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tikabells · 2 years
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Delight: ~ Interactive Game
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Collaboration with Anita Forrester, Mahoney Hore-Gibson and Jeni Rohwer
(pronounced TILL-duh) is an interactive installation positioned around the notion of competitive playfulness. The aim was to create a work that participants could play with and enjoy, whilst still allowing an avenue for competition if they so desired. Before entering the room members are divided into teams - RED or BLUE- by placing their hand on a hand shaped sensor. Participants then move inside the room to either the blue or red team section. </p><p>As users move on either side of the sheet their image is projected creating a beautiful mix of blue and red. The further away from the screen you are the darker the colour and the closer the lighter.  The longer you stand still the darker the colour appears. This created the affordance for users to create a multitude of colours depending on where and how they moved within the space.
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'~', Mac book pros, 2 Microsoft Kinect cameras, 2 Short throw projectors, LED lights,  Surround sound system, White fabric, Aluminium, Portable speaker, Bare Conductive Touch Board, Arduino, 2016
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ashuriiyuki · 7 years
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Working on some game art tonight for a game called Ursa Major! Updates will be posted to my portfolio soon! #gamedesigner #videogames #game #gaming #videogamedevelopment #VideoGameDev #gamedev #indiegame #indie #indiegamedev #ursamajor #ursaminor #arcade #arcade cabinet #fuse #bradleyuniversity #interactivemedia #gameart #art
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telecomupdate · 7 years
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Smaato Expands Executive Team, Naming Accomplished Digital Marketing Pioneer Arndt Groth President
HAMBURG, Germany and SAN FRANCISCO, Sept. 12, 2017 /PRNewswire/ -- Smaato today announced that former PubliGroupe CEO and Ex-BVDW President Arndt Groth will join Smaato as President, effective September 12, 2017. Reporting to Ragnar Kruse, CEO of Smaato, Mr. Groth assumes responsibility for overseeing Smaato's commercial business functions.
Arndt Groth joins Smaato as the company enters its next high-growth phase, as it evolves and rapidly expands, following its acquisition late last year, towards being an end-to-end mobile advertising and monetization platform for the world's largest advertisers and most popular apps and mobile websites alike. While Smaato already reaches approximately 50% of the world's smartphone users and delivers more than 19 billion ad impressions per month globally, its partnership with Chinese acquirer Spearhead Marketing Communications Group in December 2016 was a game changer, ideally positioning Smaato for further expansion in the world's second largest and rapidly ascending mobile advertising spending marketplace China, and for further enlarging Smaato's portfolio.
While Mr. Groth will play a key role in building Smaato's business in all the world's top mobile advertising markets, the expansion of the executive team will allow Smaato to focus even more attention on China and expanding Smaato's capabilities. Although the US will remain Smaato's largest market for the foreseeable future, Smaato is already realizing significant success in China. In the first eight months of 2017, China surpassed the US on the Smaato platform in yielding the highest mobile ad space values (eCPMs) in the world for app developers and mobile website publishers, as global advertisers seek out China's sophisticated, high-spending smartphone-centric consumers. Mr. Groth's arrival will further accelerate Smaato's growth.
"Arndt Groth is a strong addition to Smaato's executive team and an excellent match," said Smaato CEO and Co-Founder Ragnar Kruse. "Arndt is one of digital marketing's pioneers with a proven track record of leading highly successful global companies -- from tech startups to large publicly traded companies. Leveraging his breadth and depth of experience, Arndt will play a critical role in Smaato's next evolutionary stage."
Mr. Groth was most recently the CEO of PubliGroupe AG in Lausanne, Switzerland, which was acquired by Swisscom AG. His previous roles include International Vice President, Northern Europe, for DoubleClick (Google) and CEO of InteractiveMedia CCSP AG, a subsidiary of T-Online International AG, one of Europe's largest online marketers, and European President Europe of Adconion Media Group. For 10 years, Mr. Groth was also President of the BVDW (Bundesverband Digitale Wirtschaft e.V.), Germany's leading digital marketing association and "Co-Founder" of dmexco.
