Darca-Clock

Charlie is a cat. Charlie just don’t want to wake up, and he rolls around all day stretching his paws in his dreams. The little mouse Ron hangs out all the time, searching for cheese crumbs in the carpet. He moves so quiet around the edge of the carpet so that he doesn’t wake up Charlie. And slow too, as slow as six degrees per second. He’s so certain Charlie has hidden something that smells good somewhere so he just won’t quit.

The paws with the dark gray fur point to the minute, and the paws with the yellow fur points to the hour. (The directions can be a little bit off from time to time but mostly it shouldn’t be too much.) The mouse goes according to the seconds, and the carpet changes color according to the time of day too, from lighter pinkish in the day and darker bluish in the night.

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Sketches:

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Trace the shapes in Solidworks

cat2

 

Save as IGS file and open with text editor

cat3

 

Then open with Excel to extract valid point coordinates

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Save as CSV file and preload in p5.js code

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Testing

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Finally some wierdness:

wierdness

 

Code in Github

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Kelc – LookingOutwards02

Although I did not learn about this artist until just recently, I would like to explore the boundary between game and interactive computational art. Mario Von Rickenbach is a designer, artist, and programmer that seems to blur the line for me. One way I would argue he does this is through his loose interpretation of a game– most of his big projects do not have enemies or obstacles to overcome, some do not even have real objectives. Many of his games like Plug & Play and Mirage are more exploratory. In Plug & Play, he took what was a very surreal short film and a very abstract concept and turned it into a computer game. As evident by the Let’s Play below, the game is not clear in its objective or even in its explanation of how to progress. The video above also has an explanation of the sorts of mechanisms used in Unity to create the physics behind some of the gameplay.

Several other examples of projects that blur this line were apart of the Bit Bash Festival, a Chicago game festival celebrating independent and alternative games and designers. Many of the projects as seen in the video below can in fact be called games, but they also exploit bugs in computer graphics to create a specific look– “vaporwave”. Games like this, again, can be looked at as surreal, with much more intention placed on the graphics of the game than the inventiveness of the gameplay itself.

 

ngdon-interruptions

Interactive Interruptions
Click and drag to create interruptions

First I tried to figure out how the piece was possibly made. There are strokes distributed quite evenly across the canvas yet they each have a random direction. At several places, there are holes or blank spaces were there are less or no strokes.

I thought it would be fun to make the interruptions piece interactive where the user can click and drag to make the “holes” at places they want. I did this by giving physical properties to all the strokes and manipulate the forces exerted on them.

I tweaked the relationship between the distance a stroke is from the mouse and the force exerted on it so that the holes look more like those in the original piece.

I’m satisfied with the result.

https://github.com/LingDong-/60-212/tree/master/interruptions

Claker-LookingOutwards02

For my looking outward, I chose to examine the project “HYPER-REALITY” by Keiichi Matsuda. While it is not necessarily interactive in a literal way, the project presents a speculative first person  experience for future augmented reality that I find myself re-watching on a regular basis because it is so rich in depth. It feels interactive because of the amount of thought it, and the amount of thought it generates in the viewer. The quality of the special effects are extremely high, and they are arguably surpassed by the richness of conceptual content. The video presents a dystopian future for wearable augmented reality and bio feedback/internet of things style devices. As a big fan of cyberpunk novels, this project reminded me of some of my favorite books. Not only because of the content, but because of the artist’s attention to narrative detail in the story. Although the content presented is absurd, the linear path from contemporary technology, to the technology presented in the video is very clear. And it is made clear without the need for any explanation that breaks the mythology of this world. I think it was made by filming in a city, and strategically overlaying generated and digitally content on real places, paying close attention to perspective lines. I would imagine that this work was inspired by cyberpunk books and films.

HYPER-REALITY from Keiichi Matsuda on Vimeo.

Darca-LookingOutwards02

I want to write about an interactive digital walk site called VOID. Its unconventional, unexpected, versatile ways of interaction and subtle, submerging experience throughout the story, make it an unique learning subject for me to revisit. And every time I do, I can still see something new, the hidden glowing letters on the bottom, the different spectrums the black ice reflects, the dazzling sound from the icy, wiry and sharp geometries surrounding the letters of the Hi-Res…

liquidice kubik hires elements black-ice

VOID is a digital walk created by Robin Gardeur(IeSHKA) and the Hi-Res team in 2005. The project is very conceptual, exploring possibilities of ideas and imaginations through sounds and visuals. The forms and shapes are impossible to describe, yet so hard to look away, and each chapter has its own theme and dynamic, but together they become a Aside from the visuals, the sound effects is so well integrated, changing according to every input of the user, every shape and concept.

