Potassium BROmide

Potassium BROmide

Robert Doyle - D&DA (3rd year)

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Apr 08
[Flash 10 is required to watch video]

Photos of my printed specification book.

Mar 12

Case file templates

Mar 12

UNZONE SAFE

Mar 12
UNZONE SAFE

The safes will be fitted with bluetooth technology allowing them to send an audio file to bluetooth enable devices. The audio file will be mainly static, but will contain a secret message. By reversing the audio the user will hear a word or phrase which they can translate using the code. The second half of the code is contained within the track information. Each safe has a unique clue and in turn one unique code which will open it. Once the user has solved the code they must send a text message containing the solution to the safe.

The safe will hold a case containing agent glasses and a micro sd card. The glasses will have an rfid chip encased within the frame. They will act as a contactless identification method later in the experience within the exhibition. The micro sd card will contain ‘secret case files’ and a submit able application form. The application will ask basic details and have varying multiple choice questions related to mysteries cases. Upon completing the application the user will have completed the initial part of the experience.

Mar 12
The safes will be fitted with bluetooth technology allowing them to send an audio file to bluetooth enable devices. The audio file will be mainly static, but will contain a secret message. By reversing the audio the user will hear a word or phrase which they can translate using the code. The second half of the code is contained within the track information. Each safe has a unique clue and in turn one unique code which will open it. Once the user has solved the code they must send a text message containing the solution to the safe.


The safe will hold a case containing agent glasses and a micro sd card. The glasses will have an rfid chip encased within the frame. They will act as a contactless identification method later in the experience within the exhibition. The micro sd card will contain ‘secret case files’ and a submit able application form. The application will ask basic details and have varying multiple choice questions related to mysteries cases. Upon completing the application the user will have completed the initial part of the experience.

The advertising on the posters and NMS website will link to another website. This site will be designed in the style of a highly confidential document. The site will have a page showing a secret code, however the page will only display half the code. Another page will contain a map with marked locations and details on how to take part in the game (THE USER NEEDS A DEVICE/SMARTPHONE WITH BLUETOOTH, 3G ETC). These locations will exist within the city of Edinburgh and the National museum will be the centre point of all the loctions. At the locations the user will find a safe embedded in walls and secure objects.

Mar 12

The experience will be advertised via different forms media. The initial advertisement will be documentation on the National Museum of Scotland (NMS) website. A poster campaign will also be in place showing the website url. The idea is to make the advertising part of the whole experience by making it an adventure. A way to immerse the user before they ever arrive at the exhibition.

The posters will be split into 2 categories. There will be a series of posters designed with the metallic style logo. They will have the feel of a film or game poster. This series uses imagery of security and protection which portrays the experience in a certain light. The second series of posters will be more minimal and will be used to advertise the experience alongside the other. Although clearly linked, each series gives a different take on the whole experience.

Mar 12

fourofyourfiveaday:

Switchable glass in action - Good example of how well it can be used as well with the tron game - should make the Polar bears and Penguins pretty easy!

This is the technology I will use within the confines of the paranormal room.

Mar 12
Mar 12

Ground Floor - Paranormal Room

The paranormal room is located on the ground floor of the exhibition. The room will use switchable glass to help with the interactions which will take place within the room. The door to the room will require identity verification. The agent glasses the user acquired from the safe will trigger the opening of the door. A short time after entering the room the switchable glass will darken up and flicker with the lighting in the room.

The room will feature a range of sensors which will detect where the user is in the room and what they are doing. Motion sensors will be used to trigger object movements that will mimic the supposed actions of poltergeist. The use of sensors will ensure that the user is within a certain proximity to the interaction.

The desk area within the room will feature an interactive mirror. The mirror will be a small monitor and camera disguised. It will have facial recognition technology which will allow it to manipulate the image it is receiving. In typical horror movie fashion it will show images appearing behind the user.

The idea of this area is to present the user with multiple simultaneous interactions which will have an impact on the users. Simple techniques such as creating drafts and subtle breezes will to utilised. Creating a separate space from the rest of the ground floor which aims to seclude the activity and interactions in a small, enclosed area. Much like the reported occurrences within haunted locations, there is often one area which has a stronger presence. The aim of the paranormal room was to recreate this.

The audio within the room will be vital in creating a believable environment. The movement of objects will be synchronised with scraping and banging.

Whispers will play through multiple speakers placed throughout the room. The whispers will be witness reports of hauntings and poltergeist activity. Each whisper will come from a separate speaker in a separate location. This again adds to the idea of immersion in a zone. As though the whispers are trapped and bouncing around the room.

The ground floor will be the final part of the exhibition and experience as a whole. This is will be the area where the user gets to explore and experience the myths. There will be loads of desk space, filing cabinets and display cases.

The desk space and cabinets will be used as a means of triggering projection. These objects will contain rfid sensors within them. When a case file (each containing a unique rfid chip) is placed on the surfaces it triggers the projectors in the ceiling which immerse the room with projected images. The images are relevant to the case / myth contained within the file. It’s a means of giving more information on the case and trying to recreate the experience as it was initially witnessed. For instance it will recreate documented sightings of creatures like the Loch Ness monster and bigfoot. The projections combined with the audio, fog and lighting will make the experience realistic. The idea is to attack the senses, using the ventilation to change the smell of the room will give a sense of place and is something that can be regulated. Using bigfoot again as an example, the room would begin to smell like fresh woodland as the projection plays.

The display cases will be a simple means of showing artifacts related to the myths and mysteries. They will light up in coordination with the projection when the case file they are related to is placed on the desk.

The audio within the ground floor will feature a wide array of noises. The occasionally water drip, high frequency squeals and low frequency bass hits.

Mar 12