things i have done:
- ordered my parts and received them (LEDs and sensors).
- rented the DVDs that will be the video sources my "futures" come from (I signed up for Green Cine, Netflix AND Blockbuster Total Access!).
- installed Windows and VVVV on my computer to see if I can use that to do the video mixing. haven't really gotten my hands too dirty w/ it. otherwise, I'll have to buy a copy of Max/MSP/Jitter. :(
things need to do:
- rebuild the projector
- get arduino working w/ the IMU 5 degrees of freedom sensor
- log videos
- edit videos
- program video output and interaction w/ sensor using VVVV (hopefully)
- order tent (waiting until i have a place to put it)
- sew panels and harness
yipes that is a lot to do in 5 weeks!!
Wednesday, October 31, 2007
Thursday, October 11, 2007
Joe McKay Art Review
Joe McKay @ vertextlist
Overall I thought that this show was more than I was expecting, because it had a variety of pieces using the cell phone and in ways that were fun and unexpected. It had the sort of feeling of a child making toys out of ordinary objects (not all of them, but that sort of sensibility with the cell phones NOT being used as cell phones or all post modern and being about dead cell phones).
Graveyard was oddly surprising to me, because I have never looked at a cell phone as a tiny plot of land. It was like a miniature, intimate scene with no bodies or graves but I imagined what would be there. Somehow the ones using the screen were more "cellphony" because that is what we always look at on a cell phone. My favorite pieces was (and the most fun) the cell phone keyboard, because who doesn't like playing with a noisemaker? I just really enjoyed the interaction and trying to figure out the mapping patterns. Finally, the most intriguing piece was Sunset Solitaire. It was compelling in a very subtle way because it was not apparent what it was or did initially, and it has a beautiful aesthetic that is simple yet sublime.
Perhaps I liked the show a bit more than the rest of the class because I too have fantasized about "what can you do w/ a cell phone?" There was a creativity exercise I remember doing in elementary school that involved giving us a simple every day object, like a safety pin. Our task was to make a list of all the things you could do with the object. I always kicked ass at that exercise, because I came up longest and most creative list. I almost feel like Joe looked at his pile of phones and let his muse make something out of what most people would consider garbage. ANYWAY, I too have all my old phones, plugs and accessories from ALL of the phones I have ever owned. It's a bit nostalgic like old pairs of glasses and retainers.
Sidenote: Cell phones are very personal and intimate device, so I definitely like his use of a ubiquitous and contextual technology. I can't wait until I upgrade to an iPhone or a slick looking Chocolate because I seriously hate my phone (never before, so this one might go in the trash). I always wondered if someone ever invented a cell phone that could vibrate as well as a top quality vibrator? Pleasure on the go...?
Overall I thought that this show was more than I was expecting, because it had a variety of pieces using the cell phone and in ways that were fun and unexpected. It had the sort of feeling of a child making toys out of ordinary objects (not all of them, but that sort of sensibility with the cell phones NOT being used as cell phones or all post modern and being about dead cell phones).
Graveyard was oddly surprising to me, because I have never looked at a cell phone as a tiny plot of land. It was like a miniature, intimate scene with no bodies or graves but I imagined what would be there. Somehow the ones using the screen were more "cellphony" because that is what we always look at on a cell phone. My favorite pieces was (and the most fun) the cell phone keyboard, because who doesn't like playing with a noisemaker? I just really enjoyed the interaction and trying to figure out the mapping patterns. Finally, the most intriguing piece was Sunset Solitaire. It was compelling in a very subtle way because it was not apparent what it was or did initially, and it has a beautiful aesthetic that is simple yet sublime.
Perhaps I liked the show a bit more than the rest of the class because I too have fantasized about "what can you do w/ a cell phone?" There was a creativity exercise I remember doing in elementary school that involved giving us a simple every day object, like a safety pin. Our task was to make a list of all the things you could do with the object. I always kicked ass at that exercise, because I came up longest and most creative list. I almost feel like Joe looked at his pile of phones and let his muse make something out of what most people would consider garbage. ANYWAY, I too have all my old phones, plugs and accessories from ALL of the phones I have ever owned. It's a bit nostalgic like old pairs of glasses and retainers.
Sidenote: Cell phones are very personal and intimate device, so I definitely like his use of a ubiquitous and contextual technology. I can't wait until I upgrade to an iPhone or a slick looking Chocolate because I seriously hate my phone (never before, so this one might go in the trash). I always wondered if someone ever invented a cell phone that could vibrate as well as a top quality vibrator? Pleasure on the go...?
Saturday, October 06, 2007
Project Proposal: “FutureVision”
Project Abstract:
Users enter a closed, screened space and can interact with a “future projector” to choose and see different global futures, by pointing the device left, right or center. Users will see a continuum of video clips and images from contemporary media and science-fiction films, specifically those that deal with projecting a vision of the future regardless of time or technology (e.g. Metropolis, Waterworld, Mad Max films, Blade Runner, Minority Report). The media content will focus on themes of man vs. nature, utopia vs. dystopia, and the imagined future environment. The concept is that we tend to form our own ideas of the REAL future based on science fiction stories, in this case science fiction films, and synthesize them with current political, cultural, technological and sociological developments. This project allows users to explore those ideas and gain a better understanding of their own behavior and thinking relative to the future of the planet.
