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imp table an interactive installation by rebecca bray
The Imp Table is an interactive installation that allows users to communicate with creatures made of shadow. If users choose to engage with the imps and follow the narrative that unfolds, they must make a choice between saving or abandoning the imps that they have created. The imp table was born out of a desire to create compelling interactive stories that jump out of the screen to create real illusion and immersion in a changed world. While the table seems initially merely charming, the experience demands that the user confront their own desire for or repulsion against engaging in a world that is more complicated than it first may seem. The project incorporates video, programmatic and frame-based drawn animation, projection, and video sensing. View storyboard | Read background
Prototype 1: The first prototype of the project was developed by creating storyboards, taking video of myself as the imp, processing those images, and created frame-by-frame animation in flash. I then mapped those animations to my physical layout with a table projected upon from above. The intention was to have proximity sensors under the table set off one of 3 animations. The user touched the plate and an imp emerged, waved at the user, and proceeded to put shadows of peas and a chicken leg on the plate. He then jumped from the table and went to sleep. If the user touched him when sleeping, the imp became angry. See the video above of the first prototype, or view documentation of the animation and physical computing process. This phase also incorporated motors that pushed the plate and cup up when the imps emerged from beneath them. In user testing of the first prototype, the feedback was overwhelmingly positive in terms of reaction to the movement and nature of the animation. Users loved to watch and engage with the imps, and expressed delight at the strange juxtaposition of 2 and 3-D elements. The first prototype also demonstrated that more complex interactive tools were necessary to create an experience that furthered that delight beyond initial charm.
Prototype 2: Because proximity sensors only offer on-off sensing, I began to explore video sensing as a way to allow users to interact more fully with the imps. I also moved beyond frame-by-frame animation into Actionscript-based programmatic animation that allows further complexity. Future development: After exploring the potential of video sensing and programmatic animation for this piece, I plan on deepening the narrative as part of a larger project of examining how to create compelling interactive narrative in installation. prototype 1 development process (completed) more details here Interface Elements:
PComp physical elements:
Computing Elements:
Animation:
Challenges:
Process:
Character Development. To get a sense of the angle and movement of the Imps. prototype 2 development process (in progress) The second phase of development was begun at the beginning of 2006, after the first prototype had been tested and filmed.
prototype 3 development process (intended)
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