Friday, 12 December 2008

Final Evualation

I have come to the end of this project. I have found this particular project very challenging. One of the main reasons for this was due to the broad nature of this brief. This meant that there were a lot of room for scope. One of the main things that I did was to brainstorm my ideas, and begin to flesh out how I could tie down a concept to this brief. This was done through researching various theorists, and seeing what concepts appealed to me. Looking at the various pieces of research I found the area of immersive interactivity particularly interesting. One of the main reasons for this is due to the fact that the whole concept of immersive, bordering on the concept of virtual reality was very appealing to me.

I decided to add an infotainment feel to my concept. My initial idea was to have an interactive multi-touch user wall whereby the users could simply come straight up to the wall and begin interacting with a multitude of objects. The original concept was based on a jungle theme, looking across the animal kingdom. But had an opportunity for a much wider application.
I decided to continue the development of ideas, which led me down a different path-to a new space concept. I decided to take this concept and tie it in with the cinema. The next stage was to research the technology that would allow for his concept to be created. The first thing that I looked at was the arduino chip. The technology of the arduino chip allows the user to really interact with the screen without the need for any additional equipment by pressing their feet on the pressure pads underneath the seats. Users moving from side to side will also impact on the screen, using motion sensor technology.

I decided to create a visualisation of the spaceship interface in flash to show exactly how and when the user can interact with the interface.
During the class critique, the main feedback was to introduce a human element so that people could see how users could interact with the animation. Along with this the ideas of creating a real life visualisation was also raised. This was so that people could see how this could be implemented in a cinema.

Overall I am satisfied with the progress that I have made with this project. I have really pushed myself, without going too far. I also feel that I have created a successful final outcome and pleased with all that I had achieved.

Sunday, 30 November 2008

Arduino Chip

Arduino is a tool for making computers that can sense and control more of the physical world than your desktop computer. It's an open-source physical computing platform based on a simple microcontroller board, and a development environment for writing software for the board.

It can be used to develop interactive objects, taking inputs from a variety of switches or sensors, and controlling a variety of lights, motors, and other physical outputs. Arduino projects can be stand-alone, or they can be communicate with software running on your computer (e.g. Flash.)



Below is a clip displaying the capabilities of weight in the Arduino Chip.



As you can see from the above clip, this projects feature is the weight facility, whereby the users weight triggers a reaction-in this case a mirror.


Positive aspects of the Ardino microchip


Inexpensive - Arduino boards are relatively inexpensive compared to other microcontroller platforms. The least expensive version of the Arduino module can be assembled by hand, and even the pre-assembled.

Cross-platform - The Arduino software runs on Windows, Macintosh OSX, and Linux operating systems. Most microcontroller systems are limited to Windows.


Simple, clear programming environment - The Arduino programming environment is easy-to-use for beginners, yet flexible enough for advanced users to take advantage of as well.


Below is another clip displaying the utilisation of light in the Arduino technology.




The information gathered on the Arduino boards has been very useful. This technology will allow the users in my own project to interact with the content on the screen. They will do this by tapping the pedals at the bottom of the seats to interact with the animation on the screen.
I think that this additional element of light really enhance the immersive feel of my animation.

Interactive Cinema

Interactive cinema tries to give the audience an active role in the showing of movies. The movie Kinoautomat by Czechoslovakian director Raduz Cincera presented in the Czech Pavilion in Expo '67 in Montreal is considered to be the first cinema-like interactive movie. The availability of computers for the display of interactive video has made it easier to create interactive movies. (wikipedia.org/wiki/Kinoautomat)

Below is a clip taken from the Kinoautomat film.



The concept behind this film was that, you push the button, which allowed you choose the action. The idea was that this was the only choice they could allow to make freely in communist Czechoslovakia. In 1972, less than a year, the Communist Party of Czechoslovakia banned the film.

Below is another form of interactive cinema whereby the users interact with the screen using motion sensor technology. They do this by waving their hands, or moving their body. The direction of the movement is detected and recorded by the motion sensor on the back of the seat.



As you can see, this creates a fun and immersive experience for the users. The example shown just shows a simple car driving down the road. In my implementation I will be integrating the technology with a narrative to create an immersive learning experience.

Below is another example of this technology being used in the cinema environment.



One of the things, that I really about this concept was the amount of people involved in the experience. This goes to show that this form of interactivity doesn’t have to be limited to small numbers of people.

Honey, I Shrunk the Audience

Honey, I Shrunk The Audience is a 3-D film at several Disney theme parks themed to the Honey, I Shrunk the Kids film series. It first opened at Epcot's Imagination Pavilion in 1994, Disneyland in 1998, and Disneyland Paris in 1999.


When I was younger I saw this amusement at Disneyland Paris. This had a lot of impact, as I vividly remember the experience to this day. The were several times in the film where the characters in the film would interact with the audience, i.e. when a dog sneezed on the screen the viewers got a blast of water to the face. Another example of this is when a mechanical fault occurs which resulted in the chairs beginning to vibrate suddenly as if something was going drastically wrong.

This type of cinematic viewing is incredibly immersive, and is very similar to the elements that I would like to incorporate into my concept.

The technology of getting the film to interact with the audience is a motion simulator. A motion simulator or motion platform is a mechanism that encapsulates riders and creates the effect/feelings of being in a moving object. One example would be a theme park ride, which simulates flying by using a projection screen in front of the seats you ride in. (wikipedia.org/wiki/Motion)

The main philosophy was that the film interacted with the audience. However in my concept the audience will be interacting with the film and vice versa. I will be doing this with the technology of using “motion sensors”. This will enable the viewers to actually interact with the content rather then simply getting a generic reaction from the screen.

