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.

     
  Still frame from demo film of the third generation of the CompuObscura device, demonstrating the participant interacting with her puppet image. Film created by Jon Elsdon © 2004.  
     
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