Soical Body Project:Positive Attitude

   For my social body project I was inspired by a girl who  I met at a fundraiser fashion show. I had the honour of designing a dress for  A young women who was dealing with having Multiple sclerosis.  MS is a neurological disease, whose symptom is physical disability, which makes it difficult for patients to walk. MS is the most common neurological disease among young adults, especially effecting women.   After chatting with her for a couple hours, I was so impressed by her attitude towards life in general.  She is an inspiring actress who loves  the spot light while being on stage, as well as a creative writer. She began to tell me stories about the things she did before she had  MS and lost some on the movement in her legs.  This girl around the same age as me, was dealing with a life changing experiences and walked around with the biggest smile on her face.

From this experience came the positive attitude dress.  An el wire is situated at the right hip of the colourful silk bottom of the dress.  By using a soft switch on the right side of the body, when your right hand is placed to your right hip, the el wire lights up, an organic flow shape on the left hip.  This idea illuminates the confidence that it takes to strike a pose on the run way.

http://mssociety.ca/en/

http://www.youtube.com/watch?v=4z4T9LODYTw

pressing the soft sensor 

Interactive Tile Design

Please Watch Video that shows the changes that I was asked to make;

http://www.youtube.com/watch?v=x0zFMD7_nJs


Concept

I wanted to imitate the hurry and rapid movement towards futuristic plus technological changes that we are living in. I believe that a rapid move towards changing technology is bringing us close to each other yet it is keeping us apart. Hence, we live away from each other but still exchange our views. My design is an interactive piece of art.

Interactive Tile

This interactive tile has three layers. Two on each side and one in between. I used clear acrylic and pasted carefully selected images. The outer two images represent motion and change where as the one in between hidden images is of a sleeping woman who takes life as it comes to her.

Design Inspiration

I took my design inspiration from ‘Change of Position’, Anton Bragaglia (1911) that represents the Futurists used the mechanical eye of the camera that suggests a new view of the world.

Interactive Tile Design & Technology

The tile represents a distance between the two people on its two sides. When someone comes close the tile it lights-up. As one approaches the light glows at three different intensities. Hence, a person on each side interacts with the person on the other side through the changing light intensity.

Watch Video on Youtube

Made possible

I programmed ardino with a distance sensor and connected it with EL wire.


Materials Used
  1. Acrylic
  2. Prints on Clear papers
  3. Glu
  4. EL Wire – Blue 3m
  5. EL Inverter – 3V
  6. Ardino
  7. Sorting iron
  8. Laptop
  9. Wiring
  10. Side Switch

“The Soundtrack Of Their Life …” (Social Bodies Project)

*Download a more readable PDF version of this documentation here:
TheSoundtrackOfTheirLife_KenLeung.pdf

Introduction

As most of us move through the course of our day-to-day lives, we traverse a textured landscape of
emotions — joy, sadness, anger, fear, awe, anxiety, and elation (to name a few) — all triggered by the
plethora of things that happen to us, and the things we think about.

However, we often don’t express the richness of these emotional tapestries to our loved ones at
the end of the day — we tend to talk about the ‘significant events‘ that happened, instead of the
fleeting ‘little moments’ that may be just as interesting or important. Or we may feel that the
negative emotions are too ‘heavy‘ to talk about, focussing only on the ‘happy‘ things.

With The Soundtrack Of Their Life project , I sought to create a ‘tool for empathy’ that enables
two people to  ‘listen in‘ on the ongoing dips and spikes in eachother’s moods on during the
course of a day, while separated from eachother in space.

The project consists of two pendants, each equipped with galvanic skin response (GSR) sensors
to measure the arousal level (mood) of its wearer. Each pendant will send an ongoing stream
of GSR data to the other pendant (via an XBee radio), which is then abstracted into
music — a calm mood will elicit low, steady tones, while a more aroused state (anxiety,
intense happiness), will cause higher-pitched notes to play.

While it is recognized that biometric data may not be an entirely accurate measure for
something as complex and nuanced as human mood, the ultimate goal of the project is
to encourage a greater degree of dialogue and conversation between the two
wearers at the end of the day, by making them more cognizant of eachother’s
ongoing internal states (which are normally invisible).


A few scenarios may serve to illustrate this:

John:
I noticed that you were a little distressed around lunchtime today ..
mind if I ask you what happened?

Jane:
Oh, did my ‘music‘ seem to spike? No, quite the opposite — I just remember
feeling exhilarated as I was walking around — the sun was shining, the smell of
spring was in the air, and I suddenly had felt like everything was right in the world
and in my life, that I didn’t need anything else. Ever have moments like that?

