Friday, December 14, 2007

The End of the Semester

We all can't believe the semester has finally ended! It's been a very fun and rewarding semester, and we'll be sad to go. After this semester, the team will be separating, with some of us ending up on the opposite coasts (Orlando and Los Angeles). Nevertheless, we really enjoyed working on the project, and appreciate that this opportunity was given to us. We worked hard, played hard, and learned a lot!

We also received a lot of help and feedback from many people and would like to thank:
  • Give Kids the World Village for the opportunity, espeically Kathy Aubruner, Jeff Staples and and the entire Give Kids the World;
  • Bob's Space Racers, especially Jack Mendez
  • All of the faculty, staff, and students at the ETC, especially Brenda Harger for being our faculty advisor
  • John Dessler for his flash help
  • Oscar Ramirez, Edmundo Ruiz, Julie Charles, and Bob Haley for the voice acting and translations
  • MaryCatherine Dieterle, Rebecca Lombardi, and the Carnegie Libraries project for bringing us children for testing
  • All of our user testers for their helpful feedback
We're going to end this blog with a poem that was given to us by the Give Kids the World village staff. They were words that really moved us, and hope that others can find encouragement within these inspirational words.

What Matters


One hundred years from now,
It will not matter
What kind of car I drove,
What kind of house I lived in,
How much money I had in my bank account,
Nor what my clothes looked like.
But the world may be a better
Because I was important
in the life of a child.

"Follow your heart... It knows the way" - Motto of the Give Kids the World: Sweet Dreams team

Final Presentations and Lessons Learned

Our final presentation went well, and we're all looking forward to the break. While we're sad to go, we all learned a lot of really important lessons this semester.

Skills Learned
  • How to animate in Flash
  • Lighting Control Software and Hardware
  • How to outsource (construction, sound,…)
  • Multitasking and time management
Lessons Learned
  • GKTW = AWESOME
  • Difficult to combine disparate themes
  • Interactivity != Experience
  • You can make a great experience for an audience with limits
  • User testing is invaluable
  • How to work with your friends
  • ... and there's always room for ice cream!

Wednesday, December 12, 2007

The Home Stretch

We spent the last two weeks between Soft Opening and Final Presentations cleaning up the animations,

adding sound effects and language translations, finishing up the documentation, tightening up the DMX, code robustness, backup. Since final construction won't begin till may, we've also started making packages to send to Bob's and GKTW. We'll be sending over all of our hardware, software, content (i.e. sound/video files), and 150+ pages of documentation for the entire process and creation. Since GKTW won't see a physical product till at least May, in addition to all of our documentation, we decided to send them a teaser containing promotional posters, a back-story video, a trailer featuring Hermes the Owl, and some artistic elements to create give-aways and theming needed for an experience.

Because the physical construction won't take place till May, there are still a few things left to do. We as the ETC have committed to finishing this project, and below are some of the things that are left.

The ETC has committed to:
  • Work with Bob’s Space Racers, when they are ready
  • Integrate computing with mechanical pillow delivery
  • Integrate sensors with input devices
  • Install Sound System into tree
  • Install screens, etc into tree
  • Install the final Tree at GKTW
  • Install Lighting in space
  • Program Lighting for show
  • Make sure that final art for experience matches real pillow tag
  • Computing backup and redundancy
  • Mirror entire system
  • Create backup system
The GKTW Sweet Dreams Team has committed to:
  • Finish Documentation
    • Needs to be very detailed and complete for external manufacturers and future ETCers
    • Already +150 pages
    • Will take MANY drafts to convey all that the 6 of us know about the skills required to make the tree
  • XML Lighting Generation Software
    • For programming and timing the eventual lighting in the space
    • We have a great playback system and specification, but it’s tricky to create right now
    • Be prepared for construction in May+

Monday, December 10, 2007

User Testing II

We did our second set of user testing this week. The goal of this user testing was to specifically test the interface including story, character, controls, user actions, and height to make sure it was appropriate for children.

We formally did in depth questioning and observation of five children (2 girls, 3 boys), ages 4 to 12. We also laid out surveys and wrote down observations after the BVW show. Over 40 children and adults went through the pillow tree experience.

We learned that:

1. Our experience is fun. Some children played through the experience over 15 times in a row, even though they weren't receiving any gift from it. They just enjoyed the actions such as pulling the vine and turning the heart.

2. Our experience is intuitive. We asked all of the children to lead us through the experience they had played through, and to explain in detail the reasoning of why they did it. All of the children, even as young as 4, knew what actions they were supposed to do, when to do it, and why they were doing it. Additionally, the children were able to find all of the interactions (i.e. buttons, the vine, the heart) on the first try. The only confusing part was when the children were supposed to put their hands on the heart-shaped button to make a wish. All of the children let go too early. We resolved this issue by shortening the length of time required to hold on, and allowing the child the option to let go whenever they wished. We also fixed the broken vibration motor and added visual and sound effects to show how long the child needed to hold on to the button.

3. The experience left kids wanting more. When asked, all of the children thought the experience was just right or too short.

We plan to implement all of these findings to make our user experience better.

Friday, November 30, 2007

Soft Opening Feedback

Soft Opening went really well. We received a lot of positive feedback, and in general faculty seemed pleased with our progress.

The three concerns faculty had were:

Concern One: Hermes (the name of our owl).

Solution: We chose the name Hermes because he means winged messenger in Greek. Some of the faculty were concerned because the name Hermes is also associated with being a trickster. After much discussion within the group and with concerned faculty, as well as after doing a lot of entomology research, we decided the name was o.k. to keep.

Concern Two: Our animations need to be smoother.

Solution: During the two weeks between soft opening and final presentations, we worked closely with our resident faculty flash guru John Dessler, and reworked a lot our animations and artwork. Since reworking the animations, we have received positive feedback about the changes.

Concern Three: Show seems too long.

Solution: Faculty thought our show was too long, so we cut out a lot of “waiting”, rewrote parts of script to be more concise, and during our play-testing, we found that we left the kids wanting more (a good thing!)

Thursday, November 29, 2007

Soft Opening

The last two weeks have been really busy for the GKTW team. We’ve all been working very hard to get ready for Soft Opening, similar to a “preview” in the theater or a “beta release” in software. It basically means that we should have our project complete and ready to go, and the next two weeks should only be spent on testing. Tomorrow we'll be presenting all of the work we did this semester to the faculty.

Fortunately we got a lot done in the last two weeks, so we’re prepared to show off our work! We voice-recorded our show script with two actors – one in English and one in Spanish. We were also able to get our script translated into French, and plan to use it as subtitles. Additionally, we finished up all of our animations for the show, and synced up all of the music and voiceovers. We also spent some time documenting our project so that our clients, manufacturer, and future projects could understand the details and reasonings, as well as properply build the real Pillow Tree installation. While the document is still underway, it’s already 112 pages strong!

Our biggest accomplishment of the week was making the mockup of the tree. We created this prototype so that we could test our DMX as well as our interface. We’ll find out in the next few weeks what changes will need to be made – if any.

We’ll be posting pictures of our tree prototype soon, so be sure to come back and visit our blog soon!

Monday, November 19, 2007

Week Summary: Nov 12-16 and IAAPA!

This week most of the team (except for Anuja) went to IAAPA, the International Association of Amusement Parks and Attractions.


So what did we learn at IAAPA?

We learned that we really don't have that much left to do. Jack's own words were "We understand building things, you guys leave that to us. We need 'new ideas', that's what you guys do, and that Pillow Tree is a good, new idea".

We were hoping that this was what they would say; as it was very nice to hear them say this in person, seeing as we only have 2 work weeks left. We are right on target to get everything we
have to do done.

What else does Bob's need?

What Bob's wants from us is all the documentation we can throw at them. They want structural CAD for the tree, but they will "figure out the aesthetic part" on their own. They also want us to test, for placement of all the input devices on the tree.


There are 4 main things we have to do by the end of the semester for Bob's:
1- get all the animations done
2- get the tree in a working state to test
3- test the locations/placements of all sections
4- document like mad


So how are we going to do this? (with Thanksgiving, finals, and the BVW show...)

The following are hard deadlines; as we have to stick to this schedule to get it all done. For each week, we've listed what has to be completed, and then each person has their tasks broken down. We have tried to account for thanksgiving and BVW:

***November Nov 19 - 23***
Things that have to be done this week:
- Order all components for mock up
- Get software architecture robust

Evan: BVW stuff; order stuff; documentation
Rich: Fully determine what we need to buy to make the tree mockup, and order it (so we have it by next week)
Brendan: Animations
Rob: Work on show software remotely
Karin: Animations
Anuja: Clean up all audio, documentation; work with Staque; Record French Audio

Events this week - Thanksgiving


***November 26 - 30***
Things that have to be done this week:
- English Animations
- Spanish Animations
- French Animations
- Music
- SFX
- Soft Opening
- Tree Mockup Built

Evan: BVW stuff; documentation; final budget; prepare for soft opening
Rich: Build Tree
Brendan: CAD; Build Tree
Rob: Integration, Tech Documentation; Help build Tree
Karin: Animations; prepare for soft opening
Anuja: Audio, Animations, Documentation; SFX

- All Animations Done (all languages)

Events this week - Nov 30 - Soft Opening

***December 3 - 6***

Things that have to be done this week:
- BVW
- TESTING

Evan: BVW / Final Presentation / Documentation
Rich: BVW
Brendan: TESTING / CAD
Rob: BVW / TESTING / Teach everyone how to run all the software
Karin: TESTING
Anuja: TESTING

- make final presentation
- work on documentation
- make BVW happen
- Finish all CAD
- Test Tree Mockup

Events this week - Dec 5 - BVW Show

*** December 10 - 14 ***

Things that have to be done this week:
- Pack it up
- present

Evan: Document / Presentation
Rich: TEST
Brendan: Technical Documentation
Rob: Stress Testing / Tech Documentation
Karin: Tighten up the graphics
Anuja: Documentation

- ship it
- ship documentation for review

Events this week - Dec 12 or Dec 14
- Final Presentation

Friday, November 9, 2007

Week Summary: Nov 5-9

This week we:

- Finished the detail model of the tree in maya
- Got a first-pass of the music
- Recorded the Spanish Voice Over
- Determined animation timings and pace
- Finished the detailed OWL charechtor
- Started Animation
- finished the art for the owl's house
- got 7.1 sound working
- got video to play reasonably
- figured out a good codec
- made a sweet DMX application
- made a video of the 'Legend of the Pillow Tree"
- kept the blog up to date
- were awesome TAs

------------------------------
-------------------------

Brendan will:
- Finish up all the lighting passes, and document a lighting scheme
- determine if it makes any sense to get the maya model into solidworks

Anuja will:
- Work with staque to make music
- Get the sound effects all sorted out
- Record the English V/O
- Organize GKTW letters sent to the ETC
- work on animation (cleanup)

Karin will:
- work on animation (key)

Rob will:
- work on animation
- integrate animations into show
- integrate audio into show
- document codebase, so it can be modified later (adding com, adding
language changes, etc)
- automate program start and computer boot

Rich will:
- make functional demo input devices
- mockup functional tree
- work on animation

Evan will:
- figure out the plan for the last few weeks, accounting for a
possible big BVW show commitment
- work on total project documentation (inclusive of what we can't do
this semester)
- encode animations as they are done

-------------------------------------------------------

Also... Here's the IAAPA Plan

Wed - Team drives to airport.
- Fly to orlando
- get in cab, go to hotel, check in
- go to conference
- TEA Party

Thurs - Go to conference
- go to disney world

Friday - go to conference
- go to GKTW

Saturday - go home to PGH

-------------------------------------------------------

Also... Here's the plan for Thanksgiving week (Nov 19 - 23)

Rob will be gone all week
Karin will be gone all week
Evan will leave monday night

By the end of the week:
- we need to have all the animations done and encoded
- we need all the audio to be done, with the music muxed in
- The system needs to be ready for play testing
- we need to have a plan to build the tree mockup at the ETC

Thursday, November 8, 2007

Hermes the Owl


Here is our owl, Hermes! He will be the caretaker of the Pillow Tree. Karin created this final version of the owl that will greet the children.

