Submission 2

Gallery

This gallery contains 4 photos.

The concept for Developing Multidimensional Objects (DMO) is one in which an object, projected onto a wall, changes and sounds as a person approaches, transforming until at close range it forms a window or portal, exposing a previously hidden digital space … Continue reading

Submission 2

For Submission 2 you will need to present group documentation of your project using digital media (audio, video, photos, website, etc.) and a written component. This will be a core textual element that will demonstrate critically, reflections on the work that you have realized, using the appropriate references. It should be an analysis of your project and not a description. Some important points to cover are: what does the project have to say about sound; about spatiality; about three-dimensional objects; about multi-dimensionality and the combination of modalities; about interaction; about how sounds are produced based on three-dimensional forms and spatial dimensions; and about the role of digital media in these processes? In this part of the text you are required to draw on theory, methodology and concepts such as multi-dimensionality, interactivity, composition and aesthetical decisions. Additionally, you are asked to reflect on the collaborative aspect of this group project concerning multiple viewpoints on aesthetics and interests and how you managed to elaborate them in a coherent way. 

Background Video

This is a video of planets system I made by Processing. It’s not interactive, but the parameters including size and colour can be changed as we want, and just as Jules suggests it could be used as the background environment for the front wall (combined with Wenwen’s animation).

Animation on front wall

Hey~ Here is the animation on front wall, but without texture. Please give me some comments then I can improve it OR if it is fine for front wall, I will probably do the second one in different shape before next Sunday….Because I need time do other submission…

 

 

The Final Plan

Proposal

Based on Wenwen’s latest idea, which suggested we look at time travel as an interpretation of multidimensionality, we have agreed to create an installation which would be experienced as follows:

A participant approaches our installation. The walls and floor are black, the atmosphere is dark.

As they step onto the floor a geometric animation appears under the participant’s feet and a small object appears on the wall far in front of them. Sound is generated in tandem with these animations. As the participant moves from left to right they notice that the small object follows them. Intrigued, they approach the wall to take a closer look at the object. As they do so, the object grows and animates and the sound responds in parallel. The closer the participant gets, the more the object grows and animates, eventually animating into a portal / window / gateway. As they reach the wall, they begin to see another world / space / environment through the object, and they begin to hear the sound of this other world. Their curiosity is rewarded with a glimpse into another dimension. As they move from left to right the portal follows them, allowing them to see and hear different parts of this new environment. As they walk away from the wall the image of the other dimension fades and the portal closes.

Another person approaches the installation. As they do so they have a similar experience, except that the dimension they see and hear is different from the person before them.

 

Methodology

We will use the Xbox Kinect to track participants’ position and Unity to feed back and project animations onto the physical environment in relation to the participant. We will send data from Unity to Max MSP to create and manipulate sounds in tandem with animations in realtime.

For the other worlds, we will design several environments / spaces with corresponding soundscapes. They could be highly abstract (particles, basic lighting etc) or cinematic (underwater, outer space etc.).

We will render these spaces as videos, to be seamlessly looped. We will apply these videos as textures to a plane within Unity. When the participant enters the installation, Unity will randomly select one of the pre rendered environments for the participant to see. As the participant approaches the portal, we will fade the chosen video in to the centre of the animation.

We will use masking to create a moveable portal which reveals the animated environment.

The initial animated objects will be in black and white, while the other dimensions will be in colour for contrast.

At the moment we intend for the installation to be usable by one participant at a time.

Motion activated LED lights positioned along the side wall will draw the user in closer.

We will create sounds for the animated object on the end wall and under the participant, sounds which are tightly coupled to the movements in these animations. We will also create soundscapes for each environment / dimension which will fade in as a participant approaches the wall.

Justification

Firstly this idea fulfils the brief in at least two ways, one where we develop digital 3D objects and sounds with a close formal link, the other in which we create an object which allows participants to look into other dimensions, dimensions which in some way represent each member of our group, their interests and their creative outputs.

Additionally, a huge benefit of this plan is that it will allow us to incorporate lots of the animations and sounds which the group have created already over the course of this project (flowing forms etc.), making maximum use of the content we already have. It also means that almost everyone is guaranteed a job, as any one of us who wants to create an visual or sonic environment can do so.

Finally it reduces the need to work with complex gesture recognition beyond X/Z body positioning, which we have already established with the Kinect and Unity.

Animation on the front wall-what time is it now?

Morning team, I just have an idea about the animation on the front wall.

After the meeting with Jules yesterday, I got three points from him: 1)What is our motivation? 2)Human body is also a developing multidimensional object itself. 3)Time travel.

To think about these, I come up with an idea here below.

