Saturday, 5 November 2011

Week 6

Final Analytics Engine:



For the Analytics Engine I plan to incorporate the sense of space which derives from the user’s interaction with the architecture. The space in which users circulate will only form solid walls once the room is filled with multiple users and the floor lights up when the maximum amount of people are on each floor. 

Final Video Tutorial: 


For my final video tutorial displayed above, I have chosen to demonstrate to users of Sandbox 2, Google Sketchup and 3ds Max, how to easily work between the three programs. It is assumed that the viewers of the tutorial are already familiar with the interface of 3ds Max, Google Sketchup 8, downloading Google Sketchup plug-ins and the Sandbox 2 Editor. The main source of frustration which arose from doing EXP1 and EXP2 was the material editing/importing/exporting for myself personally. Most people would prefer applying their textures using Google Sketchup because it is much easier to understand, but once one gets the grasp of 3ds Max they will realise that there are many more options for applying the textures, for example, like using bump maps. Sandbox 2 itself has options for material editing, but I’d prefer the users to familiarise themselves with a wider range of 3d modelling programs. This is because the objects edited in Sandbox 2 cannot be exported to any other 3d modelling editing program.

References:
http://www.youtube.com/watch?v=VNaXrWcbQfw
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Final 3D model on Google Warehouse:



Files to FileFront:

Found Here
(The Level - Found Here)

Week 5

Independent Study:


The final tutorial topic which I have chosen is to create a custom material using 3ds Max Design 2012 rather than using Sketchup because it is much easier to send and the files almost never go missing, from what I've experiences myself. I also find it useful to show the viewers how you export a 3ds Max file to Sketchup.

Week 4

Task for Today:








Independent Study:

Week 3

Task for Today:


This could form a part of the architecture which
could represent the circulation within the space.
(This is later represented through the 'shell' surrounding the main space)




This became the main source of inspiration for the
design of the Analytic Engine, mainly the walls.


The idea of a population gradually increasing in number until the maximum is reached,
i.e. in real life, what will happen if the proportion of food to people isn't equal /
proportion of area to number of people it may hold.  





Week 2

Task for Today:









http://benv2423-2011-jules.blogspot.com/2011/08/spawn-archetype-entity-and-dynamically.html
I thought up of an idea after watching this tutorial, to measure the amount of people entering the building, I could use this idea on a bridge which directs people straight to the entrance of the building. To set a limit to the amount of people in the building, the bridge should be able to sense if someone is walking along it, 


Independent Study:



1.       1. From the technique presented in this week’s Task for Today I can adjust a couple of the nodes to suit my chosen Pachube feed. I could possibly link the amount of people walking into a space to the number of levels which the building has. There could be a bridge which measures the number entering the building and once the maximum number of people entering has been reached the bridge collapses.

1.       2. For the Analytics Engine I plan to incorporate the sense of space which derives from the user’s interaction with the architecture. The space in which users circulate will only form solid walls once the room is filled with multiple users and the floor lights up when the maximum amount of people are on each floor. Rather than just testing the triggers on humans, will the sensors detect in a vehicle was to drive in and out of the ground level? This shouldn’t be possible, but since vehicles are treated in the same manner as any other entity it might trigger the sensors. Once the maximum number of people is reached the walls will stop moving and the front facade of the building will form, locking in the people inside.
 


Week 1 - Experiment One

Task for Today:


The parameters which I analysed were the player's average speed. The results are expressed through the HUD Message as well as the Progress Bar which only shows up once the player starts moving. 



Independent Study:

The Pachube feed which I am using for my assignment is this one.




"Creating Space with Light


The sense of space is created using light. The number of people entering and leaving a room directly correlates to the floor area which is lit up. As more people enter the room the lit floor area increases. As more of the floor area lights up the concept of a larger space is created." 
                     - margaretgoldsack (The username of the person who conducted the experiment) 







S.W.O.T Analysis-

Strengths - The interaction between a user and it's environment/architecture is demonstrated quite effectively, as the amount of space which a room contains correlates with the number of people it holds.

