Jasmine Lee – Looking Outwards – 12

The first precedent I found for my final project is Goodbye, Helios, an art piece by James R. Eads. The artwork is a digital piece drawn by Eads on a graphic tablet. It depicts the story of the relationship between two characters, Night, and Helios. Goodbye, Helios was one of the projects animated in a collaboration between Eads and Chris McDaniel (an animator known as “The Glitch”). I really enjoy the visuals used in the animations, from the bright, varied colors, to the smooth flowing movement of the lines. This is something that I would like to try and incorporate into my final project.

Eads’ Goodbye, Helios artwork, depicting Helios burning out.

The second project I found as a precedent for my final project is Flame Painter, which is a painting software created by Escape Motions. It makes use of particle systems in order to allow the user to create incredibly dynamic and fluid brush strokes. The software is available to purchase for the use of different artistic professions, but for the purpose of this Looking Outwards, I interacted with the free demo. I enjoyed the way that the brush follows the mouse cursor, and the way that it almost rotates around the chosen spot. Even though the mouse is stagnant, the brush remains rotating and moving around the cursor. This creates an interesting interaction for the user to try to manipulate.

A screenshot of an short interaction on FlamePainter.

Sean Meng-Looking Outwards-12

Both the projects below are sound visualization art projects and they intrigue me as transferring invisible elements to visible. Mark Hasegawa-Johnson and Thomas Huang of the Human-Computer Intelligent Interaction research theme led a collaboration that developed new computational methods for creating graphical visualizations of large audio files. The visualizations allow the user to scan an audio recording at 200 times that of real-time, enabling them to discover unexpected, or anomalous, events.

Using an analogy to items sometimes hidden in video games by manufacturers called “Easter eggs”, the researchers employed the term to refer to these unexpected events. Hasegawa-Johnson said the software is designed to free up the analyst by having the computer perform certain tasks, and render the data visually, such as with a spectrogram. The technology is able, for example, to analyze thousands of sound sources in an urban environment

The Cube: visualization of an audio dataset in the 3-D virtual environment
Link: https://beckman.illinois.edu/news/2011/11/visualizingsound

News Feed is a data visualization and sound art installation that reads major worldwide online newspapers, exposing the sentiment of news stories published. As new articles are published from major journals, VADER algorithm analyses and classifies them according to whether they are positive or negative in sentiment. These results are then interpreted and transformed into sound and visual meanings, making the audiovisual installation to perform accordingly with the data.

”NEWS FEED”, 2019
Link: https://rudolfoquintas.com/News-Feed

Sarah Kang – Project Proposal

For this final project, I will be collaborating with Kimberlyn Cho to create an interactive dumpling making game. We were inspired by the game, cooking mama, and wanted to recreate something similar in the form of an interactive storyboard going through the steps of making dumplings. So far, we have tentatively six boards planned out with interactive actions involving keys, mouse press and mouse drag and some ideas for how we’d want to illustrate the scenes, either with imported images or some coded graphics. We also plan to add more interaction through speed, drag, and meter gauges to engage the user and make a fun experience.

Kimberlyn Cho- Project 12- Proposal

I will be working with Sarah Kang for the final project to create an interactive cooking software that makes dumplings. While considering the various types of foods to make, we decided to make dumplings because we found many interactive aspects in the dumpling making process that we hope to incorporate in our project. There are 6 stages to the game with user interactions for each stage besides the final plating. We simplified the process into mixing the ingredients, rolling the dough, cutting the dough, folding the dumpling, frying the dumpling, and the final plating of the finished dumplings.

We will be using imported images we find online with images we code directly on p5js, as well as images we draw on illustrator and import to animate the game. The user will be able to interact with the game using the mouse cursor as well as specific keys such as the space bar.

storyboard

Steven Fei & Mike Jin-Project 12-Proposal


For this project, We are going to create a scene with the theme of an interstellar pianist. The background will be a 3D view of the galaxy and the viewport will be manipulated through changing the mouse position. The foreground will be an array of piano keys that can be connected by the keyboards. Once a short tune is played, a star is given birth. There can be a maximum amount of the stars. Once the maximum is reached, the oldest star will be eliminated. The stars that are given birth to will be presented in a 3D form and different colors to differentiate from the galaxy in the background. Depending on the different tunes that the user played, different type of stars can be generated.

Proposal Image, An interstellar Pianist

Katrina Hu – Looking Outwards – 12

Project Priors and Precursors

A sample of Greg Borenstein’s game “Sneak

The first artist I researched was Greg Borenstein. Greg Borenstein is a game designer, technologist, and teacher. His work explores game design, computer vision, drawing, machine learning, and generative storytelling as media for play and design. His game “Sneak” is a hybrid digital-physical tabletop game that began as his thesis in the MIT Media Lab Playful Systems group. It attempts to combine the social richness of a boardgame with the systemic complexity of a video game. This is relevant to my final project because I also would like to make an interactive game.

A demonstration of the GROW screencast

The second work I looked at was Moritz Stefaner’s “GROW Soil Moisture Maps.” The GROW Observatory is a European-wide project engaging thousands of growers, scientists and others passionate about the land. They developed the Dynamic Soil Moisture Map as a demonstration of an information service which could be used by farmers, scientists and policy makers for applications in agriculture and climate forecasting. These maps use GROW sensor data combined with satellite data to generate a continuous estimation of water content over a terrain. I admire how they look at real world data. This relates to my final project because it is also about the environment and the wellbeing of the earth.

Katrina Hu – Project 12 – Proposal

I will be collaborating with Chelsea Fan for Project 12. We plan to create a fun game relating to climate change. The objective of the game is to catch little polar bears that are falling. To do this, the user will slide a block of ice back and forth at the bottom of the screen. If the polar bear is caught with the block of ice, a positive tone will ring. If the user is unable to catch the polar bear, it will fall into water and a negative tone will ring.

We will also keep a number tally of all the polar bears that are caught and that drown. Every time a polar bear isn’t caught an drowns, the water level a small amount. The game is over when the water level reaches the top of the screen.

To make the game more challenging, we will also have two sizes of polar bears. Small baby polar bears will fall at a faster speed than the larger polar bears.

Simple drawing of our game



Sean Leo – Project Proposal

Often during installations as a media designer, you work in unique environments where the technical demands of a system are very specific. I’ve come to find that many programs supply their own stock branded test card that doesn’t reflect the complexity or scope of the project. As I’ve built custom systems and done shows with multiple outputs I’ve realized a need for more customization with the test cards I use.

For my final project in 15104, I’d like to create a test card generator of my own design. Essentially this entails creating a responsive template that accounts for size, and having custom inputs; text, color, maybe even image. My list of features for this project are:

  • Custom resolution as an input field.
  • Custom color palette
  • Scalable grid sizing
  • Text input
  • Export as an image file.

Carly Sacco- Project 12- Proposal

This project will be done by Taisei Manheim, Jai Sawkar, and I.  Our project proposal is a smart phone and on the screen there would be different apps.  You could click on the apps and they would each do different things. One of the apps would resemble snapchat and allow users to put a few filters on a picture of themselves (using the computer camera).  Another app would resemble spotify and allow user to choose different songs to play. There would also be an app that would resemble instagram and allow users to scroll through images and like certain photos.  The last app would be the clock app which would allow users to see the time. We will probably add two more apps to the phone so that each of us codes two apps each.

Sketch of what our project will look like.

Timothy Liu — Looking Outwards — 12

It’s final project time! When I read the prompt for the final project, I immediately knew I wanted to do something related to a game. As referenced in my last 2 Looking Outwards, I love video games and I think it would be really cool to try and build a game experience through p5.js. A game that came to mind was Frogger, a classic concept where a character must cross a road with incoming traffic to reach the other side. For this Looking Outwards, I looked at two examples of Frogger-style games: the classic Frogger on the C64, and Crossy Road on the iPhone.

The original Frogger is a clear flash-to-the-past, with insanely retro graphics and color schemes. Frogger was released in 1981 by Konami, and it was an instant hit; players loved the simplicity of the game as well as its addictive appeal. The premise is straightforward: the player, playing as a frog, must weave through traffic and jump across a variety of animal-backs and logs to reach safety on the other side of the screen. The player then goes through a series of levels to try and set their high score without losing all of their lives. Frogger’s simplicity was part of its charm, but I personally felt their was a level of animated complexity lacking; of course, this was likely because of the datedness of the game (1981 was a while ago, and computers have come a long way since!).

The original Frogger on the Commodore 64!

Crossy Road, released in 2014 by the gaming studio Hipster Whale, is an attempt to fix this issue by adding in flashy new graphics, fun animations, and 3D characters. It’s modeled with block/pixel-style characters, seemingly a reference to the game’s historical roots, but it’s clear after playing Crossy Road that gameplay is immensely smoother and more flowy. I’ve played Crossy Road in the past, and it was a great experience. The game was fun, and losing doesn’t even feel bad because of the charm of the game. However, one thing I felt could be improved on is the simplicity of the game; in a weird way, Crossy Road almost does too much to the original frogger to the point where the various rocks, trees, cars, and rivers the player needs to avoid become almost distracting. There’s something sophisticatedly simple about the original Frogger that reduces gameplay distractions, and that’s something I think Crossy Road misses at times.

Some gameplay from Crossy Road, a mobile game released in 2014 that drew from the concept of Frogger.