Initial Project Presentation

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First presentation of my final project idea for the Masters in Interactive Media at University of Limerick, Ireland. Presents motivation, theories researched, similar projects, technology overview

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  • Explain my Rough ideas. Space, sound, visuals, play, collaboration, CHAOS
  • Prof Economics, Princeton
  • Economist
  • PsychologistCombination of environmental and psychological factors.Attention: Factors increase or decrease the amount of attention paid. Includes distinctiveness, affective valence, prevalence, complexity, functional value. One’s characteristics (e.g. sensory capacities, arousal level, perceptual set, past reinforcement) affect attention.Retention — remembering what you paid attention to. Includes symbolic coding, mental images, cognitive organization, symbolic rehearsal, motor rehearsalReproduction — reproducing the image. Including physical capabilities, and self-observation of reproduction.Motivation — having a good reason to imitate. Includes motives such as past (i.e. traditional behaviorism), promised (imagined incentives) and vicarious (seeing and recalling the reinforced model)“Reciprocal Determinism”: the world and a person’s behavior cause each other. Bandura considered personality as an interaction between three components: the environment, behavior, and one’s psychological processes (one’s ability to entertain images in minds and language).IWANT TO STUDY HOW THE INSTALLATION IS USED AND ACCEPTED IN DIFFERENT EBVIRONMENTS
  • 2 philosophers, 2 psychologists (Mihaly), 2 game designers
  • 2 philosophers, 2 psychologists (Mihaly), 2 game designersTypically, Installations feature a few of these strongly.I will use this for evaluation – survey users, tick which of the 13 pleasures they had experienced (single, double, triple) + COMMENTSPleasures I may focus on: Creation, Exploration, Discovery, Sensation, Camaraderie and MAYBE Subversion
  • LIGHT SENSORSSlim wooden fins would rise up from in-between the nearby wooden bench slats, making sitting there virtually impossible, while blinking red LED lights embedded in the bench alerted those people who looked for an open spot for those still available spaces that are often unused.I don’t want to control people but rather want people to feel like they are in control themselves
  • LIGHT SENSORSThe two seats swung round and pointed to each other when the system sensed that they were used simultaneously for a couple of minutesCAMERA DETECTING WHITE BUS ROOVESIn addition, as soon as a bus arrived, the seats pointed towards the bus and followed it, as if to alert the pedestrians who might otherwise be too engaged in conversation. I don’t want to control people but rather want people to feel like they are in control themselves
  • ARDUINO + PROCESSINGSocial valueCoins thrown in – artifact reacts with sound and lightLEDs count number of wishes
  • LIGHT SENSORSSlim wooden fins would rise up from in-between the nearby wooden bench slats, making sitting there virtually impossible, while blinking red LED lights embedded in the bench alerted those people who looked for an open spot for those still available spaces that are often unused.I don’t want to control people but rather want people to feel like they are in control themselves
  • Create something similar on a large scale. I’m open to the use of tangible objects.
  • I have built pressure sensitive tiles before (explain).
  • Frame can be divided into a grid of cells and the amount of frame differencing is reported for each cell
  • Frame can be divided into a grid of cells and the amount of frame differencing is reported for each cell
  • Frame can be divided into a grid of cells and the amount of frame differencing is reported for each cell
  • IR: Good in low-light conditionsRetroflective: Reflect light back to the source of illumination. Detection very reliableTelecentric: Infinite focal length. Excellent for distant objects, objects whose distance is not known
  • VVVV: a graphical programming environment for easy prototyping and development. It is designed to facilitate the handling of large media environments with physical interfaces, real-time motion graphics, audio and video that can interact with many users simultaneously.
  • Demo from 2:00
  • Set it up in several public places. Each set-up used for testing. Re-iterations.
  • Initial Project Presentation

    1. 1. Project Presentation<br />CS6022<br />Colm Walsh<br />
    2. 2. Original Idea<br /><ul><li>Interactive space
    3. 3. Designed for dancers/stage performers
    4. 4. Body movements generate visual and audio feedback that can be controlled by user</li></li></ul><li>What is it about?<br />Social Interaction<br />
    5. 5. What is it about?<br />Social Interaction<br />Interaction with Public Space<br />
    6. 6. What is it about?<br />Social Interaction<br />Interaction with Public Space<br />Idea of Personal/Intimate Space<br />
    7. 7. Why?<br /><ul><li>Smart Phone culture
    8. 8. An “App for Everything”
    9. 9. Reasons to interact increasingly less
    10. 10. Everyone in their own little world</li></li></ul><li>Why?<br />The Bubble Effect<br />
    11. 11. What do I want to do?<br /><ul><li>Burst the “bubble”
    12. 12. Encourage interaction, collaboration and play
    13. 13. In a public space</li></li></ul><li>Where?<br /><ul><li>A Public Space
    14. 14. Consistent Flow of People
    15. 15. Area of Congregation</li></li></ul><li>Who is it for?<br /><ul><li>In a public space, any member of the public is a potential user
    16. 16. In particular places,
    17. 17. Bus station, hotel lobby: people waiting
    18. 18. Pedestrianised street, square: people in transit</li></li></ul><li>Social Interactions<br />
    19. 19. Social Interactions<br /><ul><li>Strategic Complimentaries: “occur when the marginal utility to one person of undertaking an action is increasing with the average amount of the action taken by his peers.” – Scheinkman, J. A.</li></li></ul><li>Social Interactions<br /><ul><li>Critical Mass Model, Schelling, T.
    20. 20. Some individuals will always do the activity
    21. 21. Others will do it if a high enough fraction of the population is engaged in the action
    22. 22. Still others may never do it</li></li></ul><li>Social Interactions<br /><ul><li>Social Learning Theory, Bandura, A.
    23. 23. Attention
    24. 24. Retention
    25. 25. Reproduction
    26. 26. Motivation
    27. 27. Reciprocal Determinism</li></li></ul><li>The Pleasures of Play<br /><ul><li>Costello, B., Edmonds, E.
    28. 28. A framework developed as a synthesis of the ideas of six theorists</li></li></ul><li>The Pleasures of Play<br />
    29. 29. Previous Projects<br />The Spacer Bench<br />Eisenberg, A., University of Sydney<br /><ul><li>Project aim: encourage people to sit next to people who they have never met</li></li></ul><li>Previous Projects<br />The Social Seats<br />Pei-Hong, H., University of Sydney<br /><ul><li>Project aim: encourage social interaction</li></li></ul><li>Previous Projects<br />Wish Spark<br />Park, S., Nam, T., Lim, Y.S., Florence, Italy<br /><ul><li>Project aim: make act of donation a pleasurable, meaningful, fun
    30. 30. DEMO</li></li></ul><li>Previous Projects<br />Elysian Fields<br />Costello, B., Gwilt, I. Burraston, D.<br /><ul><li>DEMO</li></li></ul><li>Previous Projects<br /><ul><li>Monome
    31. 31. ReacTable</li></li></ul><li>Technology<br /><ul><li>Motion Detection
    32. 32. Video
    33. 33. Audio </li></li></ul><li>Technology<br />Pressure Sensitive Floor<br /><ul><li>Arduino
    34. 34. Floor divided into grid of cells
    35. 35. Users’ position tracked by sensors</li></li></ul><li>Technology<br />Computer Vision Techniques<br />Using Processing<br />
    36. 36. Technology<br />Computer Vision Techniques<br />Using Processing<br />1. Detecting Motion<br /><ul><li>Brightness and colour of pixels are compared, frame-to-frame
    37. 37. Difference = measure of amount of movement
    38. 38. Depends on relatively stable lighting</li></li></ul><li>Technology<br />Computer Vision Techniques<br />Using Processing<br />2. Detecting Presence<br /><ul><li>Background subtraction
    39. 39. Background of empty scene stored
    40. 40. Difference in colour represents movement
    41. 41. Sensitive to changes in lighting conditions</li></li></ul><li>Technology<br />Computer Vision Techniques<br />Using Processing<br />3. Brightness Thresholding Detection<br /><ul><li>Ensure objects of interest are considerably darker/lighter than surroundings
    42. 42. Use Backlighting
    43. 43. Pixel’s brightness compared to threshold value</li></li></ul><li>Technology<br />Computer Vision Techniques<br />ADVANCED<br />Infrared illumination<br />Retroflective lighting materials<br />Telecentric lens<br />
    44. 44. Technology<br />Video and Audio Control<br /><ul><li>Pure Data and PD GEM (Graphics Environment for Multimedia)
    45. 45. VVVV: can handle large media environments with physical interfaces, real-time motion graphics, audio and video that can interact with many users simultaneously. </li></li></ul><li>Technology<br />Video and Audio Control<br /><ul><li>SWARM simulation: provides patterns of motion that are apparently random, but when viewed as a whole exhibit a visual coherence
    46. 46. Moving object is treated as a force field (gravitational) – centre of the swarm
    47. 47. DEMO</li></li></ul><li>Next Steps<br />
    48. 48. References<br />Levin, G., 2006.Computer Vision for Artists and Designers: Pedagogic Tools and Techniques for Novice Programmers. Journal of Artificial Intelligence and Society. Vol. 20.4. Springer Verlag.<br />Costello, B., Edmonds, E. A Study in Play, Pleasure and Interaction Design. Designing Pleasurable Products and Interfaces, 22 – 25 August 2007, Helsinki, Finland.<br />Moere, A.V., Hill, D. Research through Design in the Context of Teaching Urban Computing. Conference of the Australian Computer-Human Interaction Special Interest Group, 23-27 November 2009, Melbourne, Australia.<br />Boyd, J.E., Hushlak, G., Jacob, C., 2004. Swarm Art: Interactive Art from Swarm Intelligence. Proceedings of the 12th Annual ACM International Conference on Multimedia. USA: ACM Press.<br />Park, S., Nam, T., Lim, Y.S., 2008. Creating Social Value of Interactive Media Installation: Case Study of Designing “Wish Spark”. Proceedings of CHI EA ’08. New York, USA: ACM Press.<br />Learning-Theories.com, http://www.learning-theories.com/social-learning-theory-bandura.html<br />
    49. 49. Fin<br />

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