The hooks were made with a high-resolution 3D printer, employing a range of highly resistant materials and with characteristics that can be adapted to the relative application, for example to photosensitive or biodegradable materials made from isomalt, a sugar-like substance. The researchers at IIT studied the structure of these natural micro-hooks from both a morphological and biomechanical point of view in order to artificially reproduce their characteristics. These hooks allow it to anchor onto the surfaces of other plants as it grows, exploiting them for physical support. The climbing plant Galium aparine, commonly known as “catchweed”, has evolved a particular mechanism for parasitic anchoring that allows it to climb over other plants via micro-hooks on its leaves. The research has been funded with the support of the National Geographic Society, and as part of the European GrowBot project dedicated to the creation of new robots inspired by climbing plants and for which Mazzolai is coordinator. The project, published in the international journal Communications Materials, shows how the artificial micro-hooks can be applied to a series of devices that, when attached to plant leaves, act as a kind of temporary plaster, releasing beneficial substances into the plant’s vascular system, or as intelligent clips that wirelessly communicate information on the health status of crop plants. That Goldilocks sweet spot of difficulty that makes the player feel in control proves too elusive, but there’s melodious, mechanical enjoyment to be had here if you’re not fussed about story.The research group coordinated by Barbara Mazzolai at the IIT – Istituto Italiano di Tecnologia (Italian Institute of Technology) has created the first ever prototype of a soft, biodegradable and soluble Velcro inspired by the micro-hook structure of leaves on the “catchweed” plant (Galium aparine), for use in devices for the monitoring and safeguarding of the environment and in precision farming. ![]() Outside the musical sequencing, there are some infuriating blockers – especially when doing contrived things with contrived items for contrived reasons. Unfortunately, that appearance of story is only skin-deep, and the puzzles hang oddly on the bare frame of a plot. Growbot makes its most common puzzle part of the world, with its flower-based music mechanic, and the art makes everything look like there’s a story behind it. One challenge for the graphic adventure has always been how to meld puzzles, which are essentially abstract snippets of logic, with telling a story, which essentially needs to flow, without stopping to do sudokus ’round every corner. It’s uncomplicated but works smoothly, asking for something of a musical ear but not much else. Keys needed to progress at certain times can be made by building a note sequence that matches the “shield” that blocks your path. Nara collects new notes that can be played through an interface called the “flower arranger”. The musical puzzles, meanwhile, stir lovely memories of Loom, the innovative gem from Lucasfilm Games that did a lot to set up the two Monkey Island masterpieces. It’s sadly superficial, but it still has some wonder about it. The visual art and sound and music, though, are joyful and capture the imagination. The writing is often baldly functional, getting right to the point of what item is needed without faffing around with character and conversation. You then insert some “light pollen” into that holoprism and… we suppose Bob’s your uncle?īut if there’s a balance to be struck between puzzles, items, world-building, and story, Growbot knows where it’s putting the emphasis: a primary, music-based puzzle type and a world brought to life almost entirely by the game’s art. ![]() ![]() For instance, an early puzzle has you put some jam into a teleporter so that a “holoprism” is sent back out of it. This isn’t helped by the fact that many of Growbot’s puzzles involve bringing together made-up items, defined entirely by their interaction. ![]() In theory that’s fine, but in practice it contributes to the sense that you’re just clicking to turn the page of a story with the “turn page” button in a different location on each screen. Verbs are perhaps a relic of those old post- Zork hangover days now, and Growbot is another game where you just click away, and “do the thing with the thing” is the only verb you have.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |