Group Research Project Reflection – Sagar Risal

Interaction is very broad, but the way that I’ve come to define it is, an action from a user followed from a response from certain object. The reason I see it this broad is because instead of just defining interaction to a confined definition, I see it more as a open definition that can in turn be seen in terms of levels of interaction.

When researching projects for inspiration for our group project, two really stuck out to me in the way that the interact with the user, as well as the way that it can benefit the user. These were TAMI, an interface that helps students better understand calculus, with both physical elements as well as a digital display, as well as the Oculus Rift, a virtual reality headset. As Crawford states in his book Art of Interactivity, there are degrees to interaction, and these two projects are perfect examples of those. TAMI I would consider to have a very high level of interaction, since it combines both physical and digital elements to it’s interface, as well as the interaction of knowledge that the user gains when using the product. It’s very high level interaction allows for students to better understand the intricacies of graphing certain formulas, because it allows the user to interact with the product in different ways in which the user feels fit. The oculus on the other hand is a little bit lower in level in interaction as a product itself, since it can only show you the view of what you are doing, but it shows how if one can combine the oculus with other types of technologies, one can reach a higher form of interaction. 

Our group project was called Knowledge Transmitter 2.0, since the first one killed someone due to some malfunctions, showing how even 100 years in the future there are still missteps with technology. The device is meant to transfer the information from books into ones brain, as to gain that new information and use it to create new ideas. The device transfers all the information from the book into ones head, but that information disappears from one’s memory unless bought again, making the seller make more money.

I would consider this project to have a high level of interaction since, just like reading a book, there is a transference of information from one object to another, and the output is what the user does with that information, as well as the information that the user chose to receive. Just like when one learns something new, it is up to them to come up with how they want to use this new information and for what purpose could it serve to better themselves interact with the information given as well as what they want to forge their output of that information and knowledge. 

Works Cited: 

Crawford. “What Exactly Is Interactivity.” The Art of Interactivity, pp. 1–6. 

https://www.creativeapplications.net/openframeworks/tami-an-intuitive-approach-to-the-learning-of-trigonometry/

https://www.oculus.com/?locale=en_US 

Feel Me, Catch me——Cindy Xie——Rudi

  • CONCEPTION AND DESIGN:

Introduction

My project is called “feel me, catch me,” which is a game model. In this game model, there are three kinds of players, devil, angel, and ordinary people. Angel player’s task is to find the devil player; at the same time, the devil player’s mission is to find the angel player. Ordinary people don’t have a task. They will continuously move around during the game, interference with the identification of angels and devils. Because each player doesn’t know who the other player is, the angel and devil recognize each other by listening to background music (which is why it’s called catch me, feel me).Each player holds a game box. As the angel approaches the demon, the background music continues to produce a heartbeat, and the heart image on the computer continues to beat.  

Because this project is a model, the complete game version can be applied to life as an ice-breaking game. For example, this game can be played in school, at this time only angel players and devil players, while ordinary players are students who do not participate in the game. The play site is the whole school, and angel and demon players will wear Bluetooth headphones, which will be connected to the computer. When they get close to each other, they will hear intense heart beatings in the earphones. Whoever recognizes the other’s identity first, namely shout out “catch you,” who wins.  

In what ways did your understanding of how your users were going to interact with your project informed certain design decisions you made?

In this work, the most critical decision I made was to establish the connection between players, instead of the interaction between players and the machine. In real life, we spend most of our time communicating through eye contact and oral communicating, but we ignore the role of listening. So I want to use “hearing the heartbeat to judge each other identity” as a new way to build a new kind of interaction between players. When the angel and the demon get close to each other, both two sides will hear intense heartbeats. This design goes beyond the purely visual influence but adds more hearing element. Also, this design goes beyond the connection between the player and the machine, establishing a relationship between players and players directly.

what form, material or elements did you use? What criteria did you use to select those materials? Why was it/were they best suited to your project purpose, more than any other one/s? What might have been another option? But you rejected it—why?

In this work, my primary materials are radio frequency link, Arduino nano, and power bank.

Radio frequency link:

 

               (receiver)                                           (sender)
The most important reason for using a radio frequency link is pairing. That is, the sender sends a signal, such as “hello,” and the receiver can receive many signals. Still, it only responds when it receives “hello.” In this work, I used two sets of receiving and sending terminals in total, one for matching devil and angel, and the other for matching devil and computer. The computer connected to a receiver, the devil box had a receiver and sender, and the angel box had a sender. The sender in the angel box keeps sending “hello”.

But only when the receiver of the devil box receives the “hello” signal, the sender of the devil box will send another specific message “ghost” to the computer, indicating that the devil and angel have matched so that the Processing can start.

the receiver of the computer receives the “ghost” and completes the heartbeat instruction through the Arduino to processing program. 


In the beginning, I was hesitant to choose Bluetooth or rf, because both can use to match, but I decided rf at last for two reasons. The first reason is that the radio frequency distance is very long, which can reach 40m~100m, which means that the game range can be broader. However, the stable Bluetooth range is only 3m to 10m. The second reason is that Bluetooth pairing can only be one-to-one, but rf is not limited to one-to-one matching. Rf receiver can receive multiple signals, which means that a demon (receiver) can accept various angel (sender) signals so that more players can be added to the game.
Arduino nano


Compared with uno, nano is smaller in size, but with full functions and is easy to carry, so nano was chosen instead of uno.
Power bank


The power bank can provide independent power to nano. However, the power bank has a disadvantage that it needs a specific resistance to provide a constant power supply. So I connected a 220-ohm resistance to the breadboard so that the power bank can provide continuous power supply to nano.

  • FABRICATION AND PRODUCTION:

the most significant steps in your production process, both in terms of failures and successes.

Using radio frequency link as pairing is one of the most critical steps in production. I used the Bluetooth pairing between the player’s device at the beginning. I then used the radio frequency link as the connection between the computer and the player.

 

But during the User Testing Session, one of my classmates suggested I can add more players into the game. In this case, the Bluetooth’s one-to-one match is not appropriate. I need a device that can send and receive a particular signal. I consulted a faculty of IMA, she recommended me to use radio frequency link, because its sender can emit a specific message, but the receiver is not one-to-one matched. As long as the specified signals can be recognized, it can be paired. At the same time, the radio frequency link can reach a distance of 40m~100m, which is similar to my game design. Therefore, after the user testing session, I gave up using Bluetooth and used radio frequency link as my main element.


When I used radio frequency link to do works, there was a relative failure that troubled me for a long time: there would be mutual influence between the senders of radiofrequency link at a close distance so that the receiver might confuse the two signals. That is: there is a sender in the angel’s box. The demon box at the same time also has a sender to send signals to the computer. The computer has a receiver, while it is possible to distinguish the signal of the demon box. Still, because of the interference of the angel’s box signal, the receiver is often disturbed. On the control panel of the Arduino, there often appear signals that should not be received, leading to the wrong action of the processing. To solve this problem, I optimized the Arduino code of the computer’s receiver. Previously, my code was to generate specific effects for processing when the computer receiver received the signal from the devil box. The optimized code means that when receiving the signal from the angel box, no operation is generated. When receiving the signal from the devil box, Processing is performed. In other cases, no actions are made. After this optimization, the Arduino didn’t give the wrong instructions because it recognizes the signal separately.

  • CONCLUSIONS:

How do your project results align with your definition of interaction? How do your project results not align with your definition of interaction?

My goal is to build interaction between people by using machines as a bridge in the form of games. After a semester’s study, my definition of interaction gradually changed from the four mechanical steps at the beginning to focus on the interaction between people. In my opinion, when people interact with machines, they should pay more attention to the interaction between people, and machines should act as a bridge to promote interaction or connection between people. My model of the game wants players to connect through machines, but their attention isn’t on the machines, it’s on the players. They can identify each other by the box containing the machine. Still, in order to win the game in the end, one of them needs to shout “catch you,” which means that the two parties are no longer independent existence, but build a kind of connection based on the machine. This is what I called interaction. The machine is an essential medium here. Still, the ultimate purpose of the product is to allow players to recognize each other and interact with each other.

