Piloting CyberHouse has begun by testing the effectiveness of an entrance
animation to stimulate self-representation. In April 2003, I (Karen Keifer-Boyd)
used the animation in an art lesson at a school for pregnant youth in
South Allison Hills, Pennsylvania. The girls looked at a large digital
projection on the wall close in front of them of an animated breathing
house, while I led a visualization with them. I asked the girls to physically
“breath with the house.” Breathing with the house focused
them. With their breathing coordinated to the movement of the house, I
suggested the house was their body. Their changed response from aggression
and non-motivation to collaboration and enthusiasm to create, provides
a guide to online pedagogy, as I continue to build the CyberHouse prototype
to engage players in self-representation and collaboration.
MySQL database programming
provides the functionality so that a “gamer” can upload his
or her icon into the site. The file will be associated with the person
so a user ID and object ID process will be programmed to connect the two.
Kumar Desai will program the game so that the uploaded image appears to
enter the doorway and once inside the room the player's icon increases
in size filling about half the space. The other half of the space looks
like a mirror reflecting the image. Therefore one's self-representation
is doubled. However, there will be programmed one variation to occur in
the reflection, such as a reversal to problematize one's self-representation.
The doubled image glows in the center and is darker on the periphery.
The glowing center can be activated to enter one of the three worlds that
I will create with assistance from Ovid Boyd and Hui-Chun Hsiao. The darker
periphery can be clicked on to enter one of three, second set of worlds.
Kumar Desai will program CyberHouse
so that the gamer's selection of images are stored to become the player's
profile. I, along with Ovid Boyd and Hui-Chun Hsiao will create CyberHouse's
interactive animations.
When the gamer has made all of his
or her selections in the six worlds their stored selections will form
a world (or room). Kumar, the programmer, will structure the database.
I will make the elements that will go into the players’ spaces,
and conceptualize which elements to store for various configurations from
players’ specific choices (in the 6 initial worlds visited) that
make their world.
The programmer, Kumar Desai, expects to accomplish the above described
database programming in 100 hours from the period June 1, 2004 to October
1, 2004. I with Ovid Boyd, and Hui-Chun Hsiao plan to work on the animations
beginning in June 2004. Our goal is to make 60 of the 180 animations for
the entrance into CyberHouse by October 1, 2004. We'll continue until
we've made 180. An infinite number can be added. The animations are the
choices that occur in the 6 worlds: womb, closet, sky, shopping, group
interaction, and nature.
This first part of the game will
be piloted in late fall 2004 and refined in 2005 prior to constructing
the second phase of the game in 2005-2006, which involves interaction
among players to remove together the damaging social labels.
How funds will be expended
during the grant period of 2004 to create CyberHouse:
- Programmer (Kumar Desai) at $50
per hour x 100 hours = $5000
- Assistants (Ovid Boyd & Hui-chun
Hsaio) to create animations in Flash software at $25 per hour x 100
hours = $2500
- Project concept development, research,
artistic direction, FLASH animations, and Web design (myself at $0 x
500+ hours)=0
- I received $3,588 from The Pennsylvania
State University College of Arts and Architecture Faculty Research Grants
2004-2005 for CyberHouse.
TOTAL ($7500 - $3588 PSU
grant) = $3912 |
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