On the preface it writes: “All art is created from nothing into something. Our imaginations piece together concepts which we then transform as well as manipulating mass to fill space. We use VOID to house these pieces, and we see the emptiness that surrounds them as potential for new ideas.” It is fascinating that the creators choose to make the idea of “idea” into a “out of reality” experience that is well thought out and beautifully put together.

The website was built using WebGL and Web audio technologies, threejs, howlerjs, GSAP and Coffee Collider. Although they all look quite intimidating, I determine to use my time in the course to learn more about them and open up the possibilities for my own ideas at the same time. Will be quite a journey.

Creating the VOID: https://medium.com/@HiReSLondon/creating-the-void-851d95488dc1#.9z8hn036n

VOID: http://void.hi-res.net

VOID II: http://void-ii.hi-res.net/

 

Kelc – Zodiac Clock

***Embedding Issues, LINK TO VIDEO***

sketch-58.js

This project proved to be quite a challenge but I am satisfied with the result. I started off biting a little more than I could chew by looking up a library on github that would calculate the current moon phase– I intended to program a clock that would simply use that calculation and draw the correct moon phase. This proved to be quite challenging (due to my lack of knowledge of important Javascript libraries) and as well I didn’t feel like I was doing much of the work.
I ended up instead creating a clock of zodiac constellations. The current code was simple but somewhat tedious to implement, although some features that are currently left out (which I intend to add) include the rest of the constellations (as coding two took a bit of time and careful measurement) and also a transition from one zodiac to the next. Zodiacs are monthly but I sped up the month variable to seconds to attempt to try out ways of smoothly transforming from one sign to the next, to no avail. I still intend to implement both, so it is a work in progress to say the least.

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Guodu-Clock

sketch-34.js

 

T – Seconds / I – Minutes / M – Hours / E – Milliseconds

How to achieve the rotational placement like an actual clock (M is at 58 minutes, or I is at 12pm)?

tigop-lookingoutwards02

imageI was very amused by Maryyann Landlord and Ralph Kim’s VR piece at the FREE GERMS 2016 Senior Exhibition last semester. In their work, the user got to play the role of an insidious looking character on a bus/subway. As this character, you were able to pop the balloons of small children-like creatures, and by doing so, you made them cry and then they died. You essentially killed them by ruining their happiness. I think there is something compelling about interactive pieces, and I really enjoyed the style of this piece in particular. I like the idea of bringing people into very imaginative worlds and taking on different roles in these worlds. They somehow managed to pull together a piece with an incredibly dark concept, but it felt like it was coated in a layer of sugar. It was very satisfying.

tigop-clock

sketch.js code

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In this project, I was inspired by the idea of data visualization. I thought it was interesting to have a parametric form of data visualization, and I wanted to make a clock which represented something I found to be a serious issue. That issue is lack of access to water throughout the world. I have a large circle to represent a woman or a mother, and a small circle rises from within the larger circle and floats upwards with each second. The large circle moves sideways, representing hours and minutes. Its representation of minutes is a bit more straightforward, as with each passing minute, it moves one step sideways. It moves between elongated lines which stretch across the canvas to represent areas where there are wells for the mother to access water. The lines are three hours apart (with respect to the mother, as it takes three hours from her to get from one well to the next-when in reality it takes some individuals 3 hours and 42 minutes.) The child circle disappears after it reaches the top of the canvas, and it does so with each 90 seconds that pass to represent the fact that every 90 seconds, a child dies of a water related illness due to lack of access of clean and safe drinking water. Each time a child circle disappears, the red value of the background increases by a certain increment.

