Game Making Using Physical Computing and Object Hacking _2018. 7 ~ 8

The K-Arts Art Collider aims to expand the scope of game production and identify possibilities of alternative expression through the workshop <Game Making Using Physical Computing and Object Hacking>, in addition to the <Game Making Lab> that had been conducted in June.

How can we enjoy solving the problems around us by ourselves by using simple technology and object hacking?

The workshop <Game Making Using Physical Computing and Object Hacking> enables us to solve or express the problems around us through play and game production based on physical computing. In this workshop, participants expand the scope of existing games for a month through “Part 1. Physical Computing as Play,” “Part 2. Devices, Toys, Games,” and “Part 3. Hacking Game” and experience artistic play and creation.

Lecturer : Ju-seon Hwang

Hwang is a researcher, as well as a game maker, and presents lectures on digital media and production. His books on translation include Getting Started with Arduino, Getting Started with the Raspberry Pi, and Making Things Talk.


<Part 1> Physical Computing as Play

To create a device that reacts to the user, which parts should be connected and how should they be connected? Which codes should be written? By constructing the right circuits and writing the appropriate codes, we can operate the parts and express something. However, to create a device that reacts to the user (or player), we must connect the parts responsible for input and output and even consider the actions of the user. In this lecture, we control the input and output components using Arduino to understand the concept of reaction and interaction and link this activity to play.

<Part 2> Devices, Toys, Games

Various output components can be connected to Arduino. Among them, typically, sound and display components are the parts that enrich the expressiveness of Arduino. The extended expressions can have a significant impact on user experience. On the other hand, there are limitations to controlling the media using a microcontroller such as Arduino. Here, we extend expressiveness by connecting sound and display components to Arduino and make multimedia toys that can be implemented within the limited range of control.

<Part 3> Hacking Game

The use of many products is already decided on and limited before they are given to users. However, while disassembling and reassembling the products, we can learn many things, as well as making new suggestions. In this session, we disassemble and reassemble readymade products to change their uses and contexts and create new objects

<Part 4> Creation and Presentation

One of the biggest challenges faced by creators is to make decisions on what to create, how to create, and why one should create. However, sometimes, they are inspired by their own actions and outputs while randomly making something. In this session, we randomly make a type of play, toy, or game to start our own projects.