Friday, November 2, 2007

Week Summary: Oct 29 - Nov 2

This week we:

- Finished the Tree Model, sent off photos
- worked on Spanish version of the Script
- Play tested the Owl
- Worked on the Maya Model
- started lighting planning
- fought with Panda (sound and video)...
- acquired Staque's services for music
- started the final owl art
- started the final on screen scene
- planned the IAAPA trip
- Determined that Linux and WinXP are bad
- Storyboarded and determined scenes
- kept the blog up to date

Next Week:

Brendan will:
- Finish detail model of tree in MAYA- Monday
- Determine "Best Case" Lighting for Tree (as we designed it) - Friday
- Spec lighting hardware - Friday

Anuja Will:
- Organize GKTW letters sent to the ETC - Friday
- Work with Staque to make music - Friday
- Find sound effects - Friday
- Work with Language Departments to get script translated/approve
Oscar's translation - By Wednesday
- Further Testing?
- Get audio ready to animate against (placeholder)

Karin Will:
- Finish Owl Char - By Monday
- Start animation - Friday

Rob Will:
- Get Videos playing in Windows - by Friday
- Get 7 channel sound in Windows - by Friday
- Get DMX working in Windows - by Friday

Rich Will:
- Finish Room Art - By Monday
- Animate Owl and room details (lighting) - By Friday
- Do V/O for "Ms. Merry story" - By Wed

Evan Will:
- Make animation templates
- English V/O
- Spanish V/O
- Find Language Voice actors - ASAP
- make "Mrs. Merry" Story Video
- Integration
- Video Compression

Tuesday, October 30, 2007

The Tree Model Is Done

The physical tree model is done. It took us a couple of weeks to get everything done. Big thanks go out to Karin & Rich for spending so much time and effort into molding the tree. A special thanks go out to Anuja, Brendan, Evan, & Rob for helping out with the leaves too. Here are some photos of the tree:

Here is the entire physical tree model.


















Here are the buttons that a child will press to indicate if they're a knight, princess, or jester.











Here is the heart button kids will need to press to fill their pillows with all their wishes and dreams.











Here is a close-up of one of the branches.












Here's a close-up of the intricate vines.












Here's a close-up of the button path.












Here's a view of the tree once it's covered with the fabric leaves.


















Here's a close-up shot of the fabric leaves.


















Here's while the tree will look like as a child enters the canopy.


















Here's a view of the tree from underneath the canopy.


















Here's the tree enclosed in the entire canopy.

Owl Testing


This week was the first time we got to test some of our ideas with kids. Thanks to another ETC project teams (shoutout to the Carnegie Libaries project!), we got two classrooms of second and third graders.

On Tuesday morning, the biggest thing we wanted to test was our owl character. We had 13 different owls and we had to narrow it down to one. We asked the kids to choose owls they thought were the wisest, oldest, and friendliest. Although we weren't sure what to expect, the kids' answers were a surprise! On a good note, now we have a clear direction on what features we should give our owl.

Here is a summary of our results:

1. Kids thought the two oldest owls were #5 (13 kids) and #12 (13 kids).

2. Kids thought the two wisest owls were #6 (12 kids) and #10 (8 kids).

3. Kids thought the two friendliest owls were #2 (8 kids) and #11 (9 kids), but overall, there was no overwhelming favorites for this category. Votes were disbursed fairly equally for each owl.

4. There were no large gender differences. Girls and boys pretty much had same choices for oldest and wisest.

5. Overlapping categories included #6, #10, and #4 for wisest and friendliest. Oldest did not seem to overlap.

Conclusion:
A combination of OWL #2 and OWL #6 with a little bit of OWL #12 is my vote for the owl, because they received high scores overall with an average score over all categories.

Monday, October 29, 2007

Windows vs. Linux - The Ultimate Showdown

For our computer we were debating whether to use Windows or Linux as our operating system for the pillow tree. We were going to use Linux but we ran into a few problems. They are as follows:

1. We're using Panda3D, a free 3D game engine made by Carnegie Mellon. Our input devices, called phidgets, are compatible with this engine. However, the Linux version of Panda3D does not contain the code required. The Windows version ran on DLL files, and recreating the code to work for Linux would have taken some time.

2. We also have code to interface with DMX, which would control all the lighting effects. However, our code currently involves Windows API. Redoing it in Linux would have also required a lot of work.

3. Video playback just didn't work at all in Linux. The framerate was terrible and it just didn't seem that Linux could perform as necessary.

We then decided to go with Windows. We tried to use Windows XP at first, but we had driver issues. We couldn't find the right drivers for the network adapter or the sound card, and our hardware description didn't solve the problem.

We finally settled on Windows Vista. All of the code works in Vista, so our main goal now is to try to maximize the performance, as the operating system eats up quite a bit of memory.