Planetariums

“A planetarium is a theatre built primarily for presenting educational and entertaining shows about astronomy and the night sky, or for training in celestial navigation. A dominant feature of most planetariums is the large dome-shaped projection screen onto which scenes of stars, planets and other celestial objects can be made to appear and move realistically to simulate the complex 'motions of the heavens'.” (wikipedia.org/wiki/Planetarium)

One of the planetariums that I thought was very interesting was the Adler Planetarium based in Chicago, (www.adlerplanetarium.org). This was the first planetarium built in the Western Hemisphere and is the oldest one in existence today.

One of the main things that I like about this planetarium in particular is the way that they are constantly pushing the boundaries of technology and really creating an immersive environment.

An example of this is the “Definiti Space Theatre” This provides the user with an exciting experience in a virtual reality environment that launches them into the outer reaches of space.
This concept if very similar to what I am trying to achieve. In particular the layout of the seats, which are in a semi circler shape. This is along the same lines of my core idea, thus creating a social and educational learning environment.

Monday, 24 November 2008

2001: A Space Odyssey

2001: A Space Odyssey

2001: A Space Odyssey is a science-fiction film, produced in 1968 as both a film (directed by Stanley Kubrick) and a novel (written by Arthur C. Clarke).

After deciding on Clarke's 1948 short story "The Sentinel" as the starting point, and with the themes of man's relationship with the universe in mind, Clarke sold Kubrick five more of his stories to use as background materials for the film.



I found the overall concept of the film very interesting, the concept was also fascinating- it was based on the philosophy that we as a human race have become too dependant on technology and have come to rely on it in every aspect our lives. This is even to the extent that it becomes so powerful that it will ultimately consume us.

Due to the fact that the whole philosophy is quite layered many people simply didn’t get it. Below is a link that leads to a flash animation that explains in great detail what the whole concept was about.

http://www.kubrick2001.com

One of the things that I really liked about this film was the relationship between the human and computer interactions. The spaceship computer “HAL” began to think that it was real and takes it upon himself to terminate the entire crew.

HAL 9000 (Heuristically programmed Algorithmic Computer) is a fictional computer with artificial intelligence, the sentient on-board computer of the spaceship Discovery. HAL is usually represented only as his television camera "eyes" that can be seen throughout the Discovery spaceship. (wikipedia.org/wiki/Hal_9000)



There have been lots of references of the computer HAL in today’s media. One of the more memorable ones was in a Simpson’s episode where the computer took hold of the Simpson’s household. Once again the computer played an evil character that tried to seduce Marge and devour Homer Simpson.

Another memorable use of the computer “HAL” was in a 60-second Super Bowl advert promoting Macintosh computers. The camera zooms in slowly on the red light as HAL attempts to brainwash the user into thinking the all Macintosh programs are excellent.



I really like the whole concept of a spaceship with an almost organic personality. I think that this concept can be utilised in my solar system concept. The human computer division could be broken down with a simple voiceover.

Redeveloping my concept

After looking closely at my project design. I’ve decided to rework my concept. I will no longer be creating a multi user touch screen based on a jungle concept. The main reason for changing my concept is due to the fact that creating a jungle environment- essentially already exists. Even though the majority of people wont be going to the jungle anytime soon- they will still be able to zoos and interact/ learn about the animals.

The core concept of an interactive learning environment will remain the same however the technology in which it will be implemented will be different. My new idea is an interactive cinema environment based on the solar system. Whereby users can interact with the screen with a variety of movement.

The next step is to research existing example, as well as the technology that would allow such concept to be created.

Thursday, 20 November 2008

Case Studies-Interactive Whiteboards

Below are some case studies from various schools explaining how the IWB has impacted the overall education standard. I thought that it would be intresting to se how various schools truly felt about this technology. All the resources were taken from the ITC in education website (www.ltscotland.org.uk)

Case study 1- Tullos Primary School

Dawn Davidson is a teacher at Tullos Primary School and uses an interactive whiteboard. She is keen to develop resources for literacy and has created her own punctuation exercise using.

Ms Davidson thinks the class went well - punctuation is beginning to ‘sink in’ for the pupils, and they are remembering how to use the different software tools on the interactive whiteboard.

She has noticed that pupils particularly like using the interactive whiteboard: they enjoy working as a group or as a whole class, rather than doing exercises on their own in their jotters. This enjoyment contributes to the achievement of the learning outcomes.

Case study 2- Kilmarnock Academy

Pat Young is head of modern languages at Kilmarnock Academy. In this lesson she is revising French vocabulary for colour and clothes with a set of secondary 2 children using an interactive whiteboard.

Both Pat and the pupils clearly enjoy the lesson. One pupil says she remembers things she learns from the interactive whiteboard better than from a book. Another boy comments that learning from the whiteboard is much better than learning from a book because the pictures move and there are real French voices. Pat is very happy with the way the class went - above all, it was fun, and if the children enjoyed it, there's a good chance they'll remember what they were taught.

Overall I have found the feedback taken from these case studies very informative. Due to the fact these case studies have been taken independently, there would be no reason why this information should, or would be biased in any way.

I feel that the information that has been gained has really backed up my claims that this particular form of interactivity really does improve the learning environment- however this isn’t simply due to the technology, there are numerous factors that must be take into account, all of which will help to create a fun, educational learning environment.

Interactive Whiteboards (IWBs)

Interactive Whiteboards (IWBs)

One of the first things that I wanted to look at was how this technology has been implemented in today’s society. One of the closest representations of this was the interactive whiteboards (IWBs). This uses similar technology and would allow me to gauge how successful it has been, what-if any limitations there are, and future implementations

A company called ‘Future Lab’ (www.futurelab.org.uk) who develop innovations within education, carried out some extensive research on the impacts of the whiteboard technology, with a particular focus on its implementation in the classroom. Below are some of their findings that I found particularly relevant.



The aims of this report are to extract some key findings relating to the use of interactive whiteboards in the classrooms in UK classrooms from research literature.
Recent research reports reveal a very mixed picture. On one hand there are reports that identify how IWBs have been used to significantly improve and extend teaching and learning practices, through aspects such as better display facilities, greater ability to provide better clarification and visual representation, modelling and explanation of ‘difficult’ concepts, as well as engaging and motivating pupils more effectively, helping increase attention spans and improve focus within the classroom which creates a more captivating learning environment.

On the other hand, other research suggests that the mere introduction of such technologies is insufficient to promote greater interactivity in the classroom, from this perspective the assertion tends to be that IWBs have been appropriated to reinforce and facilitate more didactic approaches and increase teacher control and ‘ownership’ of classroom interactions. The majority of research, however, falls somewhere between the two and is far more nuanced, identifying some of the reasons underpinning both effective and less effective usage.

Overall, IWBs were felt to have the most significant impact facilitating activities that could not easily be replicated, such as interactive simulations, presentation of maps and diagrams, sharing of artefacts such as digital microscopes, etc.
The majority of feedback was that people had positive perceptions toward the use of IWBs and their impact on learning and teaching. In particular the quality of displays was thought to enhance key aspects of teaching, and more generally, there was a feeling that IWBs had “helped to bring teaching up to date”.

The research suggests that when there is a willingness on the behalf of teacher to create an interactive environment at the classroom level, and when this interacts with experience and understanding of the technology’s interactive components, that we are likely to see better and more dynamic interactions with IWBs.

I found this research material very informative. I thought that the way that the author didn’t just look at the positive aspects but also the negative ones was also quite refreshing. It would be naive to believe that everything about the technology is 100% perfect.

Its not just the technology, it’s the software- the method of teaching, implementation- there are many variables that would contribute to the success or failure to this technology.

Immersive Education: Introducing Game-Based Learning

Aaron E. Walsh (2008) Immersive Education: Introducing Game-Based Learning

I’ve begun to look into the whole concept of immersive education. And have foud various differences between comparisons between immersive technology when compared to other forms of technology such as websites etc. I began to look into some blogs such as Aaron E. Walsh’s. He’s a Director of the Grid Institute, a Boston-based research and development company founded in 2005. I found some of the research interesting and informative.



“Immersive Education combines interactive 3D graphics, commercial game and simulation technology, virtual reality, voice chat, Webcams, and rich digital media. Unlike traditional computer-based learning systems, the virtual learning environment is designed to immerse and engage students in the same way that today’s best video games grab and keep the attention of players.” (www.internetevolution.com)

I think that this is a very clever concept. If you took the idea that kids spend literally hours playing computer games, whereas they are more reluctant to do any actual school work. If the work was to be made much more fun, then children would definitely be working for not only longer periods of time, but would be absorbing more information.

“This is exciting new ground for many educators, but it’s also a cause for concern among some teachers about its disruptive potential. Critics question the effectiveness of computer simulations for education, while others are worried that introducing video games as learning tools in schools will diminish education.”

In some instances, teachers feel that their jobs may be threatened. One question that is often raised is, “Will immersive education replace teachers?”, this is another interesting idea. Why would a student need any teachers when they have all the instruction inside their virtual bubble? Would this lessen the need to go to school? This in turn raises many more questions.

I found the issues raised by this author very interesting. The whole concept of immersive learning takes on a completely new meaning when it’s looked into much deeper. This is essentiality the direction technology will be moving towards in the very near future.

Intersecting the Virtual and the Real

Intersecting the Virtual and the real: Space in interactive media Installations. (1998) George Legrady

“To experience space is to engage with it through ones presence, to possess it by being immersed in it, in the way one posse’s space inside a room, in the park or on the streets. Computer generated virtual immersive environments create the illusion of space by stimulating virtual clues such as boundaries declinations, which allow us to perceive directionally and to circulate.”

This is a very interesting concept- I have briefly looked at the whole concept of space, but didn’t realise how powerful it could be- or how much of an effect it could have in terms of other users interacting with the spaces.

“In the process of interacting with the digital world we can consider ‘real space’ to be the site where our real bodies come into contact with the technological devices by which we can experience virtual space. Social space then becomes the site where we gather to watch each other coming into contact with the technological devices used to engage with virtual devices.”

This is another interesting theory that has been brought up in terms of the users interacting with the space. In relation to my concept the fact the multi-touch video wall will be so large (essentially the size of wall) will mean that this will have numerous people interacting with this technological devise simultaneously-this does indeed create a social space due to numerous people being in the same space, not only interacting with the device but with each other.

In looking at how this ‘social experience’ has been used with existing technology George Legrady looks at its relation to the cinema:

“The cinematic experience normally requires a public space and social space in which it is to take place therefore embodies a social experience. Viewers can come together at a present time to experience the event. They are physically present, orchestrated within a designated in a determined format consisting the arrangement of seats. The audience communal presence within this institutionalised space becomes the occasion for the experiencing of cinematic work.”

This is an interesting idea that getting a lot of people together creates an event-which it does but also that of a social environment- which when you look at it could also expand the whole concept of interaction.

George Legrady also talks in-depth about how participating in an interactive work within the context of a museum space implies engaging with spectacle and a form of audience.

“The experience is performative in the sense that the audience is engaged as both performer and spectator: performing through the interaction with the work, functioning as a spectator through the observation of what occurs when the other audience members are in performance mode.”

This is a really interesting philosophy of how the audience becoming the performer as well as the spectator- this also works along then theme of the social environment. This concept is very similar to other theorist that I have researched. However they have described this concept in a slightly different way.

The Interactive Art Gambit

Ken Feingold (1991) The Interactive Art Gambit

“Where I first saw a computer touch screen positioned over an image wherein one was coaxed to ‘touch the image’, touch the object of desire. It seemed to be that the link between looking, wanting and touching connected quite directly to these fundamental urges. To touch to enquire, to investigate to examine the result of ones production…to affirm ones own existence in the world.”

