Sneaking Out – Narrative spaces [ATLR II EX2]

Mahnoor Shahid – 3162358

Siyue Yasmine Liang – 3165618

Jin Annie Zhang – 3161758

 

Narrative Spaces – Sneaking Out [ATLR II EX2]

Our narrative revolves around you quietly trying to sneak out of the house at night without waking up your parents. But your parents have secretly set up traps around the house that play loud alarm sounds when triggered. The setting of the installation is supposed to represent the entryway in a house. You have to try your best to stay quiet and avoid these alarms while exiting. If sounds are played you have to stop them by replacing other objects on sensors or using other methods. As the interaction starts, your pet dog wakes up and starts barking for food. Your first challenge is to give the dog food within 30 seconds before your parents wake up!

Interaction Steps

The installation has a challenging procedure that the player has to overcome.

  1. The first challenge is to stop the dog from barking by giving him food within 30 seconds (before the parents wake up).
  2. You have to grab the food bowl from the table and the place is on the mat to stop the barking.
  3. The food bowl is on a light sensor, so when the bowl is taken off the table, the light sensor triggers an alarm sound.
  4. Now, the player has to find another object and cover the light sensor with it to stop the alarm
  5. They can take a painting off the wall and place it on the sensor.
  6. As they move towards the door, there is a light beam from a flashlight that is shining on a light sensor, if the player crosses it, an alarm will trigger so they must walk over the light beam
  7. Near the door, there is a safe that the player has to open to get the car keys.
  8. The code has three numbers that are hidden around the room.
  9. The player has strategically walk around the room and search for them without triggering the light beam alarm.
  10. The number can be found behind the painting, on the dog bowl, and near the table lamp.
  11. Once the code is found and correctly entered, the safe is unlocked and the player can grab the keys and sneak out!

 

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Max Patches

Dog bowl switch and light sensor alarm trigger

This max patch had one digital switch and one analog light sensor.

The dog barking starts at the beginning of the game. When the dog bowl is placed on the mat, the digital switch closes, and the dog sound stops.

The dog bowl was on top of a light sensor. When the dog bowl is moved, an alarm sound triggers since the lamp is shining on it. The person has to replace the bowl with something else.

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Diagram

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Light Beam “Alarm System”

 

This match patch has one analog light sensor. By default, the flashlight is shining on the sensor which keeps the alarm sound off. When a person passes through the light beam,  the light sensor receives no light and plays the alarm sound. The person in the game has to make sure not to block the light beam to avoid alarms. 

 

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Diagram

 

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Atmosphere Sound

 

To give a night time atmosphere, we had a cricket chirping in the stereo sound.

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Keypad and servo motor lock

The player has to find the code numbers 5,9 and 4 and enter them in that specific order. When the correct order of the code typed into the keypad, the servo motor rotates 90 degrees, ending up in a horizontal position. This unblocks the hole and allows the person to open the box cover.

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Diagram

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Code for the lock system

53402093_550578475455012_2811071587179036672_n52898571_1510892335711456_2756912212785233920_n53080030_1649022798574699_3012932284132098048_n53039170_2038104896482007_7479415096188338176_n

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Props

  • lamp
  • dog bowl
  •  conductive fabric (digital switch)
  • dog mat
  • flashlight
  • 2 light sensors
  • painting
  • stickers

Audio Files

  • Dog barking (Barks for 30 seconds, then “Who’s there” dialogue starts).
  • Crickets
  • Alarm ringing
  • Buzzer sound when the code entered is incorrect.

 

 

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