Sunday, 11 September 2011

DOCUMENTARY



This video entails a short documentary style demonstration of my main concept behind my level. (read "Conceptual Link" post for further detail.) But this video mostly includes visual demonstrations of LUDOLOGY vs. PURE WAR, and the immense defence systems of a PURE WAR society.

Conceptual Link

My main concept linking pure war and real-world sensors, was basically creating a strategic and futuristic technological defence basis. As Crogan states that Pure War is a constant “preparation and anticipation of actual warfare” this would only require immense weaponry and defensive support. My Pachube Research of a city in Japan exposed to sever nuclear exposure, is entied to my main concept of pure warfare. As my pachube research indicated the level of nuclear exposure attributed to Japan's incidents in war and their level of power plants this links with my idea of anticipation and preperation for warfare at any cost (despite the clear dangerous risks of nuclear exposure).

However, after studying ludology in-depth, it had come to my attention that efficiency was not enough and I had to provide some creative conceptual defence mechanism with well-considered design aspects to it. This had spawned the idea of a maze/puzzle blockade that would actually entrap the opponent ultimately leading to their inevitable death. However, I had also created a route for non-enemies, which would still be almost impossible to survive in the real world.

I had also made sure to include the main colours of white and red within this experiment. As red is symbolic of danger, war, emergency; whereas white is the opposite and is symbolic for safety. This not only helps stimulate my design concept of “Pure War” but also creates an obvious and realistic sense of urgency and danger within the level.

CUSTOM FLOWGRAPHS

The custom flowgraphs that I have used in my experiment were mainly used to convey my sense of urgency and danger within a world undergoing “Pure War.” I had achieved this through swift moving physical entities often hidden to cause surprise within enemies. However I also used incorporated the “real world sensor’s” aspect within my “Pure War” microcosm, evident in my recurring glowing path theme – which glows upon the player’s close proximity. This was not only to indicate the player’s physical location, but also was used to convey danger as I had manoeuvred the tiles to flash if the player is in danger or heading in a wrong direction. If the player was heading to the right direction, these lights would not flash, but provide a peaceful white glow.  


Movement Flowgraph

Object Glow 

PACHUBE RESEARCH



Geiger Counter Feeds from Fukushima,JAPAN

Base: N37.557608,E139.853178
Fukushima Daiichi Nuclear Power Plant: N37.421009,E141.034219
Kashiwazaki Kariwa Nuclear Power Plant: N37.431387,E138.60137
approximately 105km(65.2mi) from Fukushima Daiichi Nuclear Power Plant to the west.
approximately 112km(69.6mi) from Kashiwazaki Kariwa Nuclear Power Plant to the east.
Update every 1min.
The conversion coefficient from CPM to uSv/h is 0.00833.
Normal value(Background):0.04-0.05uSv/h.
Weather http://www.jma.go.jp/en/jikei/313.html
Geiger Counter: Strawberry-linux geiger counter.
Sensor model: LND-712 (LND Inc.)
In The room.
With an opened window of 1m(40in) in height.
********** Thanks to help from around the world. **********
福島県会津坂下町 放射線量・放射能 ガイガーカウンター・リアルタイムモニター
(個人計測)

TAGS

LOCATION NAME

Aizubange Town,Fukushima Prefecture,JAPAN

LOCATION MAP

Map data ©2011 Europa Technologies, Geocentre Consulting, Google, Mapabc, SK M&C, ZENRIN - Terms of Use
Map
Satellite

LATITUDE

37.5577104682266

LONGITUDE

139.85312461853

ELEVATION

182

EXPOSURE

Indoor

DISPOSITION

Fixed

DOMAIN