I think that this concept is very interesting- everything that then Ken Feingold is saying is has a lot of meaning and resonates with me- we do touch things to explore them further and go get a deeper meaning from them. Touch, along with sight is one of our most important senses and we need it to examine and to make sense of our world.

Ken Feingold then goes onto to talk about how the interactive concept of interactivity engages the spectator in new and interesting ways. One example of this is when the author talks about Jasper Johns, who was an American contemporary artist.

“Johns most well known works which overtly evokes physical interaction was his 1960’s target. A framed unfinished watercolour of a target, below which are some small tins of colour and a brush. The obvious suggestion is that the painting itself is to be physically completed by another, unknown to the author.”

Here the artist is playing on the concept that the physical action is irreverent. It’s the ideas of the interaction, which is enough to carry the meaning of the work. The idea of the viewer participating in the work- this changes the whole perspective of the user/viewer to the author/creator.

Overall I found the concepts that Ken Feingold talks about very interesting and has a lot of relevance to my idea. The whole philosophy of making the viewer who is participating in the work into actually creating the work seems to be a sense the essence of interaction.

Wednesday, 19 November 2008

Hamleys- London Trip

During the London excursion I visited a shop called Hamleys. This is a toy shop that caters for children aged 0-100. When looking at the range of toys that were on offer I began to think in terms of the relation to my project. -

I then decided to look at how the various interactive toys differ when applied to a variation of age groups. The main reason this is relevant to my design is because my target audience is across a broad spectrum so the interface must be universally useable by everyone.

Below are some toys aimed at the youngest part of my target audience:

House Puzzle

“Build your imagination with the amazing shape sorting wooden house. Slide the multi-coloured walls in and out. Take the roof off or flip it over to reveal new patterns with smiley faces, crescent moon, star, cloud and clock shapes”. (www.hamleys.com/housepuzzle.html)


This Hamleys house puzzle is a construction model that allows for children to knock down the building and build it up again. This toy has bright vivid colours as well as an assortment of funny characters decorating the house. The brightest colours are stimulating, and definitely draw in the attention of children. This stimulates the child’s senses of sound, vision and touches and promotes fine motor skills.

Aqua draw mats

“This unique drawing toy comes with a water-based pen, so no mess means Mums will love it too. Simply fill the pens with water and let little hands create their own masterpieces. As the magical canvas dries, the pictures disappear to allow for new masterpieces to be created”. (www.hamleys.com/aquamats.html)


Theses aqua draw mats allow for quick and functional drawing for children of a young age. Using this allows children to express themselves and can also help with writing.

Utilising something along these lines is interesting- because as stated by digital London this style would allow for “intuitive interaction” between the user and in my scenario a multi-touch wall. To take the concept even further even simpler than drawing on a wall would be finger painting- this concept could be developed further.

Diego Animal Rescue Laptop

“Diego and his animal friends come to life with this colourful learning laptop. This comes with a portable jungle design with an LCD screen for animated learning fun. 10 interactive learning activities including: letters, numbers, maths, music, animals and animal facts and more. Press the character buttons to activate fun mini games that encourage hand-eye co-ordination and cause and effect concepts. Features the real voice of Diego”. (www.hamleys.com/diegoanimalrescuelaptop.html)


This laptop is looking towards slightly older children. It has a wide range of applications, which include a wide variety of interactive learning experience.

The information gained from looking at the range of toys in Hamleys has been very beneficial. The next step is to look at how an immersive interactive learning environment superior when it is in comparison with static images on a screen. I will do this by looking into a variety of stats and statistics about child learning and development.

Niketown- London Trip

Niketown was one of the shops that I visited on the London excursion. I found the way that the shop layout had been created very interesting. It resembled a gallery rather than an actual shop. With a standard shop you tend to find the maximum amount of merchandise has been displayed to ensure that the maximum amount can be sold. This tends to result in a cluttered environment. An example of these kinds of shops in relation to “sport” is JD Sports, and Sports Soccer.


With Niketown I found the amount of space very appealing. The customers had an spacious environment in which to view the merchandise. The goods that was on display were quite minimalist. Once again the shelves weren’t crammed full of items, they were carefully selected, and had only a few on display. Due to the fact that there were only small numbers of products made the items available seem somehow more precious, more desirable.


One of the spaces that really interested me was the shoe area. This was almost a secret annex, at the back of the shop in a cylinder shape with shoes on all walls- this to me created an immersive space simply full of Nike shoes.


Another aspect that I found very interesting about the Nike shop was the whole concept of the NikeID. This is where customers now have the option of creating their own custom made shoes. To me this is a real step forward in terms of interactivity in the retail environment. The customers are no longer the consumer- they have now become the designer/creator.


Overall I found the excursion to this shop not only very informative due to the layout and scheme- but interesting in terms of the psychology of the various aspects of the shop.

There are lots of elements that I feel that I can take from this and apply to my own design. Once again the whole concept of the user getting something out of an experience, (making their own shoes) is very interesting- and could be related to my own design.

This could take place in the form of users making a scene using the multi-touch video wall and a snapshot being taken of them or their families, which can then be printed- or downloaded. This would add to the level of interactivity and give the user something in return.

Digit London

Digit London is a design agency with a focus on interactivity based in London. Below is a snippet taken from their website.

“Digit is one of the longest established digital agencies globally. We help leading businesses deliver moments that matter by creating award winning on-line environments and content, and more recently ground breaking physical interaction experiences.” (www.digitlondon.com/oldsite)

Their concept is “simple human interaction”. This basically means that they believe interaction should be as simple, natural and as intuitive as possible. This is achieved by looking at how human interact with each other, then applying this philosophy to human-computer interaction.

