Memory Foam, 2019

Project Description

Memory Foam is a light and sound installation that aims to portray and explore the interstices of pain and memory through the simple interaction of human and mattress.

Concept

To understand this project, we must first explain the technology behind the inspiration for the installation, that is, memory foam mattresses.

Mattresses made from memory foam consist mainly of a material called polyurethane, making  it more viscous and dense compared to ordinary foam mattresses. Memory foam bubbles or cells in the material are open, creating a matrix through which air can pass through its interstices, making way for a body to be embedded into the mattress surface. The higher the density of the foam, the quicker it softens in reaction to heat (e.g from a person), capturing and creating a mould to the warm body within a small period of time. When the body releases, so does the foam, and is recovered to its original shape. For the few short seconds after the pressure is released, it forms an imprint that fades out. Here is a visual to illustrate that effect.

Animated GIF - Find & Share on GIPHY

This phenomenon is interesting to us because, just as quickly as the foam remembers the shape of the hand, just as quickly, it forgets it. In the same vein of thought, we experience pain in small or great amounts, and our brains are built to forget it quickly as a coping mechanism for survival. But do we really forget? When pressure is released from the mattress, its shape returns to normal. Seemingly unmarred on the surface, the wooden frame underneath collapses to accommodate the pressure. The greater the pressure, the greater the collapse.

Thus, we aimed to manifest this sense of unseen collapse through a light and sound installation.

Technical Description

Entering the space, the participant will observe a single bed frame with mattress mounted to one side of the wall and 32 filament lightbulbs on the other. If the participant chooses to touch the mattress, the lightbulbs will light up in response to the amount of surface area and pressure applied. In addition to this, a soundtrack will be triggered by an ultrasonic sensor positioned at the foot of the bed. The set up is illustrated below:

The circuit diagram for both ultrasonic sensor and switches:

Input / Pressure sensitive switch and ultrasonic sensor wired to Arduino and laptop with JBL flip 3

Output / Filament bulbs lighting up and triggering of ambient soundtrack

The royalty free track we used: https://youtu.be/Bkg08NvtvBU

It is intended for a single person to engage with the piece at one time but will work with multiple participants concurrently.

Some process pictures of us putting the structure together. It involved drilling, wiring, soldering and heavy manual labour – our fault for choosing to go analogue.

Prototype testing

The chaos behind the structure
Drilling in the bulbs
wiring each circuit
Sawing off the bed legs furiously
Setting sail

Programming

We used minim code in processing and arduino together with an ultrasonic distance sensor to trigger the soundtrack.

Testing distance with sour patch kids

Here is the code:

Arduino

// print distance to serial — hy_sr05
// Ty Seyoum
#define ECHOPIN 2 // Pin to receive echo pulse
#define TRIGPIN 3 // Pin to send trigger pulse
void setup(){
 Serial.begin(9600); //
 pinMode(ECHOPIN, INPUT);
 pinMode(TRIGPIN, OUTPUT);
}
void loop(){
 digitalWrite(TRIGPIN, LOW); // Set the trigger pin to low for 2uS
 delayMicroseconds(2);
 digitalWrite(TRIGPIN, HIGH); // Send a 10uS high to trigger ranging
 delayMicroseconds(10);
 digitalWrite(TRIGPIN, LOW); // Send pin low again
 int distance = pulseIn(ECHOPIN, HIGH); // Read in times pulse
 distance= distance/58; // Calculate distance from time of pulse
 
 if(distance<=50){
    Serial.println("T"); 
  }else{
    Serial.println("F"); 
    }
 
 delay(200); // Wait 50mS before next ranging
}
if(distance<=50){
Serial.println("T"); 
}else{
Serial.println("F"); 
}

// we set the distance at 50cm
so that when a person is standing
at the foot of the bed, they would
be detected and trigger the player.

Processing

import processing.serial.*;
import ddf.minim.*;

Minim minim;
AudioPlayer player;

int lf = 10; // Linefeed in ASCII
String myString = null;
Serial myPort; // The serial port
int sensorValue = 0;

void setup() {
// List all the available serial ports
printArray(Serial.list());
// Open the port you are using at the rate you want:
myPort = new Serial(this, Serial.list()[7], 9600);
myPort.clear();
// Throw out the first reading, in case we started reading 
// in the middle of a string from the sender.
myString = myPort.readStringUntil(lf);
myString = null;
// we pass this to Minim so that it can load files from the data directory
minim = new Minim(this);
// loadFile will look in all the same places as loadImage does.
// this means you can find files that are in the data folder and the 
// sketch folder. you can also pass an absolute path, or a URL.
// Change the name of the audio file here and add it by clicking on "Sketch —> Import File"
player = minim.loadFile("foam.mp3"); 

}

void draw() {
// check if there is something new on the serial port
while (myPort.available() > 0) {
// store the data in myString 
myString = myPort.readStringUntil(lf);
// check if we really have something
if (myString != null) {
myString = myString.trim(); // let's remove whitespace characters
// if we have at least one character...
if(myString.length() > 0) {
println(myString); // print out the data we just received
// if we received a number (e.g. 123) store it in sensorValue, we sill use this to change the background color. 
try {
sensorValue = Integer.parseInt(myString);
// As the range of an analog sensor is between 0 and 1023, we need to 
// convert it in order to use it for the background color brightness
int brightness = (int)map(sensorValue, 0, 1023, 0, 255);
background(brightness);
} catch(Exception e){}
if(myString.equals("T")){
if(player.isPlaying() == false){
player.play();
}
}

if(myString.equals("F")){

player.pause();
player.rewind();

}
}
}
}
}
player.pause(); // track pauses when person is not detected

player.rewind(); // plays from start when person is detected

 

Characteristics of Interfaces

Memory Foam falls in between a passive and interactive installation. The audience can control which of the 32 lightbulbs when the sounds are activated, but they are not in control of the type of light or sound that appears. The feedback in this installation is moderate to high as the light and sounds are immediate responses only when activated by the participant. However, there are limited responses to the lights and sound, and they differ only in position.

Flowchart of interaction:

In our project, the user is valued and is responsible for all events as they are the only ones that can activate the light and sounds on the other side of the wall through their interactions with the mattress. This is due to the fact that each space on the mattress activates a different light bulb or sound. The user will be valued no matter how many participants there are at a certain time as each of their interactions trigger a different bulb each time. There is a parallel simulation of their interaction with the light and sound responses in the same positions on the bed, as well as an intuitive selection and result relationship. For the structure of the interface, feedback is provided about the location of each activator and what remains to be interacted with, with an open structure where the audience can play with the different switches through the bed.

Here’s how the class interacted:

Personal Reflections

We shared the role of every aspect equally. Because it was mostly hardware, we did everything together, including soldering, drilling, wiring, painting, sawing, taping together the switches, stringing the net behind the bed, programming and testing the ultrasonic sensor and assembling everything.

Alvin

This was my first time creating an interactive installation piece and I am happy with how Memory Foam finally came together. With all the late nights together with Melo troubleshooting and organising the wires and switches, I think the work definitely came out the way we intended it to. It was unfortunate we weren’t able to get the distance sensor to work properly for the final presentation. But seeing how different people interacted with it definitely was an interesting sight. There were different ways in which people approached the work with some just touching lightly, to heavy punches or full on massaging of the bed. Witnessing how this interaction unfolded and people’s reactions was definitely the intention we had when we set out on this project and it was a fun experience!

Melo

Since the both of us had no actual prior knowledge in arduino or coding whatsoever, we approached this project in the most simplistic, analogue way possible: wiring 32 lightbulb circuits with aluminum switches. Turns out, it wasn’t so simple dealing with tangled wires and the logistical manual labour of putting together such a large structure. We had to tie rope and drill and screw and paint and hand saw and transport the installation. Taken out of context, we often felt like we were castaways building a raft to get home. I guess this was all a good thing because of how much we didn’t know before and we learnt a lot about hardware in the process. Thankfully we had some friends to help with the manual labour.

When it came to the audio, we realised we really couldn’t avoid using the intimidating arduino any longer. With some help of our classmate, Shu, we realised that coding wasn’t that intimidating after all, with all the resources online. The main problem we faced instead, was the unreliability of the arduino every time we unplugged it or turned it on again. Unfortunately, it didn’t work on the presentation day despite working perfectly just a few hours ago. We played the track from a speaker on loop to salvage the situation.

It was really interesting to see how each participant reacted and played with the bulbs and I am glad we chose to place the installation in a little corner, like how interstices are hidden in little corners. Together with the dim lighting, it allowed the participants to fully curl in and drive themselves into the mattress. I especially liked how En Cui pressed the bed in every way possible, sliding and massaging it like a professional. I’m really glad with how it turned out, given how simple the technology behind it is. The effect of the lightbulbs behaved like a pattern and each person’s imprint was unique to them. The project really opened my eyes to the complexities and possibilities of Interactive Media and this new age of art, and I’m grateful to have been part of it.

Expanding from this, we think the panel of lights could be manipulated in many ways, in terms of the type of lightbulb and the number of them. With the right resources, we could even do 500 bulbs and the imprint formed would be even more detailed.

Research Critique 1 / Carsten Höller’s Decision (2015)

Carsten Höller is famous for his giant slides installations which have caused several injuries in the past. Two of his 15-metre long slides descend from the Hayward gallery’s glass pyramid ceiling to its entrance level.

The slides double up as quick and thrilling transport from top floor to the first as well as a graceful sculptural installation that is built into the gallery’s exterior wall. What intrigued me was how fun and universal the theme of slides are. In an interview, Höller mentioned that he wanted to create an interaction that transformed anyone’s expression to the same happy when they passed through his slides, much like how people emerge from a cinema hall with the same uniform expression.

Carsten Höller: Decisions at the Hayward Gallery

Carsten Höller: Decisions at the Hayward Gallery

Carsten Höller: Decisions at the Hayward Gallery

There is little to no need for instructions in his work, except when dealing with safety aspects. You see a slide, you are drawn to it, and then you ride it. All the viewer has to do is take that step and the reaction comes naturally. Though the audience would like to think that they have control over what occurs in this installation, the only control they have is resisting the urge to set themselves down on the slide. The entire journey, every twist and turn, the speed of which they fly down the slide, is completely orchestrated by the artist, Höller.

That makes me wonder, with such little control over what occurs in the installation, does the audience feel that it is less interactive? Don’t they still emerge grinning and itch for another go? I feel that this proves that a piece of interactive work does not have to have multiple options or outcomes to be enjoyed. When a piece of work is relatable, that makes it appreciated.

Image result for Flying Machines holler

This sculptural installation was in part of Carsten Höller’s Decision (2015), an exhibition that included a few other pieces by him. It also featured Two Flying Machines, which was installed on one of the Hayward’s outdoor terraces allowed visitors to simulate flight as they rotate slowly in a circle wearing a harness that is attached to a rotating arm.

This also makes me question where we draw the line between an interactive installation or art piece and structures that are built for pure entertainment. Is a playground or rollercoaster then considered an interactive installation? I guess it all boils down to intentions and the piece of work in its context as well as in the larger picture.

 

Principles of New Media – Research Critique 3

In his essay, Manovich questions what is new media, and where do we draw the line in defining this medium. He decides that defining it by the use of computerisation for distribution “is too limiting.” He instead focuses on the five principles that could define a new media piece, namely, numerical representation, modularity, variability, automation and cultural transcoding.

Memory foam applies the principles of modularity, variability and transcoding to certain extents.

“New media objects are object-oriented, composed of parts made up of smaller parts reminiscent of a ‘fractal structure’.” – MANOVICH on the principle of modularity.

The mattress and frame set up is a large piece that comprises of smaller parts such as each lightbulb and button is a singular circuit that is replicated 32 times across the structure.

Daniel Rozin has produced several artworks that function as mirrors but use materials that are seemingly non-reflective, such as the wooden mirror. In a way, his work is modular and similar to ours as each of his 830 rotating wood pieces are controlled by a tiny motor.

“A new media object is not something fixed once and for all, but something that can exist in different, potentially infinite versions” – MANOVICH on the principle of variability.