Friday, October 26, 2007

Week Summary: Oct 22 - 26

This week we:

- Made the Tree Model
- Have a working version of the script
- Got most of our hardware in
- Got part of the software working
- Made storyboards
- Kept the blog up-to-date
- Planned out art tests for kids

Next Week:

Brendan will:
- Determine if we can do our animation in MAYA - By Tues
- Determine if MAYA can export to CAD - By Tues
- Detailed-model the tree - By Fri

Anuja Will:
- Test the owl models @ Children's museum - By Tues
- Work with Staque to set up Music creation - By Friday
- Finalize Script - By Wed
- Work with Language Departments to get script translated - By Fri

Karin Will:
- Finish Details on Tree Model - By Tuesday
- Finish Owl Char - By Friday

Rob Will:
- Get 7 channel sound working - by Friday
- Get DMX working - by Friday
- Figure out a way to optimize the computer's processing power - by Friday
- Make video playback work - by Friday
- Tree Model support

Rich Will:
- Finish Room Art - By Friday
- Detailed story boards (including motions and tweens) - By Friday
- Determine what's going on with Candy Land - By Friday

Evan Will:
- Work with Tim Hearman (VO Guy) to get him into studio - By Wed
- Find Language Voice actors - By Fri
- Integration
- Video Compression
- Audio SFX
- Figure out payment schemes for VO and Music composition

Monday, October 22, 2007

Phone Call with Bob's Space Racers

Today we had a phone call with Bob's Space Racers. We talked with Jack Mendes along with a couple of their engineers. Here are a few notes from the meeting:

- We cleared up a lot of our design with them. They are comfortable
with construction of the tree as we designed it, including the leafy
'cap', the stations of spindles and needles, and the tree itself. They
imagine the construction to be a combination of wood, fiberglass and
coating.

- We need to do more work on the pillow delivery system....

- They are cool with DMX and Phidget systems for the show control. For
the actual control of the delivery system, they want to use their
electromechanics, and interface with our computer via RS-232. Rob is
cool with that.

- For the 'shaking branches', they suggested something like a wooden
wind chime.

- Their schedule for production says that they can't really begin work
on this until May/June 2008.

Thursday, October 18, 2007

1/2 Presentations Over

Our 1/2 presentations are over! The faculty seemed to really like our presentation. Check out the stream here:

mms://wetc.tv/stream/semester3_2007/project/etc-pgh_half-semester_presentations_semester3_2007_day1.wmv

or download it here:

http://wetc.tv/download/semester3_2007/project/etc-pgh_half-semester_presentations_semester3_2007_day1.wmv

Tuesday, October 16, 2007

1/2 Presentations

We have 1/2 presentations tomorrow! It's at 2:30 PM ET. We're going to be the 4th (and last) team going. They decided to save the best for last this time! Be sure to check it out at:

mms://broadwave.etc.cmu.edu/live

Wish us luck!

Thursday, October 11, 2007

Orlando Trip #2: Meeting with GKTW and Bob's Space Racers

Today we had our second meeting with GKTW. Jack Mendes from Bob's Space Racers was on hand as well. We presented our new ideas for the Pillow Tree and Rusty's Machine, as well as possibilities on how to combine the two.

In the end we decided to go with the Pillow Tree. A majority of the people liked the feel to it, as well as the story. We did get a lot of feedback though, including making sure it was interactive. We also learned that we can't really use cloth in the creation of the tree, as it can get tattered or dirty really easily, as well as fading. We want to make sure that what we give to GKTW is as good 10 years from now as when we initially hand it off.

Unfortunately it was a short trip this time, but we still had enough time for ice cream! Kathy always makes sure of that! We're back in Pittsburgh for a while now so we can focus on our project without travel fears. It was quite a long week, and we're all tired out. We're a little sick as well. Hopefully we can recover this weekend!

Wednesday, October 10, 2007

Orlando Trip #2: TEA / SATE, Day 2

Today was the second part of the conference, which had the technology and experience parts of the conference. The technology portion was very interesting. One person talked about a lot of projects he was working on involving his shadow recognition system, which is similar to the PlayMotion system we use here at the ETC in our Building Virtual Worlds class. He's also worked with the ETC before on a fountain in Atlantic City. There was also someone from Thinkwell who talked about a lot of new and interesting technologies he found through viral videos and other places on the web. Finally there was someone from Electronic Arts who talked about their development phases for video games.

The afternoon session this time was about experience. Yves Pepin was the focus of this part, and he showed off a lot of his work, including his production of the 2000 Olympic Games in Sydney. It was interesting to see all of the different experiences he had created.

The day concluded with a trip to Give Kids the World Village. 14 people from the conference came over to the village and we gave them a quick tour. We showed off all the past ETC projects that we had done for GKTW. We also showed them the pillow machine and talked about how we're redesigning it this semester. They all were very interested in what we were doing and they said that they had a great time. I'm glad so many people came out and visited, because GKTW is an amazing place.

In general, the SATE conference was a nice start in trying to get a basis and a general understanding of what everyone in the industry is doing, and why they perform their jobs in certain ways. Hopefully next year's conference will be even better!

We stayed at GKTW for Village Idol, and the children that performed were amazing! They're all so adorable and doing their best, and we are inspired by their effort. We hope tomorrow goes well.

And what day would be complete without some mini golf?

Tuesday, October 9, 2007

Orlando Trip #2: TEA / SATE, Day 1



Today was the first day of the SATE conference. SATE stands for Story, Architecture, Technology, and Experience. This is its first year, and it is run by the Themed Entertainment Association. It is a conference that is designed to bring together leaders in the themed entertainment industry and try to get a better understanding of all the different parts required in order to make a good experience.

The conference was split up into two days. The first day contained the story and architecture sections. For the story part they brought in Bill Lepp, a "professional" storyteller who told us some tall tales. His stories were hilarious and they were a great way of showing how to keep people entertained in one of the oldest forms imaginable: oral tradition.