—-

Mary: Your music seemed to be ‘peaking‘ all day .. are you ok?

Bob: Oh … I’ve been going through some anxiety at my job the last few weeks — I
haven’t been getting along with the new boss and it doesn’t seem to be getting any better …

Mary:  Oh no .. why didn’t you tell me about this?

Bob: I guess I should have .. didn’t want to burden you ..


Galvanic Skin Response

What is Galvanic Skin Response?

Galvanic Skin Response (GSR) is a measure of the electrical conductance of skin,
which varies with the degree of moisture secreted by the body’s sweat glands
(degree of moisture). Since the activity of sweat glands is controlled by the
sympathetic nervous system, (which responds to the body’s overall level of
stress and arousal), GSR readings are meaningfully correlated to a subject’s
emotional state. GSR sensors are traditionally employed in polygraph
(lie-detector) devices, and are also used in hypnotherapy sessions, to ensure
that a hypnotic state has been achieved.

How is GSR measured?

Galvanic skin response is measured by detecting the level of conductance between
two points on the skin, by sending a small amount of current is along the skin via
body-mounted electrodes. The conductance will be higher for individuals in a
high state of arousal (increased moisture level).

Related GSR-Based Wearable Projects

Prototype Physiological Sensing System,
MIT Media Lab (Affective Computing Group)
http://affect.media.mit.edu/areas.php?id=sensing

Shimmer
http://www.shimmer-research.com/

GER: Galvanic Extimacy Responder,
Kristin Neidlinger
http://www.fashioningtech.com/profiles/blogs/ger-galvanic-extimacy

Cold Feet – Interactive Wedding Bouquet
http://www.fashioningtech.com/profiles/blogs/cold-feet-interactive-wedding


GSR Sensor Experiments

I built two preliminary iterations of GSR Sensor hardware,
to ascertain the type of input data being read from the skin.


Iteration 1: Finger Loops As Electrodes

Materials:

Breadboard (1 pc)
Arduino FIO Board (1 pc)
10k Resistor (1 pc)
0.1F Capacitor (1 pc)
Insulated Wire (2 pcs)
Tin Foil, 1”x 2.5” (2 pcs)
Velcro, 1”x1” (2 pcs)

Method:

Two electrodes, which were each looped around a finger,
were fashioned using tin foil and velcro. The electrodes
were then wired into the Arduino FIO board (using sensor pin
1 to read the level of conductance). The 10k resistor and 0.1F
capacitor served to reduce ‘noise‘ in the circuit, yielding a more
accurate reading.

The design and code for the GSR circuit was adapted from the
following projects:

http://www.extremenxt.com/gsr.htm

http://cwwang.com/2008/04/13/gsr-reader/

Arduino code loaded onto the FIO read data from Sensor Pin 1,
which was then printed to the Serial Monitor.

Code:

// GSR sensor variables

int sensorPin = 1; // select the input pin for the GSR sensor
int sensorValue; // variable to store the value coming from the sensor

// Time variables

unsigned long time;
int secForGSR;
int curMillisForGSR;
int preMillisForGSR;

void setup() {

// Prepare serial port

Serial.begin(9600);
secForGSR = 1; // Change this for GSR
curMillisForGSR = 0;
preMillisForGSR = -1;

}

void loop() {

time = millis();

curMillisForGSR = time / (secForGSR * 1000);

if(curMillisForGSR != preMillisForGSR) {

// Read GSR sensor and send over Serial port

sensorValue = analogRead(sensorPin);

//Serial.print(sensorValue, BYTE);

Serial.print(sensorValue, DEC);
Serial.println(“”);
preMillisForGSR = curMillisForGSR;

}

}

Testing & Findings:

I tested the GSR sensor with 3 different users, to ascertain the stability of incoming data.
Readings were recorded for the users at:

i) Calm state (generally recorded at the beginning of the test)

ii) Anxious state (user was instructed to think about something stressful)

iii) State of pain (user was instructed to pinch themselves in the arm)

It was found that the data from the GSR was relatively stable — each user maintained a
reading of 21 during ‘calm state’. ‘Anxious’ and ‘painful’ states yielded a consistent pattern
of increase (a higher reading for anxiety, and an even higher reading for pain), although
the exact readings themselves varied between users.

Iteration 2: Thumb Tacks as Electrodes

For iteration 2, I simply used thumb tacks as electrodes instead of the foil-based fingerloops.
The reason for this: to allow for the possibility, in the final design of the wearable,for electrodes
that don’t need to be strapped to a body part, but resting against it instead.The thumbtack sensors
were tested by pressing a finger against each — this yielded nearly identical patterns of data to the
Finger Loop method.