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Takos-LookingOutwards02

The first exposure to computer-based generativity that I was interesting to me was when I learned about the computer generated random environments ins The Elder Scrolls Arena and Daggerfall. I didn’t play them because I was too young, but I learned about them while playing a later game in the franchise. I’ve always been interested in the world-building aspects of video games so I was very interested in learning that the worlds in these two games had been created by computers, instead of people working hard to craft every inch of an in-game world that was 62,394 mi^2. Even though it is an old game and lacks quality, just the sheer size of it is something I find really amazing and interesting. This is probably one of the things that got me interested in how computers can make things, instead of just being used as tools for people to make things.

shown-in-right-corner

arialy-lookingoutwards02

https://www.team-lab.net/works/crows_blossoming_on_collision/

This piece by TeamLab was the catalyst that got me interested in new media arts. The animation is projected onto the viewers in the gallery, giving the whole room a sense of movement. The music combined with the motion of the work creates an emotional and almost overwhelming experience. TeamLab is a Japanese collective group of engineers, animators, designers, artists, programmers, etc. I’m not sure how many people work on a single piece or how long it may have taken them. I imagine that this animation required custom software, but I’m very well versed in animation software. Their work is clearly rooted in and influenced by prior Japanese art pieces. TeamLab makes a lot of public art or geared towards children, so their pieces are both very engaging and relatable to the general audience.

arialy – clock

arialy_clock_final

While putting pen to paper, I had a pretty difficult time figuring out specifically what I wanted to make. I had general themes I like, such as having time break things apart, but it took me a while to actually get into p5. My final product generally has a similar vibe as what I was going for, I do enjoy the way the circles slowly fall apart. The larger circles represent hours left in the day and are comprised of particles representing one minute. A small particle breaks away from the larger hour circle as every minute passes. Every time the mouse is pressed the hours in the day that have already passed will re-explode. I think this project can be cleaned up a bit, tweaking the colors and creating more randomized velocities, as well as perhaps changing the minute circles to seconds instead.

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takos-clock

sketch

p_20160916_051939

I am happy with how my clock turned out. I feel the design was greatly improved by a mistake I made when figuring out the geometry for the minutes. I was originally going to represent minutes by a minute()-pointed star but I ended up using arrow-looking shapes made of multiple triangles. This allowed me to add another color and play around with color schemes, which I also think worked out nicely. I was worried my design would look to simplistic from my original sketches but I think it works because it shouldn’t be over complicated – even though this is complicated in that its hard to read the time for larger numbers , but I didn’t see this as a problem.

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kadoin-lookingoutwards02

When I was 12, I was on the way back to Chicago from visiting my grandparents in Louisville, and had only the Toy Story 2 DVD and a portable DVD player to entertain myself. After I watched the movie and sat around bored for a while, I decided to watch the movie again but this time with directors commentary.

In that, they talked a lot about how far 3D computer animation had come since the first Toy Story. How now they were able to process and render so much more than just a few years ago. I hadn’t really thought all that much about the difference technological advances had made in 3D animation until then. All of the sudden I was noticing the difference in quality between every 3D animation I watched and decided going down a career path in the animation industry would be fun.

PIXAR has pushed once stiff moving characters, to nearly photo realistic accuracy and are always looking to continue to push the limits of computer animation. But PIXAR in addition to their A+ team of software engineers, has amazing artists and storytellers. It’s not all about the graphics that makes their movies enjoyable, but their commitment to the highest industry standards, is admirable.

kadoin-clock

kadoin-clock-final

I wanted to make a clock based on the movement of planets so I started with the key in the upper right corner. It works similar to a clock face, the sun acts as the center and the planet acts as the hour hand. From there the planet then acts as the center and the moon acts as a minute hand.

Relative to the planet though, I wanted one revolution of the planet around the sun to act as a year. The stars in the sky slowly rotate around the the point in the center of the screen when the compass points North over the course of the 12 hour year to show different parts of the year.  One revolution of the moon around the planet would equate to one month with the appropriate phases of the moon. I also have the sun rise and set every minute.

I wanted the viewer to be able to see both the sunrise and sunset as they happened, so I tried to make a panorama 180 degree view. There is a side scroll when the mouse is near the left or right edge of the window, as well as a compass to let the user know which direction their facing.

I didn’t initially intend for this clock to almost mirror our 12 months/year, ~30 days/month calendar, but that’s just how it ended up. Throughout the process I became painfully aware of the annoyance of leap day and how a calendar year in all units of measurement doesn’t line up exactly.

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Anson-clock

This is not so much a “clock” as it is a minute timer. It’s also a video, because I wrote it in Processing, not p5.js.