Below is a screenshot taken from their intro page. As you can see the setting is night time- this is because the sight was visited at night. The background changes depending on what time of day it is. This is a very original concept and one that is also very simple.


One of the works that I particularly liked was the “motoglyph”. Below is a brief explanation about what the “motoglyph” actually is

“By fusing cutting edge technology and simple tools we created a digital graffiti wall on which users could ‘spray' their own unique signature or drawing. Whilst creating a ‘signature', motoglyph also simultaneously generated a soundscape. Both the soundtrack and the image could be sent to the users mobiles to be used as wallpaper and ring tone.”


Once again I feel that this is another very original concept. The interactive spray can was very easy to use, and the sensitivity was also very intuitive. The sounds as well as the visuals created can be downloaded which is another excellent feature. This means that the users can then get something in return from it. This creates a buzz about the product and encourages people to tell their friends about this product.

For me I found going to Digit London very useful. The information provided was clear, concise and gave me lots of inspiration to further my designs. One of the main concepts that I think I will take from this is to keep the overall concept as simple and as intuitive as possible. This will be limiting the amount of navigational features in my multi-touch video wall.

Another concept that I found very interesting which could be implemented in my project is giving something back to the user. The whole concepts of letting them create something whether visual or audio, which can be downloaded, is very interesting. This would definitely create a buzz about my product.

Tuesday, 18 November 2008

Vizrt- Content Meets Expression

About Vizrt
Below is a snippet taken from the vzrt website briefly explaining what a little bit about the company: (www.vizrt.com).

“Vizrt creates leading-edge content production tools for the digital media industry - From award-winning 3D graphics & maps to integrated video workflow solutions.
We propose a new vision for content creation and delivery with an end-to-end solution from conception to multi-format distribution. Through constant innovation and a good measure of fun, we create software and services that push creative boundaries and develop new ways of telling stories”. (www.vizrt.com/about)


“Vizrt’s product suite is used by the world’s leading broadcasters including: CNN, CBS, Fox, BBC, Sky, and ITN. Also, many world-class production houses and corporate institutions, including both the New York and London Stock Exchanges, utilize Vizrt solutions”. (www.vizrt.com/about)


The fact that this technology has been so highly sought after by some world-renowned companies illustrates how sought after and innovative this technology actually is. Companies want to been seen as moving with the times and progressing with the technological advancements, and will therefore ensure that they are the ones leading the pack.



Viz Video Wall has practically no limits when it comes to wall size or layout. The solution allows to create unique installations that surround the viewer and go far beyond the capacity of traditional video-wall setups. Viz Video Wall ER has a wide range of purposes in addition to regular studio broadcasting: It is perfectly suited for entertainment and educational productions, as well as interactivity in live broadcasting. Viz Video Wall ER can even be used in outdoor environments. The solution integrates seamlessly with other Vizrt solutions without requiring changes in the workflow.

Key features
  • Virtually unlimited resolution
  • Unlimited wall size
  • Run graphics and live video on one video wall
  • No workflow changes
  • Ease of use due to several animation layers

As demonstrated above Vizrt have shown some excellent development in using the multi-touch video wall with a strong sense of commercial value. All of the elements displayed are along the same paths that I am looking to progress with, but to take it along a more of an infotainment path. This would enable this technology to be applied to a core target audience. The next step is to undertake research into how this technology can be combined with an educational purpose so that it can create an immersive infotainment experience.

Human Computer Interaction. Multi-Touch Video Wall

Human Computer Interaction, (2007) Michael Lew

The development of a hybrid and sound system for device free interaction with software running on a large display wall has been in continual progression. Daniel Stedle is one of the leading developers in the Computer Science department at the University of Tromso. The system that he’s created consists of three components that together allows for interaction with both distal and proximal targets:
  1. The camera determines the direction in which the user is pointing allowing distal targets to be selected.
  2. Using four microphones, a user double snapping his fingers is detected and located.
  3. 16 cameras detect objects (fingers, hands) in front of the display wall. The ID position of detected enabling touch-free multi-point interaction with proximal content.
Display walls invite users to stand in front of them. To use mice and keyboards in this the users must carry them around. Mice’s often require flat surfaces to be used, and the accuracy when trying to hit small or distal target becomes an issue. Ideally users shouldn’t need devices to interact with any applications running on the wall.

When an object is visible from at least three cameras as it interests a plane parallel to the display wall canvas, its position can be determined using triangulation. Multiple objects can be detected and positioned simultaneously enabling touch free multi-point multi-user interaction. It is referred to as touch free as the user does not actually have to touch the display wall in order to interact with it.



This concept is exactly along the lines that I am looking for- the hybrid of the visual technology along with the sound really allows for an immersive experience.

One of the main problems that I have found when looking at the projector based installations- the movements tend to be on a larger scale, this means that smaller interactions- cannot be detected so easily. With the technology of the Multi-Touch Video Wall it will allow for much greater degree of control than normal projector based technology.

Terms

Distal- Away from the point of attachment or origin.

Proximal-
nearer to the body, or to the base of an appendage.


Hough transform- is a feature extraction technique used in image analysis, computer vision, and digital image processing.

D-Fuse

D-Fuse have created a multi-screened immersive environment that uses 3D animations of high resolution still photos & simple vector maps of the planet to explore these issues. Offering a reading of this global monoculture where aesthetic, architectural, agricultural, natural and civic diversity is being lost as the consumer driven culture spreads across the globe.

Below is a clip that gives me an idea of what their concept is, and what they are working towards.



Small Global is a 4 x transparent Screen immersive environment that requires a dark room, with a minimum of four metre spaces around the installation for the public to view the screens from outside and also have the option to walk inside the installation. The screens are set in a cube with one metre of space between them to allow for the public to view from either inside or outside of the cube and the fifth projector is mounted above to enable the floor projection.

