In order to demonstrate the potential of this system, in 2010, I devised a showcase called Daft Pong, which took the online application iDaft as a starting point, but developed it far beyond what’s currently possible in an online application.
Daft Pong uses motion capture to trace a special reflectively-coated ping pong ball during the course of a table tennis match and used its location information to trigger audio and visual feedback. Every time the ball bounces, for example, its location on the table is illuminated by a glow from a ceiling mounted projector and a sample from Daft Punk’s ‘Harder, Better, Faster, Stronger’ plays in sync with a background loop of Edwin Birdsong’s ‘Cola Bottle Baby’ (the original sample upon which the Daft Punk track is based). Each section of the table prompts a different sample, much like the online application.
Additionally, the bats are also tracked using optical markers and their positions alter the phase, volume and distortion of the music. Furthermore, upon exceeding a certain programmable speed, the movement of the bats themselves trigger additional cues.
The result is a fun, immersive, itnteractive digital gaming experience in which the digitally augmented elements provide real-time feedback to the players.
The MaxMSP patches I developed for this project are available to view here.