WiiSpray 2nd edition* - Diplomarbeit – Bauhaus Universität Weimar

Martin Lihs – hardware, software, design, etc. ….

Prof. Dr. Jens Geelharr – Inhaltliche Betreuung & Prüfer
Prof. Ursula Damm - Inhaltliche Betreuung & Prüfer
Jan Sieber - Technische Betreuung

*WiiSpray 2nd edition is based on a totaly new hardware & software.

WiiSpray Projekt first version- Information Places SS07:

Martin Lihs - Idee | Entwicklung
Frank MathuseEntwicklung
Dr. Prof. Jens Geelhaar - Inhaltliche Betreuung
Wolf Landmann - Inhaltliche Betreuung
Jan Sieber - Technische Betreuung

WiiSpray – a technical experiment

During development in the Spring of 2007, Bauhaus University Media Department students Martin Lihs and Frank Matuse completed Prototype One, forming the groundwork for the WiiSpray.  Upon consideration, Martin Lihs chose to further investigate this project for his Master Thesis, developing an entirely new Prototype, known today as WiiSpray 2nd edition.  Complete with new ideas as to how the interface works, how the physical model appears, and a new 3 Dimensional interaction concept. The part of the software that allows Collaboration working is now in a betastatus.

However, the original idea of the project was founded much sooner.

While doing an internship in Lisbon, Martin Lihs met street and
graffiti artist „Target”. Lihs developed an interest in the medium
graffiti and the following questions arose:

“Is it possible to create a tool that allows one or more people to
interact creatively independent of space and time?

“Furthermore, is it possible to exchange thoughts and ideas through this?

“Can people who have only been observers take part in the creation process?”

These questions and the “Nintendo Wii” technology were the basis for
the resulting creative experiment.

What is the „WiiSpray“ project?

The foundational basis for the project goes well beyond replacing real graffiti as an art form.  Moreover, WiiSpray
is to be seen as an interface to give graffiti a new virtual level surpassing tactile boundaries of the tangible world.

Within the system, there is a symbiosis of digital and analog as well as overcoming restrictions of distance and time.  An advantage of the system proves to possess a user-friendly design simple enough for children to use.  The virtual canvas allows the user to decide what is saved and what is discarded, all the while keeping the surrounding area clean and free of what otherwise would be a messy form of media.

The actual hardware tool of the artist – the spraying can – remains constant in its shape and
function and is a catalyst for this software supporting innovative computer interaction.  The self-explanatory program requires no previous knowledge or reference of a user’s manual.  This software allows users to make the game all their own, offering a wide
range of colors, interchangable caps, along with the possibility to incorporate the user’s personal photos, graphics, and backgrounds into the setting.

The WiiSpray provides a framework of different possibilities yet without any specifications on how to use it. Every user decides for themselves what his or her creative expressions might be.

WiiSpray is independent of platforms and is based on »Adobe Flash«,
a »WiiiSpray server« how is based on the »WiiFlash server«, and standard »Wii« technology.

WiiSpray, a technical experiment with a lot of potential for expansion and application.

Martin Lihs 2009