Tag Archives: proposal

Gumiho Project Proposal

The primary inspiration for Gumiho was the potential that exists in interactive media to create dissonance between the player and the player character. I wanted to create a game in which the PC’s interpretation of events in the game world is at odds with the player’s assumptions, prompting the player to reconsider the nature of the PC once the reality of their actions is revealed to them. In order to accomplish this, I chose to base the narrative off of the Gumiho myth in Korean folklore. Essentially, the PC is a Gumiho, a sort of fox demon that takes on a human form in order to seduce humans and eat their hearts. The Gumiho must regularly consume hearts in order to stay alive. If they manage to consume enough, they may become a normal human Gumiho aims to be radical by calling into question the value of “progression” in the game. The game presents two possible outcomes: either the player collects enough hearts in the platforming sequence to kill the NPC and claim their heart for themselves, or they abstain from collecting the hearts and sacrifice themselves in order to save the NPC. Taking the hearts leads to the longest experience, and allows the player to continue through to what feels like a more natural outcome; the player must repeat the process of collecting them several times for several different NPCs. It is also in a sense the most easily attainable outcome, however, as the hearts are placed in more readily accessible positions as opposed to the teardrops that lead to the PC’s death. Further, the outcome that results from taking the hearts is not necessarily the most emotionally fulfilling for the player, as it forces them to cause harm and does not allow them to play the hero of the story, or even a positive character (although the relative satisfaction derived from the two endings is, of course, ultimately determined by the disposition of each individual player). By disrupting the expected relationships between effort, time invested, and narrative reward, Gumiho aims to push the player to consider current conventions with regards to narrative presentation in video games. Gumiho1

An early version of the game’s story, before the platforming sequence had been finalized.

The precise narrative structure went through several iterations before arriving at the version that was used in the paper game. The game uses a sort of runner section to represent the PC’s thoughts in abstracted form, and one of the biggest challenges was figuring out how to implement this sequence in a way that would make sense to the player. Part of the solution involved paying careful attention to the continuity of visual elements between the “real” and “abstracted” segments of the game. Gumiho3

It took some time to arrive at a narrative delivery that was clear while still retaining the original meaning of the story. In this version the platforming sequence is starting to take form.

The paper playtest was successful insofar as that the players were able to interact successfully with the game and follow the story from beginning to end. Unfortunately, however, I did not receive much in the way of feedback that might lead to revision of the proposed game.  I am somewhat concerned that the testers’ familiarity with the game’s narrative may have obscured any remaining issues with narrative clarity. Gumiho2

Above: The paper version of Gumiho. Artwork for the platforming sequence still hasn’t been finalized.

We derived the following asset list from the paper game: Background 1, Background 2, Trees, House, Male NPC, Female NPC, Male NPC dead, Female NPC dead, PC human form, PC fox form, PC fox form dead, Platforms, Hearts, Teardrops, Broken heart, Heart-tracker Interface.

Project 2 Proposal :: Fear Catcher

IMG_2178 This project was derived from the following series of assumptions:
  1. To capture fear, we must overcome it
  2. Fear is a product of the imagination that possesses power over the individual
  3. An idea is a product of the imagination that can be overpowered by the individual
  4. To overcome fear, we must reduce it to an idea
  5. Life is to death as light is to darkness
  6. An idea is to the imagination as a form is to space
  7. A shadow is a projection of darkness created by light applied to form
  8. Fear is a projection of death created by the concept of life applied to an idea
  9. Therefor, to overcome fear, we must give it form and remove its shadow
Removing shadow from a form is as simple as projecting light upon it from enough different angles. To accomplish this, I intend to build a box or other container similar to the sketch at the top of this post. It would be constructed of wire or wood, and the lights would likely be a mix of string lights and accent lamps such as these: light rope lamp Left in a public space, a sign/note would instruct users to “leave your fears within”. Index cards, markers, and perhaps some plasticine clay would sit beside the catcher as well, available for people to construct their fears out of if they wished. By placing their fears within the catcher they would remove their fear’s shadow, undermining its power, share it with the public, counteracting the isolating nature of fear, and also be able to trust that their fears, or at least parts of them, would remain safely within the catcher and not follow them when they left.

