Movie Theater Audience GamingSeptember 2007 - October 2007
Client: Brand Experience Lab / Volvo
The idea of this game being controlled by the leaning of a movie theater audience was mostly likely based on the work I did on this technology as both an undergraduate research assistant and as a graduate student. Audience Interaction, as we called it, was originally a research project by Daniel Maynes-Aminzade in the Stage3 Research Group that I continued to develop. We experimented with a number of collaborative and competitive interfaces for large audiences to interact with projected video games, of which leaning was a particularly successful one. I had built these computer vision algorithms into a library that was used by at least six semester-long projects at the Entertainment Technology Center as well as many two week long projects in the Building Virtual Worlds course for which I was part of the support staff for several years.
Since the event was scheduled to take place simultaneously in 12 cities, I was not able to set up system in each location. Instead, I had to prepare 12 portable sets of equipment and train 12 hired volunteers who would travel to each city and operate it. We had a very narrow window within which to train each operator, have them travel to their respective locations, set up and test each location individually, do a full dress rehearsal of the networking of all twelve locations at once, and execute the event. Particularly tricky was that because we were working in movie theaters, we had only about 15 minutes at a time between movies to set up and test our system. A large part of my work on this project was managing our operators, testing each set up, updating the software, and troubleshooting technical issues, all remotely.