XBee Communication

The two XBee modules were configured via AT commands (so that they would send data to eachother),
using Tom Igoe’s XBee Radio Terminal app for Processing, and an XBee Explorer dongle.

Communication between the two XBees was tested using the following apps for
sending and receiving (adapted from Tom Igoe’s ‘Xbee Analog Duplex Sender’ code,
from Making Things Work

Sending Code:

// Sends a number to destination XBee

int destId=2;
int count=0;

void setup() {

Serial.begin(9600);

}

void loop() {

count++;
Serial.print(count, DEC);
Serial.print(“\r”);
delay(1000); }

Receiving Code:

// Receives a number from destination XBee

int inByte=-1;
char inString[6];
int stringPos=0;
int count=0;

void setup() {

Serial.begin(9600);

}
void loop() {

if (Serial.available() > 0) {

inByte=Serial.read();
inString[stringPos] = inByte;
stringPos++;

if(inByte==’\r’) {

int number = atoi(inString);
Serial.print(number);
Serial.println(“”);

for (int c = 0; c < stringPos; c++) {

inString[c] = 0;

}

stringPos = 0;

}

}

}

Form & Body Placement

While brainstorming the most meaningful form and body placement
for the wearables, I progressed through the following versions:

1. Glove (Hand):

Each user would wear a glove, with the Arduino/XBee components embedded into the top, and
the pair of GSR sensors attached to the index and second fingers. Custom-made, plush
‘headphones‘ would extend from the glove to the user’s ears. This initial form sprang
directly from my original, finger-mounted iteration of the GSR sensor.

However, it didn’t make much sense from a social perspective — why would one’s hand
be a reader and conveyer of mood? Also, the rather exposed (and zany) nature of a glove
detracted from the more intimate and private experience of mood sharing that I was
trying to achieve — it would
prompt curiosity from onlookers.

2. Stethoscope (Neck):

For my next concept, I sought to place the wearable in a more meaningful place in
relation to mood and emotion — close to the heart. In this version, the GSR sensor
would rest on the user’s chest, with custom headphones extending upward, the
overall form resembling that of a stethoscope.However, this form brought with
it overly clinical connotations (examining, vs listening), and the headphones were
still too ‘showy‘ and couldn’t put away when not in use.

3. Pendant (Neck)

This concept took the form of a pendant (containing the sensors, Arduino, and
Xbee) which would hang around the user’s neck, with store-bought (vs custom) earbuds attached.

All exposed components of the pendant (the string, the earbuds) were commonplace enough
as to not draw attention from others, and the earbuds themselves lent a familiar connotation
of music listening.

Overall, I felt that this concept and body placement best conveyed the theme of the project —
listening to secret mood music from the heart of someone close to you — and was the
foundation for the final prototype.

The Final Prototype


Pendant: Phase 1

Materials (For Each Pendant):

Electronic Components:

Prototyping Board (1 pc)
Arduino FIO Board (1 pc)
XBee Series 1 (1 pc)
10k Resistor (1 pc)
0.1F Capacitor (1 pc)
Insulated Wire (2 pcs)
Store-bought earbuds (1 pair)

Non-Electronic Components:

Thumb Tacks (2 pcs, serving as electrodes)
Red plush fabric (2 pcs)
Black string
1/4” Foamcore

Construction:

  1. The Arduino, XBee, 10k resistor, capacitor, thumb tacks, and earbuds were soldered together
    on a piece of prototyping board (which was in turn mounted to foamcore,
    for stability, and to provide an attachment surface for the thumb tack electrodes).
  2. A red fabric pouch was made to house the components of each pendant,
    and a pair of thumb tacks were affixed to the back of each (so that they contacted
    the skin of the chest when worn).
  3. Black string was attached to each pouch so that it could hung around the neck


Arduino Code:

The final Arduino programming combined the XBee send/receive code
and GSR data processing code from initial experimentation, together
with music-playing code which translated GSR readings into sound frequencies.

GSR data was multiplied by 10 before it was ‘sonified’, in order to bring it into
a frequency range which featured a meaningful amount of pitch variation
(highs and lows).

