Tag Archives: RGM

Emporium | FYP Proposal Update | week 12

This week, I’m having some doubts about the feasibility of a Rube Goldberg machine as the focal point of the work, but more on that below. I also thought of some possible objects and devices to include in the installation. I’m starting to see some common strands but overall the installation will present an eclectic mix of curios within a surreal space. Perhaps it’s becoming a compilation of things I like and am fascinated by. However, I guess there’s nothing wrong with that either.

List of (possible) items to display

1. Interactive devices

A past prototype of a machine that offers tissues when you sneeze

This will be the most varied part of the project. These devices may be digital, analog, inventions, re-imagining of existing products etc.

Some possible rules, themes and constraints I could start from (evolving list):

– Reimagine common household items e.g. cups, saucers, clock
– A device that is made within a time limit e.g. 6 (wo)man-hours
– A device that solves a common problem
– A device that hurts
– A device that heals
–  ………..

2. Private slide show cameras

Mini slideshow camera toy

Sometimes referred to as ‘view-masters’, these toy cameras usually come with a rotation of several pictures illustrating a children’s story. There are many types; full-size, tiny, single view, stereoscopic etc.

View-master with dinosaur pictures

I like how we use these simple toys in open spaces (in a shop, among others) but we alone watch the story unfold. Instead of the typical ‘3 little pigs’ or ‘elephant goes to the market’ images, these unassuming toy cameras will present alternative images and narratives which may be somewhat private or unsightly. They may show images of war, current affairs, childhood scenes, nudes, my ongoing semi-serious photo series of people who take insta photos in museums etc.

Perhaps I could use these as a form of documentation as well, showing my FYP process of conception and construction.

3. Sketches, blueprints, instructional diagrams (2D)

Blueprint of an airplane

As part of process and idea documentation, as well as decoration to build up the workshop atmosphere. These paper works and images will be high curated and mounted onto the walls or scrapbooked.

4. Secret stereograms

I could create stereograms and mount them on the Emporium wall at eye-level without explicit instructions. At first glance they will appear to be just print patterns or postcards. The 2 guiding dots on top of the image will help visitors ‘see’ and also serve to hint that they are stereograms.

5. Tiny boxes / environments that we peep into…

6. Something with living creatures…

Concerns regarding the Rube Goldberg Machine & other options?

Repeatability and automation

The strength of a Rube Goldberg Machines (RGM) arguably lies in how innovative the triggers and connections are. Creators often employ materials such as weights, liquids, fire that need to be repositioned and replaced after each run. This reset process usually takes a long time and is done by teams of people during competitions. As the installation will be up for an extended duration, the RGM must be able to reset simply, and preferably, automatically after each step of the sequence.

An alternative would be to record it beforehand and present the video with the stationary setup, as part of the installation. This isn’t a great option as screening a video will interrupt the illusion of the shop space.

Feasibility

The mechanics may not always work smoothly during the final show, with new hiccups occurring each run. A lot of time (at least 6 weeks) needs to be reserved for fine-tuning and banging out the hiccups.

Rube Goldberg Machines are usually built by a team of people, whether by engineers for competitions or by creative agencies for special projects. Automated resetting and fine-tuning aside, building a large RGM will be very difficult and time-consuming for a beginner to accomplish single-handedly. Creating precise motions is way more difficult than it seems. It requires an excellent understanding of physics and science, which can be acquired with time.

However, I’m weighing whether the steep difficulties of building an RGM will detract from the purpose of a final year project? While I’d love to build a RGM, it’s important to remember that becoming great at mechanical design shouldn’t be the goal, but rather a stepping stone and tool used to create a great interactive experience. It’s not about backing away from a challenge but rather picking suitable challenges to invest in.

Other options?

One option is to remove the Rube-Goldberg machine entirely. This is a bit sad, and I will need to find something to replace it to create focus in the installation. As of now, I don’t think that having many small and distinct devices is enough to create a rich experience. The project needs a central unifying focus to tie the disparate elements together.

Another option: Instead of having the RGM as the main installation, an option is to build a mini-RGM / kinetic sculpture as one of the smaller curios.

What fascinates me most about RGMs is the unexpected and whimsical motion. Perhaps I could further explore the topic of motion in another direction?

Some notes to self

RGMs are often humorous, satirical, reliable and made out of spare materials. Other than the challenges above, should more interaction should be included into the RGM? If so, how so? Also, some thoughts after watching many different RGMs:

  • Aesthetics, visuals, rhythm choreography! Although its important to get from A to B or create a specific action, these motions can be more than that, not unlike a dance or narrative with suspense, climax, build up etc.
  • Being slow is not a bad thing
  • Show the audience everything; design visual sequences
  • Local materials?

