
An immersive narrative, Paracosm explores an alternative shadow world and our interactions with it through an interactive story played on a handmade touchable. Touchtable logic is controlled through C++ and characters are brought to life through animated charcoal sketches.
PREMISE
In the dark lurks another world removed from our own. There children go to play their games, unaware that within the same shadows, Shades cultivate, hungering for those foolish enough to enter into their darkened realms. Foolishly the children do not heed the warnings of their parents who desperately want them to return to our world. The fireflies bridge the two worlds, casting light within the shadows. Remember, the children do not come willingly, you must play their game of chase. But be careful, the light that can bridge the worlds can also aid the monsters.
What is Paracosm?
Paracosm
noun, a detailed imaginary world involving humans and/or animals, or perhaps even fantasy or alien creations. often having its own geography, history, and language, it is an experience that is developed during childhood and continues over a long period of time: months or even years.
Paracosms have always been an integral part of my growth and creativity. Since I was young I had stacks of notebooks with secret languages written with entire grammatical systems and dictionaries, philosophies about different nations pouring through what their theoretical religions were, their cultural practices, their military systems. I built paracosms within paracosms, drawings and writings attributed to worlds that sometimes I was certain existed apart from within my own mind. My friends and I had a secret society of members who wholeheartedly believed we were each from a different planet born under a different sign, ecosystems built entirely out of the belief that what we were creating was not creations, but an extension of our reality. While I’ve long since come to terms with what is real and what is imaginary, I still firmly believe that what we imagine very much closely resembles what we interpret and translate from our reality.
To me, the concept of Virtual Reality was never meant to be a form of escapism as much as a very tangible way to explore the limits of creativity. Storytelling, the ability to create and expand upon the imaginary and use it as a way to connect and expose remains very important for me. Without coming off too heavy-handed I always felt that storytelling aimed to communicate and educate in a way that other forms of education do not.
Our Paracosm is playful, dark, explorative. At its most basic it is a toy that explores the interplay between light and shadow, at its most complex it’s a layered narrative with moral ambiguity. We are still iterating as we go on, and plan to build it up beyond its basic interaction. We hope as it progress we continue to bring others into our world, a world that slowly becomes theirs.
ANIMATIC/STORYBOARDS
From the beginning I started working on the concepts in charcoal. I always feel there is something romantic and sinister in charcoal. It is a very messy, hands-on way of expressing art, and it allows for a level of fluidity not caught up in detail. The added texture lends to an imperfect aesthetic and yet comes off as very captivating. One thing that I feel some of these game aesthetics lack is that kind of texture. Most of the animation for the game are done with charcoal and touched up in photoshop for a bit more fluidity and evenness in the motion. Rather than a storyboard, I felt that expressing our concept in the form of an animatic would be more appropriate. Concepts a bit vague to describe through static images become clear in an animatic and it expressed both the visual tone we are going for as well as the auditory element which I feel solidified the concept.
The animatic served as our storyboard. Rather than drawing out boards I felt it was more necessary to depict the actual interaction.
Software
Developed in C++ with the aid of OpenFrameworks, we created Paracosm in three stages.
1) Implementing the particle flocking to fingertips and OPEN_GL shaders.
2) AI development and general interactions with the children and monsters. The motion lent well to general game mechanics, getting the animations to run smoothly and at the correct frame rate.
3)Associating our program with the touchable, allowing for multitouch capability.
My partner worked on the OpenGL shaders, I worked on timing the animation and the game mechanics. Together we implemented the multitouch TUIO communication. The most frustrating process with working in OpenFrameworks is that it is still part of a DIY community. Trying to combine code became an arduous process because each library would be only compatible with a certain version of OF or Xcode. We finally got something working, but it was always a terrifying prospect to try to get it to work cohesively.
We used a program known as CCV [Community Core Vision] to read all the blobs and help us with calibration. It really eased the process and instead we use an of TUIO library in order to speak with CCV.]]
HARDWARE
When it came to how to construct our project, our initial challenge was building a touch table. Peau Productions served as a great resource when it came to the construction of our table and directions. While I had build my own defunct table before, this was the first touch table I had ever built with multitouch functionality and key directions. The process ended up being the most arduous and time consuming component of implementing Paracosm, largely because calibration was so key. Still, it was perhaps one of the most satisfying pieces once we got it working. For the touch surface we are using a Diffused Surface Illumination (DSI) Table. The materials used were a projector, IR camera, IR LEDs, projection surface and a specialized piece of Enlighten Acrylic.
Equipment List:
Enlighten Acrylic 18x26
.315in 2-Bar LED Emitter Kit
850nm Projection Film
Computer
Projector
⅛” top piece Camera
Camera mount
Camera visible light filter MDF box