Friday, November 16, 2007

DATA VISUALIZATIONS







I. Summary:
My project is a data visualization of how people can be seen by a computer. The computer trough a webcam, which is going to be the eye of the computer, will catch people passing by and is going to represented them randomly from simple shapes.

II. Motivation:
The world where we live is been moved by computer, all the things that society do is interacting with computers. This Binary world of 0s and 1s that we look at it all day and used it without knowing what is behind them. What would be to the other way around? How computer look at us when we are in front of them?


III. Domain of search:

-Data Visualization

-Action Scripts

-Nodebox


IV. Timeline:

Week 1
Nov 14 – Project proposal

Week2
Nov 21 – Research Actions Script Coding
Nov 23 – Research Actions Script Coding

Week3
Nov 28 – Actions Script Coding
Nov 30 – Actions Script Testing

Week4
Dec 5 and 7 – Prototype of the project

Week5
Dec 12 –Testing the installation
Dec 14 –Finished project presentation


V. References:

Nodebox- application that lets you create 2D visuals (static, animated or interactive) using Python programming code and export them as a PDF or a QuickTime movie. http://www.nodebox.net/code/index.php/Home

Anemone by Ben Fry- an organism that monitors web traffic. http://acg.media.mit.edu/people/fry/anemone/index.html

The Matrix (the movie)- Everyday life is turned upside-down when Thomas Anderson discovers that the world around him is a detailed virtual reality created by a computer that has taken over the Earth of the future.

Friday, November 9, 2007

MIND MAP

















"INTERACTIVE" ARTWORKS by Dan Collins
http://www.asu.edu/cfa/art/people/faculty/collins/Interaction/index.html
Creating an experience for a participant in an interactive artwork must take into account that interactions are, by definition, not "one-way" propositions. Interaction depends on feedback loops that include not just the messages that preceded them, but also the manner in which previous messages were reactive. When a fully interactive level is reached, communication roles are interchangeable, and information flows across and through intersecting fields of experience that are mutually reciprocal. The level of success at attaining mutual reciprocity could offer a standard by which to critique interactive artwork.
IMPLICATIONS FOR ART AND EDUCATION
Interactive artworks of the future will enable interactions that are at once personal and universal. These interactions will be characterized by a subtle reciprocity between the body and the natural environment, and an expanded potential for self-knowledg and learning.
DESIGN
"Design is the method of putting form and content together. Design is so simple, that's why it is so complicated."
Paul Rand