Project Goals:
My artistic goals include developing a non-linear narrative using video, still imagery and animation in an interactive format, using the context of dealing with space and users exploring that space in a natural way. My professional and personal goals are to future develop my technical proficiency using physical computing in my work, while developing the conceptual ideas that necessitate the use of interactive media and technology, and learning to use it effectively. My ideas largely deal with mass media, ubiquitous technology, nature and environment, all in the context of human interaction and behavior.
It is my desire that the work is accessible to anyone and everyone who cares about the immediate and distant future. I feel that because there is a heightened awareness of global warming and other environmental issues, people are anxious about their future and children's futures. It is through this piece that I hope they can assuage their fears and more concretely understand their relationship between present actions, and future realities, and are able to visualize them more easily using pop culture references, news and documentary media.
How will you measure the success of your project:
I like to think of what I am creating not unlike Scrooge's journey in time with the aid of the Ghosts of Christmas Past, Present and Future. Having a“visions of the future” coupled with “reflections of the present and past” I hope will somehow jar viewers into thinking seriously about their own choices relating to the environment and their own well-being.
Background/Need:
I don't necessarily believe what I am making to be “out of the box” or revelatory in the use of technology other than the fact that the interactive projector conveys a certain degree of simplicity in its attempt to map its interactivity directly to real-life interaction. The direction of the piece is nearly pedantic in its attempt to inspire, influence and change the way people think about themselves and the choices they make. In terms of artists I look to John Maeda in his approach to “simple” systems design and interaction, and to graphic designers like Milton Glaser and Stefan Sagmeister for simplicity in messaging, concept and visual immediacy.
Project Timeline:
WEEKS 1-4: Device Development – improving internal and external components of the interactive projector.
WEEKS 5-7: Interface Development and Content Development– mapping the system to software, and testing the device with the system.
WEEK 8: Content Incorporation and Installation Construction
WEEK 9: Testing and Debugging
Resources List:
HARDWARE: 5 degrees sensor (gyrometer + accelerometer), digital LCD, super bright LED, lenses, cooling fan, wires, device casing, small on/off switch
SOFTWARE: Max/MSP/Jitter, VVVV
INSTALLATION COMPONENTS: 10x10 tent, fabric for the projection screens/walls, power cables, data cables, RCA cables
PEOPLE: Kenzan or Steve (some ID person) to assist with building external casing for the projector, assistance and guidance with programming the interactive components for video compositing and mixing
Users enter a closed, screened space and can interact with a “future projector” to choose and see different global futures, by pointing the device left, right or center. Users will see a continuum of video clips and images from contemporary media and science-fiction films, specifically those that deal with projecting a vision of the future regardless of time or technology (e.g. Metropolis, Waterworld, Mad Max films, Blade Runner, Minority Report). The media content will focus on themes of man vs. nature, utopia vs. dystopia, and the imagined future environment. The concept is that we tend to form our own ideas of the REAL future based on science fiction stories, in this case science fiction films, and synthesize them with current political, cultural, technological and sociological developments. This project allows users to explore those ideas and gain a better understanding of their own behavior and thinking relative to the future of the planet.
Project Goals:
My artistic goals include developing a non-linear narrative using video, still imagery and animation in an interactive format, using the context of dealing with space and users exploring that space in a natural way. My professional and personal goals are to future develop my technical proficiency using physical computing in my work, while developing the conceptual ideas that necessitate the use of interactive media and technology, and learning to use it effectively. My ideas largely deal with mass media, ubiquitous technology, nature and environment, all in the context of human interaction and behavior.
It is my desire that the work is accessible to anyone and everyone who cares about the immediate and distant future. I feel that because there is a heightened awareness of global warming and other environmental issues, people are anxious about their future and children's futures. It is through this piece that I hope they can assuage their fears and more concretely understand their relationship between present actions, and future realities, and are able to visualize them more easily using pop culture references, news and documentary media.
How will you measure the success of your project:
I like to think of what I am creating not unlike Scrooge's journey in time with the aid of the Ghosts of Christmas Past, Present and Future. Having a“visions of the future” coupled with “reflections of the present and past” I hope will somehow jar viewers into thinking seriously about their own choices relating to the environment and their own well-being.
Background/Need:
I don't necessarily believe what I am making to be “out of the box” or revelatory in the use of technology other than the fact that the interactive projector conveys a certain degree of simplicity in its attempt to map its interactivity directly to real-life interaction. The direction of the piece is nearly pedantic in its attempt to inspire, influence and change the way people think about themselves and the choices they make. In terms of artists I look to John Maeda in his approach to “simple” systems design and interaction, and to graphic designers like Milton Glaser and Stefan Sagmeister for simplicity in messaging, concept and visual immediacy.
Project Timeline:
WEEKS 1-4: Device Development – improving internal and external components of the interactive projector.
WEEKS 5-7: Interface Development and Content Development– mapping the system to software, and testing the device with the system.
WEEK 8: Content Incorporation and Installation Construction
WEEK 9: Testing and Debugging
Resources List:
HARDWARE: 5 degrees sensor (gyrometer + accelerometer), digital LCD, super bright LED, lenses, cooling fan, wires, device casing, small on/off switch
SOFTWARE: Max/MSP/Jitter, VVVV
INSTALLATION COMPONENTS: 10x10 tent, fabric for the projection screens/walls, power cables, data cables, RCA cables
PEOPLE: Kenzan or Steve (some ID person) to assist with building external casing for the projector, assistance and guidance with programming the interactive components for video compositing and mixing
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