Here is the link to my final video
http://www.youtube.com/watch?v=u_1kQfnpMBw&feature=youtu.be
The music I used was 'Euritmix sux my dix" by "Computer Truck'
http://freemusicarchive.org/music/Computer_Truck/Rock_The_Boulevard_Reach_The_Bourgeois/06_-_Euritmix_Sux_My_Dix
Under the creative commons licence.
Elevator sound effects were from freesound.org:
http://freesound.org/people/Tomlija/sounds/99565/
All other sound effects were record ambient noise or computer generated 'whoosh' sounds.
Huge thanks to everyone who helped out.
Showing posts with label dsdn112_proj2. Show all posts
Showing posts with label dsdn112_proj2. Show all posts
Monday, 29 October 2012
DSDN 112: Creation of the Wristband
Some of the photos I took while I was making the actual wristband.


It's made out of a pair of tights for the wristband part, spray painted acrylic (which I sprayed on the inside as it gave it a more glossy look), and old piece of plastic from a laptop motherboard for the small 'slider' on the top
Final wristband:
DSDN 112: All the sound!
The song I have chosen to use for my video is “Euritmix Sux My Dix” It has an erm.... interesting name, but it suits my video well.
Listen to it here.
I found it on the Free Music Archive, and it is free to for non-commercial use, as long as it is credited.
Listen to it here.
I found it on the Free Music Archive, and it is free to for non-commercial use, as long as it is credited.
Friday, 26 October 2012
DSDN 112: 3D Interface!
Tuesday, 23 October 2012
DSDN 112: Video Draft
Sunday, 21 October 2012
DSDN 112: Filming!
An unedited clip from the film.
Sunday, 14 October 2012
DSDN 112: Storyboard Part 2
Here is my storyboard for the second part of project 2:
http://i.imgur.com/AYX1u.jpg
(Had to upload via Imgur as the image is too big for blogger)
http://i.imgur.com/AYX1u.jpg
(Had to upload via Imgur as the image is too big for blogger)
DSDN 112: Video Ideas!
So I came up with a list of ideas for my video:
- Making everything futuristic, with a student finding their way from one campus to the other, with futuristic surroundings.
- Documentary style.
- Student avoiding Space Invaders as they try to get to class.
- Invisible Ninjas
- Chase sequence
- Student travels back from the future accidentally, and has to find their way back to the future using the wristband.
- Student has to find their way to campus after using Apple Maps, and getting lost.
I then narrowed that down to three options:
- Making everything futuristic, with a student finding their way from one campus to the other, with futuristic surroundings.
Documentary style.(too boring)Student avoiding Space Invaders as they try to get to class.(unrelated)Invisible Ninjas(unrelated)- Chase sequence
- Student travels back from the future accidentally, and has to find their way back to the future using the wristband.
Student has to find their way to campus after using Apple Maps, and getting lost.(unrelated)
The idea of making things look futuristic would be really interesting, but unrealistic given the time frame I have to work with.
So that leaves two options: The chase, or the time travelling student.
I have chosen to do the time travelling student idea, as it will be more interesting to work with.
So that leaves two options: The chase, or the time travelling student.
I have chosen to do the time travelling student idea, as it will be more interesting to work with.
Thursday, 4 October 2012
DSDN 112: 5x Images
Here are my 5 screenshots for my flash tool.

(The background of the images is actually transparent, which is why they are showing the bright blue from the blog theme)
Also: an image with the interface on my arm:
Note: I haven't changed the transparency on this as I will be doing a lot of the effects in after effects

