This Season Finale live-broadcast was the culmination of a three week performance on Insta-stories via our @lan_mo_shu account.
Initially , we only had 2 crew members to help out, but there were quite a few others who joined in spontaneously on the actual day. The broadcast was done in a single take, with little to no rehearsals. Hence it was amazing to see everyone finding their place in the broadcast, helping with the setting up and the props. Our cameraman was not directed by us, but he was constantly shooting in a way that the tricks looked ‘real’ to the Third Space audience. Everyone was experiencing the event first-hand, even us, the performers.
Lan Mo Shu seeks to create illusion and plausibility for audience in the Third Space who are bounded by the lens of the broadcasting device and to encourage collaboration in the First Space to perform the acts.
We began thinking of the project to be a social broadcasting event in a similar vein as Videofreex (1969 to 1978) to start conversations. It also, unexpectedly, shaped itself into a daily commitment, although not as extensive as Jenny Cam. At first, we were performing these tricks as just two people who were, in no way whatsoever, professional magicians. Very soon, however, a spontaneous community began to grow around this simple idea. People started giving suggestions and even offering assistance in performing the tricks. We accepted their challenge to make this a daily ritual. Past a certain time of day, we would receive reminders via the First and Third Spaces that we had not posted that day’s video. We really made these things as far as possible in the spirit of Do-It-With-Others, because that energy just kept us going.
One interesting observation to highlight would be how audience in the Third Space refuse to learn of the solutions to the tricks they saw. Similarly, the audiences in the First Space were also trying to help make the tricks convincing for those seeing them through the broadcasting lens. We found this rather motivational for us as performers and yet absurd in the sense that why would people want to help cover-up the lies of these ‘lousy magic tricks’? It seemed like plausibility of the magic was important to them, rather than the quality of the skill in execution.
Firewatch is an indie adventure game developed by Campo Santo. You took on the role of Henry who decided to take on the job as a fire lookout in the woods to get away from the hectic city life after his wife passed away. His only contact with the rest of the world is Delilah, his supervisor. Strange things begin to happen during his work which forced him to investigate. Throughout the investigations, he will account various challenges, and you must make decisions based on his interpretation of the situation.
I feel that one of the reasons that draw me to Firewatch is its game environment. I love the art style of the gaming environment. The natural surroundings that you are in are well crafted and feel immersive. The realism in the surrounding light during a different time of the day is an impressive part of the game. The sounds of nature such as the sound of running water, birds chirping, wind howling and the rustling of leaves all add on to the realistic and inviting feel of the game. It makes you feel that you are in the wild interacting with nature. The attention to details and the effort put in creating the overall immersive gaming environment engage you. It makes you want to explore the places around you and discover new things. The game brings joy in seeing new places and gives many incentives for you to set into the unknown.
Henry’s relationship with Delilah is also another area of the game that interests me. I feel that the use of walkie-talkie as the primary form of communication between the two characters is refreshing. Through their conversation over the walkie-talkie, they slowly and patiently build up their trust and understanding with each other. The lack of face to face communication did not affect their relationship which I feel is very intriguing. The conversions between them are also personal and down to earth. It also allows you to build a personal understanding and connection with them. Over time, it makes you feel that they are people you know. The sentimental values created by the human conversations will trigger the emotional side of you.
Overall I feel Firewatch is a great first person adventure game. It prompts you to explore and discover new territories through creating meaningful interactions with the gaming world. The character development is fantastic. With merely the communication over the walkie-talkie, it allows you to feel engage in the connection between Henry and Delilah. It is a game worth playing and spending your time on.
We tried testing our interactive installation at the concrete wall. Initially we used light sticks as the light source. We took screenshot of the colors of the light stick and got their values on Photoshop. We input the values into Max so it can detect the colors. However, once we were in the open area, the camera cannot detect the light stick. It was because the light source from the open affected the readings. In the end, we used colored paper instead.
It was fun testing out the installation ourselves. Through the testing we determined the optimum distance the person had to stand from the camera in order for patch to work. We also tested out different combinations of sound to understand how it will affects the user trying out the installation. We just hope it will not rain on the day of the final presentation.
The following are the screenshots for the patch we did for our interactive installation.
The following is the video documentation of us trying out the Max patch. We used light sticks and several colored materials to test out the patch.
The main issue for our patch is the webcam not detecting the colors at times. Therefore, it was quite frustrating as we were not sure at times if it was the fault of the patch or the fault of the camera. To put an end to our problem, we borrowed an external webcam that is more reliable, so the detection rate of the colors is more consistent.
The train is a simple yet interesting text based interactive web story. The story is about you having a date with a girl, and you have to find your way home. In the beginning, the girl you have a date with will take to you to destiny. When she leaves, you have to find your way home through making a series of choices in which will affects the outcome of the ending. There is a total of ten different endings for the players to explore. This interactive project showcases the power of storytelling. Through using purely text, it can engage the player to go the entire flow of the story. It also creates curiosity within the players which make them replay the interactive story to discover the other different endings.
These are the scenes for the ending of the game. It will consists of a final event which will provide the player with three choices. Each choice will leads to a different ending. There will be three different endings in total.
These are the trial scenes for our game project. These scenes tell the story of how sook ching was being carried out. We want to show the fear and uncertainties it created during that period. It also shows the moral dilemma the main character had to go through when faced with people he had a personal connection with.
For the Lozano-Hemmer’s Shadow Boxes patch, I played around with the values to create different effects for the visual output. I combined a cv.jit.centroids patch with it to add sound effect to the overall patch. The following is the documentation for the combined patch. Enjoy! 😀
For the face tracking patch, I learnt how to map the face of Will Smith on top of my face for visual output. I added the video velocity effect with cv.jit.HSflow to see how it will work out with the face tracking patch. It managed to create some beautiful and interactive effects. The following is the documentation for the combined patch. Enjoy! 😀