Issues in IM – Reading Reflections

The Four Practices?
Challenges for the Archaeology of the Screen
Erkki Huhtamo

A simple Google search of what a screen is defines it as “a fixed or movable upright partition used to divide a room, give shelter from draughts, heat, or light, or to provide concealment or privacy.” Nowadays, the idea of screens still remains the same – something that divides a space or provides privacy. From my perspective, I think the archaeology of the screen has modified our behaviour in more ways than we could have ever imagined.

In our society, it seems as though screens exist as a catalyst for certain social behaviours to take place. Our mobile phones are slowly becoming essential tools for surviving in public, they help us avoid unwanted conversations and uncomfortable eye contact. On our MRT trains, mobile phones are used as a tool for ignorance. “If you don’t see the old person you don’t have to give up your seat“. If this were to be the case, a pair of sunglasses too, can be seen as a screen. The darker the lenses the better, for some of the older generation ladies on the train. “If I can’t see you, you can’t see me“. Screens have evolved from something functional to becoming a tool that enables an escapist behaviour of sorts, providing us with the unsaid right to behave in a certain manner, or perhaps existing more as an excuse.

The Apple Smartwatch, for example, is a tool that on the surface, sounds like the perfect device. What  better way than to compact all your mobile essentials into a portable and wearable device that humans have owned for centuries? Despite the benefits of convenience, the watch as an artefact is something that in my opinion, should be taken with more consideration. At a glance, any band worn on the wrist would be immediately associated to the telling of time. Over the years, we have developed a behaviour to occasionally check our wrist watches, an action which could be read in many ways – an indication of the need to leave, to rush to someplace or to excuse oneself. With the existence of the Apple Smartwatch, which pushes the boundaries of what the initial function of a watch is to more than what the artefact was intended to perform essentially, the behaviour that it enhances is one in which comes across as unpleasant and rude. A friend which owns one of these Apple Smartwatches constantly comes across as a busy person with the need to rush off or leave, appearing to have something more important at hand than the time that we were spending together. In actual fact, it was just a vibration or light up from the screen of the watch from a notification that he received.

Huhtamo’s concept of what a screen is begins by looking/peeping through an optical device, or through means in which reality is altered or alternatively created. Due to the increasingly digital nature of screens, it appears inevitable that it would eventually evolve into something that we exploit, to create an alternative reality and barrier for ourselves in the real world. Screens should be designed to suit existing human behaviour/needs and not be considered an interference in the activities of daily life.

Interactive Spaces – References

In-Class Assignments –

Study of Spaces (Physical):
https://oss.adm.ntu.edu.sg/wong1031/interactive-spaces-study-of-spaces-physical/
Study of Spaces (Static/Moving Image):
https://oss.adm.ntu.edu.sg/wong1031/study-of-spaces/
100 Lights / Pavilion:
https://oss.adm.ntu.edu.sg/wong1031/100-lights-pavilion/
Brand Pavilion:
https://oss.adm.ntu.edu.sg/wong1031/interactive-spaces-nike-pavilion/

Experiences –

BePartArt:
https://oss.adm.ntu.edu.sg/jng134/youre-the-only-one-i-see-you-take-my-breath-away/
MakingSpaces:
https://oss.adm.ntu.edu.sg/a160043/interactive-two/

Final Project –

Concept:
https://oss.adm.ntu.edu.sg/wong1031/interactive-spaces-week-06/
Analog:
https://oss.adm.ntu.edu.sg/wong1031/interactive-spaces-analog-project/
Digital:
https://oss.adm.ntu.edu.sg/wong1031/interactive-spaces-digital/

100 Lights / Pavilion

1 Lightbulb – Placed against the wall, pointing directly at the viewer.


10 Lightbulbs – Stacked in a pyramid at the centre of the room.


100 Lightbulbs – Arranged in a sloping gradient


Singapore Pavilion

Although we often say that Singapore does not have a strong identity as it is made up of a melting hotpot of cultures, what is iconic to Singapore lies in what we identify with as uniquely Singaporean behaviour. The ideal pavilion would be made to represent the Kallang Wave. The Kallang Wave has its origins from the old National Stadium, and is a representation of Singaporean pride, community and togetherness. It is usually performed at mass events such as the National Day Parade, and sports activities, particularly in Football matches. The Kallang Wave is performed by having rows of people standing and waving their hands up one after another, creating a wave-like formation that ripples through the entire stadium.

