And goodbye T_T
Couldn’t get in the class because no one dropped. Here’s the first CAD drawing and hope I’ll make more in the future :))
For the final of Mash-up class, Jeff Ong and I teamed up and made “Tune In, Tune Out”. It’s a webite uses your computer’s on-board microphone, listens to the surrounding environmental sound, and translates it into a musical landscape.
An accompanying visualization appears on-screen, along with options to change the musical fundamentals (key, scale, mode) of the sounds. Build with Web Audio API and Tone.js for audio, and Three.js for visual.
We started idea of filtering out the “sound of the sound”. So much effort and energy has gone into our attempts to “escape” our immediate sonic environment: conversations, distracting noises, and try to drown out the surrounding chaos.
There’s no denying the need to focus, and there’s also no shortage of aural distractions, especially living in urban areas. “Tune In, Tune Out” offers an alternative to the music and tools we use to tune out the noise around us, channeling that very noise into a sonic landscape.
An additional project inspiration and goal is to build some basic tools around making it easier to use music theory concepts in tandem with data representation. There are different types of Key, Mode, Scale, and Sound Wave to choose from. Thank Aaron Arntz for the music theory Fly by!
GitHub here.
Walk & Talk
is the final project of me and Ziv for Spatial Media.
Ideas
For the final of Spatial Media, there’s no restriction on content and context, so because of the struggling process of brainstorming, we decided to make a project helping brainstorming! Getting the inspirations from Land and Sea, a game heard from Ziv from Israel, and the Boundary Functions of Scott Snibbe that exploring the relation between people and spaces, we built up a system that people can expand their territory by walking and shaking, and once people stop moving, their territories will shrink and eventually disappear. Based on several researches proved that “Body Movements Can Influence Problem Solving”(e.g. Science Daily, May 13, 2009), it has the potential to be installed in office space, and help employees brainstorming.
Concept
Each person in the game is assigned an initial territory, which he can expand by walking. If they don’t walk, their territory gets smaller. Also, if they don’t talk (to brainstorm or just chit chat), their territories will shrink. This way, people have to walk and talk in order to keep his/her territory.
Context
This game can be used for multiple purposes, e.g. DECISION MAKING • BRAINSTORMING • VOTING ON IDEAS • BUDGET PLANNING. Overall the main function is provoking thoughts about sharing and space with movements.
http://www.jhclaura.com/wp-content/uploads/2014/04/walk-n-talk.pdf
Technique
Tools: OpenFrameworks, Kinect*1, projectors*2.
Developing
1) The first attempt to expand the territories based on the blobs movement captured by Kinect.
2) Using ofPolylines to smooth the shape of geometry.
3) Beautiful mistakes 😉
4) Final version of color-filled geometry.
For my internship during Spring semester 2014 in Media Lab of The Metropolitan Museum of Art, I hooked up
and create an immersive virtual reality tour of Met!
With Oculus Rift, users can wonder around the museum, listening to the audio guide and admiring art pieces, walk upstair, watch butterflies, being blocked by huge bowl, and being inside of the surreal mash-up models(credits to Decho<horse> and Rui<uncolor triangulars>).
With a background as VFX artist of 3D animation and post production, I’m always interested in 3D and how it can be interactive in the creative way. Once I got the chance to intern in Media Lab of the Met and knew we can access the 3D models of museum, I wanted to use Oculus Rift to walk inside the fantasy version of the Met, and to enjoy the immersive experience in space.
Virtual Met Museum –> Fantasy Experiment –> Art piece + Audio Guide
First of all, tons of basic knowledge about Unity here. And setup a project from scratch, here.
Basically just put the fbx file into the Assets folder of the project you just created. Not too complicated but there’s one thing you should be aware of, the SCALE. It’s a good practice to setup scale right in the modeling application before importing the model to Unity, and associated details described as below:
Just follow the clear instruction on youtube!
In order to preventing player walking through meshes(e.g. walls, stairs), we need to add Collider attribute on models, steps as below:
Means that things you aren’t looking at, aren’t loading into memory, so game will run faster.
It’s really a good experience interning at MediaLab of Met. I know I want to keep working on 3D and also step into virtual reality world with Oculus Rift, and it’s a great match that I can have this topic as my own project, and also match to the needs of Met! From this internship, I gained valuable resources from the museum, and also knowing amazing mentors and colleagues from Labs. This project leads me to the world of virtual reality and I’m glad and also thankful that I’m a Spring 14′ intern of Media Lab of The Metropolitan Museum of Art.
{currently works with Chrome and Firefox browser}
For the composition assignment the final of Coding for Emotional Impact class, I want to create something with multiple layers and is self-explained. Inspired by the description of computer vision is a rabbit hole from Andy(because I’m learning Three.js by myself recently), I wanted to make a game about “Rabbit Hole”, and my biggest assumption is that everyone is sort of down the rabbit hole.
ps. It’s not really a fun game to play. Still confusing should it be fun to play or just an emotion-building nowhere…
Literary Nonsense- has no system of logic, although it may imply the existence of an inscrutable one, just beyond our grasp.
And below are three snapshots of what I’ve built so far. I made my own models in Maya and drew textures in Photoshop. Can’t view online because of some web-related issue I can’t solve to load the music(SOLVED_by hard coding the url of music file path). But have no ideas how to do the transition from scene to scene…
SCENE_ZERO: http://www.rabbithole.link/
SCENE_ONE: http://www.rabbithole.link/index_D.html
SCENCE_TWO: http://www.rabbithole.link/index_G.html
SCENE_THREE: http://www.rabbithole.link/index_S.html
SCENE_FOUR: http://www.rabbithole.link/index_M.html
SCENE_FIVE: http://www.rabbithole.link/index_T.html
SCENE_SIX: http://www.rabbithole.link/index_F.html
SCENE_SEVEN: http://www.rabbithole.link/index_V.html
SCENE_EIGHT: http://www.rabbithole.link/index_E.html
( Three.js + web stuff ) == super deep rabbit hole.
3D in Web journey starts! Trying to convert last week’s sketch from Processing into Three.js. But can’t finished it by Monday for the class, still in progress… Here’s what I got so far(WARNING: ROUGH), and below are the notes on translating Processing into JavaScript. Will organized it once I finish the work. Stay tuned!
Experience I learned from banging my head against bloody wall