[Windbot] – Video and Image Documentation

WindBot

My windbot idea is creating a windchime bot, where a windchime is attached to a servo motor, and moved via ZigSim. I wanted to create a natural motion by human intervention (what was controlled by natural wind is now controlled by a mobile phone)

Here is the link to my video documentation: https://youtu.be/m4ifbRBw2l0

Image Documentation

 

[Sketches] – Type Bot, FollowMe Bot & Wind Bot

Typebot Ideas and Sketches

Idea 1 – Music type bot

Concept: To create a bot that plays the piano or some songs that are pre-programmed.

Idea 2 – Autoreply bot

Concept: Typebot that generates and types autoreplies to emails that you dont want to reply.

Follow Me Bot Ideas and Sketches

Idea 1 – The puppy bot

Concept: A bot that is consisted of a webcam strapped onto an electronic car. The car will produce different actions depending on the gestures giving by the user, which is identified by the webcam.

Idea 2 – The fishing bot

Concept: A bot that imitates the movement of the human arm. A webcam is placed beside it and it senses the movement of a player’s real arm, which is corresponded to the robot, which has the rod to catch fish from a fishing toy. This is to create the illusion of caching something without actually catching it physically.

Wind Bot Ideas and Sketches

Idea 1 – The slap bot

Concept: A bot that has a plastic hand attached to it, and uses natural wind data to behave. It can also be programmed manually using a webcam (flexible for changes)

Idea 2 – The clapper bot

Concept: A collection of hand clappers attached to servo motors. The clappers react to the natural wind data and produce a symphony of applause.

En Fleur – Final Project Documentation (Amanda, Mei Shan, Wei Lin)

Hi everyone 🙂 Here is the link to our full documentation for our final project!

https://documentcloud.adobe.com/link/review?uri=urn:aaid:scds:US:8baf4c4b-90cf-476a-93ea-b3ea83def882

Final Teaser Video

Final Peer test video (thank you Ashley)

Picture Documentation of our scene

FYP 2021/22 Pitch 1.0

Here is the link to my slides (PDF):

https://documentcloud.adobe.com/link/review?uri=urn:aaid:scds:US:d0ba08cb-b711-456f-ac6f-8375cbaa820b

Here are some links to my references and readings:
Being There: Understanding the Feeling of Presence in a Synthetic Environment and its Potential for Clinical Change

https://www.intechopen.com/books/virtual-reality-in-psychological-medical-and-pedagogical-applications/being-there-understanding-the-feeling-of-presence-in-a-synthetic-environment-and-its-potential-for-c

DAYDREAM V2 by Noemi Schipfer & Takami Nakamoto

https://www.wired.com/2013/12/a-trippy-installation-that-distorts-dimensions/

Daydreaming and the Stream of Thought by Jerome L. Singer

https://documentcloud.adobe.com/link/review?uri=urn:aaid:scds:US:9e7c0931-2b4f-4998-ac4b-213c8856d4b0

 

 

 

Thoughts – Project Management for Design Professionals

Here are some learning points acquired from this reading:

Although “the end” is the final destination, it must be defined at the beginning of the project – the project objectives must be identified and their implications understood at the outset. They define the roadmap that leads to the end.

Project objectives are such an important aspect of managing and developing a project, that we always take for granted. Many times we will be so engrossed in our project that we can get side-tracked and lose sight of our original objectives, especially when there are a lot of options for development and execution. Its always important to remind oneself to revisit these objectives at the pitstops of the project, to ensure that the project is still on track, both conceptually and physically.

Planning large projects is like eating a whale. The trick is to divide the project into manageable bites or pieces – called tasks – and then chew them in the correct order.

With objectives comes planning the execution. Interactive works do require quite a lot of planning and breaking down, especially since we always visualise the final work as a whole before analyzing the software and hardware required for it to work. The fish-bone diagram actually looks confusing, but the concept behind it is understandable. I do feel overwhelmed at times when thinking of the end product and the overwhelming amount of work that needs to be done to achieve that, thus hindering the priorities of what needs to be done first to kickstart the execution. Thus, breaking this “whale” down into its bite-sized pieces helps to ease the workflow into my system and create better efficiency.

