingering and breathing,
existing haptic interfaces only deal with fingering positions. Research on technology-aided breathing guidance mostly presents visual guidance or audio guidance methods.
Haptic interfaces related to breathing are not used as guiding methods but to measure the
users’ body position while breathing and provide feedback accordingly. Therefore, I
intend to expand flute learning methods from partial haptic guidance to full haptic
guidance.
I designed four haptic interfaces for breathing. These wearable devices haptically
instruct flute learners on breathing control while playing the flute. The research intends to
examine the users’ acceptance of these haptic devices for breathing.
By comparing these different designs, I will find the design that can successfully lead the
learners’ breath, make the learners feel comfortable when wearing it and be easily used
by learners. After finding the most appropriate design, I will conduct user testing
focusing on the adaptability and usability of the device on users by making observations
and doing interviews.

 


Tags:#HapticInterface#InteractiveLearning#AppliedComputing