In that video voice activation allows the gamer to choose plays and make audibles in madden 13.
The final chapters after 7 describe the layout of the facility mainly noting how the gallery was a negative space. They described it as a gallery that gives meaning to the exhibits by enveloping, contextualizing, and relating them to each other (Bolter, 144). The gallery had black curtains absorbing light and it made the guest feel intrigued as if something new would soon appear. It sounded like a set from a mystery or horror movie (without the gore of course). As you walk down the hall way you know your experiencing something new and original. It was all about contrasting light and dark. Though darkness can be frightening, it can also be intriguing. The darkness also allows the bright neon lights to pop out and catch your eye. This style of lighting makes it look less like a museum and more like an actual show. As noted in the text, "The visitor is meant to experience the gallery, almost like a medieval cathedral, as a vertical space (Bolter, 145)."
I also liked how they compared the experience to film by using the term rack focus. This process was completed by several forms of design inspiring a unique experience. It was simply going from one to the other and having a completely different appreciation for it. I enjoyed this read a lot, simply because it was relatable to future products that I now use and enjoy today.
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