We then had different speakers talk about different projects they were working on and how they tried to create a story in order to market it to consumers. This included someone who had created stories to market for events such as the Olympics and the Pan American Games, and someone who tries to create stories for Coca-Cola. It was a nice way of allowing different people in the industry to explain some of the stories they had created and why they did it in that fashion.

The afternoon portion focused on architecture. In this section leaders in architecture talked about different projects they were working on or had created in the past, and why they had chosen a certain layout. One of the speakers was a former Imagineer and showed some of the past creations he had made for the Disney parks. The day ended with a charette in which we had to create a ride based on one of the stories Bill Lepp had told us. There were certain constraints on throughput and budget, and so it was interesting to see what ideas different people had.

There was also a mixer tonight in which we were able to relax and talk with people from different areas of the industry. It was a nice way to settle down and chat with leaders from vastly different fields. They all seemed interested in our program and what we were doing. We all had a great time and we met a lot of nice people.

On a side note, a lot of us now have colds. I'm guessing that the cruise made a lot of us sick. Hopefully we'll get better soon. One day down, one to go!

Monday, October 8, 2007

Orlando Trip #2: Repairs

Today Brendan, Rich, and Evan flew down early to Orlando to make repairs on the Purple Kiosk / Haptipotomus / Hipo and the Big Surprise. These repairs have been a long time in waiting. It seems odd that a group of students should be working on a support role for past projects, but frankly, we wanted to do it. GKTW can use all the help it can get, and when it comes to technical maintenance, they are in dire straights indeed. Also, the ETC offers no repair plan or anything like that on our work (again, we are students), but for a client like GKTW, we want to keep everything running.

So on to the day. After an uneventful flight and a quick stop at a Waffle House, we got to work. We simultaneously worked on the Hippo and the theater effects. It turned out that the Hippo's power supply was indeed fried. We swapped it out with the new one Electric Owl gave us, along with a new hard drive and DVD drive. The system booted and worked on the first try! With the live Linux distribution it took a while to boot, but once the system was up, it was astoundingly stable. There was one problem though, the X axis on the touch screen was swapped, so hitting the top left corner of the screen registered a hit on the top left. Luckily, it was a simple 2 variable switch in the code that Phil from Electric Owl was able to identify. We made the switch locally, and Phil was able to get a new disk to the rest of our team who was leaving Pittsburgh later that night. With that and some touch up paint, the Hippo was up and running!

Now for the Big Surprise. The first thing that we learned is that DOCUMENTATION IS IMPORTANT! It turns out that there was no documentation of what device/light corresponded to what DMX channel in the theater. We spent half of our time troubleshooting each hardware device, and the rest of the time trying to figure our what DMX channel each dimmer should be set to, and then what channel each device was. It was a lot of running the show, testing, plugging it in somewhere else, and trying again. We brought a label maker with us, so hopefully it will be easier to set up again.

What happened to the Theater was two fold. First, at some point over the summer, Disney was nice enough to donate and install a whole suite of new lights. The problem was to do that, they had to take the whole effect system down, and then re-assemble it. Needless to say, they didn't put it back together correctly again. The second problem was the electrical system in the theater. A lot of the outlets that were in use had been moved to a secondary DMX control system, and were not 'on' like they were before, so many of the effects were not getting power when they should have been.

We got to play on Scissor lifts, and got the whole system up and running after about 5 hours. A bonus was that once the system was working again, we learned that there was an audience interaction bubble-bouncing game that we didn't even know existed! Sweet.

The rest of out team gets in around midnight, and tomorrow we are off to SATE!

Sunday, October 7, 2007

Cruise!

This weekend the ETC sent us on a cruise. Why? Well, for academic purposes, of course!!! A cruise is a great way of finding out different ways that technology is utilized on a cruise ship for entertainment purposes. And we get to be the recipients of all that technology and entertainment!

Now that rationalizing the cruise is out of the way, let me tell you how it went. We went with everybody else from our class who isn't on co-op, and we left at 5 AM in order to get to New York City and get on the boat. We all pretty much slept there on the way there so we'd be ready to party when we got on the boat. When we got on the boat, we hung out a lot. We watched the boat set sail from NYC and got to see some of the sights before setting off into the ocean. We also hung out at the casino for a little while. Rob won $25, and Evan won some cash and casino dice keychains!

And what night would be complete without karaoke? There's nothing better than getting up in front of an audience and singing to your heart's content. Especially when there's 30 of you.

The next day we arrived back at port and then we got to spend part of the day in New York City. We got to see the sites, especially the most important site of all: the Nintendo World Store! Yes, we're all nerds, can't you tell?

We reboarded the bus and then headed back home. We got back around 11 PM, and we were all exhausted. We had spent more time on a boat and on a bus than on land over the past two days, and it had shown. We're glad to be back but we don't even get any time to rest! We get back on a plane tomorrow! When will this whirlwind end?

Thursday, October 4, 2007

GKTW Repairs

We've heard back from GKTW on what exactly needs to be fixed. Apparently the Star Fairy has been fixed, so that's one less thing for us to worry about.

We've contacted Electric Owl Studios about the problems with the Project ER kiosk. They think it's a power supply issue so they've giving us a new one to take down. We're also going to touch up the paint since it got scratched in a few places.

The Big Surprise still needs to have its mist effects fixed, as well as a couple of other small fixes.

Rich, Brendan, & Evan are leaving Monday morning to go down and tackle these issues. We hope that they'll be able to fix the problems! Anuja, Karin, & Rob will follow Monday night in order to prepare for the SATE conference.

It's going to be really busy next week, but we're all ready to take on the challenge!

