Showing posts with label Games. Show all posts
Showing posts with label Games. Show all posts

27 December 2013

Art Pumping Action - Bike Tech

As I brace myself for the onslaught of the Falls Festival in Lorne, Here's a hastily slapped down  breakdown of the bike powered computer game concept we launched at the Nati Frinj. There were 3 games made but they all hinged around the use  of  an arduino to forward a bunch of information capture off the bike via a range of sensors into  Unity which generated the visuals in response.  The Oculus Rift was a late but excellent addition to the setup. I had originally intended to build a little head sized projection booth so that only cyclist could see.
Compared to this though, a pair of goggles that responds to the orientation of the riders head and provides the visuals in 3D just takes it a step beyond the original concept. When we were building this rig the plan was that the entire power for the game be generated by the cyclist and the power consumtiption of the goggles beat out any comparable projection system (without even factoring n th nightmare of me trying to sculpt up a firbeglass projection  dome). I must be the only person ever to have bought an Oculus Rift for its relatively low power consumption.
  
There is a video of the whole Art Pumping action thing (with the actual Virtual Reality part starting at about 1 minute).

Art Pumping Action Compilation from dave jones on Vimeo.

The 3 bikes were placed radiating out from the central table so that we could get away with one of the riders throwing themselves off the bike without setting off a domino effect.  

You may snicker but I was genuinely surprised at how strong the compulsion was to throw oneself of a stationary bike whilst trying to lean into the corners.  The more experienced the cyclist was, the bigger the leaning issue. During the early test run Callum (who actually rigger these bikes) threw himself off and kicked in my favourite laptop screen (which would have been a complete disaster if I hadnt got some pretty good footage of him doing it).

So all the goodies, arduino etc are packaged up in the blue water bottle container there (genius idea courtesy of Callum)


The light mounted on the front of the bike and powered by the generator on the back wheel provided the load. By turning up and down the brightness of the light up and down then makes more work for the  rider.
 A hall effect sensor on the back wheel measures how fast the wheel is turning and sets the speed of the bike in the game.


 The  dial rubbing against the front steering fork (scavenged off an old oven) is stuck to a potentiometer and feeing back the steering info.
In the background, the screen is displaying the riders eye view. I hadn't intended to leave this here for the duration but it was such a crowd pleaser that I left it there the whole festival. It was great actually when the people queuing up to have a go were cheering on the rider.
In this particular game the goal was to round up sheep and flick them into the trailer you are towing (by running them down). The game was conceived by one of the students during a workshop at the local primary school.
In the background you can see the  Regulator and battery setup courtesy of Greer Allen of Magnificent Revolution. Does a great job of capturing an storing all the spare power generated by the bike. The Bike is more than capable of generating the power to run the laptop (35watts) and oculus (5 watts +  maybe some coming out of the computer USB???)

The generator sits up against the back wheel replacing the standard roller in one of those bike training stands. Having the adjustable height feature of the training stand was pretty convenient. In the background you can see the regulator (in the old ammo box) that could take the surplus power from all the bikes and feed it into the (yellow) deep cycle battery.

The bike when it was going hard was able to put out about 100 watts
The more electricity  the bikes had to produce the  hard it was to spin the generator.
This was hooked up to the gradient of the hills the rider had to climb in the game. The steeper the hill the brighter the light, the harder it was to pedal. The result was surprisingly convincing.
Just for good measure I wired up a bunch of bells and horns at the front that could be used to jump, fire or whatever. I didn't end up taking as much advantage of these as I thought I might have...the main reason being the oversight that when you've got the Oculus goggles on its actually pretty hard to find the bells.

Heading off in the morning to go down and install these beauties at the Falls Festival in Lorne over new years and, quite frankly, a little daunted about how they might hold up to the onslaught of 16,000 adrenaline-fueled youths over new years.

Perhaps this shall be my last post....

16 November 2013

Nati Frinj 2013 - part 1



The dust has settled on the 2013 Frinj Festival and, after a week of being gut-wrenchingly,  head-poundingly, bed-riddenly, ill I'm starting to feel vaguely recovered (both from the festival and subsequent sickness). Almost human.

Lots of good bike powered things this year (if I do say so myself). No single big show as in years gone by, but rather a whole suite of smaller things. This was part of a deliberate attempt on my behalf to avoid another high stress all or nothing moment like the final showing Highly-Strung show of 2011...

Basically just spreading myself so thin I couldn't possibly fail at everything.

Genius, or idiocy?

Only time will tell.

Right now my gut response is that it was more of a juggling weasels experience than a pushing a rhinocerous into box type experience but not really less stressful in any meaningful way.

Still a few good things came out of it. A few things I'm really quite pleased with.

Such as the dueling unicycle puppets, concieved by me and realised by Anthony Schellens. Its a race and these larger than life-sized puppets get propelled around their course by two punters pounding away on their respective stair-masters.


And then there were the games, a series bike-powered virtual reality machines, my first experiment with the Oculus Rift and still very much a work in progress. With the help of an arduino (and another big learning curve), I managed to take a bike covered in sensors and hook it up to the rift to give festival goers their first taste of Virtual reality (in exchange for a pint of sweat). It really feels like there's a lot of potential for this and its definitely something I plan to flesh out in the near future.



And last but by no means least... "Somethings afoot in the dead of the night" a performance event and LED lighting spectacular with 8 Foot Felix where the entire energy needs of the show were created by just four bikes with the audience being invited to step up, take a turn on the pedals and help to make the show happen. It was really create to have the band throw themselves into this so completely and embracing the spirit of experimentation and risk taking that has always been the strength of the Frinj. I'm really happy with what we managed to achieve with a whole bagful of unknowns and not a whole lot of time to bring it together.



I'll come back and revisit each of these three bits with loads more photos, videos and a bit of behind the scenes type stuff but just wanted to get something out there for now,  just to prove to myself that it all happened.

Thanks so much to the Frinj folk, the committee and the volunteers for all pulling together and making this the most action packed festival yet. And thanks especially to Callum and Anthony for stepping in to pick up all the pieces I'd scattered so widely and helping to turn them into something better than I could ever have done on my own.  Thanks also to the funding bodies VicHealth and Festivals Australia for having the vision to back us in the development of these ideas.

27 October 2010

Pearls Before Swine for iPhone

Finally, we've got it together to release a version of Pearls Before Swine for the iPhone.

 http://itunes.apple.com/app/pearls-before-swine/id398894917?mt=8

I have been eyeing off the iPhone app market since it first happened but just been too snowed under with other projects to do anything about it. I made the original version in flash back in 2001 (it was the first game I made in flash) so it seems appropriate that it should be the first thing to be ported to the iPhone.

Hopefully people are into it. I have lost track of how many million times it has been played since it was first released and if just  a small percentage of them go for the iPhone version I've got a swag of other game ideas to follow up with. I've been bottling them up for the last few years now and I'd love to spend a bit of time bringing them all to life.  If this idea excites you as much as it excites me... then get along to the app store now and buy yourself a copy of pearls (even if you dont own an iPhone)


And finally... Hooray for Bart Pindor who did all the recoding to get it up and running on the iPhone. Without a bit of external motivation and coaxing from him it might never have happened.