Here are some concept drawings that have been created to show how this installation was created.


I really like the thought process that d-fuse has progresses with, the works that have been created are quite political, and look at the darker side of our culture, such as weapons productions, crime, etc. In terms of creating an immersive environment I feel that this concept is relevant to what I would like to achieve.

The next step is to begin to look into the technologies that will allow me to create the types of works that I know is possible, such as the arduino microchip, projector technologies, and the video-wall.

Monday, 17 November 2008

Towards Meaningful space

New Screen Media: Towards Meaningful space (2002) Annika Blunck

Annika talks about the whole concept of virtual reality and how much of an impact it has had on the general public, and in particular in the entertainment sector.

“The very nature of cinema has been and will be challenged by the technological combination of multimedia data, visualisation and manipulation allowing the spectator to become the author, director or even the protagonist. No longer are the audience reduced to passive viewing they have become an integral part in the experience their actions affecting the way in which the story unfolds”.

I thought that this was an interesting concept due to the fact that she talks about the way that the users are now a part of the film, they are no longer sitting watching it- they are now involved in it.

“The new combinations of image film and sound, elements make us familiar with and possess completely new features. The spectator is immersed in the projection. His movements influence the movements of the image, passivity transforms into activity. Through these techniques new patterns of actions are created those patterns nurture today’s action path of digital driven interactivity. The spectator has become actors, but now they are absorbed by immersion into the artificial world”.

This is the sort of philosophy that I would like to incorporate into my installation- I want user to feel like they are really involved, not simply just watching something happen, but for them to feel like they are immersed within the whole concept.

Sunday, 16 November 2008

Flexible Screen Technology

Flexible screen technology will make screens much more intuitive tactile and user-friendly. Below is a clip which demonstrates the process that is used in the making of the flexible screen technology.



In the video the creator “David James” Talks about its application in terms of newspapers updating it. This type of software could also have applications in a much wider sense from the sciences, media to entertainment.

Below is a snippet taken from the Zdnet site, which has all the latest information in technology development: (www.zdnet.co.uk)

HP unveils paper-thin flexible screen technology:

"There are many different techniques here, and we had to make them all work together," said Robson. "We could go to market with what we've got, there's no killer issue yet to solve. We've solved the science". However, he said that the current technology was transmissive - it needed a backlight -- and reflective displays that worked in ambient lighting had many advantages. "We're working on that, but we're not going to tell you about it yet", he said. "Commercial products are probably in the middle of the three to eight year time zone". Costs were similar to existing LCDs for small displays, he said, but HP's technology scaled up to very large displays with much lower projected increases. (news.zdnet.co.uk/emergingtech)

It opens up a whole new range of possibilities for the future. Today's flat panel displays are made on heavy, inflexible glass that can break during transportation and installation.

Human Computer Interaction

Human Computer Interaction- INTERACT ’01 (2001) Michitake Hirose

Representation of volumetric data using immersive projection and haptic display.

Visualisation is one of the most powerful methods for conveying information bout complex volumetric data. This field of technology has recently progressed rapidly, and methods such as stereoscopic imaging, large screens and other sensations such like haptics have been developed.

Below is a clip demonstrating one of the applications of “Stereoscopy”



As you can see this method has a wide rang of applications ranging from the medical fields, right the way through to media and entertainment.

An example of this concept being used in entertainment is the IMAX 3D Cinema where the concept has been taken utilised for the masses.



An immersive projection display consists of a plain or arced screen that surrounds the viewer and therefore provides wide-angle images. This device has the advantage of presenting a strong three-dimensional effect.

The advantage of this device is not simply that it presents objects realistically but imaginary or invisible objects can be presented for the users recognition. Such as air particles, molecules, etc. However tracking area of the hand Is physically limited by mechanical factors of the device.

“In this article we propose two methods of display to supplement each other. The application of the environment allows the user to immerse himself/herself in the scientific voxel based data. In addition haptics help a user to interact with the data directly”. (Michitake Hirose, 2001)

Voxel: (a combination of the words volumetric and pixel) is a volume element, representing a value on a regular grid in three dimensional space. This is analogous to a pixel, which represents 2D image data. Voxels are frequently used in the visualization and analysis of medical and scientific data.

Below is an examples of haptic communication and how it can be used in relation to mobile media.



Haptic communication: is the way that people and other animals communicate via touching. Touch is an extremely important sense for humans; as well as providing information about surfaces and textures it is a component of nonverbal communication in interpersonal relationships, and vital in conveying physical intimacy.

Internet Art

Stallibrass, J (2003) Internet Art: The Online Clash of Culture and Commerce

Internet art uses the intent to actually get people involved in the art itself.
Below is a quote taken from Stallabrass.

Internet art or net art can be created in many ways: for example, through websites; e-mail projects; Internet-based software projects (e.g games); Internet-linked networked installations; interactive and/or streaming video, audio, networked performances (using multi-user domains, virtual worlds, chat-rooms, and other networked environments).

“There are many examples of collaborative works of art in which users add to a project within a frame set up by the initiator. Among the best known is the Douglas Davis the world’s first collaborative sentence 1991. One of the first internet artworks to which tens of thousands of people have added”.

Below is a quote taken from a Douglas Davis interview by Tilman Baumgaertel:

“I thought of the keyboard, the means of interaction allowed by the Web but not by video or flat art. The big difference between broadcast TV and the Web is the keyboard: that people can say anything with it, they have full expressive capacity. This means a more intense and personal link could occur between me and the audience - and why not get the whole world together to write a sentence?”

This whole concept allows freedom of expression (within some constraints). This concept is similar to José van Dijck’s Home-casting: the end of broadcasting? Whereby a video clip can be obtained and edited time and time again. Creating a completely new snippet.

