The Brainarium consists of a portable planetarium device that is being used as brain metaphor. The Brainarium is a new pedagogical and artistic tool, which can deliver and illustrate scientific knowledge, as well as a new framework for scientific exploration. In this paper, we introduce a new concept based on brain computer interface (BCI) technologies: the Brainarium. An increasing number of educators and artists have begun using electroencephalogram (EEG) to control multimedia and live artistic contents. Recent theoretical and technological advances in neuroimaging techniques now allow brain electrical activity to be recorded using affordable and user-friendly equipment for nonscientist end-users. These themes present an argument for designing 'enveloping experiences' for domes and identify domes as a unique immersive environment supporting drop-in play, converged multiplayer interactions around the pole, and blended physical-virtual play.
This raises new questions: " what kind of interactive experiences can domes support? " and " how can these experiences be designed for? " Through the design and evaluation of AstroSurf, a game designed for the DomeLab, this paper contributes three themes: co-location in the dome context, interacting with dome interfaces, and designing for exhibition. Without the technologic concerns of developing the domes themselves, research can shift focus towards designing games and novel experiences for them.
In particular, the Dome-Lab provides an interface for designers to work with popular game development technology, such as Unity. We also intend to further develop and provide some of these tools to the wider academic community.ĭome and display technology have evolved to the point that designing interactive dome experiences no longer requires expertise with dome technology. The working prototypes were considered successful by the students’ peers and by visitors, but were also successful in engaging the students with the interface possibilities and interaction issues of unconventional game design. The projects were: surround projection environments (using a spherical mirror and warping code) surround projection in custom-built surround spaces with thematically designed tangible interfaces arcade-style games and bodily aware-games (using indirect and subconscious biofeedback that changes the music, “boss” monsters, and shaders). By expanding and diffusing the “magic circle”, we believe we can more richly and thematically immerse the player, and more directly involve the audience. These projects aimed to challenge John Huizinga’s notion of a “magic circle”, the imaginary boundaries of the fantasy world that players of a game occupy. Four types of interactive environments explored ways to extend gaming beyond the limitations of the personal computer’s conventional desktop interface.