Archive: November, 2021

Experiment 3 : CatNap

By Parnian Parvin

on-brulera

  • Project Description

Catnap is a means to keep my long-distance relationship with my cat, now that we have grown apart. I usually call my parents, who are taking care of him now, to see him and to see how he is doing, but there is a problem. His sleeping schedule doesn’t fit my parents’ and there are very few hours in the day that they are all awake and I can get a chance see all of them. So, I made this dual clock to help me find the best time.

On Catnap’s breadboard there are two potentiometers with knobs set on top of each. And they are both installed on the box. The clock on the right shows my timeline and the hours that I might be asleep are also marked. The clock on the left shows my cat’s timeline and the hours he might be asleep. On the screen there are two cats that are metaphorically me and my cat. Each cat’s movements are connected to its correspondent potentiometer. When the hand of each clock enters the sleeping hours area, the eyes of its cat will close, and when it enters the awakening area, the cat’s eyes will open. The interaction is playing with the hands and finding the best hours to call, so that we are both awake.

  • Final Project Images

 

  • Development Images

 

 

  • Circuit diagram

frit3

In The Eyes Of…

exp3-key-image

Group Members: Anantha C, Prayag Ichangimath, and Joanne John.

Concept Statement

In The Eyes Of aims to showcase how cities can be experienced by people with various visual impairments. We specifically look at Low Vision, Macular Degeneration (MD), Glaucoma, and Chromesthesia. Both full blindness, and MD cause limited vision which can result in the inability to see peripheries, facial expressions, and low-light environments. Similarly, glaucoma results in patchy blind spots in both peripheral, and central visions and can also cause tunnel vision. In contrast, whilst chromesthesia is more a perceptual phenomenon than an impairment, it occurs when a person is able to visualize color and light in conjunction with sound. With this project, our aim is to engage with these visual impairments, and to bring about an awareness of these unfamiliar experiences by means of a touch interface.

The system consists of a display and a touch pad (the tangible interface) – which holds five different pathways, each of which have protrusions reminiscent of braille blocks that are present in the city. The display then responds to the path that is interacted with on the interface. By doing so, we emulate what someone with a visual impairment would see and feel as they traverse through the city.

Scaling down the pattern, a similar effect is provided to your fingers as it walks down the path and controls the video. Thus, as the finger moves forwards, the video reflects the selected experience of each path, whilst allowing the user to become familiar with the grooves and indentations of braille blocks.  

Through this project, we aim to bring awareness to the structures that exist in our cities that make them more accessible, as well as to bring empathy and understanding to the various perspectives and visions of those around us.

Experience Video // How it Works Video // Arduino Link // Processing Link

final images

 exp3-final-2

 

Process and Development

circuit diagram

exp3-fritzing

process images

exp3-miro

exp3-process-1 exp3-process-2

exp3-process-3 exp3-process-4

References

[1] Kuru, Ilker, director. Video Footage of a Pedestrian WalkwayPexels, 17 Aug. 2020, https://www.pexels.com/video/video-footage-of-a-pedestrian-walkway-5122599/.

[2] Mikhailov, Evgenij, director. Point of View of a Person Walking down a Street in MoscowPexels, 16 Oct. 2021, https://www.pexels.com/video/point-of-view-of-a-person-walking-down-a-street-in-moscow-9921179/.

“Zenscape” an Immersive Garden Experience

Project Title: “Zenscape” (Zen Garden + Escape from Stress)

Names of group members: Kelly Xu, Zhino Yousefi, and Siyu Sun

pressure-sensor

Project Description:

As the world moves faster around us, and our lives are forced to become fast-paced to keep up. Our group wanted to remind everyone to slow down and spend some time with themselves. We wanted to create a calming immersive project that users can experience and adapt as part of their self-care ritual in their own homes.

Zen gardens are a way of life that is associated with stress reduction. It’s meant to evoke feelings of tranquility, calmness, and peace. It has also been scientifically proven to have psychological health benefits. With stress-reducing in mind, our group wanted to make a Zen Garden our intangible surface. Zen gardens use rocks, gravel, or sand to recreate the essence of nature, and help people become more in tune with themselves. However, not everyone knows how to reflect methodically, so we will introduce videos as an immersive way to show how quietly arranging the rocks, sand, and shrubbery can help us become one with nature.

img_20211115_212922

For our project, we recreated a physical Zen Garden that can be displayed on a tabletop. We added different sensors to various parts of the Garden that users can interact with, which picks up user interaction and displays nature videos, images, and music correspondingly. The nature media are specifically chosen to enlighten and bring meaning to the action that the user executes.

