Author Archives: Anas Raza

Dev 3 – Group 6: AnasRaza,FaraasKhan

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Investigation

What is it you are trying to figure out?

Our main goal at this stage is to test sending and receiving data from the robot arm. From this, we are currently investigating visual effects that can be generated with robotic arm data, including visceral effects emerging from the synchronized physical motion of the arm with on-screen graphical media, and whether this combination creates a unique and immersive experience. A potential application of this combination is to create interactive installations that incorporate both visual and participatory physical elements. In the next stage, we hope to explore the possibilities of having the robot arm respond to human movement (if circumstances allow).

Documentation of process and results

For this exploration we are using an existing P5 code example and replacing the motion or interaction co-ordinates with X and Y of the robot arm. Because of the arm orientation, we have mapped Y-value of the arm with the screen’s X-coordinates and Z-values of the arm with screen Y-coordinates.

let rx = map(rposY, -260, 200, 100, windowWidth-100);
let ry = map(rposZ, 455, 875, windowHeight-100, 100 );

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in case GIF doesn’t work
https://drive.google.com/file/d/1t-Iz9S-UbgfYsIG6ERZCywWqvDcqUoWX/view?usp=sharing

How did it go?

This experiment went well, we think. We had the opportunity to practice preliminary yet crucial steps, including establishing server connections, data calibrations and creative explorations.

Learning Experience

Every interaction with robotic arm is a learning experience at this stage. Just knowing how to control the robot externally opens many possibilities for us. The most important lesson while working on this part of the assignment was to figure out data Mapping. The published values are very different from the graphic’s coordinates. Data calibration is the most critical part of any project where two different digital systems interact. We are using Map() function to calibrate data in this setting, but as this project becomes more complex, constraints for incoming or outgoing values may be needed. We hope to learn more about controlling the robot arm as we progress to the next stages.

Forked code: https://editor.p5js.org/anasraza/sketches/S-1tIFDG2

 

Game of Veggies – P1, G4

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Team Member: Anas Raza, Chitra Chugh, Ellie Huang, Ricardo Quiza Suarez

Project Description:

This project is an exciting exploration of the intersection of robotics and film-making, where we aim to push the boundaries of traditional filmmaking techniques. Our goal is to use a robotic arm camera to assist in film shooting and recreate classical film themes using non-traditional theatrical objects. The use of vegetables as our primary material adds a unique artistic element to the project, allowing us to create an organic and textured landscape.

As enthusiasts of Game of Thrones, we were inspired by the iconic opening sequence to create our interpretation of the scene using a robotic arm and a landscape built with vegetables. Our project involves building the terrain and forest structure with broccoli and using carrots to build a statue that represents the Tree of Life. Through the circular path of the robotic arm camera, we capture the statue’s height and majesty, creating a sense of scale and continuity.

This project explores and highlights the potential of incorporating technology and unconventional materials in art projects. By using a robotic arm camera, we were able to move the camera in a smooth and uninterrupted motion, providing viewers with a bird’s-eye view of the scene and creating a unique visual experience. The project demonstrates how the creative use of technology can enhance traditional artistic practices, making it an innovative and exciting art project.

Our Process:

Our project followed a comprehensive process that started with ideation, where we brainstormed creative ideas for our unique interpretation of the Game of Thrones opening sequence using vegetables. We then moved onto creating low fidelity prototypes, using paper sketches to visualize and refine our ideas. The design and shooting phase followed, where we created our set using vegetables and the robotic arm camera to capture the shots. We also utilized digital tools to experiment with different layouts and textures to bring our vision to life. The post-production stage allowed us to refine the final product further, where we edited and added sound effects and music to our project. Finally, we reflected on the project, highlighting our successes and areas for improvement, and how we could further develop the intersection of robotics and film-making using unconventional materials.

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Sketching the idea:

We began our creative process by exploring how vegetables could be shaped to resemble structures or graphics featured in the Game of Thrones opening sequence. Through doodling and using our imagination skills, we envisioned dried lemon or orange slices as gears, random falling vegetables as protagonists and other side characters, and radish or carrots as swords. Lemon grass represented open fields, while cauliflower or broccoli served as trees, and sliced tomatoes symbolized blood baths or assassination. To refine our ideas and give our vision clarity, we used digital tools like Adobe Photoshop and Illustrator. This process allowed us to experiment with different layouts, colors, and textures, giving us a better understanding of how to accurately represent our interpretation of the original sequence using vegetables.

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Design Decisions:

To ensure that each camera shot was mapped into distinctive robot movements, we first explored various types of shots we wanted to capture. These included bird’s eye views, close-up shots, extreme close-up shots, high and low-angle shots, and Dutch angles. By studying the effects of each shot, we were able to determine how the robot arm camera should move to achieve the desired shot.

We also focused on quick transitions and cuts to showcase the landscapes we created using vegetables. By cutting and composing these landscapes in unique ways, we were able to achieve unexpected visual effects that added to the overall aesthetic of the project. Additionally, we experimented with different lighting and angles to add an extra twist to the scenes.