//triangle made of three points and an angle
PVector anchor; 
PVector trianglePt1;
PVector trianglePt2;
float theta;


PImage img1, img2, maskImage;
//float offset = 0;
//float easing = 0.05;

//class of circles called Spot
//declare the class, the array, and the object
Spot[] sp = new Spot[12];



void setup() {

  size(640, 480);
  frameRate(60);
  anchor = new PVector(width/2, height/2);
  theta = 0;

  //construct the object
  for (int i = 0; i < 12; i++) {
    sp[i] = new Spot((i+1)*width/12-(width/12/2), 40, width/12);
  }

  img1 = loadImage("profile_cutout.png");
}


void draw() {

  background(250, 215, 210, 0);

  image(img1, 170, 288, 300, 300); 
  tint(255, 185);  // Display at half opacity
  blendMode(SUBTRACT);  
  fill(30, 125, 175);

  theta += 360/60/frameRate;
  trianglePt1 = calcPointonCircle(radians(theta), 150);
  trianglePt2 = calcPointonCircle(radians(theta+90), 150);
  triangle(anchor.x, anchor.y, trianglePt1.x, trianglePt1.y, trianglePt2.x, trianglePt2.y);

  fill(190, 100, 200);

  for (int i = 0; i < sp.length; i++) {
    ellipse(sp[i].x, sp[i].y, sp[i].diameter, sp[i].diameter);
  }

  for (int  j = 0; j < 12; j++) {
    float thetaCoordinates = radians(j*30);
    int radius = 150;
    float x = radius*cos(thetaCoordinates) + width/2;
    float y = radius*sin(thetaCoordinates) + height/2;
    ellipse(x, y, sp[j].diameter/2.65, sp[j].diameter/2.65);
  }

  /* Below is an effort to get the array of Spots sp[i] to move down the screen. I wanted them to move down 
  one per hour, and map this to time, but I didn't figure it out. 
  
  valid = True 
   
   while(valid==True)
   for (int i=0; i<12; i++) {
   if (random() 0.5) {
   then sp[i] [sp[i].y]-1
   
   }
   if sp[i][sp[i].y]==height {
   valid = false;
   
   }*/
}

//float h = map(hour() + norm(minute(), 0, 60), 0, 24, 0, TWO_PI * 2) - HALF_PI;


PVector calcPointonCircle(float _theta, float radius) {
  PVector tempPoint = new PVector(anchor.x+radius*cos(_theta), anchor.y+radius*sin(_theta));

  return tempPoint;
}

class Spot {
  float x, y, diameter;

  Spot(float xpos, float ypos, float dia) {
    x = xpos;
    y = ypos;
    diameter = dia;
  }
}

Keali-Clock

constellationclock

Personal preference and style instinctively propelled me in a design, illustrative, streamlined, or nature/environmental-oriented approach to the assignment; the fact that it was an assignment with a timekeeping topic kept my ideas in check by balancing them with functionality and utility. As “abstract” was a key word to the work’s intentions, I geared my ideas towards nature, going through processes as a growing tree (trunk growing by the hour, branches by minute, leaves/flowers by second), and eventually the sky. The sky idea stuck with me, in that since origin has time reflexively been associated with the aerial plane–in regards to stargazing, orbits of planets, rotations of celestial bodies, etcetera. I decided to further this idea as I settled on my approach: with little star specks appear every second, bigger and brighter stars every minute, and constellation fragments per hour of current time; all of these would also be characterized by continuous rotations and dimming/brightening cycles via some calculation of milliseconds. Hence the product of a non-overwhelming, yet abstract starry night interface of my clock, appealing both my environmental and design-based tendencies; while it is reasonably possible to tell the time by counting constellation segments and stars, the effect is still subtle and the utility requires some effort; but in connection with how time and mother nature wait for no one, I want the audience to feel relaxed while viewing the atmospheric vibe of the work–and to sink in to a mere vague notion of time, and to admire the characteristics of this nature-based simulation.
Food for future thought: generation of mist/galaxy patterns/smoke throughout, possible integration of calming instrumental music, other celestial bodies/comets (may sacrifice utility and functionality however), subtle rotation of constellation figures around some origin…

clock

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Anson-LookingOutwards02

I have been inspired by Karolina Sobecka’s project Sniff since I heard about it four years ago. This project was, as far as I’m concerned, extremely innovative for its time – and it is surprising when I look at the documentation on this project and realize it was made 7 years ago. This is an example of a site-specific interactive projection in public space. This project utilizes computer vision, Open Frameworks, and the real time graphics game engine, Unity 3D.