Based on both your definition of interaction and your expectation of your audience’s response, how, ultimately, did your audience interact with your project?

During the presentation, because a wire of the devil box disconnected accidentally, the effect did not play out. But at the time of the IMA show, I invited four players to experience the game. They don’t know how to play at first, but after explaining the rules, they are scattered in the classroom and began to walk. When the demon player and angel player approached, the computer made a loud heartbeat. Still, when they separated, the heartbeat stopped. At this point, the demon player immediately locks on to the player who approached him, then walks up and says, “catch you” and wins the game. The results were similar to what I expected. Still, there were some differences because the ordinary player (has no special missions) was moving back and forth, so they didn’t enjoy themselves.
Moreover, the devil player quickly finds the angel player, which is also different from what I imagined, so the interaction is not reflected. In my opinion, this problem mainly arises from the fact that this project is only a model rather than a real game. In the actual game, the identity of the ordinary player is the students who are not participating in the game, so they do not have a sense of game experience. At the same time, if you play this game in real life, there will be a lot of uncertainty, so the devil or angel will not quickly identify each other’s identity.

How would you improve your project if you had more time?

If I had more time, I would have constructed a complete game and planned a more specific rating rule. For example, if the angels want to win the game, they need to identify all the demons and send their names to the computer. If the angel finds all the names first and there are no mistakes, then angel wins. But if there’s a mistake in the name, they lose. Such ratings make the game more exciting and complete.

What value have you learned from any setbacks and/or failures? What do you take away from your accomplishments?

This is the only big project I’ve done on my own this semester. Without my previous dependence on my peers, I need to be responsible for myself, take responsibility and consequences on my own. Because cooperating with my classmates, I used to feel my partner can share the burden, or when it is close to the deadline, we can depend on each other. But this time is different, this time I only have myself, I need to create the plans by myself – how to arrange the time, do research or ask information from the faculty. Although it is hard and tedious for me to work along, the excitement and thrill can’t be described when my project is successful. It is the happiest thing I feel. At that moment, I felt that all my efforts were worthy. I think this is the most important lesson I have learned from this project.

In this high-tech age, people are more and more immersed in the interaction with electronic products such as mobile phones and computers, while ignoring the most direct communication between people. Machinery, no longer as a tool, but as an interactive partner, replaced the role of “human.” Maybe this is the current trend in society, but I still want to make a little change of myself. I think the interaction should be based on the human-mechanical, but the goal is the human-human interaction. And the machinery should be just a medium or a bridge. Although we can interact with the mechanism, we should still feel the existence of people behind the machinery and the emotions and intentions of the people who created the machinery. “To communicate with people through machinery”——this is my understanding of the interaction and the original purpose of my product design. It is also my most significant gain in this course.

Recitation 10: Pixel Manipulation by Haiyan Zhang

For this recitation, you will first have a quick workshop about the map() function hosted by Eszter and Jessica.

map() workshop: with Eszter and Jessica, room 824 (slides)

After participating in the map() workshop,  choose and attend one of the three workshops below covering various skills that may be useful for your final projects.  If you are in a group of more than one person, it may be a good idea to split up and attend different sessions, but this really depends on the needs of your project. 

Every workshop will have an exercise at the end, which you must document and upload as usual.  Make sure to use the map() function in your exercise.

For this exercise, I chose to do media manipulation. The image the great wave off kanagawa is from Wikipedia(https://en.wikipedia.org/wiki/The_Great_Wave_off_Kanagawa)

I mapped the value of mouseX into the levels of filter POSTERIZE to trigger real-time change. Let’s see the effect below: 

PImage img;
float level;
void setup(){
  size(1200, 807);
  img = loadImage("WAVE.jpg");
}
void draw(){
    level= map(mouseX,0,width,2,10);
  image(img,0,0,width,height);
  if (mousePressed==true){
  filter(POSTERIZE,level);
  }
}

Hear Frida Kahlo – Haiyan Zhang – Marcela

CONCEPTION AND DESIGN:

(1)My initial plan is to create a quite immersive experience during which the users are invited to go into a room and see changing images when they press the heart. At the second stage, I decided to use a painting canvas for the projection so it appears more related to Frida Kahlo’s career (which was prepared but not experimented in the end). Also this appears more tangible and approachable rather than the former plan. 