The Final Experience: 

sensor-lists

sand_-tapvibration

rock_pressure shrubbery_joystick

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Experience video:

https://clipchamp.com/watch/0Rrb3j1hwRm

(Please watch with the sound on for the latter half of the video!)

How it works video:

https://clipchamp.com/watch/Dl2yYjX1Fzl

The Development Process:

concept2

concept-development

circuit-connection

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production-process

Link to the Arduino and Processing code hosted on GitHub:

https://github.com/ZhinoTheCoder/Exp3

Circuit diagram:

image

The Media We Used: 

Music (for when user is interacting with the sand): “Dream a Dream” by Sayuri Hayashi Egnell

Default Video (for when the user is not interacting): https://clipchamp.com/watch/lD36mBTKsVv

Panoramic Image (for when the user is interacting with the joystick): https://www.pexels.com/photo/person-showing-gray-stone-mountain-746421/

Beach Video (for when the user is interacting with the stone): https://www.pexels.com/video/a-person-standing-in-the-beach-shore-5927717/

River Video (for when the user is interacting with the bridge’s gate): https://www.pexels.com/video/close-up-shot-of-a-body-of-water-5207716/

 

Bibliography: 

“News: US News, Top News in India, US Election News, Business News, Sports & International News: Times of India.” Why Do You Need a Zen Garden?, Gunjan Verma, 24 Aug. 2016, 16:23 IST, https://timesofindia.indiatimes.com/life-style/home-garden/why-do-you-need-a-zen-garden/articleshow/53841680.cms.

“Free Stock Videos · Pexels Videos.” A Person Standing In The Beach Shore, Christopher Schultz, 19 Nov. 2020, https://www.pexels.com/video/a-person-standing-in-the-beach-shore-5927717/.

“Epidemic Sound.” Dream a Dream, Sayuri Hayashi Egnell, 5 Nov. 2021, https://www.epidemicsound.com/track/E6Qg3BmgeX/.

“Free Stock Videos · Pexels Videos.” Water Surface, Joe Lattanzio, 28 Aug. 2020, https://www.pexels.com/video/water-surface-5213554/.

“Pexels – Free Stock Photos.” Person Showing Gray Stone Mountain, Mali Maeder, 12 Apr. 2015, https://www.pexels.com/photo/person-showing-gray-stone-mountain-746421/.

 

Hexa

EXPERIMENT 3:

HEXAFind the pattern to reveal the image

By Adit Verma and Arjun Dutt

 

microsoftteams-image-5

Project Description 

 Our original concept was to create a piano/keyboard that, when a key was pressed, it would trigger some interactivity on the corresponding digital media. However, after a round of feedback we realized that as a concept, it was too simple and too linear. We needed to push the boundaries a bit and further evolve from the piano idea. So we went back to the drawing board and brainstormed on a couple of new ideas.

We eventually settled on making an interactive, pattern-finding, game. For this, we have created a boardgame- with multiple hexagons drawn on its face. Under the surface of the board, we connected 7 touch sensors to 7 out of 31of the drawn hexagons. As a player, you are given 10 hexagonal metal nuts to place on the board to create a pattern with. Once you press the start button at the front , a timer will start and you will have one minute to find the pre-set 7-nut-pattern on the board-game. If you place a nut on a hexagon that’s hooked up to a touch sensor, a pixelated image will pop-up on the screen. Each following nut, if correctly placed in its pattern, will trigger a blur function in the image, making it less pixelated than it was previously. In the end, if you have placed all 7 nuts properly, the digital media which would have started off as completely pixelated, should now be in high resolution.

 

HINT FOR THE PATTERN: All metal nuts placed on the board must be separated by one empty hexagon.

 

Link to Experience Video :

https://vimeo.com/646470038

 

 Link to How It Works Video:

https://vimeo.com/646470177

 

 

Final Project Images: 

microsoftteams-image-3  microsoftteams-image-4 microsoftteams-image-2 

 

 Development Images:

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Link to the Arduino and Processing code hosted on GitHub:

https://github.com/HippieInDisguise/Hexa

 

 Circuit Diagram:

microsoftteams-image

Mystical Lab

by Nooshin Mohtashami

Mystical Lab

Mystical Lab (click on image to see video)

Mystical Lab is a finger labyrinth that plays different pieces of music when your fingers strolls through its different quadrants and areas. A labyrinth is a meandering path, with a single path leading from the entrance to a center. Labyrinths are an ancient archetype pattern dating back 4,000 years or more, generally used for walking meditation or ceremonies, evoking metaphor, sacred geometry, spiritual pilgrimage, religious practice, mindfulness, environmental art, and community building. You enter a labyrinth from its entrance and by walking the path to the center. All labyrinths have only one path in to the center and the same path out. You can stay in the center for as long as you wish and when you are ready to leave, walk the same path back to the entrance/exit. A finger labyrinth is similar to a full sized labyrinth but it is smaller and traversed with a finger as opposed to being walked. The user traces the path from the starting point to the centre using a finger and then traces the path back from the center back to the starting point.