Code:

// GSR sensor variables

int sensorPin = 1; // select the input pin for the GSR sensor
int sensorValue; // variable to store the value coming from the sensor
int songPin = 8;

// Xbee variables

int inByte=-1;
char inString[6];
int stringPos=0;

// Time variables

unsigned long time;
int secForGSR;
int curMillisForGSR;
int preMillisForGSR;

void setup() {

Serial.begin(9600);
secForGSR = 1; // Change this for GSR
curMillisForGSR = 0;
preMillisForGSR = -1;
pinMode(songPin, OUTPUT);

}

void loop() {

// Begin Serial Read

if (Serial.available() > 0) {

// Read serial data from Xbee and build temporary string

inByte=Serial.read();
inString[stringPos] = inByte;
stringPos++;
// CR is delimiter marking the end of one piece of GSR data

if(inByte==’\r’) {
int number = atoi(inString); // convert string to int
beep(songPin,(number*10),500); // play frequency based on GSR value

// Clear the temp string variable

for (int c = 0; c < stringPos; c++) {
inString[c] = 0;

}

stringPos = 0;

}

}

// End Serial Read

time = millis();
curMillisForGSR = time / (secForGSR * 1000);
if(curMillisForGSR != preMillisForGSR) {
// Read GSR sensor and send to destination XBee

sensorValue = analogRead(sensorPin);
Serial.print(sensorValue, DEC);
Serial.print(“\r”); // Add CR as delimiter (end of GSR data string)
preMillisForGSR = curMillisForGSR;

}

}

// Beep code by Leah Buechley

void beep (unsigned char speakerPin, int frequencyInHertz, long timeInMilliseconds)

{

int x;
long delayAmount = (long)(1000000/frequencyInHertz);
long loopTime = (long)((timeInMilliseconds*1000)/(delayAmount*2));

for (x=0;x<loopTime;x++)

{

digitalWrite(speakerPin,HIGH);
delayMicroseconds(delayAmount);
digitalWrite(speakerPin,LOW);
delayMicroseconds(delayAmount);

}
} // end beep


Findings And Challenges:

  1. Lack of conductivity between electrodes and skinDuring initial tests of the chest-placed pendant, there seemed to be a lack of conductivity
    from the electrodes (thumb tacks). No sound was being emitted, pointing to an uncompleted circuit.

    At first, I thought the problem might be the lower density of sweat glands in the chest area
    (vs the fingers). However, it turned out that an issue of insufficient contact area between
    the electrodes and the skin. While the thumb tacks worked well as electrodes for the soft
    and pliable tissues of the fingers (which conformed to the thumb tacks to form a good
    electrical connection), the hard surface of the breastbone was less yielding.

  2. Aesthetic form of the pendant did not imply ‘sending‘ The visual form of the pendants implied entirely individual entities — it would be ideal
    if there was a stronger implication of the communication between the pendants,
    as ‘social’ devices.


Pendant: Phase 2


Based on the challenges faced in Phase 1, the following modifications were made:

  1. Change of location/ materials for electrodes Instead of thumb tacks, strips of tin foil were used as electrodes (much larger
    conduction area). These new electrodes were then mounted on the ‘string’ of the
    pendant itself, so that they rested on the back of the neck when worn — this would
    ensure a better connection due to the action of gravity pulling down upon them.
    The string was substituted for electrical wire, to connect the electrodes back to the
    Arduino, and heatshrink tubing was applied to the wire to make them more nondescript.
  2. Two colours for the pendants New enclosures were made for the pendants, with a different colour for each (red, or green).
    A circular piece of the ‘opposite’ colour was then affixed to each pouch, to imply a connection
    between the two.

Next Steps

  1. Multiple Biometric Sensors A larger array of biometric sensors would be useful to
    create a more nuanced reading of ‘mood’, such as:

    – Heart rate sensor
    – Respiration sensor
    – Brain wave sensor

  2. Increase the communication range of the two pendants
    The two pendants currently communicate with eachother via their
    built-in Xbees, which have a range of only up to 100 feet. To fully achieve
    the project’s goal, the pendants should be able to talk to eachother over
    greater distance (e.g. between the wearers‘ office locations in different
    parts of the city). The next step would be to investigate XBee-to-Internet
    communication, via the ConnectPort gateway.
  3. Reduce Size of the Device
    Due to the arrangement of internal electronic components, the current pendants
    approached 2” in thickness, making them bulge outwards from underneath clothing
    (instead of being inconspicuous as originally intended). Future iterations should be
    more compact.
  4. Jewellery-like material for enclosure
    Later iterations should be enclosed in a solid material such as wood or clay, which is more jewellery-like (also implying a ‘precious‘ connection between two people).
  5. Headphone jack for the earbuds
    A jack embedded in the pendant, enabling the wearer to plug in their own earphones,
    would provide a stronger connotation of a ‘music-listening device’.
  6. More nuanced sound
    The current Arduino code generates 8-bit sound which is heavily reminiscent of retro video games, putting a light and humorous cast upon all the generated mood music.Using more advanced sound synthesis might yield more ‘mood-appropriate‘ music,
    with a wider range of emotional ‘highs and lows’.

