Storyboard drafts for additional scenes for our video. Some ideas to give our video more elements of a story.
RMH
Fai_Ryy
"I'm Dorothy Gale from Kansas"

oozey mess
Sweet Seals For You, Always
noise dept.
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let's talk about Bridgerton tea, my ask is open
Monterey Bay Aquarium
Cosmic Funnies

Love Begins
Aqua Utopia|海の底で記憶を紡ぐ

if i look back, i am lost

⁂

❣ Chile in a Photography ❣
Stranger Things
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Peter Solarz
TVSTRANGERTHINGS
Xuebing Du
seen from Brazil
seen from Lithuania
seen from Brazil
seen from Lithuania
seen from Jamaica

seen from United States
seen from United States
seen from United States
seen from United States
seen from United States
seen from United States
seen from United States
seen from United States
seen from United States

seen from United States
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@designbubble
Storyboard drafts for additional scenes for our video. Some ideas to give our video more elements of a story.
It's crunch time. We're filming our video, editing, fixing, changing, and thinking of new ideas for our upcoming presentation to the Brisbane Airport Corporation in 2 weeks.
I have a feeling this is how we'll feel after we finish presenting our project and ideas.
(Photo from Angela's camera)
Presenting my brainstorming sketches to come up with my design for our group's way to transition into the future dome.
Looking back on these pages, I'm happy to see that I was able to arrive at my design after an exhaustive brainstorming session of sketches and ideas experimentation. It's almost a step-by-step process pointing to the idea I proposed and which our group will use for our major project. Seeing this, it's wonderful seeing how it was almost like a step-by-step thinking process even though I wasn't fully conscious of it then. Amazing how ours minds work.
05 May 2013.
Our team went to Springbrook National Park in the Gold Coast to get some videos, photos, and a better feel of the environment setting we'll use in our major project.
It was a really fun trip that included waterfalls, huge, enormous trees, a sleeping owl, and the unique, relaxing atmosphere of a forest. Not to mention the awesome meal we had after our hike!
(Photos from Angela's [http://5aquara.tumblr.com/] camera)
Cool concepts for future technologies. This video ad reminds me of what our KIP 412 unit is all about. It's all about possibilities.
The green screen room in the Creative Industries building in QUT. It'll be exciting coming up with concepts for our video presentation of our group project. So many angles and ideas we could approach our concept with!
Here are my final individual posters oriented towards our group project.
The process of analysing the concepts and setting from a general view to a specific perspective was extremely helpful in coming up with our project ideas.
Poster 2 for KIP 412. Some interesting case studies of possible technologies we can use for our concept.
My first poster for my KIP 412 class. We'll continue looking back on these earlier posters as we refine our ideas and concepts for our major project.
Interesting multi-touch desk interface that perhaps could be used in the future by airport traffic controllers and personnel as well as passengers in the airport terminals.
Trip to the Brisbane International Airport
Our KIP 412 class went to the Brisbane International Airport yesterday and we were treated to a special behind-the-scenes look at the airport's operations.
It's was both exciting and daunting to observe just how complex the airport's operations really are. Each day is a complicated balancing act for the airport. From the rush of incoming passengers during peak hours to finding ways to increase the sales of its retailers, the Brisbane Airport Corporation definitely has their hands full every day.
We were able to observe first-hand the flow of operations the airport conducts for both departing and arriving passengers. At the same time, we were also able to see for ourselves real-time issues and problems passengers face whether arriving in the airport or flying out.
With this trip, we we were able to gain a better understanding of the context for our major project. Seeing the perspectives of both the passenger and the airport, it will be interesting to see what ideas we can come up with in the next few weeks to solve key issues that were shared with the class.
Media Analysis: Shadow of the Colossus (2005)
WORLD
A desolate, mystical land inhabited by nothing but the occasional birds, lizards, and sixteen colossi seemingly guarding against intruders of the land. The time and exact place is unclear although it seems to be either in the distant past or distant future where supernatural powers are fully in play.
PLAYERS
A single male wanderer tasked with killing each of the sixteen colossi in order to save his loved one from dying.
RULES
The player explores the vast land, searching for each colossus and killing them. Each colossus has a different weakness point. The player must figure out the weakness point of each colossus (each has a different one) and attack at that point. This includes climbing, holding on to, and exploring the enormous colossi themselves in order to find the weak spot.
IMPACT
Shadow of the Colossus (created by Team Ico) is an amazing, immersive game that immediately caught the eye and hearts of gamers around the world since its release. It featured many interesting and ingenious ways of connecting the player into the game that many games have aspired to but few have actually achieved.
First of all, the entire premise of the game was very simple. The game basically consisted of sixteen “boss battles”, one for each colossus. This was very different from most games that usually featured going through some levels and enemies before facing a “boss” that must be defeated to progress to the next level.
This concept provided a very special experience to gamers in two different ways: exploring the land to find the colossi and defeating the colossi. Finding each colossus made the player explore the vast land in the game’s world. The player had to go through desolate plains, swim through a lakes, and explore open grasslands with his trusty horse. This search was made special by the world’s beautiful design and atmosphere. While desolate and seemingly barren, the land was beautifully wide and open that gave the player a sense of freedom and abandonment that to this day remains unmatched in other games.
Meanwhile, defeating the different colossi was another unique experience, purely because of their size and scope. Each colossus was gigantic and the player literally had to climb up to most of them just to find their weak spot. This was not the first game to pit players against gigantic enemies, but this was probably the first one to feature all enemies to be this gigantic. The sheer size and scope of all colossi made this such a memorable experience for those who played the game.
So beautiful was the entire experience for gamers that this game (together with the studio’s other work “Ico”) is often considered the leading argument for games functioning as art. That in itself proves its amazing impact on the world of gaming and the players.
This game connected so deeply with gamers with its beautiful, immersive world, unique gameplay, and powerful story.
The story itself was so moving that dealt with love, hope, loss, and tragedy. And it did so amazingly despite using a fictional language! The studio deliberately used a fictional language for the characters in the game to further give the players a sense of wonderment and detachment from reality. But even with this fictional language, the game managed to tell a story better than most other games that used a real language. Such was the beauty of the game’s design and execution.
Whenever games as art are discussed, Shadow of the Colossus is always brought up as the leading example, and rightfully so.
Interesting way to interact with the world and other people.
Science advancing for better health and well-being.
These are always so tricky yet captivating at the same time.
Imagine -> Play -> Create