highlike

JULIAN OLIVER

朱利安·奥利弗
줄리안 올리버
ג’וליאן אוליבר
ジュリアン・オリバー
Джулиан Оливер
Levelhead

JULIAN OLIVER LEVELHEAD

source: fileorgbr

Abstract:
levelHead é um jogo de memória espacial que se inspira nos “Brinquedos filosóficos” da Europa dos séculos 18 e 19 e nos sistemas de memória (“memori loci”) dos antigos gregos. levelHead usa um cubo plástico sólido como única interface. Na tela, parece que cada face do cubo contém uma pequena sala, cada qual é logicamente conectada por portas. Numa dessas salas há um personagem. Ao inclinar o cubo, o jogador dirige esse personagem de sala em sala, numa tentativa de encontrar a saída. Algumas portas não levam a lugar nenhum e enviam o personagem de volta à sala onde começou, um truque criado para desafiar a memória espacial do jogador. Que porta pertence a que sala? Há três cubos (níveis) ao todo, cada qual ligado por uma única porta. Os jogadores têm a meta de mover o personagem de sala em sala, de cubo em cubo, na tentativa de encontrar a porta de saída final dos três cubos. Se encontrar, o personagem parecerá deixar o cubo, caminhar sobre a mesa e desaparecer. Aí o jogo recomeça.
Biography:
Julian Oliver é um artista nascido na Nova Zelândia, desenvolvedor de software livre, professor e escritor ocasional, sediado em Madri, Espanha. Ele apresentou trabalhos e obras de arte em muitos eventos e conferências internacionais sobre arte eletrônica. Julian deu diversos workshops e aulas sobre design de jogos, desenvolvimento artístico de jogos, arquitetura virtual, design de interfaces, realidade aumentada e práticas de desenvolvimento de código aberto em todo o mundo.
.
.
.
.
.
.
.
source: fileorgbr

Abstract:
levelHead is a spatial memory game. The game takes its inspiration from the “Philosphical Toys” of 18th/19th century Europe and the memory systems (“memory loci”) of the ancient Greeks. levelHead uses a hand-held solid-plastic cube as its only interface. On-screen it appears that each face of the cube contains a little room, each of which are logically connected by doors. In one of these rooms is a character. By tilting the cube, the player directs this character from room to room in an effort to find the exit. Some doors lead nowhere and will send the character back to the room they started in, a trick designed to challenge the player’s spatial memory. Which doors belong to which rooms? There are three cubes (levels) in all, each of them connected by a single door. Players have as a goal to move the character from room to room, cube to cube, in an attempt to find the final exit door of all three cubes. If this door is found, the character will appear to leave the cube, walk across the table surface and vanish. Then the game starts over.
Biography:
Julian Oliver is a New Zealand born artist, free-software developer, teacher and occasional writer based in Madrid, Spain. He has presented papers and artworks at many international electronic-art events and conferences. Julian has given numerous workshops and master classes in game-design, artistic game-development, virtual architecture, interface design, augmented reality and open source development practices worldwide.
.
.
.
.
.
.
.
source: asquareorg

One of the most interesting uses of Augmented Reality that I’ve seen yet (and all seem to employ the ARToolKit) is Levelhead (image above, video below), a 3D Spatial Memory Game designed by Julian Oliver who also created Packet Garden.

levelHead uses a hand-held solid-plastic cube as its only interface. On-screen it appears each face of the cube contains a little room, each of which are logically connected by doors.

In one of these rooms is a character. By tilting the cube the player directs this character from room to room in an effort to find the exit.

Some doors lead nowhere and will send the character back to the room they started in, a trick designed to challenge the player’s spatial memory. Which doors belong to which rooms?

There are three cubes (levels) in total, each of which are connected by a single door. Players have the goal of moving the character from room to room, cube to cube in an attempt to find the final exit door of all three cubes. If this door is found the character will appear to leave the cube, walk across the table surface and vanish.. The game then begins again.

There have been several comparisons made between Levelhead and the Rubriks Cube, the use of a tactile interface, navigation between the six faces of the cube etc. but some more interesting comparisons might be Pasks Universal Constructor, the Reactable (videos here) and the toy Cube World.
.
.
.
.
.
.
.
source: julianoliver

levelHead is a spatial memory game by Julian Oliver, developed at the end of 2007, beginning 2008.

levelHead uses a hand-held solid-plastic cube as its only interface. On-screen it appears each face of the cube contains a little room, each of which are logically connected by doors.

In one of these rooms is a character. By tilting the cube the player directs this character from room to room in an effort to find the exit.

Some doors lead nowhere and will send the character back to the room they started in, a trick designed to challenge the player’s spatial memory. Which doors belong to which rooms?

There are three cubes (levels) in total, each of which are connected by a single door. Players have the goal of moving the character from room to room, cube to cube in an attempt to find the final exit door of all three cubes. If this door is found the character will appear to leave the cube, walk across the table surface and vanish.. The game then begins again.

Someone once said levelHead may have something to do with a story from Borges..
.
.
.
.
.
.
.
source: julianoliver

Julian Oliver is a New Zealander, Critical Engineer and artist based in Berlin. His work and lectures have been presented at many museums, galleries, international electronic-art events and conferences, including the Tate Modern, Transmediale, the Chaos Computer Congress, Ars Electronica, FILE and the Japan Media Arts Festival. Julian has received several awards, most notably the distinguished Golden Nica at Prix Ars Electronica 2011 for the project Newstweek (with Daniil Vasiliev).

Julian has also given numerous workshops and master classes in software art, data forensics, creative hacking, computer networking, counter-surveillance, object-oriented programming for artists, augmented reality, virtual architecture, video-game development, information visualisation and UNIX/Linux worldwide. He is an advocate of Free and Open Source Software and is a supporter of, and contributor to, initiatives that promote and reinforce rights in the networked domain.

Articles about Julian’s work, or work he’s made with others, have appeared in many news channels. Among them are The BBC (UK), The Age (AU), Der Spiegel (DE), El Pais (ES), Liberation (FR), The New York Times (US), La Vanguardia (ES), The Guardian Online (UK), Cosmopolitan (US), Wired (DE, US, UK), Slashdot (US), Boing Boing (US), Computer World (World) and several television stations worldwide.