The project took place on a storefront window, and a sidewalk in New York City. Using an IR camera, people’s movements were monitored, and an animated dog “reads” the gestural response of the users to inform its artificial intelligence system, forming a relationship with the person who is interacting with it (which could be read as friendly, excited, aggressive, or standoffish). I feel this was innovative in many ways – the artists, Karolina Sobecka and James George, wrote custom software to create the project. But more importantly, they explored in an effective way the emotional and psychological impacts that could take place within an interaction with a digital “presence” – in this case, a dog. Many questions are raised here. Who is affecting whom? Where is cause and effect? Can you have an embodied experience with a digital experience? Can you summon genuine emotion from a digital presence? These are questions that I ask in my own work, and would like to explore in my research, creating interactive, digital experiences that explore our relationship to space, examine our connection to each other, and focus on embodiment. And I believe embodiment with a direct link to the spatial conditions (site specific) around us are the most powerful.

Sobecka’s work was inspired by the essay, “The Body We Care For,” by Vinciane Despret, which discusses a horse named Hans who was believed to have been able to learn mathematics. However, the horse was simply responding to physical and emotional signs from its handlers. She quotes Despret, “Who influences and who is influenced, in this story, are questions that can no longer receive a clear answer. Both, human and horse, are cause and effect of each other’s movements. Both induce and are induced, affect and are affected. Both embody each other’s mind.”

These questions, which I believe are becoming increasingly imperative, are at the root of my research.

Here’s a video of someone interacting with the work.

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Catlu – LookingOutwards02

The thing that may have most inspired me to begin to learn coding was the program Meander that was used in Disney’s short film, Paperman. I have always loved animation, but before I saw Paperman, there was always such a clear distinction for me between 2D and 3D. 2D had distinct stylistic advantages, while 3D could achieve gorgeous and realistic effects. Although the new wave of 3D animation was exciting, there was a bit of nostalgic longing for the old 2D movies that always stayed with me. Hand drawn lines have an appeal and stylish nature that I’ve never seen really matched in a 3D film. With certain nuances, most 3D films give off the same sort of feeling. With Paperman, it was different. I was amazed. Even if the style was classic Disney, the feeling the animation gave off, the atmosphere of the lighting and lines, was unique. I looked up the short later and found that the effect was achieved by using a program called Meander that was made in Disney’s R&D department. Meander made it so that the short could be animated in 3D, but that 2D lines could be hand drawn on top, that would morph, contour, and follow the curves of the 3D spaces and characters. They had essentially given a 3D movie a further 2D appeal. It was because of Paperman that I realized the possibilities that computer science brought to the field of animation, and that by learning computer science, I could open up those possibilities for myself.

kander – Clock

github link

sketch

My first idea, which is probably the one that came closest to actually transpiring, was three cups. Each time a new hour, minute, or second happened, a ball would drop into the cup. When the unit of time rolled over, the balls would drop out.

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Although my final result is much simpler than the original idea from which it was drawn, I’m not upset that I wasn’t able to implement all of my original plans.

The gradual chaos built up to the point when the screen contains however many hours balls, 59 minutes balls and 59 seconds balls is, and then its release when the time rolls over and the balls disappear reminds me of the fresh start that each new hour seems to bring. I would like to see my clock somehow implemented mechanically, with a bunch of actual balls being shot out of different compartments. The balls are sized and their alpha value is adjusted according to their “importance” in telling time. I tried to balance the focus the viewer would place on each element of the clock — the seconds were tinier, so they moved much faster than the hours, for example. It would be an interesting modification to reverse the attributes — for example, the seconds are huge and slow moving, while the hours zoom around the canvas — and see if it still reads as a clock.

Some of my other ideas:

My second idea had to do with coloring the background

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Another idea was centipede, which gave characteristics to little bugs on the screen according to time

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My final idea was a light up grid, where the units of time were represented by different areas, and the areas flashed according to how many hours, minutes, or seconds there were.img_1468

 

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Catlu – Clock

catluclock

For this project I went through several ideas. First I thought about the human biology and considered clocks that were measured in heartbeats and breaths. Later, I thought about making a clock on the 28 day average menstrual cycle. Slowly, I moved away from this biological theme as I shifted to a more personal view of time. The clock I chose to do in the end was a clock based on emotions I was feeling while brainstorming. These feelings were of a lack of time. Often I feel that there is much to do in the day, but the time gets away from me and just burns away. I end up getting close to nothing done. This cloth represents the feeling of watching your blank day being eaten up before you can make a memorable mark on it, leaving only the nothingness underneath. I hope it is a reminder that time is precious, and a bit of a fright when you check back and see the fire has consumed more than you thought.