To begin with, in my understanding, human body is three dimension which has length, width and height. So, the environment we live is three dimension as well. However, take a panoramic view of our whole life, we are four dimension because we can see time as an equal fourth dimension to the three space dimension length, width and height. For this reason, I think the motivation for our project could be a thinking about how important time is and what if there is a space exist in a wrong time, which can not be recognised past, present and future anymore? Or what if human can control the timeline by ourselves?

Here is just a simple sample of the front wall and the background on the front wall is to make it looks like a deep space and these cubes are floating in front of audiences.

Each cube represents past, present or future respectively but audiences don’t know which one they are. It just like a button, if audience push one of them, the cube which he/she pushed will go directly to the end of space and disappear. Then, the timepiece at the upper left corner become to 1)remind to the past, 2)stop at present, or 3)fast-forward to the future.

(I just use cube as an example, if necessary, I will create the other form of object.)

By the way, the inspiration comes from Alice’s Adventure in Wonderland. At the beginning of the story, Alice follows March hare who always takes a pocket watch with him, jumping into a rabbit hole and enters into wonderland. The main point inspired me is that wonderland is such an incredible mess place and every one there is mad I think. Also, this is the feeling I got when I was watching the musical Wonderland in Edinburgh playhouse, but one thing is exception—tea time. Afternoon tea is the only regular and organised thing in wonderland and everyone keeps strictly within the time to take a cup of tea in that musical. Meanwhile, in the book of Alice’s Adventure in Wonderland, March hare always focus on his pocket watch and Hatter says time is not it but him and ‘I dare say you never even spoke to Time!’ So, how about we build a space looks like everything is normal but time is wrong.

Functionality

1.The codings we need in Unity are, first, the animation on the front wall can start playing after the end of the animation on ground; second, audiences can push each of cubes in front of them. If we could not achieve these two points, we still have plan B which is the animation plays without audiences’ interaction.

2.About how to put the timing in Unity. The method I have thought so far is to use PS to draw every seconds we want and insert these images to maya and then set the key frames to match the animation of each cubes.

Sounds

  1. For the sound part, what mine imagination is about the three actions of timepiece beside the cubes. It might be same sound but different speed to present the past (Time-going-backwards), the present (stop) and the future (fast forward).
  2. We may need two asides in a cold voice of child, which the first one before the front animation starting and the second one at the end of or during the whole animation. First is ‘What time is it now?’ and second one is ‘Curiouser and curiouser.’ The reason to add aside is that I think we may need a hook to make audience to understand the concept and to notice the timing. Moreover, I think this kind of voice could be a strong memory point that can make audience still remember our project when they go back home. The reason to use child voice is that there is a voice from a child with gas mask who always say ‘Are you my mommy?’  in Doctor Who is a strong memory point for me…always…

The installations on the wall.

As we got some progress on the animation on the floor, we’re considering about some physical staff on the wall. Based on Fin’s idea of musical instruments building on the front wall, we decided to build up some cardboard buildings on the side walls. And also stick some light under the buildings, which could react on the audience.

Wenwen and Pengpeng are making some animation for the front wall, so that Finbar can do interactivation by add in scripts, or maybe just leave the animation play looply.

Xue and I are making the phisical interactivation. I have tried using motion sensor to detect audience’s movement to get the location, then connect to light. Here is a simple prototype.

drive.google.com/open?id=0ByoM4xgXMgfnT2M4LTZYU1NoTjQ

The results of Friday’s session

Projector

We have concluded that the small projectors are not wide or powerful enough for our needs. The projected image would be too small at the projection distance we have available. We have decided instead that a short-throw projector is more appropriate. The downside of these is that they are considerably larger and heavier, therefore making mounting more problematic.

Long throw

Short throw

 

 

 

 

 

 

 

 

 

We have also decided to get around the problem of shadows by projecting identical pictures onto the floor from opposing sides, using two projectors. This means we will need to output two identical video streams.

Space

The corridor

Closer inspection of the corridor in Alison house leads us to believe that mounting two projectors, particularly the larger short-throw variety would prove difficult. Possible solutions exist, however in the interest of flexibility, reliability, accessibility and safety, we have decided instead to pursue the use of a larger space and to use truss rigging, available from Alison house, to construct the frame of a corridor. This will give us greater control over where and how we mount the projectors, allowing us to use high quality Genelec speakers and better options for sourcing power, among other benefits. We acknowledge however that we are sacrificing the concept of an everyday space in exchange for greater flexibility. We are aiming to use the Andrew Grant gallery. Dee is looking into booking the space.

Andrew Grant Gallery

Kinect / Unity / Animation

We were able to use Unity to lay one of the geometric animations down at the feet of an animated wireframe body within a virtual environment in Unity. Due to limitations posed by equipment shortages on the day, we didn’t manage to get the animated object feeding back through a projector onto the user’s feet. Key challenges still facing us with Unity / Kinect are getting the system to recognise more than one person and controlling the instantiations of the animated objects.