In the Mystical Lab, when the user touches the first sensor at the entrance of the labyrinth, the introductory music starts. As the user moves forward in the labyrinth and touches different sensors on the labyrinth, different music is played. Each touch sensor is associated with a specific piece of music that is played until the next touch sensor is touched. This continues until the center of the labyrinth is reached. The user will then traverse back to the entrance of the labyrinth and when the touch sensor at the “entrance/exit” is touched again the music stops.

Connecting the MPR121 to the outside world

Connecting the MPR121 to the outside world

creating touch points for the different areas

creating touch points for the different areas

Mystical Lab

Color makes a difference (or does it?)

Videos and Source Code

Circuit Diagram

Mystical Lab Circuit Diagram

Mystical Lab Circuit Diagram

 

References

The Labyrinth Society, https://labyrinthsociety.org/about-labyrinths

Walking a Labyrinth, Veriditas, https://www.veriditas.org/New-to-the-Labyrinth

What would I do next:

  • re-make the labyrinth surface, maybe even carve it in wood and make the sensors’ surface smoother
  • create images in the circles that are being drawn on the screen

 

Space Oddity

By Shuting Zhou & Winter Yan

Experience Video | How It Works Video | Github Code

Key Project Image

img_4391

Project Description

Space Oddity is an interactive installation based on tactile interface and screen-based digital experience. As its name implies, this project is inspired by David Bowie’s song and it attempts to provide a thrilling experience of space travel. It consists of a wood box as spaceship dashboard and four sensors as controller for the adventure. The chosen piece of media is a video clip of wormhole travel. Users are expected to start the exploration of space and the unknown by interacting with the controllers. Each sensor will trigger a sudden change on the screen. Buckle up, space travellers!

The tangible interface is composed of a speed controller with a sliding potentiometer underneath, and decorated with a ball Christmas ornament; a toggle which is functioned with force sensor; two buttons which is a capacitive touch sensor and an ultrasonic sensor to detect the position of the hand of user. Users can choose to interact with one of the four sensors. By playing with the controller, users are able to adjust the travel speed, check the distance to a certain planet, trigger unexpected species in universe or even encounter an unidentified flying object.

Development Images

img_4345  img_4356img_4374  img_4354

Final Project Images

img_4380  img_4383img_4399

Diagram

microsoftteams-image

Experiment 3: To Whom I Love (Version 2)

img_1109

Project Ideation:

Everybody wants to love, everybody wants to be loved.The topic of human affect and emotion always interests me. As a psych-major student, I’ve been keen to find out the most suitable color for love, even the most suitable shape for love. Everyone has their opinion on such topic. In my opinion, love shouldn’t be defined with a single color, instead, it should be mix of varied colors. Sometimes, it is more dark indicating that you  may experience some struggles in relationship, and sometimes, it could be bright indicating that you experience some sweet moments with others and sometimes, the color could be neutral meaning that it is bitter-sweet. In general, you could consider my project as a color palette of love.

Project Description:

In Experiment 1, I made an interactive project, To Whom I Love Version1,  with basically the similar layout as I did in Experiment 3. But the problem with Version 1 is that the color had been set as purple with fixed transparency. Therefore, I used analog rotation potentiometer in Version 2 to adjust the transparency and users are able to rotate the potentiometer trying to find a most fit color for love. In general, I use 3 of the potentiometer. One is responsible for the color switching of the heart in the middle and one is responsible for the size adjusting of the background circles, and the other is responsible for the transparency of the circles. With varied color and transparency dots  laid out one another, I perceived different combinations of color.

Development Images:

20431637050219_-pic    20441637050270_-pic

Final Work Images:

img_1107

20451637050580_-pic

Videos & Github:

Github: To Whom I Love Version 2

How does it work?