New Media Cultures

David Marshall (2004) New Media Cultures

“The objective of these new media is a kind of immersive state. Virtual reality is the endgame of this ecological from of interactivity, where the individual becomes a part of complete system in a game or in an environment” (Marshall, 2004, P11)

Marshall continues his observations when he points out that the varieties of interactive products are numerous, and the virtual reality system with it’s smart technology means that the computers are able to remember out previous data , responses and patterns, which in turn enables them to compile personal information about the individual.

An interesting example of this is the fictional film Minority report (2002) where Tom Cruise’s character is called directly by name by advertising billboards of major retailers encouraging him to buy.



David Marshall also states that the interactive elements between computer and individual breaks down the divisions that would otherwise exists to become part of the programme, game or Internet browser. The user becomes the content.

“Web cams provide a way to become the content quite explicitly, In another vein the avatars and skins that are employed by online gamer express their presentation of themselves and other players. In game worlds the gamer is part of the content as well as the agent or protagonist in the game”. (Marshall, 2004, P14)

Life on the screen

Sherry Turkle (1996) Life on the screen

The computer is referred to as the “second self” by Sherry Turkle who plays on the role of identity and transformation and the transformation that has taken place between the user and the computer. Below are several quotes that Turkle makes in her argument of the close relationships between the user and the computer.

“The computer is virtual world where through navigation it is possible to unravel mysteries, solve problems, challenges and to interact with other individuals. This is the aspect that becomes almost real and introduces a personal element”.

“As human being become increasing intertwined with the technology and with each other via the technology, old distinctions between what is technological become more complex. Are we living life on the screen or in the screen?”

Remediation: Understanding New media

Bolter, J and Grusin, R. (1999) Remediation: Understanding New Media,

Remediation is the process whereby computer graphics, virtual reality, and the World Wide Web define themselves by borrowing from and refashioning media such as painting, photography, television, and film. (http://english.ttu.edu//remediator.html)


Remediation: has not just appeared recently, but has been using the same process for the last several hundred years.

“A painting by the 17th Century artist Pieter Saenredam, a photograph by Edward Weston, and a computer system for virtual reality contains remediation”

All of these are similar because they try to achieve immediacy by ignoring or denying the presence of the medium. All of these artists seek to put the viewer in the space that the image is viewed.

The process of remediation makes us aware that all media are at one level a play of signs, which is a lesson that we take from post structuralist society, at the same time this process insists on the real.

Strange Days

The film strange days relates specifically to the whole concept of virtual reality because it offer the viewer an opportunity to actually experience life in another persons shoes, anything that can possibly be imagined- you can be.



The process of jacking in/ or wire tripping allows one consciousness to be transferred to another. The whole concept embodies a desire to get beyond mediation.

This film captures the contradiction between the ways that new media functions in our everyday society. The fact that we want to use technology without having to deal with it.

Immediacy

The whole concept of immediacy has been taken onboard by film and TV producers- whereby they will make all the action take part from the viewer’s point of view, whether that’s a fireman, police officer or a racing river. This is to make the viewer feel like they are “really there”.



Here is a snippet of the film “Cloverfield” where the whole concept of immediacy has really been utilised. Whereby the viewer has literally been thrown into the action. The other characters in the film engage with us “the viewer” to enhance the feeling that were actually within the film.

With the furthering of technology there is more of a demand for immediacy, this is shown in the way that digital images are much more lively and exciting than simply text on a screen. And a video chat will have more of an impact than a telephone conversation. This desire for immediacy is also apparent in major blockbuster film. People are using stunt men less and are now opting for CGI and special effect.

Even within the home there is a greater experience of immediacy using a graphics tablet or a mouse allows for easier and quicker access. Many designers say that they want an interface-less interface. This is why technology such as the iphone has become popular.

Transparent Immediacy

Virtual reality is very immersive which means that its sole purpose is to disappear. The actual process is difficult due to the amount of equipment that is required. Unlike in the film “strange days” where all they simply had to put on was a simple lightweight skullcap. With virtual reality people expect virtual reality to diminish and to ultimately deny the mediating presence. In virtual reality the helmet that the user wears contains an eyepiece, which has a tracking device, which registers the change of direction the user makes and thus draws a new image. This is very similar to the concept behind Alberti’s window. Where the users are not only looking out of the window but are actually within the space.

Alberti’s “window”

Hypermedia

The logic of hypermediacy is most obvious in the in the “window style” of the World Wide Web pages, which has a desktop, a multitude of programmes and in the words of William. J Mitchell (1994) “privileges fragmentation, indeterminacy, and heterogeneity and. emphasises process or performance rather then finished objects”.

An example of hypermedia form is the BBC news 24 channels. There is a verity of information all displayed at the same time. In this particular screenshot is the screen displaying information. The man is talking about a subject. There I a bulletin about mobile networking. A bulletin about football as well as the time, all displayed at the same time. This medium allows for “random access”. This means that there is no structured beginning, middle or end, its all-available information.

BBC News 24

An example of hypermedia form is the BBC news 24 channels. There is a variety of information all displayed at the same time. In this particular screenshot there is a screen behind the presenter displaying information. The presenter is reporting the latest news. At the bottom of the screen there’s a bulletin about mobile networking, as wells as the latest information about football scores, all displayed at the same time. This medium allows for “random access”. This means that there is no structured beginning, middle or end, its all-available information.

Terms

Remediation: Is the process whereby computer graphics, virtual reality, and the WWW define themselves by borrowing from and refashioning media such as painting, photography, television, and film.

Immediacy: is the perfection, or erasure, of the gap between signifier and signified.

Hypermediacy: is a "style of visual representation whose goal is to remind the viewer of the medium".

Mediation: is the representation of an object, a formative interface whereby the object of contemplation is structured and presented by some intervening medium.

Design for interaction.

