Final Project: Ghost Baby Presentation P.1
For today's lab, we presented our final project to the class. Before coming to class, the team met up early (10 am!) and worked pretty heavily on the Ghost Baby. For the most part, Stephen and Oliver worked on getting the Ghost Baby set up, responding to the gestures and playing the correct sound; Katlynn and I worked on getting the sounds, editing them, and testing/debugging the Ghost Baby. What was really neat was getting the Ghost Baby to respond from a very far distance (we had the project set up in the open lab and I went downstairs right below this area to see if it still worked -which it did).
As the sound designer, I took my cue from Oliver and went for distorting the baby's sounds. Simply picking clips that sounded like a baby would be way too literal for our project -we wanted it to be more abstract. The sounds were imported into Audacity and modified heavily; we used many different effects, such as amplify (to make it sound more scary), reverse (this reverses the waves' pattern completely) and fade out (brings the waves down gradually so the sound gets softer).
As the demonstrator, I had to show a large range of the Ghost Baby's reactions. From wide motions to small ones, each gesture had a unique sound. Before the presentation, Oliver gave me a quick set of instructions of what to do regarding how to get the aforementioned range. When Greg asked, at the end of the presentation, if I thought it was intuitive, I was rather surprised at the question: I'd worn it so much and did the gestures automatically without thinking about what kind of steps I needed to follow for it to work. Thus, it must be a pretty intuitive device. Maybe we can get it tested on someone who doesn't know how our project works beforehand and have them figure it out.
To improve our project, the following suggestions were raised by Greg:
1) Have MAX/MSP get the readings of the accelerometer's position in space.
As Oliver mentioned during the presentation, we have tried this before but didn't get it working. It's hard for us to program these and hard to get proper output from the acceleromenter that are stable enough to use. However, we'll try it again for presentation number two.
2) Take out the delay time of the 'boom' sound effect when slapping the Ghost Baby
Greg noticed that when I performed a slapping motion (from the top left overhead to the bottom right at about hip level, as similarly demonstrated in the first image), there was a bit of a delay between the slap's sound effect (onomatopoeiacally, a "boom" sound). I'm not quite sure why there is a delay, but the team will work on it later.
Sound-wise, maybe the team should work on making the sounds more clear...?? (They weren't car crashes!). This is a minor issue though...I think that the sounds would be better defined if they had something to support them (like visuals, maybe; just a thought).
On a side/frivolous note, I think we should perhaps make the gauntlet-glove a little more secure and more aesthetically appealing. Currently, we have the gauntlet (really, it's a rollerblading wrist protector) with a sock overtop of it. Resting snugly between the gauntlet and the sock is the Aruduino and accelerometer. We have electrical tape keeping the sock attached to the gauntlet. To make it more secure, we could have the electrical components encased in a black, rectangular plastic box and tape/glue said box on the gauntlet.
Also, it has been mentioned that it was a good idea that we abandoned the H-bridge/motor idea. It would have probably put too much pressure on the motor, and the elastic thread would have snapped. Also, it is counterintuitive to our idea of having large gestures.
Here are some images of the project:

This is me testing how high it can go.

And this is a close-up of the controller.
As the sound designer, I took my cue from Oliver and went for distorting the baby's sounds. Simply picking clips that sounded like a baby would be way too literal for our project -we wanted it to be more abstract. The sounds were imported into Audacity and modified heavily; we used many different effects, such as amplify (to make it sound more scary), reverse (this reverses the waves' pattern completely) and fade out (brings the waves down gradually so the sound gets softer).
As the demonstrator, I had to show a large range of the Ghost Baby's reactions. From wide motions to small ones, each gesture had a unique sound. Before the presentation, Oliver gave me a quick set of instructions of what to do regarding how to get the aforementioned range. When Greg asked, at the end of the presentation, if I thought it was intuitive, I was rather surprised at the question: I'd worn it so much and did the gestures automatically without thinking about what kind of steps I needed to follow for it to work. Thus, it must be a pretty intuitive device. Maybe we can get it tested on someone who doesn't know how our project works beforehand and have them figure it out.
To improve our project, the following suggestions were raised by Greg:
1) Have MAX/MSP get the readings of the accelerometer's position in space.
As Oliver mentioned during the presentation, we have tried this before but didn't get it working. It's hard for us to program these and hard to get proper output from the acceleromenter that are stable enough to use. However, we'll try it again for presentation number two.
2) Take out the delay time of the 'boom' sound effect when slapping the Ghost Baby
Greg noticed that when I performed a slapping motion (from the top left overhead to the bottom right at about hip level, as similarly demonstrated in the first image), there was a bit of a delay between the slap's sound effect (onomatopoeiacally, a "boom" sound). I'm not quite sure why there is a delay, but the team will work on it later.
Sound-wise, maybe the team should work on making the sounds more clear...?? (They weren't car crashes!). This is a minor issue though...I think that the sounds would be better defined if they had something to support them (like visuals, maybe; just a thought).
On a side/frivolous note, I think we should perhaps make the gauntlet-glove a little more secure and more aesthetically appealing. Currently, we have the gauntlet (really, it's a rollerblading wrist protector) with a sock overtop of it. Resting snugly between the gauntlet and the sock is the Aruduino and accelerometer. We have electrical tape keeping the sock attached to the gauntlet. To make it more secure, we could have the electrical components encased in a black, rectangular plastic box and tape/glue said box on the gauntlet.
Also, it has been mentioned that it was a good idea that we abandoned the H-bridge/motor idea. It would have probably put too much pressure on the motor, and the elastic thread would have snapped. Also, it is counterintuitive to our idea of having large gestures.
Here are some images of the project:

This is me testing how high it can go.

And this is a close-up of the controller.

