Untitled (for now)


Dimitra Grovestine 3165616 | Kiana Romeo 3159835


screen-shot-2018-11-27-at-12-04-21-pmThe concept of the afterlife has always been a controversial and highly debated topic. Many cultures and individuals disagree on what happens after death. Some believe in reincarnation while others think the human soul leaves its shell and ascends into a higher place. Some even believe nothing happens at all. In our project we aim to encompass all these concepts in which one will go through many stages of life after death. First, they will walk into darkness, then a walkway will slowly light up once they advance a bit farther until they reach the end of the path where a beautiful display of clouds will appear signalling they have reached the end.



We were inspired by the idea of dying and “going into the light”; something grim and undesirable becoming something beautiful and inviting. But of course, no one wants to die in order to experience this. Our project aims to fabricate the concept of “Heaven” and the afterlife by recreating it in many ways. We want to give people a near death experience without them actually having to die, complete with visuals and sounds we believe would be present when in this scenario.


Concepts/ how it will work

In order to create this effect, we will be using proximity sensors to trigger img_3993events. The space will be dark or inactive when no person has entered the room/ space. Whispers will be heard around the room as the other “souls” acknowledge your presence. The first proximity sensor will be connected to one laptop and will trigger the LED strips. These strips will gradually light up as you walk lighting up a path representing you being welcomed into the afterlife. Upon reaching a certain point, the next proximity sensor, connected to a second device will be activated where the heavenly clouds will gradually appear and angels will sing marking the moment you reach your final destination. A concept we are taking from a previous experiment is the idea of using sensors to trigger different events. Although we did not create these sensors, we plan on formatting and designing a space that will make the sensors completely unnoticeable and use materials to make our space as aesthetically pleasing as possible.

Contextual articles and videos:




Progress Report: Shooting Gallery

Phantom Blasters (Working Title)

Maddie Fisher-Bernhut, Donato Liotino, Ola Soszynski

followermagicWe were inspired by the classic carnival and arcade games, namely shooting galleries. We also wanted to work with the gyroscope sensor and vibration motors. We really enjoy the aspects of friendly competition between two players, and wanted to create something that celebrates that. Playing off of that, we wanted to incorporate magic and technological themes to show the competitive aspect in a literal sense. Whether this will carry through is undecided currently. We truly want to make a game people enjoy playing. Furthermore, we wanted to work off of the typical shooting-gallery type games, shown below in the first two links.

Checking collision for the mouse and target
Checking collision for the mouse and target
Detecting mouse presses
Detecting mouse presses

Otherwise, we also wanted to incorporate vibration sensors, by having the targets be invisible, only tracked by the vibration, in a sonar-like way, in which it becomes more intense the closer the target is. By doing this, we will be working mostly with new things, while incorporating what we already know. In our case, we also want to work off some of what Maddie did in assignment one. By doing this, we can track the players’ crosshairs with a colour tracking camera. The coding ideas are a tad more simplified, so we can focus mostly on the new sensors and

assets in process

buzzers, allowing us to learn how they work. Other new aspects we are working with is loading gifs in p5.js, something Donato and Ola have n=both been unable to figure out thus far.

Research and context: