ITP Spring Show 2007
Tuesday, May 8, 5-9 pm
Wednesday, May 9, 5-9 pm
A festival of interactive sight, sound and technology from the student artists and innovators at ITP
Airtime

Christopher Paretti

Your phone is powerful; It will affect objects, provide delight, and allow for a playful experience you've yet to encounter.

www.playfurther.com

Airtime Logo
Description
Last semester I completed what I called my "pre-thesis" project, titled SpeedDial. By using the simple and familiar telephone interface, I aimed to ease experimentation while engaging player of all age groups.

With Airtime I'm taking this interaction further by creating a brand new game that is both collaborative and competitive. Users control fans on an octagonal game table, via their voice and phone tones, in order to direct balls and score in their respective goals. Think of it as air hockey, foosball, and billiards combined.
Personal Statement
I've been creating games and interactive art for many years now. The thing I've been most moved by is social connections; whether that be a direct peer to peer collaboration, or a performer with an audience. I want to give people something new, and let them discover something about themselves and others around them simultaneously.
Background
The Works of Toshio Iwai
Zach Liebermans "Drawn" installation
[giantJoystick] by Mary Flanagan

Artist Group 'fur'

furminator
First Person Pinball, 2004

Mr. Punch
Mechatronic Boxing Automata, 2005
Audience
I wish to engage as many people as possible, regardless of age or experience. I am using the phone, as I did with my previous project "SpeedDial", to ease people into experimentation and play. I've found that using an understood and ubiquitous device that is also owned by the individual facilitates this very well. I would very much like to see how the Spring Show audience enjoys this new game as a comparison to my Fall project as well for documentation and research.
User Scenario
Players walk up to the game table, and see an phone number on a marquee. When they call in, they are given some brief audio instructions, and team assignment. The table fan lights up denoting their position and presence. Once another call comes in, the player has their opponent, and the game begins! The hopper releases the colored balls. The players take control of the different fans via pressing the corresponding # on their phone, and they make noise to power the fan's speed. Voice is amplified into air.
There's a mix of frantic, quick strategy and collaboration. Onlookers call in to join or watch from the sidelines cheering players on(the game supports 8 players simultaneously) Once a team has gotten all their balls, off the game board through the goals, they win!.
Implementation
I have built an octagonal game table with wood and MDF. Inside the base of the table will be my laptop or a small computer, as well as a micro controller and a circuit controlling the different fans and obstacles on the table itself. The fan speed is controlled via amplitude taken from the phones, and the users changes fan control with a key press. (1 = fan 1, 4 = fan 4, etc)
Conclusion
I learned how difficult it is to build and design a physical game from scratch. Not only that, but to assemble an octagonal playing table!
Classes
Thesis
Keywords
telephony, games, play, novel, physical
Additional Documents