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18 harsh. Indirectly, there is an influence on player decisions, as the type of music that is being played, be it positive or negative, can affect the mood and state of mind that the player is in. This can affect the type of emotional response the player may have towards the narrative, which in turn effects the players’ gameplay choice of either collecting all of the positive or all of the negative tone-changers. Playtesting When I began the project, I considered a number of different ways that the players could interact with typography. Ultimately I wanted to mold Type Set into a game, the first playable prototype was on a keyboard utilizing a similar button layout to a platformer. The keys A and D allowed the player to scroll between words that players could manipulate with the up arrow and down arrow keys they could scale a word with the left and right arrow keys players could rotate a word. The sentence that players could manipulate was “Who the hell is calling me?” During the first play test, I discovered that at the start, players had a difficult time correlating the actions of the manipulation of words with intonation of voice. Once players where informed that the scale of words represented different tones of voice they became more engaged. Some players began to narrate out loud the sentence based on their manipulation of words. The second playtest the decision was made to port the project to the iPad mainly to see how affecting words through physical touch would influence the player’s manipulation. This play test utilized the same sentence as the previous playtest and a
Object Description
Title | Type Set : Exploring the effects of making kinetic typography interactive |
Author | Ponce, Daniel Anthony |
Author email | Chiwisdp@gmail.com; Danielap@USC.edu |
Degree | Master of Fine Arts |
Document type | Thesis |
Degree program | Interactive Media |
School | School of Cinematic Arts |
Date defended/completed | 2011-03-26 |
Date submitted | 2011 |
Restricted until | Unrestricted |
Date published | 2011-05-06 |
Advisor (committee chair) | Brinson, Peter |
Advisor (committee member) |
Gibson, Jeremy Anderson, Steven F. Neuse, Alex |
Abstract | Kinetic typography-text that is animated and given expressive qualities – allows for designers to express emotion and tone of voice better than traditional, print-based media. This is accomplished through a combination of typographic treatment and animation. One of the limitations of kinetic typography is that it does not involve user participation. With my project, an experimental iPad game Type Set, I wanted to explore the effects of adding interactivity to kinetic typography framed within a video game. In the game the player must manipulate words using basic tropes found in kinetic typography, such as scale and rotation, to affect the narrative of the game. By dissecting the nature of kinetic typography in this paper and through my projects, I will explore how interactivity can enhance and change the way kinetic typography is experienced. |
Keyword | typography; design; games; Gestures; iPad; interactive; kinetic typography; interactive typography; touch |
Language | English |
Part of collection | University of Southern California dissertations and theses |
Publisher (of the original version) | University of Southern California |
Place of publication (of the original version) | Los Angeles, California |
Publisher (of the digital version) | University of Southern California. Libraries |
Provenance | Electronically uploaded by the author |
Type | texts |
Legacy record ID | usctheses-m3922 |
Contributing entity | University of Southern California |
Rights | Ponce, Daniel Anthony |
Repository name | Libraries, University of Southern California |
Repository address | Los Angeles, California |
Repository email | cisadmin@lib.usc.edu |
Filename | etd-Ponce-4298 |
Archival file | uscthesesreloadpub_Volume44/etd-Ponce-4298.pdf |
Description
Title | Page 24 |
Contributing entity | University of Southern California |
Repository email | cisadmin@lib.usc.edu |
Full text | 18 harsh. Indirectly, there is an influence on player decisions, as the type of music that is being played, be it positive or negative, can affect the mood and state of mind that the player is in. This can affect the type of emotional response the player may have towards the narrative, which in turn effects the players’ gameplay choice of either collecting all of the positive or all of the negative tone-changers. Playtesting When I began the project, I considered a number of different ways that the players could interact with typography. Ultimately I wanted to mold Type Set into a game, the first playable prototype was on a keyboard utilizing a similar button layout to a platformer. The keys A and D allowed the player to scroll between words that players could manipulate with the up arrow and down arrow keys they could scale a word with the left and right arrow keys players could rotate a word. The sentence that players could manipulate was “Who the hell is calling me?” During the first play test, I discovered that at the start, players had a difficult time correlating the actions of the manipulation of words with intonation of voice. Once players where informed that the scale of words represented different tones of voice they became more engaged. Some players began to narrate out loud the sentence based on their manipulation of words. The second playtest the decision was made to port the project to the iPad mainly to see how affecting words through physical touch would influence the player’s manipulation. This play test utilized the same sentence as the previous playtest and a |