FRAMEWORKS is an interactive installation based on the principle of mixed reality, which tries to enhance the meaning of an architectural space. We have tried to achieve it by developing a game named 'Jesture', where virtual objects play with the real space, walls and depth according to the hand gestures of the user.
This video is a documentation of the display for the course "Embedded Systems and Interaction Design" at National Institute of Design, India.
To launch the 2010 MAZDA3 into Canada’s Quebec province amid the worst car market in history, we needed to build awareness and buzz around the launch and show the young Quebecois that Mazda “gets” them. Young Quebec drivers ages 18 to 34 are among the most marketed-to consumers and are cynical about advertising messages but embrace social media. So we created an Alternate Reality Game to take them on a virtual thrill ride.
It began on April 20, 2009 with a multi-station roadblock at 9:58PM with a mysterious pirated message from a young woman pleading for help to save the future. We led viewers through a series of puzzles, code tasks and live hunts for 33 keys to recover the Essence (the car as hero). Clues and dead ends were set across the province using billboards, streaming video, guerilla placements, a fake TV show hijacked for the game, mobile, radio, TV roadblocks, social media and live events, all leading up to a final moment where one of the 33 keys would start the custom 2010 Mazda3 and save the future.
The Project was an experimental Alternate Reality Game that combined transmedia storytelling, performative role-playing, and live gameplay. The game unfolded both online and through site-specific events in Chicago from April 1-25, 2013. Over the course of these three and a half weeks, visitors explored what at first appear to be three unrelated conspiracy groups (known as Ilinx, Ortgeist, and SONOS). A collective of players encountered a series of initiation and play events that told a story about a portal to another world. This world was discovered through challenging games, audiovisual media, responsive environments, and interactions with characters. All of the events were related to a larger undertaking known only as "The Project." Along the way, visitors discovered a deeper myth about strange phenomena known as the Sandbox and the Anomal.
This work was made possible through generous support from the Richard and Mary L. Gray Center for Arts and Inquiry, a collaborative fellowship from the Andrew W. Mellon Foundation, and the University of Chicago.