Weaknesses - Would the room be too bright if there are too many people in the room, causing excessive heat?

Opportunities - Rather than having a square room which increases in size, I could try adding more levels rather than just increasing the area of land it covers.

Threats - There will be a maximum space it can hold due to permanent physical obstructions in the surrounding environment. Will it only detect the movement of humans? What if too many people come in at a time, will the sensor be able to detect the amount of people in such a short period of time? What if the building reaches its maximum height and people continue entering?

Saturday, 10 September 2011

Week 5

Draft Installment




"Write 150 words describing the mode or modes you are using to create your machinima documentary and indicate what benefit you gain by using them. Use modes presented in lecture 4 as your starting point"

The main mode which this documentary is based on is the ‘Expository Mode’. The captions ‘state’ something and the illustrations ‘explain’ and demonstrate the statement. This mode stood out the most to me because it makes it easier for the audience to follow along. The main benefit of using this mode is that I could heavily rely on an objective narration voice alongside a subjective interpretation of what was being stated in the narration. It engages the audience to view it from the perspective for if they were to experience the installation at eye level. The first part of the documentary was viewed from the eyes of the player as he is the only one who was see inside the first level. The second view, on the second floor is viewed from above the player, representing the eyes of the world. A snippet of a ‘mockumentary’ feel is evident towards the end as the music fades and the gun sound overpowers the last half of the documentary, taking us back to the notion of war vs peace. 

Friday, 9 September 2011

Week 4 - 150 words description

(note: The Week 4 'Task for Today' is in the Week 3 Video)

" On your blog write approximately 150 words describing how your installation (in form and in flowgraph) distinctively and significantly reflect the output/s of the real world sensor from Pachube that you have selected. This description should build on the 50 words you wrote in week 2 (independent study) with respect to Paul Virilio's concept of "Pure War!"."

The real world sensor from Pachube measured the pH and temperature of soil. This would serve no interest to a majority of the public whatsoever. My installation was created on the basis that the world rejected and showed no interest in the theories of my client, a scientist. He still continues to fervently work on his experiments although he lacks motivation due to the intense public opinions behind closed doors and thick masonry and opaque walls.

            Allowing no eyes to intrude and no sound to leak from the bottom level, this level represents his ‘war’ with the world with the heavy doors and bold lighting. 



The spiral staircase also represent the slow progression from war to peace.

In contrast to the upper level, representing ‘peace’, the thinner masonry walls in conjunction with the timber walls allows for ‘interaction’ and collaboration with the rest of the world.





 The movement tracking lights represent the progression from ‘war’ to ‘peace’, from the entrance to the second floor to the balcony, and the bridge acts as a sort of escape from the 'war'.

Flowgraph for the bridge, the walls get higher
as you get closer, therefore increasing security.

Bridge

Proximity Trigger for 'motion-sensing' Lights


Friday, 2 September 2011

Week 2



Original texture of the US_hovercraft1



New custom texture created using Photoshop cs5 with adjustments in hue/saturation of the original texture material.

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Glowing Material (Shirt)









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Shiny Material (Pants)




Step 2 of Week 2
Frap recording of my model representing Pure War
(music playing in background was accidentally recorded, please ignore/mute)

The notion of ‘pure war’ denotes the prevailing struggle waged between technology and humanity and the inability to differentiate between war and peace ever since the end of WWII. This idea is represented by the insertion of a ‘maze-like’ space within a simple box divided into 2 by a sharp barrier.



Week 1

Garden - Sensors in the Garden

Sensors measure the rise and fall in the temperature, humidity, dew point, soil temperature, and soil moisture in a garden.

      The main concept raised in this particular feed conceptually connects to the idea of Pure War, specifically the idea of Entertainment vs. Research. The world rejects the tedious research a scientist conducts, they demand entertaining discoveries.