| |
The
more time that the participant spends in the CompuObscura,
the more accustomed she will become to how different
forms of interaction take place, and how different gestures
of hers can actually be "read" by the software
of the room to execute certain effects, such as storing
the smoke or ghost shapes that she creates so they can
later be released into the environment for other people
to encounter.
Eventually, the design of the
environments inside the CompuObcura would begin to reflect
the interactions of those who pass through it, capturing
their "statements" about the interaction and
making it part of the experience for all future visitors.
Much like the holodeck device
from the Star Trek television series, we envision
the CompuObscura as a type of interactive, holographic
theater in which the images, the "stories"
projected and created inside the device continually
change and shift with the interests and interactions
of the participants. Therefore, the images and the forms
of interaction available inside the device will continue
to shift over time as we are able to integrate more
sophisticated image capture, display, and interaction
technologies into the environment.
|
|