Social Body Process Work

For the Social Body project, I focused more of the exploratory design process as to further my learning in regards to proximity sensor input and audio output.  I had planned on also studying servo/motor output but the audio/melody/tone testing gobbled up so much of my time.

I wanted to create the base mechanics for a garment which would mediate and deter strangers from approaching or standing too close to the wearer while riding the TTC.

Most of my time on this project was spent researching how proximity sensors and audio outputs worked, since I had never worked with either of those mediums before. First, I played with the proximity sensor and a analog input – serial output code which included an LED for further indication.  I was happy with the immediate results that I received from the proximity sensor, and I found that very encouraging.

Social Body Project – Prox Sensor Test
Hilary Hayes 2011
Sourced from buts of Analog Input, Serial Output and Proximity Sensor code samples found on Arduino.cc
Modified and built by Hilary Hayes
Reads an analog input pin, prints the results to the serial monitor and
modifies the LED luminosity, mapping the returned values from 0 to 255 (using PWM)
*/
int ledPin =  9;            // LED connected to digital pin 9
int sensorPin = 2;        // value read from the sensor
int outputValue = 0;        // value output to the PWM (analog out)
void setup() {
Serial.begin(9600);
}
void loop() {
// read the analog input
int analogValue = analogRead(sensorPin);
// NOTE: you should modify following script in according with your project goals, resistors and used sensors.
// Sensors return values from 0 until 1023 but I mapped them from 250 to 900 to get a better visual result.
// The map() method will return us a value from 0 to 255, good PWM values to turn on my LED
outputValue = map(analogValue, 250, 900, 0, 255);
// Some sensors, when their value is near to zero, return a variable value between 2 and 3, creating a loop
// that could generate bad visual effects. To avoid this issue I always turn off the LEd when sensor value is < 5
if (outputValue<5)
analogWrite(ledPin, 0);
else
analogWrite(ledPin, outputValue);
// print the result to the serial monitor
Serial.print(analogValue);
Serial.print(” : “);
Serial.print(outputValue);
Serial.println(“—-“);
// wait 10 milliseconds for the analog-to-digital converter
delay(10);
}

And this:

/*Social Body Project- Proximity sensor code sample

*/

int sensorPin = 0;    // input pin for the sensor

int barPin[] = {2, 3, 4, 5, 6, 7, 8, 9, 10, 11};

int barPinCount = 10;

int volt = 0;  // variable to store the value coming from the sensor

int zeit = 100; // *10 = Gesamtzeit – total time

void setup() {

Serial.begin(9600);

int thisPin;

// the array elements are numbered from 0 to (pinCount – 1).

// use a for loop to initialize each pin as an output:

for (int thisPin = 0; thisPin < barPinCount; thisPin++)  {

pinMode(barPin[thisPin], OUTPUT);

}

}

void loop() {

int volt = 0;

for(int i=0; i<10; i++)

{

volt += analogRead(sensorPin);

delay(zeit);

}

volt /= 10;

Serial.println(volt);

int litCount = 0;

if (volt <= 82) {

// >= 80cm

litCount = 1;

} else if (volt <= 92) {

// >= 70cm

litCount = 2;

} else if (volt <= 102) {

// >= 60cm

litCount = 3;

} else if (volt <= 123) {

// >= 50cm

litCount = 4;

} else if (volt <= 154) {

// >= 40cm

litCount = 5;

} else if (volt <= 184) {

// >= 30cm

litCount = 6;

} else if (volt <= 266) {

// >= 20cm

litCount = 7;

} else if (volt <= 328) {

// >= 15cm

litCount = 8;

} else if (volt <= 461) {

// >= 10cm

litCount = 9;

} else if (volt > 461) {

// < 10cm

litCount = 10;

}

for(int b=0; b<10; b++)

{

if(b < litCount)