Tuesday, October 2, 2007

Story Time

We wanted to create a back story our concepts. The current pillow machine seemed so out of place, that we felt that having a cohesive story would really help with the design process:

Monday, October 1, 2007

Concept: Pillow Tree V2

Theme: The magic of organic creation

User Experience

You awake in your villa in the Give Kids the World Village, excited to start another fun-filled day. You walk downstairs to the living room, and on the table you see a scroll, tied with an ornate ribbon. Curious, you examine what has to be another gift from the gift fairy.

The scroll reads “Hear Ye! Hear ye! Be it hereby known to all in this humble yet noble village that the esteemed holder of this valuable parchment has a pure heart and a steady mind able to conjure a pillow from the pillow tree. Present this patch to Simon in the castle of miracles.” Attached is a fabric GKTW patch.

You make your way into the castle of miracles. Rusty greets you at the door; pass through the main hall, and round the corner into the garden. You see a wishing well in the center, Old Elmer to the left, and what appears to be a willow tree made out of thread to your right. There is a cobblestone path made of buttons leading from the wishing well to the willow. You follow the path over. There is a wooden sign outside the tree that reads “Pillow Tree.” You are in the right place!

Around the tree are seats made out of spindles of thread. Families are sitting down and watching a short animated film that has appeared out clouds in one of the castle’s windows. The film tells the story of the pillow tree’s creation.

The branches of the pillow tree are parted at the end of the path, making a small nook under the leaves. You walk under the leaves, and all of a sudden a light breeze begins to rustle the leaves, as they light up and shimmer with your presence. Now that you are close to the tree, you can tell that it is made up interwoven strands of thread. The leaves are patches of fabric, and there are buttons sewn on to the tree in random places. There are buds of pincushions growing out of the tree.

The trunk of the tree has a window built into it, and off to the side is a mailbox that reads “Simon the owl”. The leaves near his mailbox seem to shimmer, indicating that you can use it. You remember that your scroll told you to give the GKTW patch to Simon, and you put it into his mailbox. You close the lid, and the leaves around the mailbox start to glow, and looking into the window, you see a light turn on. You must have woken up Simon, and you hear him stumbling around in his house, asking where his glasses are. He walks up to the window, and says “Why hello there! I’m Simon, and I’m the caretaker of the pillow tree. I’ve sent out those patches out all over the world to boys and girls who have the heart and mind to help grow pillows on the tree here. The pillows from this tree are magic. They have the power to grant those that fall asleep on them sweet dreams. I can’t seem to find my glasses… you are of noble decent, so are you a knight, a princes, or a jester? Look below my window and press the patch with your symbol. As Simon says this, 3 cloth patches on the trunk of the tree light up, with a helm for the knights, tiara for the princesses, and a jester’s cap. Simon says, “While you make your choice, I am going to find my glasses”, as he wonders away from the window.

Flattered that Simon thinks so highly of you, you sit and ponder what to do for a moment. Being a boy, you push in the knight symbol. Simon comes back to his window. “Ahh! Of course you are a knight” Simon says. “Ahh yes, now I can see you. You look like a very brave knight.”

“Look around you, Simon says. “This tree has the potential to grow pillows, but it needs the help of a brave knight like you. Unlike a normal tree, that needs light and water to grow, this tree grows off of hope and happy thoughts. Once it gets enough happy thoughts, a pillow grows on the tallest branch, capturing all those happy memories. Can you help the tree grow a pillow?”

“Sure!” you exclaim, happy to be a part of this magic.

“Great!”, says Simon. “The first thing you have to do is get your happy thoughts into the tree. Do you see that large, heart shaped button next to my window? Grab on to it, and think of the people that you love. Love is the best way to fill up the pillow.”

You grab on to the button, and it immediately begins to glow. You think of your family and friends, and as you do, the button begins to vibrate and get warm. The color of the button starts to change, from a dull brown to a bright red. The leaves around the button get brighter and brighter, and you hear the wind blowing faster and faster. Woosh!

“You have done it!” Exclaims Simon. “You have added so much love to the tree that I think you have created a whole new pillow! Let me go and check”. With a flourish, Simon walks to the back of his house, and flies out his door, and up into the tallest branches of the tree, with the tag you gave him in his beak. It happens so fast that you can’t see him, but you hear the leaves rustling and shaking as he gets towards the top.

“Marvelous!” Simon says. “This is one lovely pillow. I am going to sew on the patch I sent you so you can always remember how you made the pillow.” Simon pauses for a moment and then continues. “If you shake that vine to your left, I’ll bet you can get it to fall down to you”

You grab a vine made out of twine to your side, and shake it a few times. A magical sound happens, and your pillow falls out of the branches into a thimble bucket by your side. Simon thanks you for adding more magic to the world as he flies back into his house. He says that his work is done, and turns off his light and goes back to sleep.

You leave the tree with your brand new pillow.

Alternative Owl Names

Cornelius
Hooty McOwl
Henry
Don
Jasper
Abe
Norm
Simon
Edmundo
Siegfried
Rupert

The Story of the Garden

Late one night, when all of the other residents of the Village were asleep, Mrs. Mary was very busy with her sewing basket.

“There are so many special friends at the Village,” said Mrs. Mary, “and each one deserves a special pillow of their own.” But with every pillow she sewed, pressed, and fluffed, she grew more and more tired. She tried to stay awake, but her bunny eyelids kept fluttering. “I have to finish,” she yawned, “everyone deserves a soft pillow to rest his or her head on”. But try as she might, she simply couldn’t stay awake. Her eyelids grew heavier and heavier, until she finally set down her basket, fell asleep.

That night, she dreamt that her sewing basket began to grow. Her yarn and thread began to sprout leaves and flowers made of fabric.

Mrs. Mary awoke the next morning, and exclaimed “What a wonderful dream!” She turned around to pick up her basket and finish the pillows, and marveled at what she saw. Where her sewing basked had been stood a marvelous tree made of yarn and thread. The leaves were fabric, and sprouting like apples were fresh and fluffy pillows.

