Principles of New Media

After reading the Principles of New Media, I choose 3 of them to analyse our Interactive 1 project “thieves between time” and explain the applications of them.


According to the reading, our project “thieves between time” is “low-level” automation. It is highly codified and rule-based, and the participants can’t communicate with the computer. Human intentionality can be removed from the creative process, at least in part. They only need to listen to the instructions and obey the rule.

As the werewolf sample game video shows, the aside is totally automatic too. But it doesn’t bored this game. Because in this case, the participants are competing with each other but not the computer. So the automation makes the game more convenient, as long as they obey the game rules.  It is the same with our project.

So automation is an advantage for our project as a party game.


This principle can be called the “fractal structure of new media.” Obviously, our project is separated into two modular structures.  They are day and night. And they can be identified by the changing of light and the sound effect.

In our case, the most important about modular structure is how to make it more identifiable. How to make the day more like day and the night more like night. It is the difference between movement and atmosphere that makes the game more exciting. Let see a similar game called Dead By Daylight.

Dead by Daylight is an asymmetrical multiplayer (4vs1) horror game where one player takes on the role of the savage Killer, and the other four players play as Survivors, trying to escape the Killer and avoid being caught and killed.

It is satisfying and terrifying. It is the goal of our project too. How to improve scene settings to let participants have an immersive experience is the key to success.


“A new media object is not something fixed once and for all, but something that can exist in different, potentially infinite versions”

As to variability, I think the variable here are the time and the space. The time to change the day and night. And it is randomly set by the computer. The space can be everywhere as long as it is a place is dark enough. It can have many possibilities, in terms of the user experience.

Research Critique 1—Understanding Interactivity


Wood, metal, mirrors, plastic, acrylic, rubber, and LED lighting system 
Collection of the artist; The Broad Art Foundation, Los Angeles

Japanese artist Yayoi Kusama has an obsession with polka dots, and this dazzling installation, titled “Infinity Mirrored Room – Filled With the Brilliance of Life” is quite a unique take.

Infinity Mirrored Room—The Souls of Millions of Light Years Away is an immersive environment that fosters an out-of-body experience, heightens one’s senses, and produces a repetitive illusion through the use of lights and mirrors. Similar in appearance to stars in the galaxy, hundreds of LED lights hang and flicker in a rhythmic pattern that seems to suspend both space and time. The visitor becomes integral to this work as his or her body activates the environment while simultaneously vanishing into the infinite space. This installation creates a harmonious and quiet place for visitors to contemplate their existence, reflect on the passage of time, and think about their relationship to the outer world.

(me and my friends in the broad)

Why do you find this artwork or project intriguing?

Although it is not so interactive technically, but magically you may feel you have some interaction with the light. When the lights blink and change the color, it feels like the space around you is also changing. As if you are  having an interstellar  roaming.

What is the situation or interaction created for the viewer?/What is the intention of this interaction?

Similar in appearance to stars in the galaxy, hundreds of LED lights hang and flicker in a rhythmic pattern that seems to suspend both space and time.The visitor becomes integral to this work as his or her body activates the environment while simultaneously vanishing into the infinite space. This installation creates a harmonious and quiet place for visitors to contemplate their existence, reflect on the passage of time, and think about their relationship to the outer world.

What is the role of the viewer?

Standing in the middle of this amazing space, the viewer should be as the observer of the infinite space.

Who has control over the outcome of the artwork or project? Is it the creator / artist or the viewer/audience?

It is the creator that control over the outcome of the artwork. The color and the changing speed is fixed.


Notional Field

Notional Field is an interactive installation that consists of a wall-mounted sculpture containing hundreds of vertical and parallel lines made of elastic cord that are projected upon with a computer-generated, interactive animation of a similar number of lines.

The motion of these projected lines is ruled by a simulation, which makes them act like soft ropes, and said motion is influenced by a viewer’s movements as interpreted by a computer that surveys the scene through a video camera.

Thus, the physical gestures of the participant are translated into virtual forces that affect the computer-generated lines, while the physical strings of the sculpture remain motionless. The piece revolves around the idea of interface, which is interpreted as the point of contact between two different entities, and is displayed in the work in several ways: between the viewer and the piece (a human/computer interface); between the real and the virtual (the physical structure and its relationship with the projected structure); between the foreground and the background (as the projection interferes with the sculpture).

It is intriguing for me because the interactive animations of a similar number of lines is quite natural, as if the participant is touching the real lines.

It is interesting that the shadows of the people can’t block the scene within a safe distance. It matters when people actually being in front of this art work. Besides, this soft ropes looks like the strings of the instrument. If people’s  movements can also trigger some sounds , it will be more perfect.



Interactive 1: Project Development Drawing – immersive “Werewolf”


Firstly, we may build an electronic moderator to guide this game. Its appearance is no decided yet, but I think the sound is the most important part, which can push the plot and also use some BGM to rendering the atmosphere.

Besides, every player holds a device, as the following sketch. They can use the button with number to point out whoever they want. In terms of the light, it will blink at the beginning of the game to identify players’ role by the color.  Then it will go out to hide players’ real role.

The advantages of this installation:

1.You can run around the room with this device, as long as it can be detected by the moderator.

2.It prevents players from peeping, because in the dark everyone can press the button but only the device of werewolf or seer work.  It enables the villager to pretend to be other roles. Also, in the dark, nobody can see if you have closed your eyes or not.

Game rules

To make the game more intriguing, turn off the light when the night comes; turn on the light when the day comes.

The Night

At night, the moderator tells all the players, “Close your eyes.” Everyone begins slapping their knees (or table) to cover up any noises of the night.

The moderator says, “Werewolves, open your eyes.” The werewolves do so, and look around to recognize each other.

The moderator says “Werewolves, pick someone to kill.” The werewolves silently press the number of the one he wanna kill.

When the werewolves have agreed on a victim, and the moderator understands who they picked, the moderator says, “Werewolves, close your eyes.”

Now, the moderator awakens the Doctor and says, “Doctor, who would you like to heal?” The Doctor selects someone they’d like to heal. The person chosen (which could be himself) will survive if the werewolves chose to kill the them. If someone was killed, and then saved by the Doctor, the moderator will let the village know by saying, “Someone has been saved”, at the beginning of day time.

The moderator says “Seer, open your eyes. Seer, pick someone to ask about.” The seer opens their eyes and silently points at another player. And the moderator can directly reply yes or no.

The moderator then says, “Seer, close your eyes.”

The moderator says, “Everybody open your eyes; it’s daytime.” And let’s the villager know who has been killed. That person is immediately dead and out of the game. They do not reveal their identity.

Alternative rule:  After you die, you reveal what role you had.

The Day

For the first day, go around and have everyone introduce themselves (Example: Hey, I’m Matt. I’m the baker here in town, and I’m a villager.

Daytime is very simple; all the living players gather in the village and decide who to kill. As soon as a majority of players vote for a particular player to kill, the moderator says “Ok, you’re dead.”

Alternative rule:  To keep the game moving along, you can put a time limit to how long a day is, and if the village doesn’t chose someone to kill, they miss the opportunity.

There are no restrictions on speech. Any living player can say anything they want — truth, misdirection, nonsense, or a barefaced lie. Dead players may not speak at all. Similarly, as soon as a majority vote indicates that a player has been chosen to be killed, they are dead. If they want to protest their innocence or reveal some information (like the seer’s visions), they must do it before the vote goes through.

Once a player is killed, night falls and the cycle repeats.