Documentation

As the installation is very much a product of process, good documentation is necessary. This will be done using various methods such as:

  • OSS progress updates (every 1 – 2 weeks)
  • A process log of what is done / accomplished each working day This will be useful in tracking progress and creating accountability.
  • Success and failure log
    This will log how many iterations it took for a prototype to work.

Emporium | FYP Proposal | week 11

Project Description and Working Title

Project Description and Overview

Emporium (working title) is an immersive interactive installation. It will take the form of a mini emporium of curios and oddities. The installation will invite visitors into a surreal shophouse space where they can discover and interact with various invented objects.

Installation Components

Although the curios on display will vary in terms of scale, use and material, they will be thematically linked by an underlying ludicrousness. These interactive devices will be impractical, humorous and seemingly ridiculous inventions. They will likely be simple and at different degrees of finish. One may be entirely analogue. The shop space will also be decorated with blueprints, drawings and sketches from the ideation and building process.

The primary focus of the installation will be a larger kinetic sculpture, similar to a Rube Goldberg machine. Its mechanism may incorporate the other smaller devices on display in the shop. As the machine will be displayed during the show, ideally, it will be able to reset itself and loop with each interaction. Given this constraint, an alternative would be to film it beforehand and screen the video as part of the installation. The scale of the project will be adjusted based on feasibility.

Technique

The devices will be programmed using either Arduino or Max.

Mood and setting

The emporium will have a modest atmosphere; a blend between a workshop and vintage collectibles store. The curated space will also reflect the process of creation and construction.

Purpose

Rooted in process, Emporium is a sequence of exercises in doing, failing and learning. It seeks to move away from a single final deliverable, instead giving equal weight to documentation, process, and final product. Furthermore, by creating and realising these devices, however rough or unfiltered the ideas may be, I hope to alter my thinking and working methods. The project will also test the possibility of conditioning one’s behaviour over a span of a year.

Artist References

Maywa Denki
Maywa Denki
Instructions for Otamatone by Maywa Denki

Mawya Denki’s device art is presented in a comprehensive manner, which includes product, performance and persona. They also create accompanying design collaterals such as catalogues and instructions, which enrich the context of the work and add to the illusion. Their unique way of presentation can be a useful study for the development of my project.

Joseph Herscher

Herscher specialises in making Rube Goldberg machines which aim to solve everyday problems. His work typically uses common objects and simple cause-and-effect mechanisms. It will be useful to study these simple techniques to create directed and precise movement.

Herscher’s work, like many Rube Goldberg machines, are typically documented through video. Some parts are one-time use such as a fallen weight, or poured liquid. Can some parts be replaced with electronic sensors? Can some parts be reset so it can be looped?

His work reminds me of chindogu, a concept by Japanese inventor Kenji Kawakami. The concepts are playful and genuine as they seek to solve everyday problems inventively. Although these contraptions are analogue, there’s much to be learnt in Kawakami’s way of problem-solving.

Example of chindogu. ‘Shoe’s Umbrella’ by Kenji Kawakami

The Cornershop (2014) & Madame Roxy’s Erotic Emporium (2015) by Lucy Sparrow
‘The Cornershop’ (2014), Lucy Sparrow
‘The Cornershop’ (2014), Lucy Sparrow
‘Madame Roxy’s Erotic Emporium’ (2015), Lucy Sparrow
Felt products on shelves in ‘Madame Roxy’s Erotic Emporium’ (2015), Lucy Sparrow
Posters lining the stairs in ‘Madame Roxy’s Erotic Emporium’ (2015)

Sparrow’s interactive installations are characterised by shop spaces made entirely out of felt. She works realistically recreate objects and environments using felt, and often deal with themes such as consumer culture and contemporary lifestyle. It’s interesting to note how Sparrow uses contrast in her work (e.g. material contrast between felt and packaged food or rubber and leather sex toys).

Her works are good examples of creating thematically coherent spaces which immerse viewers into the illusion. Sparrow keenly observes actual spaces of a convenience store and sex shop and expertly replicates the minute details, moods and atmosphere in her felt environments. This is done through recreating objects, decoration, lighting, signage, and even persona (she often dresses the part and acts as the shop clerk).

This attention to detail and creating a relatable atmosphere will be important in my installation when setting up shop. I will have to decide on a mood and atmosphere, observe the styles and layouts of actual emporiums, and emulate this through lighting and detail.

Gantt Chart & Project Timeline

Mar – Apr 2017

Please click here for the master plan 🙂