To proceed with our exploration, we focused on using vegetables as props and studying the opening sequence to get the shots we wanted to recreate. By carefully studying the original sequence, we were able to identify the camera movements and angles needed to achieve the desired shots using the robotic arm camera.

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Shooting Day – Behind the Scene:

During the shooting day, we experimented with several techniques to bring our vision to life. We started with an overview of the set, moving from replicating a scene in a game to a recognizable scene from a movie or series. We chose the iconic Game of Thrones intro as our inspiration, and we worked on replicating the shot in a unique and creative way.

We used several camera movements that would simulate those found in the series, with the camera traversing through vegetables that imitated buildings in the show. We experimented with zooming out to get a top view of the intro shot before performing a close-up view of a central structure made of a tomato. From there, we moved onto the main camera action movements.

We also captured a side view of the main set, showcasing the intricate details of the vegetable buildings we created. Throughout the shooting day, we used the robotic arm camera to capture shots from unique angles and movements, creating a visually stunning and engaging final product.

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Post-production:

In post-production, our goal was to enhance the camera shots, create smoother transitions, and improve the storytelling aspect of our project. To achieve this, we utilized various techniques and tools.

One of the primary goals of post-production was to create smoother transitions between shots. We accomplished this by adding fade-in and fade-out effects to shots and using cross-dissolves between scenes. This helped to create a seamless flow between different shots and added to the overall professional quality of the project.

Another aspect of post-production was to enhance the camera shots. We utilized different techniques like zooming in or out and adding slow-motion effects to highlight specific moments and create a more dynamic visual experience. Additionally, we experimented with different camera angles to create a unique and visually interesting final product.

Reflection – Limitation and Future Development:

Looking back on our project, we encountered several challenges and had key takeaways that will inform our future development. One of the challenges we faced was managing multiple ideas and experimentation for development. Each team member had their own ideas and approaches, which sometimes led to inefficiencies in our process. However, we learned valuable lessons about human-human collaboration and communication, which will help us work more effectively in future projects.

Additionally, the use of the robotic arm camera allowed us to explore the potential of human-robot collaboration in the field of film-making. By utilizing technology to enhance creativity and efficiency, we were able to create a visually stunning and unique interpretation of the Game of Thrones opening sequence.

However, we also faced challenges in managing our time and resources effectively, which impacted the quality of our final product. To improve our future projects, we plan to experiment with techniques like puppet moving and controlling actors with threads to create more dynamic movement. Additionally, we need to focus more on lighting and casting shadows, as this is an essential aspect of creating a visually stunning final product.

One of the key questions we encountered was how to create the illusion of a bigger space and architecture in different geographical locations when we are only operating within a smaller space. This is something we will continue to explore in future projects, seeking out creative solutions to this challenge.

Overall, we learned valuable lessons through the challenges we faced in this project, both in human-human collaboration and human-robot collaboration. We will use these lessons to inform our future development and help us create even more innovative and visually stunning projects in the future.

Link to Video:
Version 1 | Version 2 (Modified based on presentation feedback)
Game Of Thrones Camera Movement

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 Description

After getting hands-on experience with a robotic arm in dev 1 we decided to use the Game of Thrones intro song as the primary music element for replicating a camera shot, by using robotic camera arm movements. The iconic theme music of the show has a powerful and impactful sound that adds a sense of excitement and drama to the camera movements.

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We aim to coordinate between traditional cinematography and robot-assisted miniature, and thus creating more comprehensive and innovative ways of storytelling. We also emphasize the Incorporation of non-traditional materials as movie components and the protagonists of storytelling.

As the robot arm is a replacement for filming tools and technologies, we are trying to explore to what extent we can substitute other components in a short film clip: e.g., actors, sounds, and environmental elements.

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What is it you are trying to figure out?

To get started, we would need to determine how we want the camera to move in synchronization to the music. This could involve programming the robotic arm to move in specific ways, such as moving up and down, left, and right, or in a circular motion, while creating emphasis and blurring effects at certain phrases in the song. We think synchronizing camera footage with a sound beat can create a visually appealing and rhythmically engaging experience for the viewer.

We focus on using non-traditional actors in combination with traditional filming techniques to generate familiarity and arouse emotions in the audience. In addition, we are trying to project irony through hilarious visuals and intensity through music.

Documentation of process and results

Video Link 1
Video Link 2

What you learned

The importance of exact control in terms of speed, time, and acceleration. The rhythm of the robot arm’s movement should be in accordance with background music and the actor’s entrance and exit to achieve coherence. This exact control would benefit from program software such as Maya, in order to render at the most appropriate coordination.

It is not necessary to have specific actors in the scene to maximize thematic responses/effects. There are many alternative ways of generating similar visual effects which have a lot of room for creative input. Taking overall cohesiveness and consistency into consideration is also an essential aspect which should not be ignored.

How did it go? It does not have to work to be a useful experiment.

It went well and beyond our early expectations. We brought a reflective aluminum box, and some vegetables, and pulled coloured sheets as the background. Thinking through making/experimenting is a valid design research method in terms of idea generation and exploration.

We were able to replace the background in Premier with a still image as a form of post-production, which brings in another layer of creative elements into the scene. Despite not being the focus, incorporating software into the overall production generates unique effects and expands possibilities.