digitalWrite(barPin[b], HIGH); // Turn the bar on

else

digitalWrite(barPin[b], LOW); // Turn the bar off

}

}

I started playing around with programming audio and running a few modified sample codes, but that work was very slow and frustrating. I got a few melodies to work, but it mas very time consuming and really, what I needed to do was to work with an MP3 Trigger, which would require further research and learning, that would be more difficult since I was not able to afford any further materials.
My plan was to get each part of the code working so that I could understand each input and output, and then combine them.
/* Play Melody
* ———–
*
* Program to play melodies stored in an array, it requires to know
* about timing issues and about how to play tones.
* Updated by Hilary Hayes
* The calculation of the tones is made following the mathematical
* operation:
*
*       timeHigh = 1/(2 * toneFrequency) = period / 2
*
* where the different tones are described as in the table:
*
* note frequency period PW (timeHigh)
* c 261 Hz 3830 1915
* d 294 Hz 3400 1700
* e 329 Hz 3038 1519
* f 349 Hz 2864 1432
* g 392 Hz 2550 1275
* a 440 Hz 2272 1136
* b 493 Hz 2028 1014
* C 523 Hz 1912 956
*
* (cleft) 2005 D. Cuartielles for K3
*/
int ledPin = 13;
int speakerOut = 9;
byte names[] = {
‘c’, ‘d’, ‘e’, ‘f’, ‘g’, ‘a’, ‘b’, ‘C’};
int tones[] = {
1915, 1700, 1519, 1432, 1275, 1136, 1014, 956};
byte melody[] = “2d2a1f2c2d2a2d2c2f2d2a2c2d2a1f2c2d2a2a2g2p8p8p8p”;
// count length: 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0
//                                10                  20                  30
int count = 0;
int count2 = 0;
int count3 = 0;
int MAX_COUNT = 24;
int statePin = LOW;
void setup() {
pinMode(ledPin, OUTPUT);
}
void loop() {
analogWrite(speakerOut, 0);
for (count = 0; count < MAX_COUNT; count++) {
statePin = !statePin;
digitalWrite(ledPin, statePin);
for (count3 = 0; count3 <= (melody[count*2] – 48) * 30; count3++) {
for (count2=0;count2<8;count2++) {
if (names[count2] == melody[count*2 + 1]) {
analogWrite(speakerOut,500);
delayMicroseconds(tones[count2]);
analogWrite(speakerOut, 0);
delayMicroseconds(tones[count2]);
}
if (melody[count*2 + 1] == ‘p’) {
// make a pause of a certain size
analogWrite(speakerOut, 0);
delayMicroseconds(500);
}
}
}
}
}
This project was largely a very positive research and learning experience. While I am not pleased that I was not able to create a functioning prototype in time to meet the deadline, I am very happy with how much I learned and I look forward to the Final Project.

Food Security Suit

“If you’ve never suspected that real life must be elsewhere, somewhere beyond the shopping districts and suburbs, off the highway, over the fields and oceans;  If there is no part of you unfulfilled by stock options and prime time programming and cutting edge digital technology– then perhaps this is not for you.”

It has 20 pockets of varying sizes and shapes to fit the unique needs of the individual city-dwelling free food revolutionary! For more info go here

(click on photos to enlarge)

Keep your hands free!

Natasha's Dumpster Diving Adventure

Awesomenessss- Constructed out of an old denim jacket, deconstructed army shirt, and several deconstructed Purses. Total cost $10

Coat Back view with Upside -down Flag. The Lunch-bag Hood is a detachable prototype.

Side Bag Front View- The Bag can be rolled up and attached to the buttons on the back of the coat.

Side Bag Back View Made from T-shirt and army shirt remnants. The pockets are for easy access to fruit, and also fits juice cartons.

Button Top Shoulder Bag made of Deconstructed Shirt Sleeves; buttons to the coat

Shoulder Bag attaches to shoulder of coat, and can swing front to back

Shoulder Bag on Back

Bag Combo! Both button to the Jacket so your bags stay secure!

Extra Bag Strap or Belt- knit from t-shirt remnants

Lunch Bag Prototype - The bag doubles as a hood, and is attached to the coat with buttons. But it can be used to keep food fresh b/c it zips shut! Its made out of a reusable grocery bag.

Anarchist Repair Kit

The revolution will not be televised.

loneliness

loneliness: an emotional state in which a person experiences a powerful feeling of emptiness and isolation, an instant of being lonely. unfrequented by people; desolate; without companions; solitary.

my project explores the state of loneliness and how to cope with it. the artifact, a plush wool pendant, is equipped with a light that, when squeezed, glows. the pendant is meant to provide comfort, similar to that of a touchstone or nightlight, and is worn as a necklace so it always stays within reach.

the internal circuit is simple: a 3V coin cell battery is attached to a white LED which is then attached to a simple push button. when the button is pressed the light comes on, and when the button is released the light turns off.

the circuit is wrapped and folded into a small compact bunch that was inserted into a wool felted ball, then felted closed.

Stock Market Lingerie

For this project I was interested in addressing the relationship between sex and the stock market. In my research I discovered several studies that had been conducted on hormonal changes in men who play the stock market. It was found that men who are successful in big trades in the stock market have higher levels of testosterone, in particular right after increasing profit, and further that this level of testosterone makes the men more likely to engage in further risk-taking behaviour (financially and not). It also makes women more attracted to these men. One can surmise that this increased testosterone level may also increase sexual desire, as well as a sense of power and self-worth, and the desire to dominate and conquer.

