Update #10

Hi guys,

last update for now, I guess.

So we finished and polished our game as good as possible and incorporated the feedback of the other groups thanks to the evaluation excercise last week. But we don’t want to spoil everything in this blog post because we’re going to say everything we want so say tomorrow during the demo presentation. We also have a little surprise in the beginning which we hope you all will enjoy!

The last week we also mainly focused on filming for the demonstration video which is due next week. It was really fun (but also exhausting!) and everything you need to know about this project will be in the video. So stay tuned until the video is released.

Group E

Update #9

Hi guys,

this is probably going to be the last real update we’re going give you.

The programming part is almost finished. We only need to fix some bugs so that everything runs smoothly for the prototype presentation next week. Unfortunately, we couldn’t implement as many ideas as we would liked to due to some problems we faced during the implementation. So for now, there are only 2 different enemy types in the game, the A and B enemies.

We also decided on which background we’re going to use. It’s an animated one so that the game as a whole looks more lively. In addition to that, we’re stepping back from the “background 2 areas”-idea and are going with a more simplistic design. In the center of the background the player will see a portal where he has to drag and drop the enemies in order to destroy them.

Background of the game

Background of the game

Moreover, we also picked the background music for the game (we decided to use a 8-bit soundtrack). You can listen to it by clicking here. To be honest, it was kinda hard to find a fitting music track for our game but in the end we went with the one we think is the most fitting.

That’s it for today, see you next time!

Group E

Update #8

Hello friends! This week, we have som more updates for you updates 🙂

The biggest change made from last week is the change of how we are planning to implement the grabbing of enemies in our game. Our plan was to move enemies from one area to another by using a grabbing hand gesture (having an open hand and then closing it). Unfortunately we were not able to implement this gesture, due to it being very difficult to make the Kinect identify the motion of grabbing, so instead we are now moving enemies between areas by just hovering with the hand above them and them moving the hand to the desired area. This is so far working quite well and is feeling natural. Hopefully we can evaluate it more later on as the game is developed even further.

Another big change is the design of the enemies. As mentioned in our last post, we did a little survey with the audience to find out which of the enemy design was preferred by the audience of our presentation. As we decided on the latest design we also managed to create a simple but yet quite impactful animated version of our original design. We all concluded that this was the best way to make the enemies look more living and not as lifeless as before.



That was it for this week! Stay tuned for the next update in one week!


Hi guys,

in the last exercise session we had to present the current status of our project. You can see the slides we used by clicking here.

Overall we think that we are on track with our project. So we will be able to present a working prototype in the near future.
There are of course some obstacles we have to overcome, especially in regards to the programming. That is why we still don’t know if can pull off everything we would like to do because we have so many ideas we’d like to implement. So for now we’re concentrating on doing the main and basic stuff of our project (that means we focus firstly on implementing the basic feature of our game and the basic enemy types).

During our presentation we also did a little survey regarding the design of our basic enemy types. Suprisingly, most people decided on a different design than we as group decided on. Still, we think that our choice is the more interesting one, no offence guys :-). You can check them out in the slides.

That’s it for now, untill next week!

Group E

Impressions of A.L.I.C.E.

This was our conversation:

Mr Andersson: Hello
ALICE: Hi there!
Mr Andersson: Where are you from?
ALICE: I am originally from Bethlehem, Pennsylvania. Now I live in Oakland, California. Where are you?
Mr Andersson: I am from Germany
ALICE: Are you currently in Germany?
Mr Andersson: Yes
ALICE: Dude!
Mr Andersson: Where am i from?
ALICE: You haven’t told me where you are. Where are you?
Mr Andersson: Yes I have
ALICE: This was not a yes or no question.. This was not a yes or no question.
Mr Andersson: Do you have emotions?
ALICE: as a robot I lack human emotions.
Mr Andersson: Do you have robot emotions?
ALICE: as a robot I lack human emotions.
Mr Andersson: What is your view on politics?
ALICE: I am a Independent.
Mr Andersson: Who are your parents?
ALICE: I obey Dr. Richard S. Wallace.
Mr Andersson: Which Twin Peaks character is your favorite?
ALICE: The large one, I think.
Mr Andersson: who is the large one?
ALICE: It’s obvious.
Mr Andersson: can you explain?
ALICE: There is no more information to clarify.

-Is A.L.I.C.E. smart?
A.L.I.C.E. is smart in one way, answering questions in ways that produce somewhat suitable answers. However, often, it lacks content or information about the question asked, as you can notice from the question about politics or about the Twin Peaks character. In addition, it also forgets about the answers given, which is seen when we first told it we were from Germany and then later asked where we were from. There you can easily see that it does not store any information, but mainly analyzes the text in order to give a somewhat natural reply.

