 Here to discuss you about three stuff. First, that big stuff here, the flip-paper, which was a project that I did with Jeremy Cortal, who unfortunately couldn't be here today. The second stuff, the most important, is actually the library we've been using to create this stuff. And the third stuff is the lessons we learned from using the flip-paper on the library. So what is at the center of everything is actually drawing. The point of this script was actually you have something you could draw on and you can play on to have a mix of both. So also, inspiration for that was mud. Mud is dirty, mud is a mess. You don't want that inside, you want that outside. When you're past 18 years old, you say no to mud, and you should not. You should not. You should say yes to that, because mud is reality, and your computer would be virtuality, let's say. If you can, virtuality is making a lot of buzz lately, and it's pretty good. But for instance, if you want to create interaction in your virtual world, you need to define all the rules. If you didn't think of one rule, then it can be used by the user. But in reality, in the world of mud, you have already a lot of rules that have been already pre-made, like gravity. We won't test it out today, but it should be working. So you can already actually bet on a lot of stuff. You don't have to construct everything from scratch. You can actually work from something that is, well, for one, amazing, and that people know already. It's already an idea of making the best pen so that everybody would know how to use these tools in a specific way. But if you're based on reality, then it's obvious for everybody. So coming from reality, what we wanted to have as an interaction was drawings. It was really, actually, more than drawings. We will speak a lot about drawing, because it's more common to the mind, let's say, but it's just canvas and pigments. It's just colors. It's really just colors. But usually, when you apply colors, you think of drawing. You think of felt pen and stuff. So what we wanted to have is to have actually drawings as entry points for a gameplay. Well, maybe not even just a video game, but something to interact with, something that could be augmented. And by the way, if this is me, this is Jeremy. So you have an idea of who he is already. So we tried to think about, OK, how can you actually use a drawing to interact? What sense can it make? What we thought, actually, was to first use a video game. So it would be better, actually. It's easier. It's like, I need to read. I need to do something. The interaction is pretty clear. We thought about many stuff, and we ended with pinball. Pinball is fun. Pinball is pretty easy to start with, but very hard to master. And so we created this speed paper, which was a mix between a pinball machine and a draft table. So you have something nice to draw in, and something nice to play in already. You have little buttons of style. On the side, left and right, the launch, and all that. So it's something you can really interact with. Hop, and loops. Next one, yep. So the result is that, actually. You have the sculpture itself. Kids, older people, draw on it. You have a video projector that projects on top of the drawing. You have a web camera that analyzes actually the drawing itself, and then you have some little objects that are drawn on top of it to be able to play. So to get a better view of how it's working, here you see, for instance, a drawing that is already scanned. So hop, you have a scan for the video projector. Analyze this of the outcome. Oh, no, boom. So there is an issue here, but it's all right. It's all right. Because I'm not sure if it was made on purpose, but it's very nice, actually, that he did that. And ta-da, now it's working. So the easy thing is that you have, so of course, these two are added on the flyer. You have the drawing. You have the scanning, the analysis, that we'll see a bit later. And then you can just play. And you can add whatever you want. So for instance, this one was a late edition, pretty fun. When you have a little blue dot, you can have a flipper, and then you can just play it as the common ones on the back. So the fun part of it is both, actually, and of course, it's on paper. The point of it is that's not to use, I don't know, like a whiteboard, not to use a screen or something, but to have something real because of, well, second slide, the mud. Which later, while he was basing on reality, he was really, really useful and created amazing results really past what we expected. And yeah, you can help. Oh, it's done. Oh, it's done. Well, there we go. Yeah, sure. There you go. One, two, one, two. Yeah, well, OK. So anyway, next slide. So yeah, we start always with a blank sheet of paper. Those actually are pictures taken straight from the sculpture itself. So then you have people starting drawing bits by bits. And it's very interesting because it's not just the point of having one drawing and that's it. You're done. Although it's always a matter of you try a little bit and you check that now it's not working well actually. And then you make modification, as we saw already, actually, in the video. So the point is that you repeat. You draw, you scan, you play, you draw, you scan, you play, you draw, you scan, you play. And in the end, and we'll see that later too, there is some kind of loop between playing and drawing. And you're not even sure actually in the end if you're drawing, playing, or actually both are the same stuff. And this is really, really, really one of our aim actually, to really mix both. It's not like, OK, you're a drawer, so bam, you're going to do something, and you're a gamer. So after that, you will come and you will play the stuff. No, no, it's both at the same time. Which was pretty fun because some people actually had no idea about how to draw. And I said, ah, but I don't know how to draw. It's like, OK, just launch the ball. It will just fall. So you know that, since you've played already pinballer, you need to put stuff on the side. And bam, the person that didn't want to draw is already drawing. And of course, as soon as you start drawing, then it's just a matter of continuing, it's way easier. And the opponent is true. Somebody that is