The pavilion would behave somewhat like Ned Kahn’s Wind Arbor, a site-specific installation at the Marina Bay Sands.

Issues in IM – Final Presentation

Cracks tell stories.

Often marking their territory on old buildings, these tiny, unnoticed features are often seen as defects. However, they have stood by the test of time and witnessed the changes around them discreetly.

Based on a crack I observed on the CHC entrance, I decided that I would like to do something within cracks. The CHC has a turbulent period in its story that many prefer not to talk about in detail, as it is a sensitive issue and a dark part of Singapore’s history. Hence, the crack – similar to this period of our history – are things that we want to hide and cover up as much as possible. The contents within the crack are abstract textures that represent these turbulent times.

The abstract textures were created with Cinema 4D, a 3D modelling and motion graphic software. As I initially wanted to create textures that appeared as though they were emerging from the wall and towards the viewer, I need to use a powerful 3D modelling software and not After Effects. I have never had any prior experience dealing with C4D before, but I thought it would be a good opportunity to throw myself into the deep end and see how things go (with a lot of reliance on online tutorials of course).

To map into the crack accurately, I thought it would work if I took a photo of it and drew it out on illustrator before importing it into C4D. Unfortunately, there were many things that I failed to take into consideration, one of which was the distance of the projector from the crack and parts of the surface that would have actually been projected on. As a result, the “projection mapping” wasn’t really mapping onto the crack anymore. Another issue that surfaced was with the size of the crack to export. As I didn’t know the exact dimensions of the crack, my content was built based on estimations – a really bad move! What I did not realise was that the crack was soooooo tiny that even pulling my Quicktime window to the smallest size was still too big for it.

I wanted to try out 2 different kinds of textures – one that popped towards the viewer, and the other which looks like it was hidden inside the wall.

 Out of curiosity, I tried playing a video of the animations hidden behind the wall. It looked as though another huge crack had appeared on the wall, and looked like a gateway to another realm! I also realised that it was quite difficult to achieve the “3D” popping out effect due to irregularities of the surface and the crack, which made it really obvious that it was a projection.

Thanks to Shah who introduced the VPT8 software that he was using for his work, I was able to (finally!) map the irregular edges of the crack rather accurately to achieve my intended outcome. The software was really simple to use, and did not require a steep learning curve. I also learnt that it can be paired with Arduino and MaxMSP – meaning that interactive projection mapping is actually possible!!

With that being said, I would love for this project to be interactive, whereby the projection appears for a while when someone passes by. I would also like to improve on creating the abstract textures to be something that is more visible, instead of looking like flashes of light and perhaps a material and colour that is more blended in with the wall surface, as well as taking into consideration the lighting of the space. In the most ideal situation, I would like to find way in which the technical components can be well hidden such that nothing would bring attention / suggest the existence of the projection in the crack. The work should also not have an accompanying soundtrack since the intention was to have this projection work be as discreet as possible, and is something that will catch the eye of passersby should they notice it.

Producing this work has made me more aware of the cracks and holes on the walls of spaces, wondering and imagining what kind of stories they hide behind those layers of paint and cement. Taking on this project has changed my perception of projection mapping as something that has to be large-scale, eye-catching and prominent. More importantly, I hope this work has done its part to inspire others to appreciate these tiny details that we tend to overlook, and to think about the potential stories that are hidden in the spaces we are in everyday!

Interactive Spaces –  Nike Pavilion

Nike. Nails. Graciousness. 

To us, Nike is a brand that is very focused on sports and sportsmanship – kindness and courtesy. Nike has always been about advocating empowerment, empathy and impact. Hence, we propose a pavilion for Nike based on the term “Nailed it!”, which expresses a successful or skillful accomplishment of a task.

