Wednesday, August 29, 2007

Interface














This is a rough sketch that I made of the interface, I thought of having a house or houses to begin with then the user wraps wires around the houses and they houses disappear and the wire changes into spider webs and it ends up being black and white.


Monica Duncan

Evidence

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.

View an excerpt from the performance

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


Wii Loop Composer, which will essentially be a system of making loop-based music using a Wii remote as the primary interface. Nothing groundbreaking, but definitely fun and cool.

Sunday, August 26, 2007

Remote sensing

In the broadest sense, remote sensing is the short or large-scale acquisition of information of an object or phenomenon, by the use of either recording or real-time sensing device(s) that is not in physical or intimate contact with the object (such as by way of aircraft, spacecraft, satellite, buoy, or ship). In practice, remote sensing is the stand-off collection through the use of a variety of devices for gathering information on a given object or area. Thus, Earth observation or weather satellite collection platforms, ocean and atmospheric observing weather buoy platforms, monitoring of a pregnancy via ultrasound, Magnetic Resonance Imaging (MRI), Positron Emission Tomography (PET), and space probes are all examples of remote sensing. In modern usage, the term generally refers to the use of imaging sensor technologies including but not limited to the use of instruments aboard aircraft and spacecraft, and is distinct from other imaging-related fields such as medical imaging.

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....
Image:Death-valley-sar.jpg

The Seven Deadly Meals

By Christopher Kairalla and Jury Hahn
An interactive 3D Virtual Pop-Up Book.
Picture 15Picture 32
"The Seven Deadly Meals" is an interactive story about sin, eating, and the American Dream. Each sin/meal is a unique scene, fully rendered as a pop-up book in real-time using openGL, with video tracking for user interactivity. Although the scene exists solely in a computer, every element is hand drawn.

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

“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.”

Italo Calvino, Le Citta Invisabili, Turin 1972.

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

In Night-Sea Music, many small music boxes are driven by slow electric motors attached to them via rubber cables which curl and release intermittently. The piece is titled after a John Barth story, Night-Sea Journey, which is narrated by a confused and not altogether enthusiastic single spermatozoa on its journey in search of...well, something (the narrator is not very clear on the concept). The twisting and spasmodic movements of the piece alludes to those tiny twitching travelers whose brief existence is a suicidal mission to carry information through a difficult environment. The music boxes all play the old folk tune "The Merry Widow," which serves as a wink and a nod towards the overwhelmingly futile energies expended by all those determined sperm.


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

Quicktime Video - 320x240 (4.8mb)

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

Quicktime Video - 320x240 (6.7mb)

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

Project due Monday, September 10.

Wednesday, August 1, 2007

tur: blow - final presentation

This is a link to our final presentation

Video of the final product

process of the webpage










FINAL PRODUCT






Photographs by Signy

SIPER - final group brief!

The “SIPER” group has re-purposed parts from a computer mouse with the addition of turbine blades to create a wind driven installation.
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.

The make of the product




Photographs by Signy