(2) I imagine that users will spontaneously touch/ press the heart once they see the installation itself. Therefore, I used laser cutting for fabrication. Wood is my choice. I also considered rubber. But wood’s color and association with nature offer more warm temperature. For the buttons, I designed arrows. Attached to the end of the arrows are tiny magnets and inside the laser cut heart would be three more magnets at each spot to serve as one part of the circuit. Due to the strong force, the user would have to pull out the arrows from the three holes on heart in order to break the circuit. When the circuit is broken, shift of messages will be triggered. However, the visual experience for the arrow part is not so pleasant. Therefore, I changed it into normal buttons. 

FABRICATION AND PRODUCTION:

(Failures)

My project ended up in an incomplete state without proper physical interaction and projection which would definitely change the experience. During the preparation stage, I changed the idea too many times without enough physical experiments. My goal is to invite the audience to hear Frida Kahlo’s different voices and acknowledging her courageous exposure about her pains and challenging aesthetics. But without the physical interaction, during the presentation, this part ended up in boredom and confusion about “who is this? what is happening?”

(Success)

By integrating different voices, I attempted to show multiple aspects of Frida Kahlo. Also because we do not see her images, “who is this person” remains a lingering question among the audience. The heart beat responded to the distance between the user and the installation. Thanks to Professor Marcela Godoy’s idea and help. I then mapped the values of distance into the x-coordinates of the processing page. 

(Design sketches and storyline)

(possibilities of building own buttons, suggested by Professor Marcela Godoy)

心脏器官

(heart png images from https://www.51miz.com/, reference shown below)

(Heart Beat successfully Reacting to the distance detected)

(video of interaction triggered) 

CONCLUSIONS:

 The goal of this project is to invite the audience to hear/listen to Frida Kahlo/ the mysterious guest. The fact that we are now living in an age when more and more people are making efforts to learn about undiscovered aspects/ identities about themselves motivates me to establish this project. It has to speak to the audience in different voices but also offers a very direct experience that someone is exposing his/her most private stories to us. Therefore, after interacting with the project, people might leave with contemplation about this mysterious figure but more importantly about themselves. “Do I know her well?” “Do I know myself well?” That matters. 

My improved definition of interactivity/interaction is :

An experience that invites the other actor/ actors to activate their multiple senses and gives back real-time reactions. A higher level of interaction, however, will further stimulate an inner experience/ journey of mind contemplation and intuitive reflection rather than all kinds of external movements. 

From this perspective, my concept does tightly align with my own definition. Nonetheless, I failed at offering a complete interaction which requires complete physical installation and more proper material choices. I believe after this experience, the significance of planning would always stay with me. In order to accomplish an interactive piece, one has to experiment several times and try to get more feedback. Of course I harvested a lot from the experience. I see three stages are rather critical for accomplishing a project: (1)thorough research into the concept; (2) building physical interaction;(3) artistic critics. The first part is what I’ve done most. But I have been lost in the second stage which requires experiments of different materials and various options of building circuits and implementing the installation itself. 

If I will have a chance to improve this project or conduct other projects based on similar concepts, I will still try to create an immersive space. But more information will be needed. For example, suggested by Tina, I can print some physical objects that symbolize significant parts of Frida Kahlo such as wheelchair, uterus etc. I also think about typing out some of her diaries so that the audience will get a prior sense that this is a person we are about to learn. Hearing is a significant sense which voices out so many perspectives about identities. Yet it is a sense we usually ignore when visuals are emphasized too much today. This experience eventually does not stop at learning about Frida Kahlo. It can be just a name, a historical artistic figure. But this is also a significant chance for us to reconnect with our “selves” in the history, to hear  what the other person who went through enormous pains had done to understand life. 