Circuit - Inside Front, Sides

As the “man” undresses the “woman” (I’m being presumptuously hetero-normative here), the undoing of each clasp of the boustier triggers a web-based update on the latest stock market trades via Yahoo! Finance.

I have chose five multinational corporations that are controversial and in my opinion have significant impact on the general well-being of the global population.  These companies are: Monsanto, DOW Chemicals, BHP Billiton, General Electric, and Bombardier.  They tie into the idea of male dominance, power, control and economics.

Clasps turned into electronic switches

Ideally I would like audio to be triggered but I need something discrete and sewable, and my Arduino audio shield is much too bulky to put on a piece of lingerie, and not physically suited for the Lilypad Arduino (this speaks to a need for an audio shield for the Lilypad Arduino). Working around this temporary problem I resolved that when the clasps on the boustier are opened, the serial monitor in Processing prints the latest stock quotes from Yahoo!

Data Table from Yahoo! Finance

Processing Serial Monitor

Continue reading Stock Market Lingerie

wag-wag-wag-wag-wag-wag…

“I wish she had a tail.  At least then I’d know if she liked me or not.”
–Dead Like Me

While humans have developed numerous languages, something they’ve long evolved away is the tail.  For this project I want to explore the idea of tail as signifier: something to let others know of my emotion(s).

Due to many unforeseeable set backs, this project has been simplified.  An internal switch sets off the servo motor, which is programmed to sweep.  Attached to the servo is the fantastical monster tail (monsters have less rules than known animals) by and internal wire system.  The base of the tail is attached to a wearable belt-like device (so that humans may mimic these monsters by wearing it).

/*
Social Body Project
 Wearable Technology 2
 Kate Hartman - Winter 2011
 Code adapted by Elija Montgomery 
 
 */

#include <Servo.h>
 
Servo myservo;  // create servo object to control a servo 
                // a maximum of eight servo objects can be created 
 
int pos = 0;          // variable to store the servo position 
 
void setup()
{ 
  myservo.attach(9);  // attaches the servo on pin 9 to the servo object 
 
} 
 
 
void loop()
{ 
  for(pos = 0; pos < 120; pos += 1)    // goes from 0 degrees to 120 degrees 
  {                                    // in steps of 1 degree 
    myservo.write(pos);                // tell servo to go to position in variable 'pos' 
    delay(10);                          // waits 5ms for the servo to reach the position 
   } 
   
  delay(100);
    
   for(pos = 120; pos>=1; pos-=1)     // goes from 120 degrees to 0 degrees 
   {                                
     myservo.write(pos);              // tell servo to go to position in variable 'pos' 
     delay(10);                        // waits 5ms for the servo to reach the position 
    } 
 
    delay(100);
  
}
 
 

*my good camera malfunctioned part way through documentation, and the subsequent photos are quite terrible; apologies.

scales on the tail

scales

scales again

tail underside

unsuccessful switch--the problem turned out to be the length of the conductive thread (a problem I don't understand).

inside the belt- elastic holder for servo; re"wired" thread- switch resorted to LilyPad

Concussion Helmet

Concussions have become an epidemic in minor hockey in Canada and the United States.

“Twenty-five per cent of junior hockey players on two unnamed teams suffered concussions last year, according to an Ontario study looking at brain injuries.

The report comes after independent physicians followed the two junior clubs during the 2009-10 regular season, where they observed 17 players suffer a total of 21 concussions in 52 games.”

http://www.cbc.ca/sports/hockey/story/2010/11/01/sp-concussions-survey.html#ixzz1FKByiYYd

The helmets that are on the market now are to prevent subdural and epidural hematomas, blind eyes, and lacerations but not concussions.

One of the major problems occurs when a player takes or receives a big hit and may receive a minor concussion. The player doesn’t loose consciousness but may feel minor symptoms such as dizziness, “seeing stars”, reduced playing ability, and slurred speech. This can become a major problem when the player returns to the ice or continues to play in this state, as the may it they’re lesser form be hit again more violently causing a major concussion. The player’s decision to return to the ice is almost always based social pressures to “continue to play”. Coaches and players who do not have to proper knowledge or training pressure the ill player to continue as if normal unknowingly that the player is ill. The affected individuals in these scenarios who are in an ill state are incapable of making the correct decision.

The goal of this project is to remove the social pressures that are embedded in the sport and promote concussion awareness.

The concussion helmet is designed with sensors that measure the impact that the head has taken. The helmet works the same way the brain rattles inside of the skull when a concussion occurs. As the skull rattles inside of the helmet the sensors send data to a computer inside the helmet. It the force is great enough an actuator (LED) lights up to signify to the player’s social surroundings. When the player returns to the bench they may be looked over by a coach or trainer or medical staff. If a severe play occurs and the red light is activated on the helmet play may stop and the play would leave the ice for medical treatment.

