Related Work
Our Jump On The Line project was informed by the concepts demonstrated in the projects below.
Our Jump On The Line project was informed by the concepts demonstrated in the projects below.
A rhythm based guitar game where players strum a guitar shaped controller to simulate the playing of lead, bass guitar and rhythm guitar across numerous rock music songs. Guitar Hero has several patents for how it interacts with players.
A beat-line sequencer that is made from a pad of touchable buttons. Each pressed button creates a unique sound as the beat-line moves over it.
Description: Dance Dance Revolution, GuitarFreaks (similar to Guitar Hero), BeatMania and DrumMania all deal with pressing/stepping/hitting to the beat of the music. Konami owns many patents that deal with both the rhythm based aspects of the game, but also how to reward players and attract them to the games.
A game that combines the concept of using beat-lines to create music, and the puzzle based game Tetris. The more of the puzzle ‘unlocked’ the more of a song would be revealed.
Lightspace works in the space of interactive lighting and entertainment products, dealing with all sorts of venues such as Nightclubs, theme parks and Health Centres. Lightspace creates games that utilize touch-interactive floors and LED illumination. Although Lightspace's work is very similar to our concept, their games do not include any kind of music or rhythm based gameplay.
Physical Fitness in Virtual Worlds, a paper by Brain K. Smith (Penn State University), addresses how different video games relate to fitness in the real world. The paper provided us with a good means of comparing our game's physical impact, to that of other 'physical' video games.
This is my review of one selected work, "Head Tracking for Desktop VR Displays using the WiiRemote" by Johnny Lee, providing a description of its content, the nature of the work (project dissemination, use of a particular technology, documentation of process, etc.), how it is useful, why it is relevant for students taking Studio II, and a reflection on what I have learned as a result of reviewing the work. The review is contained in my online journal.
View My Blog PostThis is the report and presentation submitted by my team with a report which sets out our proposal for 'The Timewarp Experience' in more detail, including related background work, target audience and intended experience, roles and responsibilities of team members. The Timewarp Experience was our original project idea before changing to Jump On The Line.
Download ReportThe prototype/proof of concept demonstrates the progress our group had made with the Jump On The Line Project prior to the final stages of implementation and finishing. The main focus of this was to communicate work completed following the submission of the proposals, present evidence of what has been done, and talk about our plans for the remainder of the project.
DownloadThis final report describes the project from my perspective and evaluates the success of the project against a set of agreed criteria.
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