Documentation for coding process - Sylvia, Amanda & Daryl
View PDF format of documentation here
Video Documentation
Official Documentation
BTS
N I G H T – T H I N K E R
Documentation for coding process - Sylvia, Amanda & Daryl
View PDF format of documentation here
Video Documentation
Official Documentation
BTS
The BrainPort Vision Device aids the visually impaired to perceive their surroundings by enhancing their tastebuds. Consisting of a frame camera and an electro tactile array, the user is able to interpret their environment by feeling the stimuli on the surface of their tongue. More specifically, the pictures captured on the camera that is mounted on framed glasses are converted to a pattern of electronic impulses and then sent to the electro tactile array which is attached to the user’s tongue. The impulses are then sent to the different sensory centers of the brain for interpretation.
It may seem strange at first, but the visually impaired who have tried this device were able to make out shapes and people after a while of practice. This marks a monumental peak in technology, especially in the sensory aspect.
https://science.howstuffworks.com/brainport3.htm
https://www.researchgate.net/figure/The-BrainPort-Vision-Device-is-a-sensory-substitution-system-that-down-samples-video-from_fig1_262609186
The Kuri Mobile Robot is a home robot that is designed for entertainment in the household. Unlike robots that focus on house cleanliness, and connectivity with the different devices in your home, Kuri is like a smart pet that can provide real-time emotional feedback to the voice and provide audio entertainment. It is similar to a monitor camera as live feedback can be activated by the user of the application to see what is going on in the household and it also sends notifications to the application user if there is unusual activity in certain areas of the home. Customized messages and missions can be told to Kuri through the application, such as “check if Suzy has returned home” or “make sure the cat is not on the kitchen table”, and Kuri would know how to navigate to the specific room or area to check. (idk about you but I would really want this in my home)
Internet of Things is displayed through the interaction between the functions of Kuri and how it can be activated through an application from a user that is not in the same space as Kuri. This robot is pretty suitable for households with children or pets.
An overview of the functions of Kuri
Interview with the creator company of Kuri, Mayfield Robotics, about the tech behind Kuri
Unfortunately, the Kuri robot has cancelled its production and Mayfield Robotics has closed down. Hopefully in the future a new company could create a similar robot with more functions 🙁
https://www.theverge.com/circuitbreaker/2018/8/21/17765330/mayfield-robotics-kuri-robot-shutting-down
softwaretestinghelp.com/iot-devices/
https://robots.ieee.org/robots/kuri/
Link to PDF here
My initial thought of home was a place of trust as I lived in a small space with my mother, and our actions are completely open, to the point where our private and emotional spaces are merged with each other. Thus, the space I call ‘home’ is a place where I forget all my worries and am able to be truly me. In a world where we show many sides and different personalities, a home space is where there is no judgement and one can truly express how they truly are. Of course, it differs from person to person, as their definition of the physical space of what they call home are different. Some consider their room space a home, where no one is watching them and this space is considered theirs. In my case, not only does the physical space around me defines the whole concept of ‘home’, but also the fact that I share a strong bond with my only family – my mother – that makes this space such a trusting one.
I proceeded to expand on the concept of trust to the resultant feeling of familiarity and comfort. This then helped me to structure my sketch and concept of the Calm-pen.
When I thought of comfort it brought me back to the essence of our childhood and it was probably the time when I felt most comfortable, being oblivious to the harshness of reality and its problems. With the current problems our world is facing, all we want to do is stay in the comfort of a ‘home’ and be oblivious to everything else. Therefore, I would want to make a space for adults to feel that comforting feeling again.
I also explored the concept of a transitional object – an object that helps a child progress from one stage of life to the next. It is an object that evokes a sense of familiarity to family and childhood – thus i wanted to bring back that feeling of comfort and familiarity to us adults.
Therefore, the concept of the Calm-pen was created. Inspired by the concept of a children’s playpen, I wanted to create a comfortable space for adults to lay down and reminisce about their carefree childhood days, using items, smell and sounds to trigger these core memories. The space itself is inspired by the baby’s nursery in Spirited Away (Image of nursery below).
Nursery room from Spirited Away (Studio Ghibli)
The sketch of the space is as follows:
The space I currently imagine is a dome, with dim lighting and the space littered with pillows or soft toys. A scent spray will spray out lavender or baby powder smelling scents across the space, while speakers are attached at the top, playing maybe some lullaby or white noise. The current goal of my space is to transport my participants into a temporary world free from worries and to be comfortable with elements that evoke childhood memories.
I do want to further develop this concept to add in some other complex feelings, or show the vulnerability of some ‘homes’ as compared to others. Ultimately a ‘home’ is a place of both good and bad memories.
References:
For the social distancing project, I decided to make a ridiculously large hat with a radius of 1 meter (excluding the radius of the cap). This would literally enforce social distancing between different people.
Below are the sketches for the hat structure:
New Media: A Critical Introduction gives a very in-depth analysis of new media. I will be doing a reflection on Chapter 2 which introduces the notion of VR and how it has created a culture among its users.
