Max Assignment 5: Lozano-Hemmer’s Shadow Boxes + cv.jit.centroids Documentation

For the Lozano-Hemmer’s Shadow Boxes patch, I played around with the values to create different effects for the visual output. I combined a cv.jit.centroids patch with it to add sound effect to the overall patch. The following is the documentation for the combined patch. Enjoy! 😀

The cv.jit.centroids patch can be found here:

Max Assignment 4: Face Tracker Video Documentation (With Video Velocity)

For the face tracking patch, I learnt how to map the face of Will Smith on top of my face for visual output. I added the video velocity effect with cv.jit.HSflow to see how it will work out with the face tracking patch. It managed to create some beautiful  and interactive effects. The following is the documentation for the combined patch. Enjoy! 😀

The patch for the effect can be found here:

Max Assignment 3: Photo Booth Documentation

For the photo booth tutorial, I learned how to generate sounds of command to position my face for the webcam to take a screenshot. It was a complicated patch, and I had a hard time getting it to work. After getting the patch to work, I substituted the sounds with other sounds to create funny effects. I had fun making the patch and get it to work. The following is my documentations of my patch. Enjoy! 😀

Interactive 2: Documentation and Progress V


Bao Song Yu & Zhou Yang

For our final project, we decided to shift away from the idea of creating an interactive installation depicting the experience of walking in a cave in a dark room. We feel that the cave experience is cliche and does not add meaning to our project of using sound to create an experience.

Instead, we decided to experiment using sounds to create a narrative experience for users. For example, the sound of wind can means a storm is approaching, or it can mean a breeze from the sea. If another layer of sound is added to the context, it will become an entirely different meaning. We feel that it will be interesting to see how people react to different sounds and how they feel about it.

Therefore, we decided to experiment with different sounds to create a different context for the users. We will be blind folding the users experiencing our installation so that the impact of sound can be enhanced. The users will also be wearing headphones to prevent distraction from the surrounding sound. This allows them to experience only the sound and nothing else.

After looking around, we decided to use the space at the concrete wall in Adm for our installation. The uniform color wall will serve as an excellent background for our color tracking sensor of our Max patch. The open space will also invoke interests from passer-by when the users are interacting with the installation. We also tested out the volume needed to be input into the headphone to cancel out the surrounding sound. 

Interactive 2: Documentation and Progress IV

As our project required the use of color mediums and body movements to trigger audio outputs as a form of interaction for our planned interactive installation, we tested out some patches to look for various possibilities. 

Triggering of audio outputs by recognizing the position of the held object (Yellow object) on the screen. Different audio output is created when the object is at different position. 

We will be creating and exploring different audios suitable for our interactive installation since we solved the issue of triggering audio output. 

We feel that the audios we assembled should provide relevant information for the users to figure out the context of the space by themselves instead of informing them in the first place. We hope that this form of information output will invoke interest from the users and causes them to explore the space around them.

Narratives for Interaction: Documentation and Progress VIII


Goh Cher See | Nicholas Makoto | Zhou Yang

Project Occupation Game Art

We have completed the game scene to the point whereby the traitor will be faced with moral dilemma of interrogating people that he knows.  


We are still having problems with the gaming mechanics in terms of coding. For demonstration purpose, we are planning to use scripted scenes to explain our game flow if we are not able to resolve the issues before the final presentation.

At the same time we are also working on the narrative content of the game. We are trying to include first hand accounts by witnesses to give the game a more personal connection with its players. We will also be adding in bits of stories that led up to Sook Chin to give enough information for the players to have a clearer understanding of the event. 

Interactive 2: Documentation and Progress III

After much discussion and refinement, we have decided to create a cave experience through the use of audio in a dark room setting. A confined dark room is a perfect metaphor for a cave. Each participant will be given light sticks to placed on both his/her ankles. These light sources served as trackers for the cameras put in the room to trigger cave related sounds through the notion of walking around the space. We feel that it will be interesting to explore the interaction of people with a place when the element of sight is cut off from them. We are planning to have additional cameras set up to allow the people outside the installation space to view the interaction happening inside the space. This is to allow participation from the people outside the installation space. 

Referencing sounds:

Narratives for Interaction: Documentation and Progress VII


Goh Cher See | Nicholas Makoto | Zhou Yang

Project Occupation Game Art

Opening scene


Main game page

In game scene

Main game play scene