Liam Ranshaw. Expanded Cinema Final Project: Puzzle Room

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Expanded Cinema Final Project: Puzzle Room My original vision of the final project for this class was a room, or environment, in which a viewer would feel immersed within the cinematic elements of the display. The viewer could, beyond immersion, feel trapped or confined in this puzzle room. As work on this project progressed, several aspects of the envisioned final product changed, notably the space I had planned on using, the layout and display format of the installation, and the method by which a viewer would interact with the work. The original space I was planning on utilizing for this project was the Camera Obscura space on the eighth floor of the Fine Arts building. This room would be sufficiently dark and confined enough to foster the immersive atmosphere I wanted to create with the display. Darkness was a desirable aspect for a space to have for this project, as I would be using projection to create an artificial, overlayed, almost 'augmented reality' style environment. Since the environment we perceive normally relies on light reflected off of our surroundings, I wanted to have as little ambient light as possible complete darkness would be preferable in that it would put the viewer within a sensory void, and therefore make them susceptible to the suggestion of a different set of surroundings than they would be expecting. This made the Camera Obscura space a prime location. However, while investigating the viability of using that space I came across an unexpected problem involving the use of the projectors. For my envisioned setup I planned to use four projectors to display my artificial environment on each of the walls of the space I would utilize. With this plan, it was anticipated that having the projectors mounted at or close to the center of the room facing each wall may present an issue with viewers casting their own shadows on the walls, but this was of little concern and was possibly solvable by mounting the projectors at high or low positions closer to the walls, similar to the projection installation outside the Fine Arts building art gallery on the sixth floor. The unanticipated problem involved the physical distance at which the projectors needed to be placed from the walls to grant an acceptable size of projection- i.e. full wall. It turned out that to project a size great enough to fully cover the back wall of the CO space, the projector had to be placed several feet back of the center of the room, and as the final space would be of square dimensions this put the projector essentially at the wall opposite where it was projecting. This more or less ruled out the Camera Obscura room as a viable space for my project installation, and so I went in search of other more viable spaces to use. After searching several other locations I determined that none really provided a better alternative to the CO room, and so I switched to Plan B: invert the layout of my project by constructing a fabricated room of my own and place the projectors on the outside of the room projecting onto the outsides of the space instead of the opposite. A problem of a very similar nature to the original problem then arose, because the projectors still required placement a significant distance from the projection surface to create a large enough image. I knew that I wanted a decently large interior space for the viewer to inhabit, and so I began making calculations involving the ratio of projection distance to projection size. I discovered that if I made the projection aspect ratio 4:3 instead of 16:9 I could create more vertical image size while using less horizontal space which was the limiting factor in room size. My efforts at finding a new space in conjunction with Chinara's own efforts at finding a space that would also meet her needs soon yielded the large space of W857. Continuing to experiment in that area lead me to eventually develop a digital representation of the room created using Processing which I could use to freely manipulate the placement of the projectors and by using the known ratio of projection distance to projection size I could thereby blueprint the interior room that we would have to build. This process also made me realize that the projectors could be placed in the corners of the presentation space, increasing the possible distance from the interior room. By rotating the arrangement as shown in the model on the next page, the possible dimensions of the interior room were increased by more than two feet vertically and horizontally on each side.

Once we knew the planned dimensions of the interior room and the placement positions and distances of the projectors, it was time to begin constructing the room proper. Should the need to implement Plan B have arisen (as it did), the idea would be that the room we would construct would be created by suspending a frame from the ceiling of the installation space and hanging a somewhat seethrough fabric material around the four sides of the construction. The sheets would then be weighted down at the bottoms to pull the fabric taut. The projectors as mentioned before would project the (reversed) images onto the exterior of the room and the viewer would see them from the interior. As construction of the room continued, a final few snags were encountered. Since the projectors we were using for the installation were for the most part all of different make, their projection ratios were different from one-another meaning that they could not all be placed at a uniform distance from the interior room and be expected to create the same sized image. To compensate for this I proposed that we adjust the dimensions of the room, shortening each side by one foot six inches on the left and right edges of each face and adjusting the positioning of the projectors accordingly to essentially conform the measurements to the projector with the least favorable projection-ratio. A lowest common denominator situation. Finally, we swapped one of the odd projectors (we had obtained two projectors of the same make, and then two more each of different make, for three makes of projectors among four total machines) for the same kind as its partner. This gave us two projectors of one kind, and two of another. By placing like-kind projectors opposite each other, we minimized inaccuracy.