Chapter 2 addressed the popularity of VR in the early 2000s but also gave some space to consider the future of virtual reality, especially when integrated with the art scene. They also considered opinions as to whether VR can be considered as a medium, and whether it is able to integrate into social and cultural situations. VR which is something that is initially meant for gaming and entertainment is now considered for being used for something more serious and relevant.
Stone mentioned that immersive or simulational VR will fuse with online forms at a future time to become a medium of a new and dramatic kind. Online forms with VR would definitely help with boosting the whole concept of the online application, as well as creating higher immersion within the user. However, there are its drawbacks, such as technological capacity, and whether the user would be able to embrace this technology.
There is also the fact that the physical components for the user to experience VR is pretty inconvenient to bring around, and thus gives VR some mobility limitations. But these limitations are balanced by the quality of the content that uses VR to deliver their message. The fact that VR itself makes the user have a kind of experience that raises questions about the nature of reality, perception, embodiment, representation and simulation, paired with the content that people are interested in (such as games, movies, etc), thus still making VR prominent in today’s technologically advanced society.
Progressing from the popularity of VR, developers are also trying to make VR a visual culture by experimenting with human-computer interface design. The researchers used the phrase ‘break the glass and go inside the machine’, VR has already fulfilled that by literally putting the user into the technology (through the physical components). However, I feel that only having a physical representation of breaking the barrier between human and computer is not enough to create the visual culture that the chapter mentioned. There is still the narrative stage that increases the interaction between the user and the database within the computer, and also the method of showing information on the computer, and how accessible this database is. VR definitely helps to amplify the immersive effects between human and computer, but I still feel that there are more layers that actually build this culture.
All in all, this chapter has given me a good insight into the debates and perspectives on VR, and that has let me better understand it as a whole.
Project Proposal
The subject of the proposal: Platform game about Jurong’s nature and industrial aspects
The space that your project will explore: Jurong Industrial Estate/ Shipyard and Jurong Lake Gardens/Chinese garden
The form that your project will take: A platform game of our character going through the timeline of Jurong, but the same time we will have an implementation of portals for players to explore more about each aspect that we will be focusing on (nature and industrial)
Project Concept
An interactive scrolling game that increases the players knowledge on the nature and industrial sides of Jurong
Consult notes from 16 Feb 2020
Aspects to consider
Moodboard / Colour scheme
Click here
Rough idea of graphics
Game layout progress
https://vimeo.com/user91827123/review/393638637/a098bd64af
So far the jumping action for the character has been created on a single platform.
A B O U T
F U T U R I S T M A N I F E S T O
A R T S T Y L E S I N F U T U R I S M
A D A P T A T I O N S I N F U T U R I S M
The act of engraving text and image onto materials for commonfolk to read has dated back to 750CE. The first engraved printing units were wood engravings, such were seen in the Chinese Diamond Sutra that was created in the year 868.
After these wooden engravings gained popularity, people started to make printing units out of metal plates using different types of metal – specifically copper and pewter. These metal plates were made able to print by a process in which an image in wax or bitumen was drawn on, or transferred to, the surface of the plate and nonimage areas removed by action of appropriate acids.
Photoengraving was only invented in 1813 by researcher Joseph Nicephore Niepce. He coated a pewter or copper plate with a photosensitive asphaltum and exposed the surface to bright sunlight through an etching of a portrait, which served as a positive image. Sunlight passing through the background of the etching hardened the asphaltum, while the protected areas, under the inked portion of the etching, were developed in oil of lavender and white petroleum to create an image in exposed metal. This image was then etched into the plate, and from the intaglio image, prints were made on a copperplate press.
Example of photoengraving on wood
In 1851, wet-collodion process for photography was introduced, and it provided a means for producing a photographic negative as the basic element in the preparation of engravings. This photographic process also provided a method of stripping the photographic image from the glass plate, permitting assembly of a number of images for plate making, and also making possible the geometric reversal of the image needed in letterpress plate making to produce a right-reading print on paper.
Soon after, the halftone process allowed people to produce shades of grey, in which the image is broken up into dots, and variations of gray tones are obtained by varying the size of the dots, thus controlling the amount of ink laid down in a given area.
The discovery of the halftone screen was primarily responsible for the development and growth of photoengraving; further growth was related to other developments in the printing and allied industries. The introduction in 1935 of the first practical colour film for amateur and professional use probably did more to accelerate printing developments than any single invention. By making bulky studio-type colour cameras obsolete and permitting the use of readily portable camera equipment for the production of colour images, on-the-spot colour photography became possible, greatly increasing the use of coloured illustrations.
At approximately the same time, the commercial production of coated paper and heat-drying printing inks for letterpress printing began. Many colour developments for films, printing processes, and materials followed.
Now in our current society, photoengraving is used for specialty printing, such as foil stamping, embossing on paper, wood and cork branding for the wine industry and chocolate coin engraving and molding plates. It is also used by designers to simulate various products for photography shoots and right reading plaques for casting in bronze.
R E F E R E N C E S
http://www.bauerengraving.com/
https://www.britannica.com/technology/photoengraving/Modern-photoengraving-techniques