Thursday, August 30, 2007
Wednesday, August 29, 2007
Interface
Monica Duncan
By Monica Duncan, Neil Fried, Aaron Miller and Aimee Rydarowski
Performance, 2005
Running Time: 45 minutes
Evidence is a 45-minute performance installation using multiple projections, live cameras and computer feedback (Max/MSP/Jitter) to explore the mechanics of memory in relationship to the creation of narrative form.
Monica Duncan is an interdisciplinary artist and educator investigating our world through live performance, print and video. Have a look at her work, www.monicaduncan.net
Tuesday, August 28, 2007
Aron Miller
Aaron Miller is an artist specializing in real-time, interactive, and generative art. His work merges intuitive and emotive actions with personalized hardware and software technology. He is interested in expanding the electronic interface by creating new audio/video instruments for performance, installation, and recorded work. He is co-founder of the Perpetual Art Machine, an online video art community and database as well as an internationally traveling installation. His recent exhibitions and performances include Art Basel Miami Beach, the Split Film Festival in Croatia, the Albright-Knox Art Gallery’s Beyond/In Western New York (Biennial Invitational), a tour of Poland and the Czech Republic with Gary Hill and others, and a multimedia performance titled Terminus for which he received the NYSCA Individual Artist Grant. He has also designed software for numerous artists, including Gary Hill, at venues such as the Coliseum in Rome, the Louvre Museum, and the Pompidou Center. Miller received his BA in Fine Arts from Alfred University and his MA in Media Study and Computer Music from the University at Buffalo. | Aron Miller - website |
Monday, August 27, 2007
Wii Loop Composer
Sunday, August 26, 2007
Remote sensing
I´m thinking if its better for my project to do remote sensing, or use some kind of a remote to move the wires around....
The Seven Deadly Meals
An interactive 3D Virtual Pop-Up Book.
I think this project is an rough example of what I want to make, I want to use the hands to interact with the story, the user is making the story by building up the wires around the houses.
Click here for Quicktime Video
Click here for more pictures
Wednesday, August 22, 2007
Concept for project 2
“Ersilia is a city of changing location, where in order to establish the relationships that sustain the city’s life, the inhabitants stretch strings from the corners of the houses, white or black or grey or black-and-white according to whether they mark a relationship of blood, trade, authority, or agency. When the strings become so numerous that one can no longer pass among them, the inhabitants leave; the houses are dismantled; only the strings and their supports remain. The inhabitants then rebuild Ersilia elsewhere, weaving a similar pattern of strings which they try to make more complex and at the same time more regular than the other. Then they abandon it and take themselves and their houses still farther away. Thus, when traveling in the territory of Ersilia, a visitor will come upon the ruins of the abandoned cities without the walls, which do not last; without the bones of the dead, which the wind rolls away: spiderwebs of intricate relationships seeking a form.”
I want to make a black interface were the viewers are building up white (transparent) strings and when there is a certain amount of them, they turn into spiderwebs. The interaction will be controlled by video sensing, the user can make the strings.
How could I make the user build up the strings?
Here is an idea of video sensor input source:
Monday, August 20, 2007
Friday, August 17, 2007
Why use narrative?
By making a conscious effort to integrate narrative into our work, we are better able to support creative learning, problem solving, and task completion by the people who use the things we build. At the very least, the experiences we create will be more engaging, both for the project team creating the experience and for the end users.
Seeing the narrative potential in interactive design is nothing new–it is well covered by a number of thinkers from Marshall McLuhan to Brenda Laurel to Mark Meadows. While academic ideas have tended to be realized in immersive user experiences (think gaming, edutainment, and pure design), there has been little exploration of narrative for mainstream (think commercial) interactions, the kind of projects we consultants spend most of our time designing.
Recently, we have started exploring using narrative as a model for the design and development in projects. The idea emerged when we noticed that the contemporary narrative model of rising/falling dramatic action leant itself well to the kinds of user experiences we were creating and helped us to convey those concepts to our clients and team members.
This text is taken from boxes and arrows - I think its a good explanation on narrative design.
Tuesday, August 14, 2007
Night-Sea Music
The motors run at slightly different speeds depending on the amount of slack between them and the music boxes to which they are attached, so there is no way to synchronize the content of music boxes. While the flavor of the melody is heard, the overall contour of its progress is diffuse and meandering. This diffusion is both temporal and spatial since individual notes or clusters of them are heard randomly from various points across the wall where the piece is mounted. The factors causing the different rates of playback - the amount of slack on the rubber cable and the angle of that cable on the wall - are clearly visible and intuitive. The rubber cables make a mark of their motion against the wall, thus emphasizing the piece's tactile presence and leaving a physical trace of the amount of its efforts.
This project is taken from Ed Osborn
Flying Machines
Flying Machines is a series of sounding mobiles that feature flowing curves, slow movements, and spinning fans suspended below delicately balanced speakers. They have a lifelike aura and emit deep, voice-like sounds that seem too low to come from these slender, flightless machines. A study in gentle motion and organic tones, over time the piece reveals complex and subtly shifting patterns of movement and sound.
This project is taken from Ed Osborn
Sunday, August 5, 2007
Project 2 Brief
PROJECT 2 - Digital Narrative (3.5 weeks)
Group Project or Individual Project (30%)
Are people compelled to interact with narrative content? The challenge of this project is to create a compelling experience for users to interact with a digital narrative. Elements of narrative can be seen as objects to be reconfigured and edited on the fly by users. User generated content has generally been seen as a way to allow consumer participation into main stream media through the use of traditional forms of content creation. New tools for expression, reconstruction, and customization open a new category of content creation to the next generation. This project will explore ideas related to offering tools for expression to users as well as open new paths of entry into digital media content creation. Create a digital narrative based on the user experience; assume they are simultaneously novice and expert. Video sensing, audio analysis, color tracking, gestural control and spatial recognition will be explored as input options for the projects.
Tools: Quartz Composer, Max/MSP/Jitter, Processing, Flash, MIDI, Serial, Computer vision, wiimote, AVID
Your student blog is a valuable asset for assessment. Track your progress with clear headings, research notes, images and movies where appropriate. The blog will be your track record for the project, be sure that it is detailed, easy to read, and reflects your progress. The blog is a large part of the assessment for projects in this paper. Think of it as a hand-in folder for your research and progress on each project.
Project 02 assessment based on:
20% Group (or individual) research and creativity expressed in completed project
80% Individual blog documentation and research
Wednesday, August 1, 2007
SIPER - final group brief!
We used a photo interrupter sensor to provide speed and direction data. It is combined with a small turbine, to detect the wind pressure from the user's breathing.
The reasoning for blowing input was, to let the user be able to give his energy into the work.
Environmental matrix
Content: Environment
Input Source :RSS
The wind driven installation is finished. We decided to use a black “grid box” and a copper wire to represent energy.
With regard to the Quartz Composer the final visual is designed to represent the turbine blades of a windmill. The mouse is interacting with the screen on the Y Axis by turning the blades of the windmill faster, the faster one interacts with the screen, which in turn is connected to the time-code of the movie. This visualization is designed to show viewers the strength of their personal wind energy, whilst concurrently illustrating the ease of wind energy generation in a wider aspect.