Project 2 Proposal: Opposite of Ephemeral

IMG_1796 For project 2, I have chosen to create an ethereal space with a dream-catcher-like theme. I’m going to be installing in the media lab in Heimbold. IMG_1789 IMG_1784 I’m creating the feel with lots of yarn all over the room, water-color-type colors and possibly string lights.  I think I am going to look for big pieces of cardboard and paint them, then hang those on the wall instead of painting directly on the wall.  I’m also going to probably add glitter to the paint.  I want it to feel really mixed-media so I will probably add other things as I find them.  That is what the room will look like. Starting next week, I am going to set up small stations around campus for SLC people to interact with.  They will be provided with paper and pens to answer the prompt.  The prompt will be something along the lines of:  ‘What is something that someone has said to you or about you, positive, negative, or neutral, that has really stuck with you?’ Then, the participant will drop the response (anonymous) into a box and I will collect all responses at the end of each day. IMG_1797 Once I collect enough responses, I am going to start setting them up in the room.  At this point, I think that I am going to keep some responses on the original paper, but I am also going to copy over responses onto different materials.  I am also going to utilize the string in some way to attach the responses like they are caught in a dream catcher. I will set an opening day and time, and then have a playlist set up to play while people are observing my work.

Project #2 :: Proposal

IMG_3434For project #2, I will create an interactive analog experience for the user. In class, we discussed the ability to catch, trap, or preserve things that normally could not be contained. My project, Emotion Catcher, will consist of 3 jars, each one filled with a different emotion. When the user approaches the jar and touches the metal lid, that jar will light up. As a result, that person will then be connected to that emotion, making it more prominent within them. My project is meant to create a sort or “refueling” station for those who need a little extra boost of a certain emotion. I think that this project will create a very exciting experience. Being able to create a direct interface between the user and the emotion catcher will allow the interactivity to be meaningful as well as fun.  

Birds eye view

There will be three closed jars mounted on to a podium. Each jar will be filled with different colored marbles, that way when the lid is touched, they will light up with different colors. The color is meant to represent the different emotions. The emotions will be: Relaxation, Happiness, and Creativity. Relaxation will have blue marbles, happiness will have yellow marbles, and creativity will have green marbles.

Project 1:: Proposal Update

After the in-class critique, we decided to make a few changes to our project. Originally, we had planned on creating two photographic mosaics that formed one large photo of a student and one large photo of the SLC campus. We planned on bringing attention to the student-college relationship by this juxtaposition. After the feedback we received, we changed the direction of our project.
A test image we ran to see how well our collection of SLC photos could recreate an image.

A test image we ran to see how well our collection of SLC photos could recreate an image.

Close up of the same image.

Close-up of the same image.

The biggest change was the text. Previously, we were going to put the question “Who benefits more? The student or the institution?” in between the two photographic mosaics. This question was intended to make the viewer think about what students were receiving by going to college and what the college was receiving from the student. We intended to raise conversation around the idea, but not to pit each party against each other. During the critique, our peers noted that the question did not positively reflect itself through the project. It also didn’t relate to the photographic mosaic style that we had chosen to use. The visual did not correlate with the conceptual. Each aspect pulled the viewer in a different direction. The new text we are going to use is, “How much of SLC do you see in yourself? How much of yourself do you see in SLC?” This moves the focus of the project to the actual images that make up the photographic mosaic. The visual aspect and the conceptual aspect now have a correlation that compliment each other. This new question strengthens our social object because it will increase the interaction present. The question influences the observer to look more closely at the smaller images in the mosaic because they want to see if they recognize any familiar faces. This will enhance the social experience because people will want to find faces they know and they will talk about it with their friends.
An example a student photo that will be used. Notice how the image is primarily green.

An example of a student photo that will be used. Notice how the image is primarily green.

In addition, another change that we are planning to make to our project is adding more faces to the photographic mosaic. This will increase the viewer’s interactions because there will be more of an opportunity to find someone familiar. Garrett and Alexa 3/2/2016  

Project #1 :: Proposal Update :: Your Pick

screenshot_post#2 After the critique, we decided to display one juxtaposition each day over the week. We will start with pancakes or waffles on Tuesday, March 8, and then Mac or Windows, money or happiness, and Republicans or Democrats. We wanted the comparisons to get more serious each day our project went on. So we started out with something simple like pancakes or waffles and moved to things that are a little more meaningful like money or happiness. sketch2_post#2 We decided not to show the results of the polls because we felt it wouldn’t help foster trivial conversation between people. Results only show the audience if they were with the majority or not, which perhaps could be interpreted as right or wrong. This is not our desired effect so we decided to eliminate this feature. The visual aspect of the piece will be in a minimalistic style, without text, as shown in the picture. This would makes it easy for the audience to understand and is also a style we both enjoy. By Yuci and Kadie

Project #1 :: Proposal #2 :: Your Pick

1   The Juxtaposition The juxtaposition is created by two commonplace objects and concepts that have similarities but also substantial differences that set them apart. The commonplace objects and concepts are things that people would have different opinions on. The comparisons that we chose are ones that most people encounter somewhat frequently in their life, so they are used to picking which one they favor more, even if they accept both. This makes the user very opinionated about their choice. 2-2 Creating a Social Network Most people would fit into one of the two choices that we propose. The choices are seen frequently and fall into the same categories but have clear differences so that they evoke strong choices and opinions from the people viewing them which starts conversations between the users. Usually there are memories or emotions behind each user’s choice so that the conversation could be trivial and meaningless or deep and meaningful as they wish.   Visual Aspects We will be creating our images in Photoshop because we wanted a minimalistic feel and felt we wouldn’t be able to find all the objects in real life to take pictures of them. Our visuals will be simple because the interaction and social object is also very simple. We will have two objects, like coffee and tea displayed. One will be on the left screen and the other on the right screen, in between the two will be our question. When the user selects their preference of coffee or tea, the indicator of the chosen one will enlarge and indicate that a choice was picked, while the other indicator will sink into the background, showing that it is the loser. Then the two objects will disappear and the next comparison will come on to the screen subsequently. 3-2 Our Question In between our two screen we will have the word “OR.” ___ OR ___ ? Coffee OR tea? Calling OR texting? Books OR TV? By Yuci and Kadie

Project 1 Proposal: Who benefits the most? The student or the institution?

A general outline of what the completed project will look like once installed.

A general outline of what the completed project will look like once installed.

Visual Aspects: In the project “Who benefits the most? The student or the institution?,” the juxtaposition of the two different groups of people are shown through the use of photographic mosaics. On the left, an image of a student will be shown and on the right, an image of SLC’s campus will be shown. Each picture will be made up of smaller images. This medium will be very similar to the popular style of pointillism, which relies on the collection of colored dots to create a broader image; however, instead of dots, the project will use photo mosaics. The smaller images are positioned so that their general color correlates with the colors of the greater image, recreating the image. The smaller images within the project will be photos of the SLC student body, faculty and campus.
An example of a photographic mosaic. An image of a seagull is formulated with smaller pictures of birds in hexagonal tiles.

An example of a photographic mosaic. The image of a seagull is formulated with smaller pictures of birds in hexagonal tiles.

Juxtaposition: The juxtaposition comes from the idea that the student and the institution exists on opposite sides of the coin. Although they work together in a complementary relationship, they provide and receive differently from this mutual interaction. What the student gains from the college experience is an education, guidance, and life skills. In return, the college receives the student’s tuition, productivity, and possible future reputation. In this juxtaposition, it is easy to imagine the student as a consumer and the institution as the supplier because the student and their family are paying for the services of the college. This reveals the juxtaposition of the buyer and the supplier. And even though the titles within the buyer-seller relationship can be reversed, the opposition remains the same. Although, we chose to have the two photographic mosaics be of an SLC student and the campus, the juxtaposition posed relates to all colleges. The message that we are trying to put out there is that the relationship of a student and their college is a complicated one that involves beneficial and detrimental factors for both parties. Question: The questions that will be in between the two images is “Who benefits the most? The student or the institution?” These two short phrases will help clear up any confusion that the viewer may have. The concise wording reveals the two groups of people involved in the juxtaposition. It also directly makes the viewer think about the relationship of the student and institution.
An example of the type of images of the campus used in the photo mosaic. The entrance to Heimbold is mostly grey and so can be used to represent a grey color in the greater picture of the student.

An example of the type of images of the campus used in the photo mosaic. The entrance to Heimbold is mostly grey and so can be used to represent a grey color in the greater picture of the student.

Social Network: A photo mosaic alone is not a social object, but we made it into one by relating the two images to the juxtaposition of a bigger issue. Since we are using images from the campus and members of the SLC community, it creates a personal connection with viewers that is shared with everyone else on this campus. The object is relative because it pertains to the reason we are all here: the college itself.  

Project 1: Proposal: Can you see the real me?


self portrait of sophia; example of juxtaposition.

  Visual Aspects This project entitled “Can you see the Real Me?” uses juxtaposition of two images in order to create an impactful divide between how the world sees someone and how they see themselves. There will be two Polaroid pictures placed side by side with a question in the middle. The first Polaroid will have a person looking at the camera with a straight face, and the second Polaroid will have the person smiling. What creates the juxtaposition between the two pictures is the question between them that will read: “Am I _______ or am I ________ ?” The person in the pictures will fill out that question. What the question is really asking is how they think society views them and labels them versus how they view and label themselves. The Juxtaposition The juxtaposition found between the two pictures is very powerful. Identity is one of the most important aspects of who a person is. Often times, people are viewed and judged differently than how they see themselves. By creating a side-by-side image of the same person with different facial expression, the juxtaposition between the images and the identity of the person will become clear and understood.