(The background of the images is actually transparent, which is why they are showing the bright blue from the blog theme)
Also: an image with the interface on my arm:
Note: I haven't changed the transparency on this as I will be doing a lot of the effects in after effects
DSDN 112: 200 Words
My interface tool is called “The Guide Line’.
My interface and idea was inspired by navigation in video games, as I that some of them had really interesting and different systems in them. It uses augmented reality to help users navigate the twisting halls of Kelburn, which involves a line being projected onto the ground in front of the user from a futuristic wristband, as well as a holographic map.
The interface also includes many useful features, such as the ability to search for nearby food establishments or bathrooms, the ability to connect with friends via Facebook connection services (with the ability to go into ‘Private’ mode), a ‘History’ option, which shows you all of the places you have visited recently, the ability to select your start point via GPS or set a starting location from somewhere else so you can plan ahead, a dynamic "FrogPad" keyboard, specially designed for one-handed use, and the ‘Guide Line Customization’ Options, which let you change the colour of the projected line you follow.
All of these options are easily accessible through the simple yet stylish holographic interface which is projected from the wristband.
My interface and idea was inspired by navigation in video games, as I that some of them had really interesting and different systems in them. It uses augmented reality to help users navigate the twisting halls of Kelburn, which involves a line being projected onto the ground in front of the user from a futuristic wristband, as well as a holographic map.
The interface also includes many useful features, such as the ability to search for nearby food establishments or bathrooms, the ability to connect with friends via Facebook connection services (with the ability to go into ‘Private’ mode), a ‘History’ option, which shows you all of the places you have visited recently, the ability to select your start point via GPS or set a starting location from somewhere else so you can plan ahead, a dynamic "FrogPad" keyboard, specially designed for one-handed use, and the ‘Guide Line Customization’ Options, which let you change the colour of the projected line you follow.
All of these options are easily accessible through the simple yet stylish holographic interface which is projected from the wristband.
Sunday, 30 September 2012
DSDN 112: Interface Inspiration!
I looked at a few different 'futuristic' game menus and navigation systems to get ideas for my interface.
Dead Space:
This is the menu that I probably took them most ideas from, as it is a simple but effective layout that is easy to follow, which is what I want for my interface.
Assassin's Creed:
this holographic interface has very faint lines and code in the background, which could be interesting in my final video.
Batman: Arkham City:
Arkham city has a bird's eye view map, which is actually quite easy to read and navigate with, even though it is so simple. It lets users zoom i to get a better view of certain parts of the city if required, which is definitely a feature I need in my project.
One thing I noticed about all of these systems (and most other ones I saw) is that the colour blue is used a lot. I think this is because blue is a 'cool' colour, and gives a sterile, futuristic feel. I will be using a blue colour scheme for my interface.
Dead Space:
This is the menu that I probably took them most ideas from, as it is a simple but effective layout that is easy to follow, which is what I want for my interface.
this holographic interface has very faint lines and code in the background, which could be interesting in my final video.
Batman: Arkham City:
Arkham city has a bird's eye view map, which is actually quite easy to read and navigate with, even though it is so simple. It lets users zoom i to get a better view of certain parts of the city if required, which is definitely a feature I need in my project.
One thing I noticed about all of these systems (and most other ones I saw) is that the colour blue is used a lot. I think this is because blue is a 'cool' colour, and gives a sterile, futuristic feel. I will be using a blue colour scheme for my interface.
DSDN 112: FrogPad!
I have chosen to go with the "FrogPad' style keyboard, as it is designed for one handed use, and is compact, so it is the most suitable option. I will alter it slightly though to make it work better. It will have two pages of characters, one page with letters and commonly used symbols, and the other with numbers and the no-so-common symbols.
Also comparing my original screens with my newer ones:
New Old
Also comparing my original screens with my newer ones:
New Old
Wednesday, 26 September 2012
DSDN 112: Wristband Design
For the mock up wristband I will need to make for my video, I am looking at doing something with a similar sort of aesthetic to the Portal gun from Portal/Portal 2. The simple design and monochromatic colour scheme of the portal gun makes it look really futuristic and sleek: The kind of look I am going for with my wristband.
I will be using a black and white colour scheme, with white plating around the outside of a black material band, For Science!
I will be using a black and white colour scheme, with white plating around the outside of a black material band, For Science!
Sunday, 23 September 2012
DSDN 112: Keyboards?
I was given feedback in the interim about my choice of QWERTY Keyboard, and whether it would be the most suitable option for one handed typing, on such a small screen. I have been looking into some other input/typing options and found these:
Datahand:
This keyboard as a 5 buttons per finger, with each button representing a letter. I could use something similar (a keyboard with 5 letters per finger) on my interface. This method of input could also be difficult to implement as it would require two hands for input, unless I had some way of switching between two keyboards.
Datahand keyboard.