“Where did this come from,” asked Mrs. Marry. She found no one around, only a note reading, “With Love, Hope, and Kindness in every seam; we hope this tree’s harvest will bring you sweet dreams.”

Mrs. Mary didn’t know who had made her dream come true, but she knew it was a gift she would share with the whole village. She would share the gift of sweet dreams.

Location Treatment

The Pillow Tree will be located in the corner of the Castle of Miracles where the current Pillow Machine is located. The tree and its canopy will take up the majority of the space. The trail of buttons will be removable foam pieces attached to the floor. The spindle seats and other items will be removable furniture pieces. The tree will have a faux wall created along side of it that will section off a storage area for the mechanics, computing, and pillow storage.

The tree itself can be made of any material (wood or metal suggested). This will be covered in a mesh of heavy netting to support the aesthetic final cloth and fabric layers. This layer will act much like a shower curtain over a frame, and will be removable for cleaning, and replaceable for various seasons/events.

The owl’s house is a screen set into the tree. His mailbox is small mechanical device, akin to a dollar bill reader in a candy machine. Behind the reader is an optical sensor to detect the cloth patch. This triggers the owl show to start.

The gender buttons on the tree are standard spring, cloth-covered buttons. The large heart button will be custom made to house a shaker and a heater. It will rest on a pneumatic base that can be depressed into the tree’s body.

The leaves in the tree will be coated in fiber optics to make the shimmering effect. There will be ambient lighting in the tree’s nook whose brightness and color can be changed. There will be a number of speakers, two centered behind the owl’s screen, and a few more leading up the tree to create his motion. There will also be shakers in branches.

The pillow machine’s operation is based on a dual corkscrew design going up the trunk of the tree, one for each gender. Pulling on the vine triggers the release of the pillow.

The area around the pillow tree can be themed accordingly. An animation depicting the tree’s story can be made to play on a faux window display in the castle, in the clouds.

The estimated cost to create this treatment can be broken up as followed:

  • Estimated cost of computer with video/5.1 audio card and monitor, graphics card, controls entire show ($700)
  • Estimated cost of 5.1 audio speakers for monitor, as well as hidden in branches above ($100)
  • Estimated cost of fiber optics around tree ($200)
  • Estimated cost of lighting (~$2.5K)
  • Estimated cost of voltage (capacitive/resistant) sensor ($20)/shaker ($100)/heater (induction coil) (4 at $15) (DMX) for heart button ($400 for DMX)
  • Estimated cost of back-lit lights for buttons (EL wire) ($15), DC power ($100), can switch with DMX ($400 for DMX)
  • Estimated cost of linear actuators in branches (4 at $60 each) + ($400 for DMX)
  • Estimated cost of light sensor for reading tags ($10)
  • Estimated cost of 3 touch sensors for buttons (knight/princess/jester) ($15 each)
  • Estimated cost of motion sensor for vine ($45)
  • Estimated cost of phidget I/O board ($80)
  • Estimated cost of conveyer belts and motors (~$1K) + ($400 for DMX)
  • Estimated cost of 6 dimmer packs (~$150 each)

  • Estimated cost of construction materials (~$10K)

Total Estimate: $17,715


Game Design

The game play for the Pillow Tree is largely experiential. We feel that given the unique audience and theme of GKTW, this will work as well as a more action-driven game.

Once the tag is inserted into the mailbox, there are no points at which a player can loose the game. Every step that requires interaction will time out after a certain time, and complete itself, advancing the story. The only interactions required of the player are choosing a gender, holding onto an object, and pulling a rope, all of which are quite simple.

The experience relies on an immersive sensory experience to convey the theme and emotion rather than constructive action.

Concept: Rusty's Machine V2

- Themes: Dichotomy of hard and soft; mechanics of dreams

User Experience

As you travel through the Castle of Miracles, every now and then you hear a loud clanging sound. It’s not annoying, and the sound is almost melodic in a way, like a xylophone made out of garbage cans. Curious, you try to find its source.

Rounding a corner, you find yourself at the castle forge. There is a colorful mess of wood, metal, and rope, and it looks as if Rusty has been hard at work in creating tiaras and necklaces for the princesses, and suits of armor for the knights of the castle. In the center of it all, there is an enormous machine that looks like its right out of Leonardo DaVinci’s Notebook. The machine looks like half of it is a big wooden loom, and the other half of it belongs in Willy Wonka’s Chocolate factory.

Looking to your left, you see a sign that Rusty has made. Rusty explains that he has been trying to build a machine that makes pillows! Rusty also apologizes for all the noise that he’s making, but explains that as a man who spends his days in hard metal, he desperately longs to create soft, comforting things. He’s decided to make pillows, and can use your help. He’s left helpful notes around the machine to let you know what to do at each station.

Intrigued you, walk up the machine, and are greeted with the “Happiness Collector 5000”. It looks like a crystal heart connected to a large series vacuum tubes and lights. Rusty has left you a note reading, “All pillows need a little bit of happiness to make sure your dreams stay happy too”. The “Happiness Collector 5000” also has instructions printed on it that say, “Just grab hold and think of something happy and fun. We’ll do the rest”. You grab hold of the heart. It slowly begins to glow, vibrate and warm up. The tubes connected to it begin to light up and bubble. The liquid inside them changes color too! After a few seconds a bell goes off. You have collected enough happiness.