Making the clock involved a lot of research. Initially, I had no idea how I would make the fire. After looking around the P5.js website and trying a few methods including particles and shapes, I decided that perlin noise would be the best way to handle it. I watched all of Dan Shiffman’s videos on perlin noise, and also found some useful reference code http://p5js.org/reference/#/p5/noise. The clock is on a 24 hour schedule meant to symbolize the passing of the day. Time can be estimated by the amount of un-burned paper left within the white frame, the frame of time.

For some reason my pictures refused to upload in the correct orientation. Please click on them to see them correctly. Thanks!

20160916_030503

20160916_030624

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Xastol-Clock

xastol-clock

For this week’s project, I decided to develop a clock in a setting that seems indifferent of time: the void. This idea of a void being a placeholder for time came to be when I realized these seemingly empty/endless places (voids, black-holes, etc.) only seem to be empty and endless because there lacks evidence of anything existing in them. However, just because our understanding of a subject is restricted doesn’t mean it doesn’t exist.

Imagining a void with characteristics completely different from most expectations, I decided to give the void boundaries and make the color of the three different creatures vibrant. The hour creatures are the largest of the three and move very slowly. The minute creatures are middle-sized and move at a calm pace. The second creatures are the smallest and the fastest, as they appear and disappear the most. Additionally, each creature has a number placed on it (representing in number in terms of time). However, these numbers are purposefully placed in hard to read areas of the creature. This ties directly with the previous theme that just because something is not visible (we don’t understand), doesn’t mean it doesn’t exist.

Github Code Link: https://github.com/xapostol/60-212/tree/master/Deliverables%202%20-%20xastol/clock_p5

xastol-p5-clock

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Clock 1st Attempt

clock

So my concept is a clock that moves like a bed of snakes. So each digit is supposed to be it’s on individual snake and so when a digit changes, the snake slithers from one number to the next.

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Keali-LookingOutwards02

Initially when given the assignment, I worried over the fact that I had no personally recognizable exposure to what I defined as interactive/computational art, project, or installation; perhaps I overthought and unnecessarily limited myself, but my aspiration in utilizing technology and design together stems from experience of sequential narratives such as animations and videogames–and ultimately decided to make this reflection on what I consider to be a compromise between an interactive work on a medium with which I was more familiar:
Such is the videogame Flower by thatgamecompany, in which the player is the wind and guides and collects petals by interacting with the surrounding environment; the goals and journey in each level vary, but involve flight and exploration to create an idyllic atmosphere. The game was created by a development team, which included producers, directors, engineers, designers, illustrators, writers, and composers amongst other members to accommodate for every last detail to be successfully integrated into the interface. Flower was actually the second project in a 3-game deal with PlayStation, in which Sony offered to fund three games from the company, meaning that it is specific to the PS3 and would likely not be available on any other platforms in the future.
However, Flower challenges traditional gaming conventions by delivering a simple gameplay using accessible controls (SIXAXIS motion sensors) and a medium that is meant to evoke positive emotions in the gamer; the team viewed their efforts as creating a work of art, removing elements and mechanics that were not provoking the desired response in the players. The result is a narrative arc that progresses through visual aesthetic and emotional cues as the audience fades from the external and stressful world. As a student whose goal is to effectively have technology and art coexist, this game provides future opportunity of advanced visual, audio, and interactive escapes to engage players and strum the chords of feelings that all consumers naturally have: this is something important to me as a gamer and an artist, that there is a feedback or response between the resulting products and the audience.

Official project website//
PlayStation based website//

Antar-Clock

img_0005A vine hangs from above. On the vine small branches dance along it. Each branch grows cherry blossoms.

There is one vine per hour (12 hour system), one branch on each vine for each minute, and one blossom on each branch for each second. The branches change position every second, and their colour loosely changes with time.

In the sketch I’ve illustrated the time 4:08:12 – 4 plants, each plant has 8 leaves, each leaf has 12 veins.

My clock is a bit of a literal interpretation that it takes time to grow. As time passes more vines grow, more branches reach out and more blossoms bloom. The motion isn’t as fluid as I would have liked it to be but I definitely learnt a lot about perlin noise and how to integrate time into my code. In retrospect making three nested for loops was probably a poor choice. As I learn more about P5 I might come back to this project and try and get it to feel more like my personal illustration style. As youimg_0006 can see, my sketch and my program look nothing alike, so it would be another goal as my coding skills improve to get my program up to my illustration. A personal goal for this semester is to develop a cohesive and strong personal aesthetic and style.

 

 

Cherry Blossom Clock

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