Our piece in total…

The Question The question between the two Polaroid images will read: “Am I     or am I      ?. This question is meant to trigger a powerful response from the person being photographed. As a result of labeling, judging and stereotyping people, others are hurt and put down. This question is meant to allow the person to have a voice and express who they are using only a few words.   Creating a Social Network  A Social Network is defined as “a network of social interactions and personal relationships”. This installation creates a social network because it draws people together. Not only do we have to interact with the person being photographed, but we have to ask them a personal question and create conversation. By creating a social network with them, they will be more comfortable to open up to us and share their thoughts and emotions. Also, once the project is installed, it will create a social network because people will gather around the installation and observe and talk about the project and people’s different responses.

What it will look like when installed

Project #1 :: Proposal :: The Jackpot

  3 Visual Aspects The juxtaposition is created through visual representation of slot machines. As one of the most popular gambling method, the slot machine is easy to play and appeals to passersby: the only thing you have to do is pull down the lever and release it when you feel the odds are in your favor. Then you wait to see what your luck brings you. Usually the outcome is not extremely profitable but you are so close to winning so you want to try it again, and again and again.  Our depiction of this will result in two slot machines side by side. One representing money, wealth and material things while the other represents nature and natural resources. The visual differences aspects of the ‘luxury’ one will be more high-end and upscale and glitzy. To contrast, the ‘natural’ one will have elements that are more calm and less showy. Also, in the luxury slot machine, objects such as diamonds, cash stacks, and gold coins will be spinning while in the natural one, objects such as trees, icebergs and rivers will be spinning. 2     The Juxtaposition With this project, we are creating a juxtaposition between the luxurious, excessive consumption and the effect it has on nature. In The Affluent Society, John Kenneth Galbraith argues that the desire to demonstrate one’s social status urges unnecessary consumption of luxury goods that has no larger use value than its reasonably-priced counterparts (126). By doing this without concern for natural resources that are non-renewable and definite in amount, it’s clear that we are starting to ruin our planet. People are willing to destroy the environment or ‘overlook’ the damage they are doing because they care about how much money they can make or how much they can save. As the user pulls the lever on the luxury side, the objects in the slot machine on the natural side will start to die or deteriorate. The ‘health’ level will also go down on the natural side and the cash amount on the luxury side will go up.   Our Question 

The question in between the two slot machines will be, “What are we gambling with?” This is suppose to make the audience think about what they’re doing and consider the cause and effect of their everyday life choices.

  Creating a Social Network This juxtaposition creates a social network by engaging people intellectually by discovering that the nature elements on the natural slot machine are deteriorating, it brings the audience through a process of realization. If they had little awareness about this social issue before, it will leave a deeper impression on them. We are hoping that it provokes a sense of social responsibility on everyone that interacts with it. The subtlety of the project and deeper underlying meaning will hopefully invoke conversation between the audience and get them talking about their thoughts or memories on the popular issue. 4 By Yuci and Kadie
Galbraith, John Kenneth. The affluent society. Houghton Mifflin Harcourt, 1998.  
Norman, Donald A. The psychology of everyday things. Basic books, 1988.

Project #2 Proposal :: Take What You Need

IMG_5053 IMG_5055 For project #2 I wanted to create something that could give people boost of happiness or confidence even if it was just for a minute. I wanted to be able to give the user whatever they needed at that moment. So I will create a bowl of cards that have positive emotions and inspirational words on them. There will also be a sign saying “take what you need.” I have seen signs like this before hung up around some towns, but one thing I think they are lacking is the ability to contribute back and inspire people to pass it on. I want them to feel like they could contribute to the installation because giving to others has been shown to also boost happiness. With my project they can contribute to others in more way than one.  The first way they can contribute is by writing their own card. Next to the “take what you need” sign will be some empty cards and a pen so that they can write their own card for someone else to take. There will be a sign saying “leave something for others.”  The second way they can give is by passing along their card. There won’t be a sign indicating they can do this, but hopefully the user will be in a good mood and feel like giving this to someone else. I think this project creates a magic circle because people can stand and look at all the cards, they can take and write their own with a group. Also by passing on the cards people are creating a connection. The card could also start up a conversation within a group and people may stand and talk, write or just look. By Kadie Roberts