YouieCho-LookingOutwards-12

noiseGrid, 2018, by Holger Lippmann Link

This landscape project was made by shifting pixel sorting data out of landscape photos into a 2D noise matrix. This is great because I have been just thinking about filling shapes with solid colors, but this is using computated elements to draw. For my project, I could maybe use turtles to generate patterns for filling in shapes, or use interesting line drawings.

Work Description: “By 2050, there will be more plastics than fish in the sea.” by Benjamin Von Wong

This work is inspirational because it is a setup representation that has great depth and clarity. Because climate change is a very complex issue, I will have to find ways to symbolize or very clearly represent the message I want to convey. This also similarly to the first work uses colors of plastic bottles to create depth in color, as opposed to making the water area just plain blue.

by Benjamin Von Wong

Fanjie Mike Jin and Steven Fei- Project-12-Proposal

In this final project, I am going to collaborate with Steven Fei. The name of our project is called, Interstellar Pianist. Our objective is to use an interaction keyboard to simulate the idea of traveling in space. The pianist will play different notes and all the different notes will trigger different actions correspondently. The background will present a view of the galaxy and viewport of the galaxy can be manipulated by changing the position of the mouse. For example, when the “A” key which is representing C on the keyboard is pressed, a planet of red color will be generated and it will keep revolving and moving slowly towards a random direction. “S” key which is representing B,  another different looking planet of different color will be generated. There is going to be a limited amount of planets that you can generate. Once the maximum amount of planets is generated, the one that has been created at the very beginning will be shifted. Depending on the music you are playing, a different scenery of the universe will be created and you can move the mouse to examine and explore this universe. 

diagram

Hyejo Seo-Looking Outwards 12

For my final project, I want to create an interactive art that takes the viewer to different places. One project I found that was inspiring is the Quantum Fluctuations: Experiments in Flux that was created by Markos Kay. As a digital artist who is fascinated by science, this project depicts the “complexity and transient nature of the most fundamental aspect of reality”: the Quantum world. Kay worked with several scientists working on the Large Hardon Collider at the CERN, Geneva for this project. Using the particle simulations that were done by a supercomputer as his brush and paint, he created digital art that shows what happens during a proton collision. This project stood out since he is showcasing a natural phenomenon in rather artificial manner. All the sceneries in Howl’s Moving Castle (my project) are dreamy and exaggerated realities. Given the fictional context, I hope to depict reality yet in dream-like manner similar to Kay’s project.

Quantum Fluctuations: Experiments in Flux by Markos Kay. Found at http://www.mrkism.com/quantum.html

Second project I found was the Cloud Portal installation by Ned Kahn in San Francisco, CA. Kahn also explores the interdisciplinary field of art and science. He is specifically interested in the fluid motion of water, fog, sand and light, which he uses to depict the complex and continually changing systems. His project, Cloud Portal, is constructed with stacked horizontal sheets of stainless steel, and mist that represents the cloud appears from the central void of the portal. This project reminded me of Berndnaut Smilde’s cloud installations. 

 

Cloud Portal by Ned Kahn in Davis Court, San Francisco.

Although Kahn’s works are physical installations in contrast to the digital art by Kay, they both illustrate our scientific reality by recreating natural phenomenon artificially. 

Project 12 – Proposal – Joanne Chui

For my final project, I am interested in creating a memorization game that involves the user remembering a pattern of tiles and then recreating that pattern. The game will start with a 3×3 grid, in which a set amount of tiles will randomly be highlighted for a couple of seconds, and then rendered blank again. The user will have to remember which tiles were highlighted, and then reselect them to move on to the next level. Every five levels the grid will increase by one, e.g. level five is a 4×4 grid, and the number of tiles highlighted will also be increased, to make the levels more difficult. I definitely want to figure out how to render the interface of the game in a creative way.

YouieCho-Project12-Proposal

For my final project, I want to create a clock that shows the sequence of a certain aspect of climate change. I will be addressing global warming, especially how it affects sea animals. For instance, polar bears require specific climate for hunting, mating, and survival in general, but many are starving or dying because of global warming. I am currently planning to draw a scene of sea animals suffering from the impact of global warming.

There are some details I am considering, which I could change based on what I think is effective as I work through the project.:

  1. Elements that change every second would depict short-term effects, elements that change every minute would depict long-term effects, and elements that change every hour would depict very long-term effects.
  2. I could draw a cityscape in the background and affect it to show how people are getting effected as well.

Zee Salman- Project 12- Proposal

For my final proposal, I want to create a game inspired by a game I used to play when I was younger. I’ve really been interested in learning about arrays in class as well as objects. Even though they are both tough topics to grasp (for me), I think it would make a good challenge to use those and create a fun interactive game. I also wanted to tie this to my childhood with a game that I used to play when I was younger. I definitely want to put other spins to the game to make it more interesting. The objective of the game is to hit the bricks or rectangles with the ball. The bad would bounce of the platform to stay afloat while lines of bricks will come down at a contact rate which would gradually increase to make the game difficult. If the line of bricks touches the bottom of the screen or the platform, the player will lose. Or if the ball hits a bomb for example, the player will lose. I really want to incorporate bonuses or special bricks to make the game even more interesting. or create multiple balls for the player to use to their advantage.

sketch of game
Inspiration from this game, Balls Block.