For this project we will be looking at how the process of interactivity whether on a personal or sociological level, remains in integral part of the way we lead our lives:

User-centred interaction design
As new technologies are often too complex for their intended target audience, interaction design aims to minimize the learning curve and to increase accuracy and efficiency of a task without reducing usefulness. The objective is to reduce frustration and increase user productivity and satisfaction.
Interaction design attempts to improve the usability and experience of the product, by first researching and understanding certain users' needs and then designing to meet and exceed them.

Relationship with user interface design
Interaction Design is often associated with the design of system interfaces in a variety of media but concentrates on the aspects of the interface that define and present its behaviour over time, with a focus on developing the system to respond to the user's experience and not the other way around.

Saturday, 8 November 2008

Ident Evualation

I have now reached the end of the first project on the BA top up degree. I have found this particular project that we have been set very challenging. When we first got our initial briefing, my first step was to brainstorm, and to get as much inspiration as possible.
I decided to throw myself into my work and watched as much TV as possible, after watching several channels I found that pretty much everything from, programme intros to adverts were all visually dynamic and 3D. I realised that I couldn’t achieve the same sort of effects with a programme like after effects, so I began to research various programmes that would have the overall compatibility and functionality that I needed. I know that using a completely new programme, with very minimal experience would be very risky, but I felt that it was a risk worth taking.
After going through the brainstorming process, I finally decided to focus my attention on the channel ignition due to the fact that the programmes were very varied, and allowed me lots of artistic licence. I then drew up three storyboards. Each targeting a specific time, something that my research into idents revealed, the majority of channels did. My first ident was for car/ action based programmes, which included a fast paced transition of a wheel and a car morphing into the ignition logo. The second ident was based around the comedy theme. I decided to have bunny rabbits floating down towards the ignition logo. And my third and final ident was a struggle. I originally tried to use the programme realflow, to created realistic portrayal of a city scene. I was successful, however the rendering was extortionate; it took several days to render out a 4 seconds of my animation.
If there was something wrong then the whole press had to be restarted. Once I could see the deadline looking, I knew I had to change my ideas and fast! I therefore decided to go with a much simpler theme. The target time was a time was a Saturday night. It had various objects that related to the theme of a night on the town as well as a night in.

Critical session
I had a critical session on Wednesday the 5th November; this session was aimed to improve the overall animation and to get a wider perspective point of view.

Things that were wrong

First ident
• Transition too abrupt
• Logo goes off the screen
• Music ends too abruptly

Second ident
• Transitions too abrupt
• Jelly scene falling down stairs doesn’t work
• Jelly characters get in the way of the logo.

Third ident
• Overall theme not relating to target audience
• Music ends too abruptly


Changes that I have made
• All the music has been changed so they no longer end abruptly. I have also looked into the screen safe resolution and made sure that all elements appear within the screen safe and action safe.
• Transitions between elements have also been changed, much smoother, now has a sense of continuity


Overall Conclusion
Overall I am really pleased with the work that I have created, however I feel that I put myself under a lot of unnecessary stress by being so determined to do the design in 3D. Next time I will pick and choose 3D design, and use it when necessary, not for the sake of it.

Monday, 6 October 2008

Typography

Typography is the art and techniques of arranging type, type design, and modifying type glyphs. Type glyphs are created and modified using a variety of illustration techniques. The arrangement of type involves the selection of typefaces, point size, line length, leading (line spacing), letter spacing (tracking) and kerning.

Below are some resources that I have collected on the subject of typography. The information that I have research have been very useful, it has taught me the fundamentals of typography, why and how it works and how it can be used to create breakthrough, innovative typography- but only after basics have been learned.



Type Terms
A type face may be named for its original designer (Baskerville, Bodoni, Garamond, Goudy); for its use (Times Roman was designed for the London Times; Century and Avant Garde were designed for Century and Avant Garde magazines); for its characteristics (Excelsior and Paragon were designed for high legibility); or for its designer's fancy (Perpetua, Souvenir, Centaur).
Type faces are also given generic names as well as brand names, e.g. different type-founder's call Times Roman different names, e.g. Times New Roman, Geneva, and English.

Measurements
To understand and define many parts of a letter or a line of text, some measurements must be distinguished.

Ascent Line
The imaginary line that marks the topmost point of the ascenders within a font. The ascent line is most commonly located above the cap line.

Cap Line
The imaginary line that represents the uppermost part of capital letters. The distance from the cap line to the baseline is the capsize.

Mean Line
The top imaginary point of all lowercase characters without ascenders. Often referred to as “x-height”.

x-Height
The distance between the baseline and the midline of the alphabet, usually the approximate height of the unextended Lowercase letters (a, c, e, m, n,...) and of the torso of extenders (b, h, d, k, p, q,...). Cap height, and the relation of x-height to the length of extenders, are two important characteristics in Latin typeface.

Baseline
The imaginary line on which the letters of a font sit.

Descent Line
The lowest imaginary line that a character’s descender extends to. (j, y, p,...)


Distinction between Spur and Serif
A spur only appears at the end of a curved letter-form.


A serif only appears at the ends of the main strokes of a letter-form.

Descenders are only elements of lowercase characters that extend below the baseline.


Serif vs. Sans-serif
Serif typefaces are generally easier to read when it comes to big bodies of small text. The serifs are what make the body copy so readable. Using serif typefaces creates better eye flow.

Sans-serif typefaces work well for titles and other brief bodies of text that require greater attention. Other names for sans-serif include gothic and grotesque. The most commonly used sans-serif font is Helvetica


Here is a video that I found on you-tube (www.youtube.com) from the Vancouver Film School that demonstrates excellent typography and how effectively it can be used.



Sources

  • http://en.wikipedia.org/wiki/Typography
  • http://uk.youtube.com/watch?v=2o1U4o1bc2k
  • http://ilovetypography.com/2007/08/26/who-shot-the-serif-typography-terms/