The pavilion is made up of  a series of nail-shaped basketball hoops that forms the Nike logo when viewed from the front. Basketball is a sport that does not require much to learn – it is the simple act of placing the ball in the hoop that makes the accomplishment beautiful and worthwhile. The differing heights of the hoops are designed to accommodate to a diverse and inclusive society – young and old, abled and disabled, regardless of any differences that the human race may have. The pavilion also allows for people to come together and engage in a game of basketball, creating an opportunity for building connections and sharing memories with one another. In line with Nike’s belief of “using the power of sport to move the world forward”, the hoops of the pavilion may be taken down and reused as basketball hoops to create courts in less privileged countries, spreading the love for sports and nurturing sportsmanship.

Interactive Spaces – Digital

S ECOND
By Tisya & Jiaman

How long is a second? How much time is between one heartbeat and the next?

Our understanding of time is through rhythm and repetition. The rhythm of ticking clocks, the rising and setting of the sun, metronomes, and counting mentally by the thousands, are all indications of time passing by. Time is man-made; there is no definite indication of time, and each one of us perceives it differently.

S ECOND (Pronounced as “Split Second”), aims to manipulate one’s sense of time through an ever-changing, rhythmic soundscape that allows viewers to visualise their own sense of time. By creating a spatial instrument that displays the viewer’s internal rhythms, the repetition of sound becomes a personal indicator for the passing of time. Participation from multiple viewers, collectively creates a soundscape, allowing them to perceive all the contributed rhythms as a whole and finding their own sense of time within that.


PROCESS

With the addition of digital components, we were able to challenge what is it that really defines a space. As the analog version of our installation was site-specific, we wondered if we would be able to take it out of the site and to an outdoor location through digital means.

Digital Input
Since our project was about rhythms in time, we were thinking of how else we might be able to improve on the interaction. Hence, we thought of utilising the human rhythms of our body clocks and have it sync to the rhythm of our installation. We were considering three different kinds of bodily rhythms: the rate of our blinking, breathing or heartbeat. We decided to settle for breathing because it is something that we do out of necessity but also mostly subconsciously, in a similar way as to how we notice the passing of time.

We tested the effectiveness of this with a microphone sound sensor by using an LED to indicate if the sound from breathing was detected.

The challenging part with this was figuring out how to display it such that viewers will know that it is meant for breathing without the use of instructions. We did not want people to resort to using other methods to trigger the sensor as it would remove the poetics of the interaction.

In the final installation, the repetition of dripping is synced to the visitors’ breathing activity. Through different rates of breathing, and by choosing to control or not control it, the viewer is able to modify the sound produced in the installation.

Digital Output
We also wanted to see how far we could take our concept digitally by recreating the effect of dripping water with light. We successfully managed to make it flow with every trigger of the sensor, but it was not durational – meaning that with a longer breath it will “flow” more.

However, after receiving feedback, we realised that we were straying too far from our initial project – not adding but rather modifying. Hence, we decided to stick to our initial idea of using dripping water to create a soundscape and used a solenoid valve to control it instead.

Setup

We made use of the existing metal structure outside ADM for our installation. As the location is outdoors, the suspended lids also tend to react to the natural environment. When a strong wind blows, the lids tend to hit one another, creating a soundscape on its own. With a lighter wind, the lids shift slightly, creating a varied soundscape when interacted with.

We also modified the sound that we captured from the surroundings through MaxMSP to recreate the effect of being in the staircase. What was interesting was the added dimension of sound that could also be detected from the environment such as cars passing by, people talking and birds chirping, etc. In this way, the outside space sounds like as one would if they were in the staircase – hence bringing the outdoors, indoors. The reverb effect also made users more aware of the sounds that they made as compared to when they were in the staircase.


Issues in IM – Faces Places

“Each face has a story.”

Faces Places is a moving film that encourages us to contemplate our relationship with the people living in our community, as we witness the attempts of Agnes Varda and JR to preserve personal stories of the people in rural France through mural art.

What stood out to me was how simple and effective their work was in communicating the memories associated to these places through the faces of the people that live there. Their work serves as a constant reminder to the community about their collective past memories and can also serve to educate visitors of what the place was associated to in the past. In some cases, they also engage the community in their work, cultivating a stronger sense of belonging and support. It makes me ponder about the relationship between people and the places they live in, how these memories and stories that are hidden in the cracks of these places are what makes every place so unique.