The now filled liquids empty into a second transport tube. You follow the flow of the happiness to a Flintstone-like conveyer belt you can see through a window in the machine. You see something inside, and hurry over to it. It’s an un-inflated bag attached to a bellow. The sign over the window says that this station is to convert the happiness into pillow fluff. There is a wheel of commands, much like you would find on the bridge of a ship. The arrow on it turns to point to “push”. Looking at the inputs in front of you, you spy a large accordion bellows. As you push in on the bellows, you see the pillow filling up with the happiness you collected. It looks like a cotton candy machine in motion. Now, the ship’s wheel says, “spin”. As you spin the comically large wheel, you see the pillow inflate even further as a hose connects to it, adding in the extra softness.

You now have the basics of a pillow in front of you. The machine asks you to put your tag in the tag into a slot. You go to put in your tag when the machine automatically sucks it up! In the window you can see an arm grab your tag, and place it on top of the pillow. All of a sudden, the pillow begins to glow, and in a flash of light, the tag disappears, but the pillow stays slightly glowing.

The last step is to choose the type of pillow that you will receive. Below the window are three giant buttons that say ‘knight’ ‘princess’ and ‘jester’.

The final commands appear on the wheel. Pull has you pulling a chain; spin has you spin as many knobs as you can; and slide has you adjusting all the levels. As you do this, pipes full of different color start spraying your pillow. They make such a mess that the window of the furnace gets covers up in paint. Eventually the chaos stops, and the window opens up, some steam seeps out, and inside is your pillow!

The chaos stops, and a small wiper cleans away the color, and inside you see your pillow. It is now nicely decorated! It slides out of frame, to a big metal door. You run over to it, and open it up. You now have a pillow. Thanks Rusty!

Location Treatment

Rusty’s Machine is comprised of 2 major components; the “power plant” section, the “Conveyor Belt” section. All of these components of the machine are free standing.

The architecture of the system is based off of 1 computer. This computer acts as system control and manages communication, and the exhibit’s audio and lighting via DMX. The computer handles the input and feedback of the Happiness Intake and all the input devices via a Phidget board. The computer also runs the screen/window on the conveyor belt section of the exhibit.

The window is actually a large monitor / flat TV that is mounted to the wall, and framed to look like a window. It is connected to a computer housed in the base of the machine. This monitor is built into a hinged window system that will open up, to reveal the tangible pillow behind it. The on-screen pillow and environment will be modeled to look exactly like that inside the machine.

The Happiness Intake is a conductive metal surface that is themed. It simply tells the main computer whether or not it is being touched. While it is touched, the computer ramps up lights in and around the input device, along with audio effects, shakers, and heat. The bubble tubes are enclosed containers with air jets inside of them that are activated by the computer.

The Tag Suction component is built just like the Clown Suction outside the Ginger Bread House. There will be a basket at the bottom of the machine to hold the tags for easy retrieval.

The conveyor belt section is a “window”, which is a monitor. The graphics on this monitor are activated by the main system. Each input device operates on a phidget connected to the final computer. The final station, with the multiple inputs, is simply keyed lighting by the final computer. When the final hatch opens up, two water misters create a smoke simulation.

The main computer manages the final exit of a tangible pillow and its retrieval.

The estimated cost to create this treatment can be broken up as followed:

  • Estimated cost of computer with video/5.1 audio card and monitor, controls entire show ($700)
  • Estimated cost of 5.1 audio speakers for monitor, as well as hidden in branches above ($100)
  • Estimated cost of fiber optics ($200)
  • Estimated cost of lighting (~$2.5K)
  • Estimated cost of voltage (capacitive/resistant) sensor ($20)/shaker ($100)/heater (induction coil) (4 at $15) (DMX) for heart button ($400)
  • Estimated cost of back-lit lights for buttons (EL wire) ($15), DC power ($100), can switch with DMX ($400)
  • Estimated cost of 3 touch sensors for buttons (knight/princess/jester) ($15 each)
  • Estimated cost of crazy input devices (~$200)
  • Estimated cost of circuit switch ($10) & voltage sensor for bellows (~$40)
  • Estimated cost of phidget I/O board ($100)
  • Estimated cost of water mister (~$25)
  • Estimated cost of DMX water valve (~$30) + ($400)
  • Estimated cost of electric motor (DMX) (~$100) + ($400)
  • Estimated cost of 6 dimmer packs (~$150 each)
  • Estimated cost of physical input devices ($500)
  • Estimated cost of construction materials (~$10K)

Total Estimate: 17,345

Game Design

The goal of Rusty’s machine is present the guests with a fun, yet simple and always winnable game experience. The aim is for everyone to win a pillow while having fun, not necessarily to have a reward-through-challenge experience.

A key function for all of these activities is that they all must complete themselves on their own, after a time delay, if no interaction happens. This will account for worst-case guests that cannot play the games, but will value the experience.

First and foremost, the entire machine must be appealing, and draw guests to it. Its large, whimsical construction will be a focal point of the room. This visual draw, coupled with the “metallic xylophone” sounds that it makes should be enough impetus to draw guests to it.

The second consideration is flow. The experience is comprised of discrete action stations (each taking no longer than 30 seconds to complete). It is important for the entire experience to exude a sense of flow from one end of the other to encourage guests to quickly traverse the experience. Between each station, there will be a thematic flow element such as internal lights or music that leads them on. For example, from the Happiness Intake to the conveyor belt, will be piping in which colored liquid will flow from the user to the next station.

The first interaction is simply a ‘touch the object’ station. When that object is touched for a length of time (5 seconds or so), the guest is presented with a series of visual and audio feedback cues, both in the object, and the environment.

The next series of interactions are very tactile. The user has to use their hands to move various objects to simulate filling the pillow. They will push on the handle of the bellows, turn the handle of the wheel, and pull on various levers made of ropes or ropes. There is also a hole that suctions in objects; in this instance, the tag the child receives when arriving at the village.

Once this is done, they are presented with graphical feedback of their pillow being made. The child will watch their pillow being converted from a white pillow to a colorful pillow, and then they will open up a hatch that will reveal the pillow inside of a box.