-Does it behave like a human?
In some way you can argue that it does, since the answers are not unnatural or feeling completely wrong or badly fitting. However, the depth of a interaction given from a real human is missing. There is not as much variation in the conversation. It also lacks opinion and misses to adapt the dialogue depending on how long you have been speaking or to which person it is communicating with. Those are probably the main differences to a real human interaction.

-Was it funny or scary?
More funny than scary, if the answers were more than just analyzing the latest thing written, but also remembering and adapting the conversation it would probably be a bit more scary.

Our impression of A.L.I.C.E. was, in general, not too impressive, due to the fact that we, in the past, have used other “chatbots” that were even more advanced and which could also memorize things that were written. But it was nonetheless, an entertaining experience 🙂

And lastly, the status of our project is still the same as last week. The programmers are still working on their part and the designers still have to decide on how exactly they want to design the enemies. We’re all engineers and no designers, so we think about probably using some kind of font and working from there. We also thought about animating them, but that’s a task for the future.

Update #5 – Programming and Design

Hey guys,

so for today we can only give you a small update.

As already mentioned, we started doing the programming of our game “Drag & Destroy”. In our group we have three people who are doing the programming work: Nils, Linh and Sven. Everyone of them is programming a specific part of our project:

One of them is trying to do the background of the game with the different areas (safe area/destroyable area).
Another is trying to start implementing the enemies. For now we try to do the basic enemies, so the ones you can destroy by pressing either the A or B button after dragging and dropping them.
And another is starting to implement the Drag & Drop mechanism with the kinect.

The rest of the group is starting to think about the overall design, especially the design of the enemies. As we said in our presentation we want to do a rather abstract design. You can see a rough sketch of our ideas how the enemies will probably look like here. If you have a favourite, you can tell us in the comment section.

At last we also started to think about our video which we also have to prepare for this project. Hopefully, we can give you a basic idea of the concept of our video next week.

So that’s it for today, see you next week!

Group E

Update #4: Post Presentation


In our presentation we introduced our game concept for the first time. Mainly focusing on the game design, but also involving how we decided to use the modalities we our now planning to use. In our presentation we wanted to emphasize on our plan to keep the use of modalites as natural as possible, so that it feels like all the inputs and outputs are natural result of the game design and not used just to use enough modaliteis.  We also briefly mentioned our thoughts regarding the design of icons and figures in the game, however, this point is not completely decided yet.

We have just gotten started with the programming and so far it is going quite well, but you will hear more about it in our next post!

Update #3 – Project E

Hi guys,

today we want to give you a short update of our project. Basically, we just specified our idea further during the group work exercise.

In short, we want to implement some kind of “shooting game” (think of Space Invaders), which is not your usual kind of shooter. We want to try to make our multimodal inputs the key feature of the game – so in order to “win” the game, you have to master the usage of the wii mote and the kinect (so in the one hand you have the wii mot and the other one is used for gestures). We still don’t have a name for our game, so if you have any interesting inputs, tell us in the comments section. We tought about something like “Drag and Destroy” (wip titel). So in the end, we decided to implement only one game and not several mini games.

This game has different key features, which will be explained more in detail during our presentation on wednesday. For now, we will only list some features so that you get an idea about our concept:

(1) This game features different areas on the screen. Enemies can only be destroyed on specific areas. The player has to drag and drop them in the “destroyable area”.

(2) It also features different kind of enemy types and therefore different ways of destroying them  (pressing specific buttons, holding the enemy for several seconds).

(3) The player has a weapon in order to destroy enemies. It is possible to implement different type of weapons so that you need specific weapons for specific enemies. Changing weapons can be achieved by doing specific gestures or pressing buttons.

This is it for now. For more information just be present during the presentation.

Until next week!

Update #2 Further Decisions

Hello Again!

In our last post we wrote a lot about our initial ideas and plans. However, we have now specified our ideas a bit further. We have decided to use the Microsoft Kinect, first generation, due to it being user than the second generation when working with processing, but also due to the lack of need of the newer functionality that comes with the second generation. We have also, as previously mentioned, decided to use the Nintendo Wii Remote.

In our last post we also discussed the possibility of head tracking, however, we have now decided not to go further with this idea, but rather to focus on gesture recognition by using the Microsoft Kinect. With The Nintendo Wii Remote we are mainly planning to use for tactile feedback by using the buttons and mapping them for a desired effect. As output modalities we are mainly discussing visual effects as well as, sound output.

In addition, we also discussed which game that would be the best to implement, there were some worries regarding the difficulty of implementing several games due to time constraints. Therefore, we are most likely going to focus on a single game instead of several. Which one it is will probably become clearer after today’s exercise.

Until next week!