Credits & Reference:

I want to thank Marcela, Tina and Lisa for supporting this project. Although failed, I harvested a lot of inspiration from the experience and my colleagues. Many thanks to Jake, Tao, Joyce, and SY for helping me accomplish the recordings of quotes. That is one of the most significant parts of the concept. 

Anatomical Heart PNG images are from: 

https://www.51miz.com/

https://www.51miz.com/sucai/898777.html

https://www.51miz.com/sucai/242453.html

Text code in processing is borrowed from: 

https://forum.processing.org/one/topic/help-with-simple-text-string-array.html

Frida Kahlo’s quotes are from:

https://artsandculture.google.com/entity/frida-kahlo/m015k04?hl=en

Final Project Essay by Haiyan Zhang

Project title: Hear Frida Kahlo/ Letters from __

Project statement of purpose: 

My targeted audience probably include everyone who’s curious about and willing to explore their own identities. When researching about interactive proejcts, I was inspired by the project “Ordinary Places” created by Anouk Zibaut. (link shown in reference, more content in my preparatory research)

(Picture of “Ordinary Places”)

The project’s nature doesn’t trigger many physical interaction. Rather it invites the viewers to watch the experimental film like they watch ordinary films. However, its research subject “daily surveillance” matters a lot to its targeted audience and therefore, naturally triggers further inner interactivity and lets the contemplation leave with the viewers. This is the effect that I want to achieve by having a substantial concept with the help of adequate physical interaction. 

Basically, Hear Frida Kahlo will invite the users to trigger audio files to be played. These will be audio files pre-stored in processing and recorded by different people with different genders and of course identities. By doing this, the usual experience of seeing Frida Kahlo’s image will be translated into another sense: hearing. 

 

Project Plan

My project Hear Frida Kahlo, as the name implies, invites people to listen to the artist. And by hearing her inspiring quotes and touching the heart, the audience will be left with a sense of contemplation about this figure, imagination about her life story and more importantly their own living experiences.

(1) Fabrication

I want to experiment on different materials such as wood and rubber for laser cut anatomical heart. The other option is to do a 3d-printing heart that allows a great extent of flexibility. The choice of wood or rubber aims at a sense of temperature for the former material is associated with nature and the latter’s texture is softer. 

(2)Voice input

For this part, I will need to communicate with different people and invite them to put in their voices reading Frida Kahlo’s quotes. I found quotes from the article “30 Frida Kahlo Quotes to Inspire you to turn pain into beauty”. 

(3)Coding

This will be the most complicated part and requires a lot of experiments and help. I aim at an interactive experience that will react to the detected distance first and then will invite the users to touch the heart which will trigger different quotes. 

Context and Significance

We are now living in a time when more and more people are gaining awareness about their own identities. These diverse identities are built on everyone’s own living experiences and personalities. In exploring our own possibilities, sometimes we need to borrow our predecessors’ experience, to stand on the shoulder of the giant and move forward. I believe Frida Kahlo is one of those giants. However, most of our contemporaries didn’t get an opportunity to know more about her works, her spirits and more importantly, listen to her voices. One thing is that I’m afraid the pronoun “her” is not adequate to describe Frida Kahlo. She’s somebody who set off the challenging inner journey, relentlessly asked questions about being a human and overcome obstacles. During my research, I didn’t see a lot of digital tributes to Frida Kahlo. However, Google Art does offer a rich digital library tributing to Frida Kahlo in which audience can thoroughly go through her life stories and understand her works from multiple aspects. (Link shown in the reference) This also adds to my confidence and determination about the significance of this project. If successful, I believe it can offer a short yet meditative experience to the audience. The voices will stay and grow into reflection over pain and beauty. 

Reference:

“30 Frida Kahlo Quotes to Inspire you to turn pain into beauty” https://www.goalcast.com/2017/11/28/17-frida-kahlo-quotes/

the digital retrospective of Frida Kahlo launched by Google

https://artsandculture.google.com/entity/frida-kahlo/m015k04?hl=en

Lieux Ordinaires (Ordinary Places) – Surveillance as a storytelling medium

Lieux Ordinaires (Ordinary Places) – Surveillance as a storytelling medium