A 2D game interface where the user blows on the screen

In Sylph, the user blows on the screen and from two microphones the system detects the strength and location of the sound (location is restricted to the line in between the two mics). For those who have played "Feel the Magic XY/XX" for Nintendo DS, it's basically an extension of their boat or candle game interface to include position in 1D.

the way the sound position and strength is found

This experiment is important because it explores a new way to interact with a game. Previously, Feel the Magic XY/XX featured a mini-game in which the player blew into DS microphone to push a boat along a single direction. The resulting game was fresh and original, but very short and limited.

Does adding the element of position improve the situation, allowing us to build more full-fledged games? What would those games be? What are the design constraints that are still imposed?

The design challenge is we don't want the user to faint :). The games are designed to take that into account.

Setup

The setup cost me about 70$ to build (10$ for each mic, 45$ for the pre-amp, 5$ for cables).


Here are some games I made for the interface:

Game 1: Sakura Wind God vs. Demons

Defend the planet from a horde of demons by blowing holy wind particles.

Movie (XVID 6.6mb)
Sylph Sakura Wind Movie
Sylph Sakura Wind Image Sylph Sakura Wind Image Sylph Sakura Wind Image Sylph Sakura Wind Image

Website copyright (c) 2004-2007 Marc ten Bosch, all rights reserved.
Some project and game content copyright (c) 2005 DigiPen (USA) Corporation, all rights reserved.