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.
Sunday, 16 November 2008
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.
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)
“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?”
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
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 24An 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.
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.
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.
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.
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