"I am excited to join this fast-growing, dynamic company," said Groth. "I have known Ragnar for many years and have closely followed the impressive transformation of Smaato since its inception. Mobile marketing is the media channel of the future, and China is already the largest economy globally based on purchasing power. With our Chinese partner Spearhead, Smaato is ideally and uniquely positioned to expand quickly in the fast-growing mobile media market in Asia, and particularly in China."
About Smaato
Smaato is the leading global real-time mobile advertising platform, connecting 10,000+ advertisers – including 91 of the Top 100 Ad Age brands -- with over 90,000 app developers and mobile web publishers. Smaato manages up to 19 billion mobile ad impressions daily and reaches over 1 billion unique mobile users monthly. Founded in 2005 by mobile pioneers Ragnar Kruse and Petra Vorsteher, Smaato has global headquarters in San Francisco, California, with additional offices in Hamburg, Germany, New York and Singapore. Learn more at www.smaato.com.
Read this news on PR Newswire Asia website: Smaato Expands Executive Team, Naming Accomplished Digital Marketing Pioneer Arndt Groth President
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tikabells · 2 years
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Interactive Trumps and Ladders
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Trumps and Ladders creates a playful and fun experience for players. I wanted to create a game that allows users to engage in chance and the unexpected in a group setting. The game is designed to be played with multiple users, enhancing its competitive and playful aspect. I explored the notion of expected movements by creating a familiar set up of snakes and ladders audiences are subconsciously know how to interact with the game without invitation. The game connects with a participants pre-existing skillsets and invites them to interact without any hesitation. This allowed multiple people to play the game creating a social affordance for users. While the design of my game followed the rules of classical snakes and ladders I created a few additional exciting elements.
Sensors were placed through out the board- if a user landed on the sensor they were prompted with an interaction e.g. move forward 2 steps, move back 4 steps, go back to the start etc.. I enhanced the unexpected quality of the game by making the code generate randomised responses so that if another user landed on the same number they would receive a different instruction. I believe this eliminated the predictability of the work and made the user experience more interesting. If the participant rolled a 7, the entire board would change. The trumps and ladders would move to a new location on the board. All participants could be forced to move to a new tile.
The design of my game influenced how audiences interacted with it- participants laughed and had a more enjoyable experience playing the game. They were excited to move along the board and have a closer look at the trump and politician illustrations. Game Sensors that are placed around the board created physical sensors as I believe that it adds an affordance of tangibility that technology or a button cannot give. I believe that the materially of the work is important as it engages and excites the viewer. The user’s ability to physically touch the sensors and play in a group environment allows them to connect to the experience in a way that is unachievable on a computer screen or projection.
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'Trumps and Ladders', Processing, Bare Conductive touch board, Cardboard, Graphic Design and Illustration (photoshop, illustrator), Inflatable dice, 2017
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tikabells · 2 years
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Delight : Tramp(oline)
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In collaboration with Anita Forrester, Mahoney Hore-Gibson and Jeni Rohwer
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Through our installation Trampoline we aimed to transform electronic media from a static entity to a dynamic and responsive component of an environment. We decided to do this by creating an interactive trampoline that transforms the participant’s perception of space. The height and frequency of their jumps will directly influence the visuals that are projected around them. We wanted to make an experience for viewers that was not only fun but also disorientating and challenged their feeling of space. The visuals we made created an optical illusion in the space as we had the visuals in a rectangle and the triangles the users jumps created moved outside this space. This created the illusion of depth within the constricted space. The visuals we decided challenge the viewer's perception of the space around them and further enhances their experience. It will takes the ordinary shape around them and transforms it into an illusion of space.
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'Trampoline' Processing, White Sheet, 4 short throw projectors, Mac, 2017
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