What, When, Who and How Much?

This question was being asked in relation to how the project is going to be executed in a team. But I relate these questions more to the context of my project. So What is my project? When will it be held? Where will it be held? Who is viewing my work? and How Much is the cost? Budgeting cost and managing the finance side of a project is mentioned in chapter 2 of the reading, but the other questions are something that I have to think about in relation to the execution of my work. How can I better enhance user experience in my work (if I want any) and how can this be achieved with the current skillset/ software that I have with me?

These pointers definitely reminded me of the simpler but very important concepts that I need to remind myself when I embark on my FYP.

 

Time Passes – Passage Moist Beings

The work i have chosen to analyse is Passage Moist Beings by Yeyoon Avis Ann in the Time Passes exhibition. On the surface, Passage Moist Beings focuses on the appreciation of protecting snails and the artist’s actions of helping snails cross paths to prevent them from getting crushed by passerbys. The work consists of a setup of a rainy and wet pavement with dirt and branches, where the puddles were pre-made with silicone. Some of the puddles consisted of screens which showed the videos of the artist shifting the snails away from the path and onto plants. The whole setup was small and simple, and may look unassuming at first, but contains many concepts that tie in with the exhibition and even in daily life.

The artist only started doing this during the beginning of the pandemic, where people were under lockdown, and the only things open were food stalls and supermarkets. She would encounter many snails on her walk to get groceries, and then she started to pick them up and move them away. She would video her encounters and post them on social media. Her friends who saw the video then proceeded to do the same action as well. This was the closest she got to contact with another living being at that time, thus inspiring her to create this work.

This artwork does talk about the niceness of shifting and protecting snails from getting accidentally killed, but on a deeper note, she realises the concept of a small action becoming a lifelong commitment, or the impact of a small action that benefits others in the long run. She uses her care for the snails as an analogy of people caring for others that are not related to them, or just even extending out our personal boundaries of care to others. In a way it highlights that we humans aren’t the only beings that are occupying this world, but are surrounded by an ecosystem that depends on each other. The emergence of a pandemic and lack of human to human contact starts to highlight the prominence of other living beings that we have co-existed with in this world.

In that sense, how can we care for the same environment as other non-human beings? How can we extend our care to non-human beings that do not give us any gain?

Looking at the concept of home, small beings such as snails carry their entire being and house around, and being crushed and killed leaves nothing behind. This also showcases the state of a home for different people and how some people have more stable homes and some more deranged ones.

Some food for thought: How do we gear care towards people with different home settings?

About the artist

Yeyoon Avis Ann is a motion graphic designer and artist, who works prolifically across installations, sound, and video. Avis’ interests include artistic methodologies, computer thinking and modes of production. In her practice, Avis strives towards what she describes as “breeziness” – she simply works with whichever material that encapsulates these ideas best. She quotes: “I think of randomness as being breezy, and I enjoy those interconnections between seemingly unrelated things. What I find the most compelling is the way in which artists or theoretical writers act in order to draw these connections in their works.” – which can be seen through Passage Moist Beings.

Final Thoughts about the work

I think it was an interesting and unique idea to incorporate the concept of the plight of snails to relationships and care between human beings. It did come to me as a very random thought and something that i would never think of as an artist, but through this work, i realised that our universe is more interconnected than we ever thought it was.

Final thoughts about the exhibition

Overall the exhibition was pretty interesting and easy to grasp from the descriptions. The artists chose very interesting topics to correlate to the theme – Time Passes, and the medium of these works were unique as well.

Binaural 3D sound experience – Hunted

Listen to the sound here!

This project was done by me and Wei Lin. We were inspired by one of the scenes in Alice in Borderland, where the victims are put in a survival game of tag.

Our initial idea was to record the experience of a person accidentally drinking a potion and turning into a blueberry, then getting chased and eaten, but the range for the binaural earpiece doesn’t really identify the upper and lower areas, thus making our concept not so achievable.

For the new plot, we used the route in our hall to run and record, while getting pre-recorded audio for the gunshots and screams.