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TheThing Growing at Digital Pavilions:: SIGGRAPH 98

The Thing Growing was part of Guerilla VR, EVL's Digital Pavilions project at SIGGRAPH 98.

At SIGGRAPH the Thing was networked between an ImmersaDesk2 and an ImmersaDesk3 (prototype of a plasma-screen idesk). The user on the idesk2 interacted with the Thing directly, while the user on the idesk3 was a voyeur with a menu on her screen with which she could effect the Thing.

The user at the idesk2 is attached to four trackers, so that her head, two arms and body movements can be seen at the other desk - the tracking information is fed to the avatar displayed on the idesk3.
The application starts with a rotating cube indicating the title of the piece and that it is "in process". The user has to click on the cube to start - and this pre-app time was used to get the user used to navigating and using the wand buttons.
When the button is clicked the user arrives on the plain, proceeds to the shed and releases the Thing from the box. The Thing then demands that the user dance with it. It gives feedback to the user depending if she dances well, badly or not at all. The feedback varies from high praise to harsh criticism.
The user on the I-Desk3 is at a remote location. She is a fly on the wall, secretly monitoring the interaction between the Thing and the avatar of the other user. A menu on this screen gives the following dancing feedback options; well, badly, not dancing. The menu also has mood options; happy, sad, manic, mad.
The user watches the dancing avatar, clicks the appropriate dance feedback button, and alters the Things moods.

The Thing uses this information to pick from its library of 'action + soundbites' and in turn give feedback to the dancer.

The application ends when the Thing abruptly decides that the user is not trying to please it and runs off growling.

The piece we showed at SIGGRAPH was a stage in the process of building a Thing with "full" intelligence, capable of tracking and interpreting the user's actions itself. The show acted as a testbed for the Thing and provided information on the audience reaction, what worked and what didn't.

What we learnt: