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Andrew@Milmoe.com
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Sonic
Pong: Interactive Audio Game Platform Version 3
Pong was the first
video game most people came in contact with. The directions were simple,
the interface was intuitive, and yet game play was engaging enough to
entertain people for hours.
In creating a sonic
game platform for blind or visually impaired people I had to consider
games that were easy to comprehend for first time players. Pong seemed
like the obvious choice for this reason, and because of the limited
cast of characters whose trajectories could be represented though the
movement of sonic "pixels" that inhabit physical spaces surrounding
the players.
I intend for the
platform to provide a means for the recently impaired with an entertaining
and rewarding means of improving their dexterity by coordinating hand
movements with the physical locations of sounds. By challenging participants
to rely on the hearing to succeed, sighted players have less of an advantage
than they might with other games.
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Version 1 Video
Documentation:
MedRes 7.0Mb
Photo Documentation:
Flickr Slide
show
(allow a few seconds to load)

Up late working on the structure of the first version.
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The
Game
The original Atari
Pong inspired the creation of this game. Pong is an electronic version
of table tennis where a ball is passed back and forth between two players.
Players use paddles to hit the ball. Missing the ball scores a point
for the other player.
In this audio/mechanical
version the playing field is rotated in to a vertical position, and
the two edges are combined to form a cylinder around the player. (see
illustration) The Pong "ball" now travels around the user
in a spiral a bit like a tetherball
[off-site Flash animation].
Each player has
their own game platform. They are at the bottom of the court and the
other player is in a virtual space overhead. Their paddle travels in
a virtual circle around them at about waist height. As they hear the
ball spiral down from the ceiling they rotate their paddle to the spot
where they thing the ball will land. If they succeed the ball bounces
back up towards the ceiling where the other player will attempt to return
it.
This court design
was chosen to take advantage of our greater ability to resolve the spatial
position of sounds in the left-right (stereo) axis. By placing the instruments
in a circle around the player's head we can create a "POP"
anywhere around them in a cylindrical space. See the video (MedRes 7.0Mb)
for a demonstration of this effect.
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Atari's
Pong from the early 80's:


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Production
The proof of concept
was constructed from a large (borrowed) bicycle rim hung from the ceiling
with pulleys. This floating platform is the structure that holds and
transports the the sound instruments which are arranged in a circle
around the rim. Each instrument consists of a 3oz plastic cup and a
solenoid (an electromagnetic piston). As the solenoid contracts it pulls
a small hammer (a loop in the wire) into the bottom of the cup creating
a popping sound anywhere in the circle. Once installed they could all
be raised and lowered to create the hight axis of game play.
This first version
was a rotary switch with one contact for each instrument. As the user
rotates the switch contact is made through the copper brush and the
pennies... turning the handle to 12 o'clock triggered the solenoid/plastic
cup instrument at 12 o'clock. As you can see in the video I moved the
ring up and down manually for this prototype.
It was not Pong
yet, but proved that the platform was able to create the right sound
and could be produced quickly on a limited budget.
Proof of concept
video documentation:
Med Res 7.0Mb
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Large bicycle rim hanging from ceiling.

Rotary switch made from copper pennies, copper pot scrubber pad, plywood,
and 1/4" headphone jack.
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User
testing and prototyping
The proof of concept
established that we the platform would create an engaging user experience,
however we needed a larger ring for better sound localization, and could
get by with half as many instruments.
The next prototypes
were created as a pair. Each was installed at the ends of two adjacent
hallways. The two prototypes would establish an internet connection
and then player one's platform sends the ball position and retrieves
the paddle location information for player two.
The new podium
was radially symmetrical which allowed the user to approach from any
direction.
It lacks some of
the charm of the rotary penny switch, but it provides a cleaner and
more stable means of input to the microcontroller.
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Second prototype podium.
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How
this project came to be..
The first and second
prototypes were created for Professor Ben Rubin's Sonic Design course
at the Interactive Telecommunications Program at NYU. It was created
in collaboration with two other students at the time, Meredith Finkelstein
and Antje Pfannkuchen. We began by discovering opportunities where sound
might used to create a sonic interface for a visually impaired person.
Our research indicated
people with limited vision tend to limit themselves to places they have
been before. By creating an on-line interactive audio game the project
hopes to provide them with an opportunity to escape the confines of
their known universe and build a gaming community from a platform which
allows them to challenge the sighted to a match on even ground.
Given the size
of the game it would most likely be installed in places people go to
play like amusement parks and arcades, or public institutions where
recently visually impaired go to gain skills to overcome their loss
of sight.
I have continued
production on the third prototype on my own with some advice from engineers
and artists I've collaborated with in the past, but it is currently
a solo project.
For further documentation
on the new Version 3 see the Flickr Slide
show
-Andrew
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Photo by Mathilde
µP
Sonic Pong V3 in
Leipzig at GC-Germany August 24th - 27th 2006
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