David

Exhibit Design:

Controllers:

In both the PS3 controllers and the Wiimotes, there are accelerometers. These allow for "6 degrees of freedom". First, they sense linear movement along x, y & z axes. //They can sense the acceleration along these axes// Second, they can sense the change in direction of gravitational pull in x, y & z axes. (Roll, pitch, yaw). //They sense rotational movement//

http://en.wikipedia.org/wiki/Accelerometer#Motion_input

http://www.psu.com/forums/showthread.php?p=1370264

http://www.wiibrew.org/wiki/Wiimote

Animation:

http://cg.tutsplus.com/tutorials/blender/an-introduction-to-fluid-simulations-in-blender/

I'm thinking of using the liquid simulation for the different animations (specifically at around 14 minutes when he has the upward acceleration of the fluid hitting the ceiling). I think we could have multi-coloured fluid hitting our imaginary domain ceiling for the animation.



This is the one we want to use:

So here's the animation... it isn't exactly like I imagined, but that can be fixed in the program... i just really don't feel like spending a ridiculous amount of time changing it. I imagined the liquid to be a bit more viscous so the animation would happen slower, and then maybe the liquid would disappear after it hits the screen.

The different buttons on the controller could trigger different jets of colour, from different locations and of different speeds. The movement could change the hue of the colours, and the shape of the invisible shape that is at the top. It's hard to explain what I mean by that, so if you want just ask when you get a chance.