The story that really hit me the hardest was from a 75-year old man named Pony. They met him while getting people to take photos in JR’s van and stick their own printed faces on a wall. After getting his photo taken, he invited them to his farm, which turned out to be a shed that he seems to have built himself. I respect that although he has a lot lesser than the normal standards of society, he is still optimistic and grateful for what he has.

There was one work that I felt was really meaningful, not only because of the story but also how the person portrayed and the nature of the work ties in with the location. It was the one of Agnes Varda’s old friend, Guy Bourdain. Varda & JR’s work appears to be some sort of a memorial for Bourdain, and emphasises the impermanence of life by contrasting it with the impermanence of the place that it is located in (a bunker that fell off the cliff on an abandoned beach). True enough, his mural was washed away by the tides of the ocean the day after they put it up.

I drew associations to the one of Wodiczko’s Polish Shoppers (maybe because they were both lone figures on a monumental structure + wearing striped shirts). There are some similarities in both Wodiczko, as well as Varda’s & JR’s work, where they bring these everyday characters to prominence through the scale of their works while revitalising “unused” spaces and surfaces. Their works communicate these stories from the people of the community that we live in, reminding us not to forget that these faces are what makes the place one that we connect and belong to.

I wonder if this can be applied in our local context, where the different neighbourhoods in Singapore each have a display of their own unique set of characteristics because of the people that make up these places (aside from the ones that already have very strong cultural associations). In a tiny country that has such a strong general local culture in the way that we behave and speak, it would be interesting to find out if there is anything else that distinguishes every neighbourhood and how or why they came to be.

Issue in IM – Motion Capture Workshop

This workshop got me thinking about the possibilities of projection mapping using motion capture technology and also gave me a clearer understanding of the technologies involved.

In order to understand how motion capture projection can be achieved, we first have to look at the various components and what their functions are. The two main & most important ones are the camera and the projector. As we’re familiar with, one detects the position of the object to be projected, and the other to project the content. In a camera, the lens that is used depends on the distance of the subject. The smaller the focal length of the lens, the wider the field of viewFor example, a 35mm lens would be used to capture landscapes, whereas a 60mm lens would be used to capture portraits. In a projector, the function is reversed. Since projectors project light in a conical shape, the nearer the subject, the smaller the projection will be.

With this in mind, Prof Biju demonstrated that despite moving the board nearer and further away from the projector, the size of the image on the projector never changes. The magic lies in the translation of the digital to the physical and vice versa. The camera is actually fixed at a standard position in the digital software. Since the camera and projection work in the opposite manner, they cancel each other out.

Throughout the workshop, my mind was constantly wandering to applications in which this could be used in. I found some examples which made use of some kind of motion capture in projection mapping.

 

 

Issues in IM – Final Project Plan

Building on my initial idea of working on cracks, I thought of relating my idea back to the CHC. When I last visited, I remember observing a crack that was above the entrance of the building.

I thought it would be interesting to represent the turbulent history related to the building & Nantah in abstract textural forms. I created a mood board that shows the visual that I am aiming for: energetic, chaotic and volatile.

Personally, I feel that the concept would work best if it was projected on site as the content relates directly to the context. However, due to practical reasons, I might not be able to project my work directly at the CHC. For proof of concept, I have decided to project on cracks that can be found in ADM.  These are some cracks that I observed at the basement level (really wish I could tamper with the crack on the left so that I have more surface to project on), the parts highlighted in red are the areas that I could project onto.

As I will be creating animated content that relies heavily on the movement, texture and material, I have decided to create my content with Cinema 4D. So far I have only tried 3 different types of motion with the help of tutorials, but I have yet to experiment much with creating different kinds of materials.

I feel that there is definitely a lot more to improve on, especially on the energy of the animations that I have so far. I will be working on more textures in the coming weeks, and also to figure out how to make them gradually morph or transition from one to another!

My ideal set up will consist of 1 tiny projector, 2 speakers and a laptop. It would be best if I could somehow hide the equipment so that it doesn’t draw too much attention to the crack that easily, encouraging people to go closer and observe it.