Final Documentation- Yunqi Zhou

First prototype

  • Introduce the first prototype

I want to make an immersive environment that people can experience the life of ghost and ghost exist in our world. Basically, I will make a virtual room that same as our classroom or my bedroom. There are two persons can engage in this experience. One sitting in front of the computer(the virtual room that I created) play as a ghost. He or she can trigger some environment objects, sententiously, in the physical room(my bedroom ) will also be influenced. The other persons will stand in the physical room, using a camera(made by Arduino) to capture the ghost.

  • Game mechanism

The ghost’s goal is triggering all the item in the virtual world and avoiding be captured by the player in the physical  world.

When the ghost trigger items in the  virtual world, same objects in physical will also have feedback. Therefore, according to these clues, the physical world player can use the camera to capture the ghost. Furthermore, there is sound feedback. The player can hear the sound which generates by the ghost. The player also can recognize the direction of the sound.

The goal of the player in the physical world is trying to capture the ghost, by using those clues and sound feedback. The player has 3 chances to capture the ghost. If the player captures the ghost within 3 changes, he/she win. If not, lose. Or if ghost trigger all the items, Ghost win.

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the figure of the physical world and virtual world

  • Document Video

 

Second prototype

  • Introduce the second prototype

This prototype Geyao and I want to use sound as an instrumentality to change people’s perspectives. Basically, we use heart beat. So we want people to evaluate each other by hearing heartbeats.

  •   mechanism

There is a completely darkness room, and we need 10 or more people to participate in, and each of person has a stethoscope, and each of them wears a T-shirt with a light stick around their heart position. It can help people find where is the heart position in the darkness room. So base on that, people hear others’ heartbeats by using a stethoscope in the darkness room, and find the most beautiful heartbeats, and then stay with he/she. So when light up someone may stay with the person with whom they never want to make a friend.

  • Why in the darkness room? And why using heartbeats?

So we want to use darkness to remove everything. Such as, skin color, appearances, gender, privilege. The only thing left is heartbeats, and almost everyone’s heartbeats hear same. So we want to use that to achieve an identity.

 

Third Project

  • Introduce 

Geyao and I want to create a cooperation game. To win the game two players have to communicate with each other. So in this process, they will change the perspectives.

image

  • Game mechanism

This is a multiplayer Jenga game, and the computer will be divided into two section that is left and right. There is a fence perpendicular to the screen and at the middle of the screen to limit the information they can get on the screen. Their goal is trying to escape the little man on the top of the tower. P1(the right side player) has a panorama view, and he/she can remove the bricks. However, P1 doesn’t know which brick will blow up the tower. However, once the player-one’s mouse hover on dangerous brick. A sound warming warning will play for player-two. Therefore, the player-two can warn the player-one. The P2 can control the little guy on the top of the tower. P2 has a first person’s view, and he can turning his views to check and know which brick to decide move direction. So they should talk to each other and figure out how to rescue the man on the top of the tower. In this process, they will change the perception.

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the figure of computer and fence.

The win condition is that let the little guy safely landing on the ground.

 

  • Document video

 

The PDF LINK

The point feedback-Yunqi Zhou and Geyao

The game is a multiplayer game(two), One is using a mouse to push the bricks to save the man on the top of the tower. The other one is controlling the man on top of the tower, in order to keep the man away from falling to the tower. So they have the same goal. Through this process, players should share their perspectives and cooperate with each other.

 

Testers agree with that this game can change people’s perceptions when they were playing the game. They said that they wanted more levels and the levels should start from easier to harder. Also, they wanted more interactions. For example, the different colors of bricks have different functions. Right now, there are only two interactions which are pushing bricks and exploding the whole tower. There is no differences between white bricks and green bricks. Additionally, testers wanted playing the game in VR space. Finally testers suggested that if they can create the level, that will be cool. Because right now they level design limited the gameplay, there are only 3 levels. Even if we design 80 levels, the 80 still a limited number. So what if let the player design the level. That makes the number almost infinite.

Play test at Point -YunqiZhou and GeYao

There are couple problems when we are doing play test. First, players talking when they were playing the game. So We think before we get into the game, we need articulating our rules. Furthermore, when we are doing evaluations, when light is on. people are not willing to do this. Because they don’t want to be offence to others.  So we need to find a way to solve this question.

 

GeYao and YunqiZhou

Power of play- Yunqi zhou

As an 25 years old Asian, and been america for only one year. I have no idea about racial and gender problem. In China we don’t care about that, If you walking on the street, all you can see is Chinese. The White Black and Latinos are exotic and minority. So I may not give a accurate answer or respond for this Article. When we are talking about street game, the first thing coming in to my mind is GTA. So as this article says that there are racial problem in this game. For example, those color people always drug dealers,making violent crimes. The point of view from this article makes me a little bit uncomfortable. Because GTA is a game not a documentary simulation or an immersive experience. So in the game, game designer can exaggerate the situation. According to certain surveys or you can google it, the crime rate of black higher than white, I am not a racism person, those report is the truth. In order to make a great ambiance,  game designer have to use those most memorable local tag. Say, I am going to make a street game, and the story happens in Brooklyn. Things coming in to my mind are graffiti, colored people, reactionary gang, Brooklyn bridge. although there are a lot of other elements. Those elements exert influence on players’ feeling. If i exaggerate those elements, player may think that yes I am in Brooklyn. The immersive experience or simulation experience is going to create a experience that as same as our life. So in this situation, White can be murderers, Black also can be famous people.

Did teenage will learn about somethings from this game. The answer is yes! But this is not the game’s or game designer’s problem. This is the social issue. Game is a reflection of our world.

response to the margin [Yunqi Zhou]

For me,when I design some products for certain audiences, It is hard to understand that what they really want. Because both sides have completely different experiences. There is a sentence can exactly describe the situation:”There are thousand Hamlets in a thousand people’s eyes”. So for those student in the chapter. The best way to solve the problem is standing on the residents perspective. But from the article, Thought communications and talking, It seems hard for students to do that. Let me draw an example, I wish it makes sense. In ancient China those farm tools were designed by farmers.because of soil the tools not only have different between north of China and south of China,  but also each of tools were different, depend on people who use those tools.  So back to the architecture students’ problems. How can they make a great design, without engaging in the life experiences in that community? I thought that there is a huge gap between academic and real life. If we put the academic physics in to real tests, generally the physics theories will not as exact as we thought.

Precedent+paper protype[Yunqi Zhou]

Precedent

To me the immersive experience is mimicking an experience that you may or may not experienced before, by using both virtual and physical technology.

In this video, is one of the great example.

 

Paper Prototype

Idea 1

I want to create a zombie game or experience. people play as a zombie. Standing on zombies’ perspective to explore the world. So basically people think zombies  are monsters, and they represent aliens or people who different form us. So I want player go though the experience to learn empathy, and I wish them can think about the question that are they over arrogant or do not accept others’ opinions.

Idea 2

I want to make an immersive environment that you can experience the life of ghost and ghost exist in our world. Basically, I will made a virtual room that same as our classroom or my bedroom. There are two persons can engage in this experience. One setting in front of computer(virtual room that I created) play as a ghost. He or she can trigger some environment objects, sententiously, in the physical room(my bed room ) will also be influenced. The other persons, will stand in the bed room, using an camera(Arduino) to capture the ghost, by the clues that the ghost provided.

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