Jai Sawkar – Looking Outwards 12

Snapchat’s FIlters

This week, I looked at two different projects similar to what my group is working on as our Final Project. The first project is a fairly “name brand” project taken under by Snapchat, and that is Snapchat’s Filters. Snapchat filters are quite interesting. They allow users real-time augmented reality through their own smartphone, allowing them to tune their faces, create mini animations, or just simply make it look like a cute puppy. It is interesting to see that this facial recognition technology is a relatively old technology, but Snapchat was able to innovate it and revitalize it in its current market!

Sonification of personal (DNA) data

Moreover, there is going to be an aspect of our project that plays music. I found a project by Pierry Jaquillard at ECAL Media and Interaction Design Unit. In this project, Pierry takes a person’s DNA and turns it into music notes. As of now the project only has Pierry’s DNA. It includes all 23 chromosomes, which are run through different interfaces in order to create different results. He uses Javascript to process the notes to a visualization. Then, he uses the visuals to encode a musical file. Though this project is definitely out of our scope for the final, it is interesting what designers can make out of the smallest and least-connected items!

Link to Snapchat Article

Link to Pierry’s Piece

Timothy Liu — Project 12 — Proposal

The original Frogger from 1981!

For my final project, I want to build an homage to Frogger. I’d like to try programming a game that involves a character trying to reach the end of the stage by making it through a series of moving obstacles and objects. This is an idea that really appeals to me, because

  1. I haven’t had the chance to try coding a game in this class and I think it’d be a really fun challenge to take on, and
  2. I’m excited to play around with the graphics, design, and gameplay in this project!
Some sketches of my initial ideas for my game. On the left is what the gameplay will look and feel like, as well as the keyboard controls used to move the character. On the right are some potential character ideas!

I’ve come up with a few ideas for gameplay and graphics which mainly involve animal characters moving across a terrain filled with natural obstacles. For instance, a penguin waddling across snow while dodging moving snowballs to try to make it to an igloo is something I’d love to build.

From a functional standpoint, my ultimate goals for this project are to build a smooth, well-oiled game with a soundtrack and irresistible charm. I want the arrow keys to direct the character’s motion and for the movement of the obstacles to feel natural, not mechanistic.

Artwork from the original Frogger that my game’s concept will be modeled off of.

In terms of art-style/design, I really admire video games that incorporate cel-shading and minimalism. I hope to utilize color palettes and shapes to establish a calming, consistent feel with my game, as I think it would add to the desired natural ambience.

The Legend of Zelda, Wind Waker utilizes cel shading and bright, cheerful color palettes. It feels fun and clean!
Monument Valley, a popular iPhone game, also uses really clean graphics, designs, and colors.

I can’t wait to get started!

Minjae Jeong- Project 12-Final proposal

For the final project, we want to create an information visualization map of the world that represents climate crisis by emphasizing either the rise of temperature around the world due to global warming, or the amount of electricity used around the world. To further elaborate on one of the idea we have proposed, the map could possibly show the amount of light (or even how big the city is) of each places. For instance, places like United States will be much brighter with more use of lights compared to third world countries. In the United States, depending on how many parts we divide it into, bigger cities like New York city or Los Angeles will light up much brighter than Wyoming. Moreover, the world map that displays the gradual increase of temperature on Earth may also be very attractive potential topic. We believe the matter of issue on global warming may be effective in order to visualize information because it is our reality that the Earth’s temperature is constantly increasing.

I will be collaborating with Jenny Lee on the final project, ylee1@andrew.cmu.edu Section C

Jenny will be responsible for coding to design the illustrative aspects of the map and Minjae will be responsible for coding the interactive aspect (of lighting up certain areas, for instance). We will both help each other to create this map art and fairly divide the work together.

Sarah Kang – Looking Outwards -12

a visual from Nour, Terrifying Jellyfish’ most well-known game

Nour is an interactive visual game focused on playing with food and its aesthetics. Controls can range from keyboard to external plug-in controllers that send note signals. Nour was created by TJ Hughes, a video game designer and digital artist, and also founder of Terrifying Jellyfish, an independent game company that focuses on releasing content with “color, playfulness, and aesthetics”.

Cooking Mama, the famous Nintendo DS game first released in 2006.

The second project is the famous Nintendo DS game, Cooking Mama, which is a food cooking simulation game that takes the player through the various steps of cooking a recipe. Cooking Mama was developed by Cooking Mama Limited, formerly Office Create, a game developing company.

the player engages directly with the cooking process offered by the simulation.

Cooking Mama was a childhood favorite game for me; something about being able to cook all these recipes on a touch screen was so satisfying and addicting. The differences between Cooking Mama and Nour lies in the aesthetics focus of the games; while Cooking Mama is more focused on actually simulating the cooking process, Nour has no goals or objectives in the game. Nour is an experimental food art game that focuses on the visuals and unconventional ways of playing with food.

Our goal for our final project is to take inspiration from both these projects to create a visually appealing, interactive cooking experience.