FerroForms is an interactive art installation that challenges and blurs the lines between the living and nonliving world, our bodies and the machine through the use of ferromagnetic liquid.
FerroFORMS is a study enhancing the understanding of how ferrofluid can dynamically change
form and appearance and how a digital model can be used to reconfigure a physical
manifestation to produce new interactive organic forms.
FerroFORMS is uniquely attractive because it challenges and blurs the lines between the living and nonliving world, our bodies and the machine. Ferrofluid is metallic liquid made of nanoparticles and so exhibit the properties of magnetism found in nature — it becomes spiky in the shape of the magnetic field. Yet, its liquid form allows its behavior to be merge, combine, and transform with nearby pools creating uniquely organic forms and patterns. This is done through the mechanical machine which is the matrix of electromagnets. The grid-like structure of a matrix creates aesthetic constraints, but also allows for the creation of these patterned, organic forms. When our body interacts with this system, we challenge the traditional notion that our body is separate from the machine. The machine is extended by our own body, the organic form of the ferrofluid is enhanced and extended by the machine and the ferrofluid becomes an extension of our own senses through both organic and mechanical means.
The goal of the project is not only to technically build the display that allows for interaction with matter, but also to experiment with how to create modulating ferrofluid patterns that are viscerally responsive to audience interaction. The interaction is important because FerroFORMS is an interactive art project, which means it uses audience participation. Interactive art challenges the traditional idea that the viewer should be passively looking at an artist’s creation.
FerroFORMS hopes to contribute to the fields of programmable matter, fluid computation and display, and the study of transformable materials. It also aims to show how we can use kinetic interfaces with context-aware feedback systems to transform tangible materials and create interactive art.
It hopes to study interaction in the context of the body, the machine, and the natural world with the realization that technology has allowed them to be synchronized together.
Tags:#ferrofluid#electromagnetism#kineticinterfaces
Angelica Castro-Mendoza | Donna Scareaway: Into Performance and Online Feminisms
Donna Scareaway is a performance piece in which I created a persona to address the strengths and limitations of feminist performance art online.
Donna Scareaway is first and foremost, a performance art piece. The performance consists of creating a persona, creating her brand, her website, her Instagram. The character is an internet famous feminist performance artist. Her art and her website would embody all the contradictions present in contemporary feminisms and further the contradictions of feminist art –as art is so largely entangled with capital. Feminism is excessively commercialized and currently very popular. Simultaneously, we would like to think of platforms like Instagram as democraticizing of art while often forgetting how much control we surrender to them. Ultimately, these conundrums are complex, so this performance is as much an exploration as it is a critique.
The purpose is to get viewers, especially, to think critically about the questions that arise with feminist art on new media platforms. I want my viewers to ask which feminisms are visible and why that may be. Furthermore, I want my viewers to understand that while certain visible feminisms may be the ones that challenge very little structurally, there is still an undoubted amount of misogyny that women working with their bodies for their performance art face.
This performance also challenges me to be vulnerable in ways that are uncomfortable. As much as it could be uncomfortable, I wanted people to be slightly uncomfortable, to come face to face with whatever it was that causes them discomfort about this genre of art I am responding to. Is it truly narcissism of these types of artists or is it their apparent shamelessness or is it the fact that they’re using their bodies? Is it the fact that anyone can make this type of art and become famous for it? Perhaps, that idea is illusory, too.
As well as implicating the viewer to some degree, I also aim to address how these artists are frequently covered by media. There are two main critiques of this genre of art: it’s narcissistic and shallow or it’s the height of feminist art. Sometimes, it’s even called activism and perhaps, it is. But again, the goal is to complicate popular narratives and force people to think about online feminisms through creating a character that was contradictory and messy.
My main audience is younger people, but really this piece is relevant to anyone and everyone. It is relevant to people studying trends in art, trends in technology, and people invested in any pursuit of feminism.
Donna Scareaway is explicit and acerbic, it aims to be critical and nuanced as possible, adopting both a cringey aesthetic and a sarcastic tone. The media of this performance and the performance itself are a testament to how complicated post-internet art and feminism in late capitalism can be.
Tags:#performance#digitalculture#onlinefeminisms
Tyler Roman | Slime!: A Progressively Complex 2D Platformer
Slime! is a new-age, retro-style, 2D puzzle-terrain, platform game, set in a perilous dungeon where a simple slime attempts to reach the outside world. Plan, think, and solve your way past a myriad of enemies and increasingly complex terrain-based puzzles, armed with not, but a set of unique skills and a bounce in your step.
