Author Collin Burger

Feelers is an interactive installation with game elements in which two participants control the environment with skin to skin contact.  Participants are attached to the installation and instructed to match colored lights and the frequency of two sine waves by varying the area and pressure of skin contact.  Spectators are treated to a voyeuristic display of the players’ actions that possesses the quality of a foreign ritual. Feelers invites participants and spectators to explore each other’s bodies and investigate the notions of personal space.

*Feelers is funded in part by the Frank-Ratchye Fund for Art at the Frontier.


Collin Burger: Feelers Final Proposal

I’m going to polish up my touching game Feelers so that it can be presented as an interactive installation for a specially designed space or as a more portable game.

Tentative Plan:

  • Nov. 4 – 10: Continue balancing the game aspects and finish adding features.
  • Nov. 11 – 17: Make a decision on the physical features and layout of the game space and acquire necessary equipment. Continue polishing the game.
  • Nov. 18 – 24: Finish polishing the game and start to piece together the physical implements of the project.
  • Nov. 25 – Dec. 1: Do a bit of work on the physical implementations of the game when not out of town for Thanksgiving.
  • Dec. 2 – Due Date: Finish the physical implementation and test.

Collin Burger: Voice and Face Game

The Competitive Lying Game

I proposed this game before in the big proposal blast. Basically, there are two players and each take turns reading from a prompt and must lie to their opponent in order to score points. Each player is treated to a screen that is similar to the one below and face each other so they cannot read their opponent’s prompt but can easily read the other person’s face to see if they can tell if they are lying. The screen could display a particular facial feature that would be segmented using FaceOSC so that the player could closely examine their opponents face while they potentially lie. Using OSCVoice, players could also be treated to voice waveforms and pitch information to try to figure out what their opponent’s “tell” is.  If a player thinks that they are lying then they would press a button and if correct, the opponent would lose points, otherwise if it is a false alarm then the player loses points. Each turn would be timed and points would be scored for not truthfully reading each prompt. The challenge for creating this game would be writing and generating compelling text.


Analog Game: Performance Anxiety



The Theme: Labor

The Device: Flex Sensor

Squeeze the flex sensor to show your bosses that you can keep up with the excessively demanding corporate work environment.  The on-screen chart tracks your productivity and provides an absolute measure of your insignificance.  Enjoy inspirational quotes as you work yourself towards a state of complete dissatisfaction and impotence.


Collin and Ziyun


One Button Game: Collector’s Item


The game is Collector’s Item. Your mouse is broken but that cannot stop you from adding to your collection.  Add the items to your shopping cart by launching your mouse at the “Add to Cart” button. You can send it forward by holding the mouse button and releasing it. The longer you hold, the stronger the thrust will be. Watch out, you might get your item but the packaging will get in your way.


Collin Burger