With further research, better technology and a growth in awareness a helmet like this could become part of the standardized safety equipment in hockey. If an idea or product like this were to be standardized it would raise social awareness worldwide.

This prototype I used; a retired Bauer Hockey helmet, 6 LEDs, 1 force sensor (homemade: conductive fabric, velostat), 2 AAA Batteries, 1 Lilypad Arduino, Wire.

Retired Bauer Helmet

Workstation + materials from above.

Circuit Diagram.


The code I used:

/*
Social Body:
Wearable Technology 2 (GDES 3B44)
Michael Vaughan – Winter 2011
Code taken and modified from:
Sensor Project
Wearable Technology 1 (GDES 3B16)
Kate Hartman – Fall 2010
*/
int ledPinA = 7;           // LED is connected to digital pin 7
int ledPinB = 8;           // LED is connected to digital pin 8
int ledPinC = 9;           // LED is connected to digital pin 9
int sensorPin = 0;         // Stretch sensor is connected to analog pin 0
int sensorValue;           // variable to store the value coming from the sensor
/*long previousMillis = 0;        // will store last time LED was updated
// the follow variables is a long because the time, measured in miliseconds,
// will quickly become a bigger number than can be stored in an int.
long interval = 100;           // interval at which to blink (milliseconds)*/
void setup()
{
pinMode(ledPinA, OUTPUT);   // sets the ledPin to be an output
pinMode(ledPinB, OUTPUT);   // sets the ledPin to be an output
pinMode(ledPinC, OUTPUT);   // sets the ledPin to be an output
Serial.begin(9600);           //initialize the serial port
}
void loop()   // run over and over again
{
sensorValue = analogRead(sensorPin);   // read the value from the sensor
Serial.print(”                     Sensor Value: “);
Serial.println(sensorValue);
delay(100);   // delay for 1/10 of a second*/
/*unsigned long currentMillis = millis();
if(currentMillis – previousMillis > interval) {
// save the last time you blinked the LED
previousMillis = currentMillis;  */
{if(sensorValue>900){ //You can change the number here to adjust the threshold.
Serial.print(“HIGH”);
digitalWrite(ledPinC, HIGH); //Turn LED on
}
if(sensorValue>700){ //You can change the number here to adjust the threshold.
Serial.print(“Medium”);
digitalWrite(ledPinB, HIGH); //Turn LED on
}
if(sensorValue>500){ //You can change the number here to adjust the threshold.
Serial.print(“Low”);
digitalWrite(ledPinA, HIGH); //Turn LED 7 on
delay(5000);   // delay for 10 seconds*/
}
else{
Serial.println(“none”);
digitalWrite(ledPinA, LOW); //Turn LED off
digitalWrite(ledPinB, LOW); //Turn LED off
digitalWrite(ledPinC, LOW); //Turn LED off
}
}
}
Interior Final

Exterior Final

http://www.youtube.com/watch?v=vPP9rPtMEhM

Hero Band

For my social body project I chose to deal with the children’s hospital environment. Looking at how bodies (patients and in this case more specifically kids) interact within that environment would be interesting enough but there is also an added element of the “healing body”. How do our bodies interact with the environment during the process of healing? How does it change our perception of interaction? What could I improve about the interaction in a hospital environment? One of the problems I researched was something outlined in the “Marshmallow Experiment”. The video below is it.

The Marshmallow Test

To summarize kids don’t have a clear understanding of the future, or at least they don’t see the importance of it. For an adult it is easy to understand that this unpleasant procedure right now will mean feeling better later, for a kid any possible way of avoiding pain is top priority.

My project aims to ease the experience of being in a hospital for a child (targer audience ages 5-12) making it a more interactive and fun experience. Upon their arrival the kid is given a bracelet that logs their medical information, much like the bracelets already used in hospitals.

However using RFID technology this bracelet allows the kid to create their own persona – a superhero – that they keep for their stay at the hospital. Each medical procedure becomes part of the “journey” that their character must complete. The characters can interact through digital interfaces situated throughout the hospital and the completion of all “challenges” (aka medical procedures) signifies winning, a successful completion of your journey. Imagine a bunch of little superheroes running around (and speaking of running RFID technology can increase safety. The chip I used can be detected up to 10 m allowed for the child’s location to be easily monitored)

The RFID chip I attached to one of the bracelets  can be detected by the Arduino application.

I wanted to add fun to the hospital environment as well as empower kids who might be feeling weak, scarred or unsure of why they are there. Staying in a hospital can be a difficult experience and I think this product can make it easier.

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