Experience Video

Circuit Diagram:

20461637051624_-pic_hd

References:

  1. Heart Curve in Java(Mathworld): https://mathworld.wolfram.com/HeartCurve.html
  2. Good practice seined value from Arduino to Processing: https://discourse.processing.org/t/good-practice-for-sending-data-from-arduino-to-processing/6339
  3. Nick & Kate digital future GitHub: https://github.com/DigitalFuturesOCADU/CC2021/tree/main/Experiment3/codeExamples/ArduinoToProcessing/CSV/IMUinput/PitchandRoll/Arduino/pitchandRoll_Send_CSV

Humor and Fear

Project title: Humor and Fear

Size of group: 1

Mehdi Farahani

0

Figure 1: Woodcut print, 15 * 11 inches, Created by Mehdi Farahani

 

Project description

Studies show the benefits of laughter in combating stress. Laughter reduces tension and stress by relaxing muscles. ” The psychology of humour does include the function of coping before the presence of fear. According to the original formulation of the EPPM, fear control processes are defined as primarily emotional processes where people respond to and cope with their fear, not to the danger. As such, humour may be considered a legitimate coping response, and thus a fear control response.” [1]  Some psychologists suggest laughing to deal with fear. Gina Barreca believes Humor addresses the same issues as fear, not to dismiss them, but to strengthen our ability to confront them and then laugh them away from the door.[2]

My 3rd experiment is an interactive installation. I intended to look at Humor and Fear from my own perspective. Only a handful of people may not have seen Edvard Munch’s Scream painting. This experiment is inspired by the scream painting of Edvard Munch. Munch wrote in his diary in January 1892: ” One evening I was walking along a path, the city was on one side and the fjord below. I felt tired and ill. I stopped and looked out over the fjord—the sun was setting, and the clouds turning blood red. I sensed a scream passing through nature; it seemed to me that I heard the scream. I painted this picture, painted the clouds as actual blood. The colour shrieked. This became The Scream.” [3]

I thought that no artwork as beautiful as the scream of Munch could represent fear. So I manipulated his painting by using my personal style in drawing. I drew Munch’s painting once again and printed it on cardboard (Figure 2-3). But this time I considered two situations: Laughter and Fear.

The colours black and white are inspired by my perception of fear, stress and darkness, as well as peace, light and brightness. I chose the footsteps to indirectly say we should change our spot (one step forward or one step backward) to reconceptualize or reevaluate our perception of fear.

I used two F.S.R sensors: one for sound and image of laughter and the other for the sound and image of fear. I mounted the sensors on the cardboard I had prepared before. I designed them like shoe pads and placed them on the floor. When you stand on the first pad (Black pad), the sensor will be activated and the screaming sound, sound waves and the scream image will be loaded on the screen. When you change your position and go one step further (White pad), laughter sound and image will be activated on the screen. (Figure 4) Unfortunately I could not find a perfect sound effect for laughter. But I will replace it with a better sound in the future.

1-2     2-2

Figure 2-3: Woodcut print, 15 * 11 inches, Created by Mehdi Farahani

steps

Figure 4: Project screenshots (4 steps), laughter and fear 

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Figure 5: Breadboard circuit

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Figure 6: Mounting of F.S.R sensor

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Figure 7: Mounting of F.S.R sensor

 

Video

1- https://ocadu.techsmithrelay.com/47Bn

2- https://ocadu.techsmithrelay.com/oNOh

 

 

GitHub link

https://github.com/farahanidesign/Experiment-3

Circuit diagram

experiment-3-circut_bb

Reference

1- Eulàlia P. Abril, Glen Szczypka, and Sherry L. Emery,(2017), LMFAO! Humour as a Response to Fear: Decomposing Fear Control within the Extended Parallel Process Model, 

    https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5844502/

2- Barreca. Gina, (2013), Laughing at the Scary Stuff: Humor and Fear, Psychology Today.

    Posted April 1, 2013, https://www.psychologytoday.com/ca/blog/snow-white-doesnt-live-here-anymore/201304/laughing-the-scary-stuff-humor-and-fear

3- The Mysterious Road From Edvard Munch’s The Scream

     https://www.dailyartmagazine.com/the-mysterious-road-of-the-scream-by-edvard-munch/

Covid Challenge

By Geanna Ge and Jiamin Liu

Key Project Images:

19

screen-shot-2021-11-16-at-1-13-48-amscreen-shot-2021-11-16-at-1-13-30-am

Project Description:

This is a simple game where we challenge our players to drag us towards the button of ‘Back to Normal’. Using distance sensor and Arduino processing, we created this ironic challenge that is the epitome of our prolonged battle against the covid-19 virus. The irony in this game is that we will never reach the button because as you drag us towards the right side of the frame, we will reveal the hands of the Virus that has been holding us back for two years now, covering up the button to go back to our normal lives. The glitchiness of the dragging motion is intentional for it reflects how we went back and forth with our progress during this ongoing pandemic. The slightly out-of-control visual response signifies how the pandemic has developed out of our expectations a couple of times already as well as the uncertainty we face right now.