Even after shortening each side of the room by one foot, we then discovered that with the amount of fabric we had obtained we would be almost two feet too short in creating the final wall. Rather than shorten each side of the room further (we were mindful that each time we shortened the horizontal dimensions of the room the overall height of the room must also take a hit), we decided to cut our losses and leave that corner of the room open as an entryway. It would be easy enough to work around and not project anything on that open section of wall. The final major change that happened to my project involved the interactive element. Plan A dictated that the viewer would interact with the puzzle room by simply touching the wall where they wanted to interact, and one or two Kinect camera-sensors mounted on the corners of the installation would detect the position of their hand in 3D space within the room. However after much ado the sensors turned out to be incompatible with Processing (on Windows perhaps), citing the lack of several libraries which upon investigation were not available. With the Kinect option no longer viable, I instead used a Myo Gesture-Control Armband to facilitate interaction with my puzzles. The Myo had a distinct advantage of being almost completely plug-and-play, without the need for complicated hardware-to-code interactions. I simply used the Myo's ability to act as a pointing device (mouse pointer control) essentially substituting the armband as a high-tech wireless mouse. This was not without its own hiccups, as the armband was somewhat difficult to use and could not be simply picked up and used intuitively by any user. I later found out that the band could be made much more effective by running the calibration routine for each new user, teaching it the pattern of muscle groups unique to each person. As well, the pointer sensitivity was such that if the viewer were to start facing wall A with the Myo pointing at it and turn to face wall B, the mouse pointer may have traveled well beyond wall B into wall C or even wall D. To overcome this it was necessary to perform the double tap gesture, freezing the pointer in place and then turning to a new wall before unfreezing by repeating the gesture, and continuing moving the pointer from its original position. The actual process of creating the puzzles and the environment of the puzzle room was relatively straightforward when compared to the construction of the physical room. I was using Processing to design and implement each puzzle. When designing a new puzzle I first brainstormed what I wanted the puzzle to look like, and in what way I wanted it to challenge the viewer. Next I had to begin coding and thinking of how exactly to make the puzzle perform the way I wanted it to. A stipulation that I imposed on myself was that I wanted each puzzle to be randomized on its start, such that each successive attempt at a puzzle would be completely different from each other attempt. This meant by definition that each puzzle had to be randomizable in nature, which often presented itself in the form of the puzzle having many different pieces which are out of order and the viewer being required to re-order them in a defined pattern.

To create each puzzle in a randomized start configuration, I thought to code the puzzles to setup in a completely solved configuration and then perform a certain number (100 for example) of random legal moves all happening before the viewer even gets to see the puzzle. I italicize legal because as I discovered it doesn't cut it to have the puzzle simply perform 100 random moves. I should also go on to say that a move is here defined as the singular action the player can make as allowed by the mechanics of the puzzle in order to manipulate the pieces or board. The puzzle performing 100 random (not necessarily legal) moves will often result in a configuration which is unsolvable from the onset, an example being the shuffled tile puzzle, where pieces from opposing diagonal corners could be swapped via the algorithm thus creating a configuration that the player would be unable to solve by adhering to the mechanics set out by the puzzle. And so I had to find a way to force the shuffling algorithms to only perform actions as they would play out were the actions to be made by the viewer. With the time and resources allotted to me, I am quite pleased with the result I was able to deliver. However there is always room for improvement and I definitely have an idea in mind for what this project could have been with unlimited resources. The first way the ideal version would differ from the way it turned out would be with regards to the fabricated room. The ideal room would have used four identical projectors and the installation space would have been pitch-black (as it was there was still quite a lot of ambient light filtering in through the upper windows even with the shutters drawn). These improvements would have helped with the logistics of fabricating the room, and the immersion of the final experience. The fabricated room's construction would have been of much higher quality and larger proportions, and there would have been enough fabric to cover all four walls completely. Apart from the actual construction of the room, I would have also liked to have programmed more puzzles of different varieties, and integrated them all into the environment better. The interactive elements of my installation would have also been less frustrating to use and more intuitive; ideally my original idea to use Kinect sensors would have worked flawlessly.

Finally, how is my project an example of Expanded Cinema... the big question. It has been my position all semester that the best exemplars of Expanded Cinema are pieces which engage the viewers in an interactive spectacle, not simply providing a passive experience but forcing involvement. Without audience interaction my installation would do very little on its own, and it is only by interacting with the puzzle room that the viewer can experience the piece.