Our project carries the idea of variability through the participant’s natural instinct of interacting with different parts of the mattress to light one or more of the 32 bulbs on the adjacent plane and activating the sound for an amount of time that is specified by them. To a certain extent however, like Manovich mentions about selection, we have a set of pre-ordained buttons and bulbs that limit the options and outcomes it produces for the participant. They can only affect how the bulbs react to the extent that we have allowed. (Selection of the bulb and duration of the bulb being lit and music being played)

However, after some discussion, we realised that the piece is variable, in the sense of how it is built. We could use more or less than 32 bulbs, and how the bulbs manifest, in terms of colour, dimness, type, and in this sense, the work is infinitely variable.

Manovich defines transcoding as “the “reconceptualization” which occurs during computerization, the transformation of media into computer data.”.

Memory foam does not use heavy computerisation, or transform media into data, but it does this metaphorically. When the mattress collects an imprint of the human body, it translates this ‘data’ into the lightbulbs lighting up on the other side and the sounds that it plays through processing, for as long as the pressure is applied to that part of the surface.

All in all, these concepts Manovich presents about new media can be applied to the most simplest part of the installation. At its basic level, the installation is a simple light circuit with an aluminium contact switch replaced. Our challenge was to replicate this modular circuit 32 times across the mattress and add the element of sound with simple processing.

 

Memory Foam / Mid-term progress (Melo and Alvin)

Memory Foam explores the interstices of pain and memory through the simple interaction of human and mattress.

To understand this project, we must first explain the technology behind the inspiration for the installation, that is, memory foam mattresses.

Mattresses made from memory foam consist mainly of a material called polyurethane, making  it more viscous and dense compared to ordinary foam mattresses. Memory foam bubbles or cells in the material are open, creating a matrix through which air can pass through its interstices, making way for a body to be embedded into the mattress surface. The higher the density of the foam, the quicker it softens in reaction to heat (e.g from a person), capturing and creating a mould to the warm body within a small period of time. When the body releases, so does the foam, and is recovered to its original shape. For the few short seconds after the pressure is released, it forms an imprint that fades out. Here is a visual to illustrate that effect.

Animated GIF - Find & Share on GIPHY

This phenomenon is interesting to us because, just as quickly as the foam remembers the shape of the hand, just as quickly, it forgets it. In the same vein of thought, we experience pain in small or great amounts, and our brains are built to forget it quickly as a coping mechanism for survival. But do we really forget? When pressure is released from the mattress, its shape returns to normal. But, seemingly unmarred on the surface, the wooden frame underneath collapses to accommodate the pressure. The greater the pressure, the greater the collapse.

We aim to manifest this sense of unseen collapse through a light and sound installation.  Entering the space, the participant will observe a single bed frame with mattress mounted to one side of the wall and 32 filament lightbulbs on the other. If the participant chooses to touch the mattress, the lightbulbs will light up in response to the amount of surface area and pressure applied. In addition to this, certain parts of the mattress will activate a simple ambient soundtrack that will change the longer the pressure is applied / photosensor is activated (we have yet to decide on the best solution for this). The set up is illustrated below:

Input / Pressure sensitive switch and / or photosensor

Output / Filament bulbs lighting up and / or ambient soundtrack playing

It is intended for a single person to engage with the piece at one time but will work with multiple participants concurrently.

Flowchart of interaction:

Some of our work in progress and tests:

Prepping the foil
Assembling the switches
Mapping out the size of the bed
Honne logo

 

Our full-scale prototype test (pwd: test)

Actual mid-term run (pwd; memory)

User feedback influence in bold.

Since there are no explicit instructions for the participants other than that they are encouraged to touch it, the installation is intuitive and left for the audience to discover. The outcome of the lightbulbs reactions and soundscape will differ based on the amount of pressure exerted on the mattress and surface area covered. The greater the force of the participants weight onto the mattress, the longer the bulbs will be lit. We also decided to add a capacitor to each circuit so the lightbulbs linger on slightly longer before they fade out. The wider the surface area of the participant in contact with the mattress, the greater the number of bulbs lit. The soundscape will change with the amount of pressure exerted.

Memory Foam falls in between a passive and interactive installation. The audience can control which of the 32 lightbulbs and sounds are activated, but they are not in control of the type of light or sound that appears. The feedback in this installation is moderate to high as the light and sounds are immediate responses only when activated by the participant. However, there are limited responses to the lights and sound, and they differ only in position.

In our project, the user is valued and is responsible for all events as they are the only ones that can activate the light and sounds on the other side of the wall through their interactions with the mattress. This is due to the fact that each space on the mattress activates a different light bulb or sound. The user will be valued no matter how many participants there are at a certain time as each of their interactions trigger a different bulb each time. There is a parallel simulation of their interaction with the light and sound responses in the same positions on the bed, as well as an intuitive selection and result relationship. For the structure of the interface, feedback is provided about the location of each activator and what remains to be interacted with, with an open structure where the audience can play with the different switches through the bed.

Memory Foam (Melo, Alvin) / Ideation

Entering the space, the participant will hear a soft, dream-like ambient soundscape playing. There is a mattress mounted to one side of the wall and several lightbulbs on the other. If the participant chooses to touch the mattress, the lightbulbs will light up in response to the amount of surface area and pressure applied. This will happen in accordance with the intensity of the soundscape.

Input / Buttons hidden in mattress

Output / Bulbs lighting up

It is intended for a single person to engage with the piece at one time but will work with multiple participants concurrently.

Since there are no explicit instructions for the participants, the installation is intuitive and left for the audience to discover. The outcome of the lightbulbs reactions and soundscape will differ based on the amount of pressure exerted on the mattress and surface area covered. The greater the force of the participants weight onto the mattress, the longer the bulbs will be lit. The wider the surface area of the participant in contact with the mattress, the greater the number of bulbs lit. The volume of the soundscape will intensify with the amount of pressure exerted.

Concept

Memory Foam explores the interstices of memory through the simple intimacy between human and mattress. Like how a memory foam mattress captures and releases the physical body, interstices between the two can be interpreted as an intangible and emotional connection. The body leaves an imprint that the bed keeps in its memory until it returns. In a broader context, the installation beckons us to question how much of our human imprint is left behind and how much is kept in the interstices of another’s memory?

Research Critique 2 / iLight 2019

This week, we visited iLight 2019 – The Bicentennial Edition. I’ve picked out two interactive installations that stood out to me during the show.

Photo by The Straits Times

Facey Thing is an installation along the Singapore River that recognises and captures faces of passers by who stare at its giant screen. When a person walks past the giant screen and comes into range of the camera, their face would be recognised by facial tracking sensors and captured on the large screen and enlarged, while attached to the person’s body on screen.

Facey Thing plays on the themes of selfie culture and universal surveillance, and celebrates how people love to see their faces, be it in reflections or captured on a screen and blown up. After their faces appear on screen, the participant can interact by creating strokes with their rectangular blow-up face as a brush. It was intriguing to see many people stop in their tracks just to get their faces up on the screen. It also says something about how comfortable and nonchalant we are about being filmed / photographed without permission.

I’ve seen similar set ups in malls like JCube, where the faces stay up for longer to form a wall full of faces the camera has captured. A good 20% of the images are the faces of beaming foreign workers.

photo by a170027 on OSS

I like how this installation uses the audience as the subject and therefore the subject is relatable to any audience, like how selfies are a universal thing.

Diagram to represent interactive system:

 

 

The next piece is a hidden installation titled Transporta (Quirky World of Quarks), tucked away behind an NParks information shelter. I would not have entered it if not for the girl with a lanyard that invited us to try it out.

The door to the installation features a vending machine aesthetic, with options like Quarkling Grapes. The audience enters after selecting their choice of drink and are taken into a corridor of LED lights that would lead to different spaces, as seen in this video:

pwd: tpta

Transporta was created with the idea of exploring concepts of the Big Bang theory and the birth of the Universe, through a journey of abstracted space, light, matter and time by focusing on the ‘Quark’ – a fundamental particle of matter.

Of the many spaces in Transporta, I enjoyed the red room (titled: experience the first second of the big bang!) with bouncing balls the most. Since the floor was padded with bouncy mattresses and there were large rubber balls all over the ceiling, everyone was jumping and bumping their heads into the ceiling, much like the ideas of the Big Bang and its colliding particles. I like how this installation had little surprises with each room and how not having any rules let us interact with the spaces in any way we wanted to, which gave the installation different outcomes with each group of participants.

Diagram to represent system:

Link at: https://www.transporta.sg/