Development Images:

screen-shot-2021-11-16-at-1-04-13-am

screen-shot-2021-11-16-at-1-04-42-amscreen-shot-2021-11-16-at-1-07-20-am

Final Project Images:

screen-shot-2021-11-16-at-12-28-37-amscreen-shot-2021-11-16-at-12-29-59-am

Circuit Diagram:

screen-shot-2021-11-16-at-12-52-46-am

Experience Video:

https://youtu.be/O8nwQY-Nzdw

How It Works:

https://www.youtube.com/watch?v=ZR3SL1WLsrg&feature=youtu.be

Code Links:

https://github.com/BECKY-BAY/arduino/blob/main/Experiment%203-Arduino

https://github.com/BECKY-BAY/arduino/blob/main/Experiment%203-Processing

 

Whimsy Wand

Whimsy Wand

Group members: Preeti Mahajan, Merel Ververs-Spiegel, Milena Satrohan

screen-shot-2021-11-16-at-12-48-20-pm

Project Description 

For this project, we decided to initially create a “Broke Student’s Drawing Tablet” consisting of a Processing Sketch that uses music within the public domain to change the stroke weight of a line depending on the frequency within the audio file while using a capacitive sensing interface that would use the Arduino BLE 33’s pressure sensor to register a stylus to allow users to draw. During our trouble-shooting we discovered that the scope of trying to build a capacitive sensor was a bit out of reach and instead shifted the interface to build around the IMU solely. As a result, the “Whimsy Wand” was created. This wand consists of just the BLE 33 and utilizes the built in Gyroscope to track the user’s movements as a drive input in order to draw on screen within processing. Although initially the design was based on a Wacom Tablet the current aesthetic was inspired by the crudely animated “Wand Drawings” as seen during Disney Channel transitions between commercials and shows. Due to the departure from our original idea, some setbacks in terms of shifting the code to work with the alternative sensors proved to cause many problems either in our understanding of how to translate the code or communication between Arduino and Processing or between the physical input and digital output. This assignment allowed us to explore more of the BLE 33’s capabilities while allowing us to explore a more fun and whimsical approach for future use and gamification. 

screen-shot-2021-11-16-at-12-48-20-pm screen-shot-2021-11-16-at-12-51-38-pm

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screen-shot-2021-11-16-at-9-17-17-pm         screen-shot-2021-11-16-at-9-17-31-pm

Link to video: https://vimeo.com/646710675

Link to Arduino and Processing Code on Github

https://github.com/qwertyuiosdfghjk/Whimsy-Wand.git

 

References

Disney. “Disney Want Intro FAILS (BEFORE AND AFTER Editing)”, YouTube, Uploaded by Trevor Webb, 2017. https://youtu.be/mvQqwYq2cZE

Disney. “The Best Disney Channel Wand IDs! | Compilation | Disney Channel”, YouTube, Uploaded by Disney Channel, 2019. https://youtu.be/s10IPj_hS-4

Dan Shiffman. “1.1: Drawing with Pixels – Processing Tutorial”, YouTube, Uploaded by The Coding Train, 2015. https://youtu.be/a562vsSI2Po

Unknown. “Using the accelerometer and gyroscope on your Nano 33 BLE”, YouTube, Uploaded by Scott Fitzgerald, 2020. https://youtu.be/WJkn9ZmS9Gs

Unknown. “Arduino BLE Example Explained used Arduino Nano 33 BLE Sense| Arduino Bluetooth Tutorial”, YouTube, Uploaded by Arduino Porjects & Robotics Tutorials – RootSaid, 2019. https://youtu.be/ZwAcOJukpyI

Unknown. “Processing art STROKEWEIGHT | Grid Art Studies 03 (Creative coding art)”, YouTube, Uploaded by thedotisblack creative coding, 2019. https://youtu.be/MHFuSQK6GL8

Lukrembo. Biscuit, Audio, 2019. 

Lukrembo. “(No copyright music) loft type beat “biscuit” | free vlog music | prod. By lukrembo”, YouTube, Uploaded by LuKremBo, 2019. 

https://soundcloud.com/lukrembo/biscuit

https://youtu.be/EtZ2m2Zm3vY

https://drive.google.com/file/d/1NzxocGLaUR4uX6VQlTb9QhvsqbcFx4uS/view

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