Layout of the datahand letters for one hand.
FrogPad:
This key board was designed for one handed use,which would be ideal for my project. the keyboard is made up of a total of 20 keys, 15 of which are actual; letters, and 5 extra keys along the bottom (SHIFT, SYMBOL etc). Each key has two letters and two symbols, which can be selected by using the symbol and shift keys.

A more modern take on the FrogPad Keyboard.

The original FrogPad Keyboard, clearly showing each of the buttons.
Steam Big Picture Keyboard:
The Steam big picture key board is designed for use with a game console controller. It splits the letters into groups of four. The user select which group of letters they need, and then selected the specific letter with the use of the four main buttons on the game controller. This could be an interesting way of typing in locations on my navigation system, as it wouldn't take up much space, and could easily be used with one hand.

You select which four letters you want with the toggle/stick (as seen in the below image), and then use the four buttons on the controller to select the letter you want.
Datahand:
This keyboard as a 5 buttons per finger, with each button representing a letter. I could use something similar (a keyboard with 5 letters per finger) on my interface. This method of input could also be difficult to implement as it would require two hands for input, unless I had some way of switching between two keyboards.
Datahand keyboard.
Layout of the datahand letters for one hand.
FrogPad:
This key board was designed for one handed use,which would be ideal for my project. the keyboard is made up of a total of 20 keys, 15 of which are actual; letters, and 5 extra keys along the bottom (SHIFT, SYMBOL etc). Each key has two letters and two symbols, which can be selected by using the symbol and shift keys.

A more modern take on the FrogPad Keyboard.
The original FrogPad Keyboard, clearly showing each of the buttons.
Steam Big Picture Keyboard:
The Steam big picture key board is designed for use with a game console controller. It splits the letters into groups of four. The user select which group of letters they need, and then selected the specific letter with the use of the four main buttons on the game controller. This could be an interesting way of typing in locations on my navigation system, as it wouldn't take up much space, and could easily be used with one hand.
You select which four letters you want with the toggle/stick (as seen in the below image), and then use the four buttons on the controller to select the letter you want.
Thursday, 20 September 2012
DSDN 112: Paper Models of Interface
Click here for a map of my screens
(Open the image in a new tab and zoom in to see it properly)
DSDN 112: Ideas!
My original idea was to have a phone application that implemented augmented reality (AR) technology. The user would point their phone camera in front of them, and a line on the screen would show the user which way to go.
I have now changed my idea, as it would not be particularly helpful if the user had to walk around with their phone held out in front of them all of the time.
Now I am making a futuristic Navigation Wristband. It will still have the 'Guide Line', but now rather than being shown on the screen of a phone, the line is projected on the ground by a laser/projector in a wristband. This wristband will also have a holographic touch controlled interface.
I have now changed my idea, as it would not be particularly helpful if the user had to walk around with their phone held out in front of them all of the time.
Now I am making a futuristic Navigation Wristband. It will still have the 'Guide Line', but now rather than being shown on the screen of a phone, the line is projected on the ground by a laser/projector in a wristband. This wristband will also have a holographic touch controlled interface.
Saturday, 8 September 2012
DSDN 112: Scanner Issues & Sketches
Having some issues with my scanner, so I am unable to post my sketches of my ideas. I will try scanning them on the uni scanner tomorrow and uploading them then :)
Some of my sketches:
Some of my sketches:
Monday, 3 September 2012
DSDN 112:Navigation Inspiration
I have looked at a few different type of navigation systems, including some from video games such as:
Dead Space:
Dead Space uses a system where pushing a button brings up a glowing line, which shows you where your next destination is/where you should be going. This would be interesting when combined with the camera of a smartphone.
This is an example of a similar system
Mirror's Edge:
Mirror's edge also has an interesting navigation system, which changes the colours of the best path to take red. This could also be interesting to use with a smartphone camera, with buildings or landmarks along the suggested path being coloured red (or another bright/noticeable colour) when you point the camera at them.
Dead Space:
Dead Space uses a system where pushing a button brings up a glowing line, which shows you where your next destination is/where you should be going. This would be interesting when combined with the camera of a smartphone.
This is an example of a similar system
Mirror's Edge:
Mirror's edge also has an interesting navigation system, which changes the colours of the best path to take red. This could also be interesting to use with a smartphone camera, with buildings or landmarks along the suggested path being coloured red (or another bright/noticeable colour) when you point the camera at them.
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