The central idea of my project is that puzzles and problem solving are immensely helpful in developing the areas of critical thinking and planning and through the medium of video games there a myriad of ways to reiterate and improve upon this idea. My project then, t works with the successful ideas and missed opportunities of the past in order to create a new, diverse, video-game experience that is intuitive and time-tested and geared towards a larger audience due to its aesthetics, quality, and nostalgia while at the same time working to create a puzzle-solving experience that is complex, unique, and variable to truly get the most out of each level and each puzzle.
The project works well with younger audiences as the 2D-indie aspect of the game has been rising throughout the years with games such as Stardew Valley, and Undertale. While at the same time, the inspiration of the game, rooted in classic games such as Super Mario Bros, Kirby, and Pokemon, makes it reminiscent and connectable to a slightly older audience. Finally, while the game will increase in puzzle difficulty, the set up and formulation of the levels creates a learning curve suitable for a larger audience. The basics of computer gameplay are slowly introduced and retested in each level and the mechanics of the split and segmented into small, manageable segments to allow those unfamiliar and familiar with games to slowly adapt and make sure they have the controls down before moving on to more the game’s unique features.
An unexpected discovery over the course of this project that continues to make me think is the sheer complexity this game can achieve. In simple terms it’s a math problem, which I admit has never been my strong suit. There are 4 kinds of “main” slimes, of which only one can exist at any given time: null, fire, water, and grass (NFWG). There also “big” variations for each one so now there are 8 kinds of slimes. Then there are the follower slimes that are created when a “big” slime splits, 4 kinds of those as they too can gain elements and 4 more “big” ones too. That’s 16 kinds of slimes. A non-follower slime can use a follower of any kind as a platform to reach new locations so that’s 12 different interactions (1 for each kind minus the 3 other non-follower slimes), but then each kind of non-follower slime (FWG) has those same interactions for a total of 48 different kinds. But then a follower can become big and split into two followers instead of one non-follower and one follower, so then followers will be able to interact with other followers as well as the 4 non-follower slimes so 16 different interactions(can interact with another follower of the same exact kind)/each kind of follower slime for a grand total of 128 more interactions (8 kinds of followers x 16 slime varieties). That’s 176 different interactions with only 4 kinds of slimes to begin with. For every element, every kind of slime that gets added the number of interactions increases at an almost exponential rate and though that is exactly what this project sought to do, that idea will never cease to amaze, that there already so many interactions to be had and coded and yet each new addition adds so much more, the sheer possibility for complexity and ingenuity, something that is really exciting, surprising, and rewarding as it matches and exceeds my own expectations.
In terms of larger significance then, the previous exploration of this first prototype of complexity should make it abundantly clearer why this project works. The goal is to create an experience that weans non-gamers into video games, non-puzzlers into puzzles, puzzlers into video games, gamers into puzzles, and so on and so forth. That the gameplay should start off so accessible and simple and then slowly move forward to such complexity works perfectly when it comes to new and unique levels and puzzles, each different from the last, and working to make its audience think and plan more. To strategize and see what every level contains, before putting a plan to work. Having so many potential current and future interactions means that there will be enough similarity between levels so that the audience gains a better awareness of what to do, but also different enough so they are constantly being challenged as numerous different interaction intermingle to make a truly complex, captivating, and rewarding experience.
Tags:#retro2Dplatformer#increasinglyComplex#puzzlePlusVideoGame
Justin Amoafo | Shengsi to the World : An Interactive Map of Shengsi Island
This is an interactive mapping experience designed with the intention of exposing domestic Chinese travelers to the beauty of Shengsi Island through compelling content & original stories.
Shengsi to the World: An Interactive Map of Shengsi Island
Gone are the days of boring maps and stressful trip planning— Shengsi to the World is the beginning of a compelling visual journey through one of China’s most beautiful hidden gems. By the time you are done exploring this map’s interactive documentary style content, you will wish you could teleport to the boat port and head to Shengsi Island right away! Shengsi to the World challenges Shengsi Island’s traditional approach to tourism marketing by giving potential travelers what they want to see— content. Before this project’s inception, Shengsi was practically hidden from the world on the internet. Lack of content about the island, an outdated website, and weak SEO stood between this beautiful island and the millennial audience they seek to capture. Now more than ever, people utilize social media and content as a means of getting inspired to travel. This project is a product of joining content creation, web design, and storytelling skills together to translate Shengsi’s beauty in a digital format.
