Page 33 |
Save page Remove page | Previous | 33 of 35 | Next |
|
small (250x250 max)
medium (500x500 max)
Large (1000x1000 max)
Extra Large
large ( > 500x500)
Full Resolution
All (PDF)
|
This page
All
|
27 Next a prototype was made for the iPad. One of the main advantages of having Type Set on the iPad is the gestural control allowed by the device’s multi-touch screen. Gestures allowed for the experience to be more visceral and physical, since the iPad almost gives the illusion that you can touch the text. The touch controls also allow the player to have a more personal connection with each word, which gives the player a sense of ownership as players became attached to the designs they made with words when solving puzzles. Figure 13 – Fourth Prototype. Next Steps The main focus in my production pipeline is the creation of content. For my project to be experienced as intended, I have to be able to create enough content to allow players to make meaningful decisions when it comes to solving the puzzles. It is when the player realizes his/her actions and the way he/she manipulates words have an effect on the narrative, that the player becomes truly engaged. The goal is to have a phone
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 33 |
Contributing entity | University of Southern California |
Repository email | cisadmin@lib.usc.edu |
Full text | 27 Next a prototype was made for the iPad. One of the main advantages of having Type Set on the iPad is the gestural control allowed by the device’s multi-touch screen. Gestures allowed for the experience to be more visceral and physical, since the iPad almost gives the illusion that you can touch the text. The touch controls also allow the player to have a more personal connection with each word, which gives the player a sense of ownership as players became attached to the designs they made with words when solving puzzles. Figure 13 – Fourth Prototype. Next Steps The main focus in my production pipeline is the creation of content. For my project to be experienced as intended, I have to be able to create enough content to allow players to make meaningful decisions when it comes to solving the puzzles. It is when the player realizes his/her actions and the way he/she manipulates words have an effect on the narrative, that the player becomes truly engaged. The goal is to have a phone |