[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.

Device of the Week [Sensory]: The BrainPort Vision Device

A B O U T

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.

A D V A N T A G E S
  • Able to aid the visually impaired into “seeing” or sensing their surroundings
  • Enable the visually impaired to be more independent in life
  • The device can be used for not just the visually impaired, but people with other conditions as well, such as quadriplegia.
  • Users can operate it independently with a handheld controller
  • It uses a rechargeable battery
D I S A D V A N T A G E S
  • The usage of tastebuds in the tongue it is slightly inconvenient especially during mealtimes when the device needs to be removed.
  • Debates have said that this device doesn’t really let the user see objects, but instead only perceiving them in their brain
  • This technology cannot be adapted to work on senses the brain does not already have.
  • The BrainPort requires daily usage in order for the brain to register this sensation and better identify the body’s surroundings using this method.
  • The cost of the device is $10,000 so it cannot be afforded by many
  • A minor side effect will be the metallic taste from the electro tactile array
References

BrainPort Vision Device

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

Device of the Week [IoT]: Kuri Mobile Robot

A B O U T

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

A D V A N T A G E S
  • Provides real-time monitoring of household through a built-in camera and application
  • Able to navigate around a household and identify each specific room
  • Using mapping sensors, it is able to navigate smoothly and avoid obstacles
  • Face recognition allows Kuri to recognise the people of the household. It also can identify animals.
  • Kuri can provide auditory entertainment through speakers
  • Small motors allow Kuri to show certain emotions and feedback to certain remarks
  • Voice sensors and rotary motors allow Kuri to turn towards the direction of the person calling it
  • VERY CUTE STRUCTURE!!! (looks like a baby penguin)
D I S A D V A N T A G E S
  • Unable to navigate up and down stairs
  • May not be as practical as it only provides monitoring and audio functions

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 🙁

 

References

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/

 

SKETCH: The Calm-pen

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:

 

Reflection: New Media: A Critical Introduction, New York, NY: Routledge, 2009, Lister, Martin, Jon Dovey, Seth Giddings, Iain Grant and Kieran Kelly, eds.

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 concept and development

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
  • The easter eggs will give the player a bigger payoff
  • The drive towards development, and building more in Jurong, has its drawbacks. But taking time to view the overall scene can better benefit society.
  • Creating hyperlinks may break the immersion of the players, so how can we integrate the archival/ interesting info within the game itself? We can make the facts within each popup short and simple so the player does not need to divert to other websites.
  • Try alternatives of portals/ alternatives to parallel 
  • Scrolling backwards/ letting the character navigate upside down
  • What is the function of the chatterbox in relation to the game? Creating a visual summary of the interactions the player makes in the game 
  • What is the takeaway that we are giving to the viewer? Probably interesting facts about the nature and industrial aspects of jurong that is summarised in pictorial form

Aspects to consider

  1. What kind of info do we want to give the players?
  2. How long is each round?
  3. How many options do we have per round?
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.

History of Design Lecture 3 Reflection – The art of Futurism

A B O U T
  • An Italian art movement of the early twentieth century that aimed to capture in art the dynamism and energy of the modern world.
  • Created by the Italian poet and author Filippo Tommaso Marinetti in 1909 through Futurist Manifesto.
  • Fusion of the cubist painting and the futurist poetry
  • Futurists were well versed and practiced in nearly every field of art, including painting, ceramics, sculpture, graphic design, interior design, theatre, film, literature, music and architecture.
F U T U R I S T  M A N I F E S T O
    • A poem written by Marinetti, and it first appeared as a preface to a volume of his poems (written in 1908)
    • Marinetti and his fellow futurists were tired of Italy’s reliance on its classical heritage and disdainful of the present, and thus wanted to create a new aesthetic based on industry, war and the machine.
    • They wanted to burn museums and libraries, as they contained traces of the old traditions of Italy.
    • They also demanded purification by war – which influenced fascism and chauvinism
A R T  S T Y L E S  I N  F U T U R I S M
Paintings

  • Used elements of neo-impressionism (post-impressionist works) and cubism to create compositions that expressed the idea of the dynamism, the energy and the movement, of modern life.
  • Used divisionism: breaking light and colour down into a series of dots or geometric forms.
  • Also incorporates  high contrast and intersecting lines to show movement
Typography

  • Words in Freedom: destroyed syntax, used verbs in the infinitive, abolished adjectives and adverbs, suppressed punctuation, and employed mathematical and musical symbols.
  • Marinetti exhorted writers to “destroy the ‘i’ in literature: that is, all psychology,” to give up on being understood by the reader, and to abandon aesthetic concerns by creating the “ugly” in literature.
  • His prescription for Futurist writing was not only phonetic but also visual. He wanted to take advantage of the “typographical revolution” to use new fonts and arrangements of words.
  • use of different sizes, weights, and styles of type allowed them to weld painting and poetry, because the intrinsic beauty of letterforms, manipulated creatively, transformed the printed page into a work of visual art.
  • used intersecting lines within words as well to create directional lines that lead the eye from line to word
A D A P T A T I O N S  I N  F U T U R I S M

  • The use of Futurism has adapted into book covers and posters
  • Adapted the use of futurist mindsets of skyscrapers and neon interface