naturally into video games or even less pinball, but likes to draw, will start drawing and be very curious actually to see his drawing, his or her drawing come to life and what can be the gameplay that can be from it. So for that, we needed some inner tech. And I wish, I wish I could tell you, it was like super complex, super complicated that we use cutting-edge technology. Not at all, not at all. We use like, actually not so cheap, but good webcam. But at some point, we tried to get a pretty expensive one, which was very, very nice but harder to use. In the end, a webcam is way enough. Video projector and a mirror for projection too. So pretty easy actually. And the point of it is that it can be used by, well, anybody actually at home. So that was one of our aim in doing the library and in releasing it in the end. So that's what the cameras see after making some kind of geometrical correction on the picture in order to have one fair rectangle and not some trapezoidal shape. So this is what we see. Then we just do some very simple foreground, background to get what we really want from the picture. Then we do some supervised analysis of the drawing based on color. So basically, you can imagine that those little art, let's say, are predefined by us to know, okay, these are the colors we want. At first, we tried to have some kind of local and supervised separation of colors, which was very fun because you could use any color you want and hopefully the computer by itself would separate the colors. But it didn't make sense because, yeah, you have separation that's all right, but you don't really know what to apply on those colors as a set of rules. So in the end, it made way more sense for the designer of the game to choose himself, herself, the color, actually, and then to apply the rules on them. Here, for instance, we have, well, it doesn't really show here that this is supposed to be green, blue, red, and yellow. So we have already separation based on color. Here we have four. Sometimes in the past, we have three. We can use as many as we can have separation already on the graph, depending on what you want to do. Then we have already separation and you can already put meanings on the colors. For instance, in the first iteration, what we had was not even yellow yet. We had red that was the bumpers. We had blue that were the walls, that's it. And we had green which was for the acceleration. And it was already pretty fun. But then you can add a little more stuff with the contours, little contour analysis. And then based on the surface and on the perimeter of the shape, you can know if it's a big one, a small one, more like a circle, more like a disc, more like a straight line, something like that. And you can add some stuff on top of it. For instance, let's go back to the previous one now. Yep, yep, yep. Those were our shootables. You can kill them, actually. And they revive after a while. Those ones are bumpers and they stay. And you have, well, here you have acceleration but at some point you can either or more close to a disc, you have a warp zone. So it was really a matter of trying to get a gameplay language on top of the drawing. The colours of course and the shape. And later we're trying to have to add more and more and more, say, much more descriptions on the shapes and on the drawing itself in the library by bits. For instance, it would be very nice for all of those to display as one block. They would know that, okay, all are the same. So the library itself opened for drawers, for galore, for makers, all of the above. Meaning that, well, I'm already very happy to be here and presenting it to everybody here. If you're curious about choosing the library, we are very eager actually to speak with drawers, with programmers, with coders to either play or what you've done, but more especially to actually use it to create other projects. So please get in touch with it. And very quickly, because I don't have much time left. Good? Perfect. It's the lesson learned. So while it might not be very, very technical, let's say, for me it's the most important and most interesting part, actually. So I told you about the library, but it could have been used like, wow, a decade ago, something like that. But no, this is pretty amazing, actually. But the lesson learned are the most important. It's how to use well the library itself. First, we saw that you need to be close to the drawing. Like, the flip paper is very nice because you actually, you play and you draw and you don't have to move to switch from one another. And the time of switching from one another is paramount. Really is very, very important. Because if it's not, if it's too much, like at some point, anybody could have, I mean, had to move for two meters, which takes one second if you're slow. So it was very, very short and yet nobody would make back and forth between drawing and playing. Because the activation energy to actually go to drawing when you're playing and to switch was too high somehow. And it sounds stupid, but when you're doing something, you really want to have a flow and not every time to be cut and all that. So being closer to drawing was very, very important. And sometimes you have weird results. It's actually playable. The point was that you really had two kind of people, people that tried to get really opinionable and I know what is happening. I know this stuff. Let me draw like my dream pinball and all that, which was pretty fun. And sometimes you had just people going by cheating sale and drawing whatever path through their mind. And the fun part was that both were really fun. Really, really fun. You might want to stay more on the pinball one because, wow, you really want to get a better score. You might want to just experiment. A lot of those are really fun parts. But the best one in the end is when you mix both. As I told you, it's so much of playing and drawing and closing the loop together while in the end it should show the result. It's like having a fun free paper to play and having an amazing drawing that not just is nice when it's static when in lights when you play it. This is mine, I love it. This one is a fun one actually because the yellow lights when the ball goes on top of it. So it's just like, I