At first glance, Shengsi to the World is a compelling map with significant attention to detail. However, once you begin to scroll, you are drawn into a different world. Although there is a heavy emphasis on aesthetics, the main goal with this project is to tell a unique story. Each location featured on the map comes with an interview which introduces a more human aspect to the Shengsi experience.
The first location is Smooth Coffee, one of Shengsi’s first modern coffee shops where patrons can sit down for a cozy chat or pull out their laptop to begin a productive day. It might just seem like your ordinary ‘网红’ coffee shop, but beneath the surface it’s much more. Just a few minutes deep into conversation with the two female entrepreneurs who own the shop (and serve the coffee!) and you’re bound to have chills down your back. FanFan claims that this coffee shop is a manifestation of destiny, and uses its existence as a testimony for anyone who has a dream.
After refueling at Smooth Coffee, you can head across the bridge to one of Shengsi’s newest real estate developments, with the creators of China’s famed Sanya at the helm. The rapid development and modernization of this section on Shengsi is similar to that of Lujiazui in Shanghai, except much more serene and beautiful. After admiring the upscale, chic apartments with panoramic views of the water, sit down for a chat with Elva, one of the top brokers on the island. She can tell you all there is to know about investing in real estate on Shengsi, as well as the benefits of exchanging the hustling and bustling Shanghai life you might be used to, for a peaceful oasis across the ocean. She is also a female entrepreneur with plans to open a bar that specializes in DIY customer-created cocktails that can earn a spot on the official menu. Unique food and beverage concepts like Elva’s bar and Smooth Coffee are what sets Shengsi Island apart from your ordinary weekend getaway. One common thread amongst all Shengsi interviewees is their love for Shengsi’s “慢生活“ or “slow life”.
Shengsi to the World is a project which strives to convey the unique feeling of being on Shengsi to the island’s potential visitors online. The interviews and beautiful content embed within the map is a perfect means for you to get inspired and book your ticket today!
Tags:#InteractiveMap#TourismMarketing#Content
Aurelia Vanelly Garces | Emotion Tagging: Data Visualization
This project is an interactive personal data visualization site through emotion tagging. This data is a representation of emotions and reactions people feel when listening to music.
This project, Emotion Tagging: Data Visualization, is a project that gives users the ability to not only participate in collecting data but as well as getting to see a visualization of how others feel when listening to music. The purpose behind this project was to gain a better understanding of how people react to music and how easy it is to collect that data.
We live in a world where now everything and anything we do is collected and taken from us on an everyday basis. Whether it is the photos you “like” on a social media platform or the songs you decide to “skip” on a streaming service all of this is taken from us. Rather than continuing to constantly question this matter, this project helps one be able to get a better understanding of how that is done.
Through the website that has been created a user is able to listen to a song and give their feedback on how the particular song makes them feel, after this they are able to experience a visualization of how others prior to them have taken in this specific song as well. The next question the user is given is, “How would you categorize this?”, this question is left to be open-ended so that the information that is collected can be left in a wider scope. Apart from this, the user gets to see the statistics and data that was previously collected. The data that was previously collected was done in a more specific way rather than leaving an open-ended question. This was done by listing nineteen emotions and having users select the specific emotion that they have tied to that song. This is the data that is showcased in a visualization that features audio waves.
This project targets two specific audiences; the first audience being the “average user”, the user who may not be aware on how data can be collected so easily. The project aims to show this to the user and have them be a bit more aware of how this is done. The second audience that this project is aimed towards is those who do this on an everyday basis. The big corporations and industry executives who can see the data collected; specifically at what point in what song do people feel a certain type of emotion. This can be used in multiple ways, for example, a music executive can see when and where in a song do people react more or show specific emotions.
The initial questions that brought this project to life was, “Why do we tie genres to songs? Why is it that I may feel one way when listening to a song and you may feel a different way?” Although there may be deeper and more psychological answers to this, the point of this project is to take something so personal like our emotions and showcase them as well as collect them so one can explore that a bit more. Above all, the key takeaway from this project is to be able to open the floor to questioning a bit more on how data collection is done.
Tags:#emotiontagging#datavisualization#crowdsourcing