For the final project, I wanted to make an interactive game of killing a fly that doesn’t die with inspiration from real life problems I’ve had to deal with the past few weeks. The most time I spent on this project was to make sure the fly goes in random directions, and turns in the right directions as it goes. It took a lot of trail and error to get the fly to finally turn correctly, and the color mapping part was simpler than I expected. Instead of using hands to kill the fly, like I originally intended, I decided to allow the player to choose their own weapon and set the weapon color by clicking on it. Also, this would avoid the problem of the fly dying because of the player’s face or other skin tones on the screen. There is a 10% allowance range for the colors because lighting could affect it. This game was a lot of fun to make and even though the game has no real “win,” because the fly keeps coming back up, this element reflects a real life frustration of trying to kill flies.
The first work I want to talk about is FUN FUN FUN by Hannah Epstein. She came to talk to my EMS class earlier this week and I found her talk very interesting and inspiring. She said she was using technology to, most of the time, go against technology. A simpler one of her many games that she makes is FUN FUN FUN, which is aesthetically pleasing for me. I enjoy messy, unconventional pixel art and this made my experience of playing through this simple flickgame for me very enjoyable. I might strive for this aesthetic in my final project.
The second piece I enjoyed is a lot more different; it’s an installation instead of a game, but I find this beautiful and like many other looking outwards, I’d written about installations that use both lights and sound. This piece is Blindfield by Caitlin Morris in 2010. The sounds depend on different panels in the installation and creates an eerie experience for the audience. I’ve always wanted to go to one of these big sound installations but never had the change to yet.
For the final project, I want to make a simple game that will involve the camera and hand motions. The objective of the game will be to kill a fly that will be flying within the canvas. What I hope to do is to be able to track the color of the pixels of the hands and this will allow the hand from the camera video to kill the fly once it makes contact with it. Once the fly is dead, the player will be able to refresh the game and another fly will appear. There are small details of the game that I still have yet to figure out, but they will come to me as I start creating it.
by Cindy Hsu & Vanessa Kim
For our interactive creature we decided to create a worm whose objective is to reach up to eat the dead leaf off the branch. When the worm reaches the leaf, it’ll turn gold and turn into a superworm. The worm reacts when the cursor goes near it and it’ll shrink when mouseY and mouseX is 10 pixels away from the top of the worm. It’ll shrink down into the ground as long as the cursor is too close to it.
We split the work by working together both for the concept of our piece and figuring out the mouseX mouseY statements and the functions. The ground and sky and dirt were hard coded. We also used loadImage() to put the smile on its face.
BANGED by Angela Washko
Angela Washko is a New York-based new media artist who focuses upon performance and video art about proper etiquette, appropriate lifestyle choices, and limited gender designations to reach audience with a feminist discourse. She was also a part of the Carnegie Mellon Artist Lecture Series and my current professor for a studio class. One of her works involves a 2 hour interview with a “pick up artist,” Roosh V. The interview was recorded and posted online. It must have taken her a lot of self-control to have to go through the interview with Roosh, who is the epitome of everything she’s against. I was surprised that she could hold everything in during the two hour interview while he goes on to objectify women he’s been picking up.
Link to interview:
For Halloween last weekend, my friends and I dressed up as the Powerpuff Girls. I decided to make something similar to some intro scenes from the cartoon that I could remember and created 3 turtles with corresponding colors. I made the turtles turn random directions whenever they touch the sides of the canvas and loaded an image from the cartoon for the background.
(I am currently unable to take screenshots on my PC because of an update problem with Windows 10 – I’ll fix this when I can, sorry for the inconvenience)
For this project, I was going for a pixelated style of portraiture. I decided to invert the colors of the photo that I was using because the face is kind of creepy-looking. I used the code that Dan Shiffman did for the Pointillism example. Then I added a brush with the image of a white hand that I did in photoshop so it’s kind of interactive and the user has the option to wipe away at the face, turning it white.
Here are some screenshots of the portrait while it’s generating, after, and when “wiped away”.
The Looking Outwards post that interested me was 3D printed Nike shoes. My Looking Outwards post for that week was on 3D printed dresses, so this naturally got my attention. The original post mentioned that this was a mass-produced product, but I don’t think that makes it any less special. 3D printing reinforces accuracy of the design patterns and adds more to the function of the shoes. This specific pair are cleats and have well-thought out patterns that maximize the wearer’s comfort and skills in game. I was pretty surprised that these shoes were 3D printed only because I never really thought about how they were made.
Original post: http://cmuems.com/2015c/rweikart/09/18/looking-outwards-nike-and-3d-printed-shoes/
I worked with Sharon Yu for this project. The landscape was inspired by an episode of Rick and Morty, and pretty popular TV show.It’s from the “Show Me What You’ve Got” episode and these heads are the heads that beam planet Earth into a music elimination show. We have two moving objects – heads and spaceships. The spaceships come in from the left side while the heads come in from the right side. There are more heads than spaceships and they all move in randomized speeds.
Progress and inspiration photos:
Kyle McDonald is a Brooklyn-based artist who works with different media but primarily works with code and sound. He does a lot of projects regarding social media and sharing. He started out as a computer science student but as he was exposed to process and generative art, he focused more on creating social art projects and used his skills to set up installations all over the world. I’ve been to several of his lectures here at CMU (in fact, I saw him last week!) I really admire his constant curiousity for new ways to create things. He’s always very excited to explain his projects and talks about for how long it takes him to figure things out, but how rewarding it is to finally do so. One of my favorite pieces of Kyle’s that is explained in this talk is the mashup he made of two existing projects – Missing, 2012. This installation has speakers that track the audience’s location in the room and rotates as the audience moves. It plays a song by The xx, a band he worked with. The rotation of the speakers alters the song as the positions change. From this installation I learned that interaction with the audience makes the experience more personal and that a very simple element such as rotation speaker directions could alter sound so much.