don't know, it's like firework, a nice one. Anyway, I wanted to have it here. So yeah, and when you have a disclaimer I don't know how to draw. When you have people that know how to draw, come back please. Hello, perfect. So this is the kind of stuff you can have. And okay, this one is actually a bit hard to play but it's really nice when you see it light up pretty cool. So you can have a lot of kind of drawings. For instance, this one is really more like playing like a pinball. And the very fun part actually, when we are wondering about what we are, Jeremy and I, about this work, we are not game designer. What we are usually, pretty stupid but still, we are game designer designer. Meaning that we will design rules for game designers to use for players to then use again. Meaning that we will define that, for instance, the red will be bumper, the yellow will be acceleration, and all that. Your other game designer too actually, that will design his own level. So you have indeed this loop between player and game designer. And this creates an amazing result for me. Very, someone, I mean, one that is very, very fun, which is next. Meaning that when you, if you think about it actually, when you play a game, you always have an excuse, a motivation. It's like why are you playing against this game? Oh, I want to top my score. Okay. So what do you, why are you still playing at this hour of the night? Because I want to kill this boss before doing that or something like that. You always have a motivation. And usually, motivation or an excuse. And having fun is not on the top of the list usually. As if you need an excuse to have fun. And here, the fact is that since you're the player and the game designer, there is no real end objective. You can't win the game in the end. You could even get, trying to get a high score. But in the end, since you define where the points are, and usually when you have kids playing this stuff, they put points everywhere to almost breaking the system actually. So it doesn't really make sense anymore. So it's really a pretty, pretty fun exercise actually to almost then like to be a, well, god and the human, both at the same time. So this would be actually, lesson to be learned, rather than lesson learned, because we are not sure yet exactly what to make of it, to be honest. Anyway, so, and yes, back to the mud, the reality. This was sometimes the stuff that we were pretty surprised about. The kind of gameplay you could have. Meaning that at first, since we were just Jeremy and I, oops, and Jeremy. Okay, thank you. Since we were just working together, so one would be trying the free paper alone. He would draw, he would play, and that's all right. But we really start to exhibit the free paper. We had many, many, many people on the same free paper. And you had groups of friends, one playing, the other one just like bothering and drawing while the other one is playing. You scan and pock in real time, almost real time, at the ball with tail in piece, and you would continue actually the new drawn pinball. So it was really a big surprise, actually, to see people playing the stuff and drawing the stuff with, I mean, not alone, but with people alone. Then you have, yes, another fun stuff, is this idea of having the paper as a cartridge. And then again, back to the mud, because if we had used a whiteboard, or I don't know, a touchscreen, it would have been probably easier actually to do, but not as fun in the end. So here you can actually take, hop, another world cartridge, another game level, from any other people, and just play it, start again, and get inspiration. For instance here, we were at an exhibition about comics. So you had comics drawers that went on the free paper and made a lot of stuff. So it was really nice for other people to be able to actually play on some game designed by some of their favorite authors. And another fun stuff is that since it's paper, you can really cut it, pass it again, so it really finds cut, copy, and past. We have it, and we have it live, real. So it's really fun. You can, if you have an object in your pocket that is blue, yellow, red or green or something, you can put it on top of the free paper to recognize the color. So you have many, many, many ways that you need to interact, not just the one we expected at first. And to finish on that, the first two are yes. Look here, you see it. A few ones, but you might wonder what actually is the one on the top right, and if you can read from afar, sauce. It was indeed with, let me remember, Okonomiyaki sauce, I think, some kind of Japanese sauce, and it worked. A bit weird, but it worked. And you can imagine, actually, using for the three kinds of blueberry, maybe, and wasabi. So if you like eating paper, you can eat your drawing after that. So it can really open up to a lot of crazy interactions. And the fun part is that it's not crazy, meaning I need one year of work crazy. It's crazy, that's like, let's do it tonight, crazy. This is the real fun part of it. And the last, because it's a matter of doing with, but also a matter of doing on. It was an exhibition. The guy had exactly the perfect colors, actually, we are using at this point. And I said, man, you have to play your shirt. And here is it. So if you see me here, thanks. I took the pictures. Yes. So, so here you go. And all that, of course, it's mostly for fun, but I mean, it's really, you have a lot of stuff to explore with it. This is the point. It's, I never expected, I was not looking for someone to have the right t-shirt and say, ok, you come here and say, oh man, but we can do it. Let's do it. And I'm sure that's what we discovered in the past year or six months, something like that. I'm sure we discover a lot more. And I'm sure in the coming years there will be a lot more that we won't be able to discover because there is too much actually for both of us, Jeremy and I. So this is why we really won't slash need programmers, coders, people that want to prototype some games, some interaction, something that would be another game, something using the business world with it, I don't know, or a drawer, something like that to really show us how even further we can push this idea of interacting with big men's canvas. There you go.