AAAGH LOOKING OUTWARDS EVERYWHERE

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Designers traditionally use grids to help their design of type. Type, even humanist type is still/can still be broken down systematically with math and geometry. How might I use computation to aid in design? Or to manipulate current types?

Other than that, the details of serif, stroke weight, relative x heights, ligatures, time period, etc all contribute towards a personality that each type holds. Great communications designers should be able to use them as they would aesthetic and communicative forms not merely words. When would you use one over the other?

What would I like to analyze/explore in computational type?

Create a new display type? Explore the anatomy of type? It’s history and cultural weight?

This is a particularly interesting example of the exploration of type anatomy:

MetaFont was possibly the world’s first parametrized typeface (created in 1977). It was created by Donald Knuth for the typesetting of his life-work The Art of Computer Programming. Most fonts are created by designing the outline of the font. When a typeface has to be created in different weights, you cannot just “grow” or “shrink” this outline computationally. A designer has to sit and create new outlines by hand. MetaFont takes a drastically new approach. Instead of being described by its outline, this font is represented by a series of variables inspired by handwriting:

  • Pen
  • Weight
  • Slant
  • Superness
  • Curlyness

By manipulating these variables you can create very different styles of the MetaFont, as shown in these screenshots.

 

 

In creating type in 3d, Ortho Type is a prominent example. It allows the user to manipulate the 3D view, width, height, depth, thickness and color of the typeface via UI controls. You can try it out here.

 

My only issue now that I’ve thought more about computaitonal type is….WHY? WHY DID I THINK IT’S A GOOD IDEA?  Well, in our communications mini, we just started on our more in depth typeface project. I figured learning more about it in studio could be better compounded with exploration in 60212. Agh. I don’t know though. Any computational type I make I feel will not do what type is meant to do (which is be readable) while meeting the invisible standards of aesthetics that would make it valuable as art as well.

So….what am I going to do????

Jonathan Puckey has some very interesting things type-as-visuals that I think bypasses the usual hurdles computational type faces.

generativeges114-147301071cde741353a7e301ce31b89c

 

I love Professor Kyuha’s work  – I just don’t know how to make it more than simply ‘decorating’ or making it ‘pretty’ with an added computational aesthetic.

http://code-type.com/play-with-node/Type_Spin2/

Ben Cho (he made some really nice rule-based computational type amongst many other accolades and positions) , John Maeda and Stephen Benton wrote a paper together on computational type. It’s really long but quite interesting:

http://acg.media.mit.edu/people/pcho/thesis/pchothesis.pdf

 

…..anywhoo. This is a fun video that I just wanted to include.

kander – lookingoutwards09

For my final project, I want to make generative horoscopes, so I investigated different projects in the same vein. The one I chose to focus on was the Horoscope Bot on Twitter, which tweets out random horoscopes, which tweets out random horoscopes created from the compilation of two user tweets.

Visit the bot here

Project Github here

Selected tweets:

horoscope1 horoscope2 horoscope3

The results have a range of tones (the second selection is actually pretty deep, while the third selection is much funnier in a “wtf” sort of way). However, after scrolling through the bot’s tweets, I realized that all of them take the form “you will …., but you will …”, which seems pretty canned after a while. I would like there to be more variation in the formatting of the horoscopes. The bot also filters out tweets with swear words, which I appreciate because it adds to the horoscope-y feel of the tweets (one doesn’t see horoscopes with swear words).

kander – mocap plus!

So this was actually as assignment I did for Concept Studio, not this class, but it’s very much in the same vein as the motion capture assignment, so I thought I’d throw it up here for anyone who cares. The prompt was the imagine a scene that would tell the story of our lives 2000 years in the future (not exactly obvious from the final product).

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Clacker- Looking Outwards 07

Meshu is a project by Rachel Binx that uses data visualization to make custom jewelry. By connecting Meshu to foursquare, the shape of custom jewelry is determined by ones foursquare check ins. A line is drawn between each point an individual has checked in at, and the resulting polygonal shape filled with lines and connections is a representation of where they have been. It can be printed in acrylic, wood, nylon and sliver. This project interests me because it taps into numerous aesthetic and design tropes that people are curious about in contemporary culture, and pushes them one step further. Custom 3D printed jewelry is a preexisting commercial market, though the ability to print the same shape over and over does not leverage the 3d printer as a unique tool. This project also taps into a contemporary desire to visualize ones self and share that with others. Using tools like foursquare allow people to be both unique and connected. Large-scale data visualizations have also become an entire field of work and a recognizable aesthetic. This project wraps all of these common themes into one art project and the final result is both practical and poetic. 

See the project online here. 

meshu

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Clacker- Manifesto Reading

“ 4. The Critical Engineer looks beyond the “awe of implementation” to determine methods of influence and their specific effects.”

To me this means: Making something new is not enough. It is not enough to use computation and engineering in a impressive way if the impressive element is the fact that it works. It is not enough to take advantage of a naive audience and impress with the lowest level of criticality, while relying on the novelty of futuristic technology. Aiming for only the “wow” factor of a working prototype is not a sustainable practice and does not reflect the work of a critical engineer. A critical engineer is not looking for the short term glory of something that is impressive because it works. Instead a critical engineer looks past the short term and uses their ability to ask questions and make things with a purpose, not just becasue they can. This purpose is to think about the tools they are using in the context of the world, and more specifically in the context of their interests. Only by employing this kind of critical thinking can a critical engineer determine the way they want to influence others with their work, and learn from their work. Determining methods of influence and their effects requires a hypothesis and goal that can be evaluated after the completion of the work. This evaluation will be complex, where as the evaluation of a project that relies on the “awe of implementation” a binary question; does it work? 

Clacker- Looking Outwards 06

Pentametron ( @pentametron) by Ranjit Bhatnagar is a twitter bot that searches twitter for posts that happen to be in iambic pentameter and retweets them. Iambic pentameter is a line of verse with five metrical feel, each consisting of one short or unstressed syllable followed by one long (or stressed). There is something wonderful and poetic about this, as each tweeter did not know (I am assuming) that their tweet was iambic pentameter. It is a simple acknowledgment of older ways of organizing language in a highly contemporary way of writing. Ranjit Bhatnagar works with interactive and sound installations, with scanner photography, and with internet-based collaborative art.

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Clacker- Looking Outwards 05

Laura Juo-Hsin Chen is a creative technologist and self proclaimed “doodler” from Taipei, Taiwan. She uses her background in traditional 3D animation and desire to celebrate the mundane and the weirdness of human interaction to make captivating virtual reality experiences. My favorite of her projects is “Poop VR” which is a communal virtual reality pooping experience. The aesthetic quality of the virtual reality experience is very high, as it combines the lovely aspects of hand drawn animation with the weirdness and absurdity of virtual reality as a medium. The idea of the project is that while pooping, you can check into this virtual reality shared space, and see avatars of other individuals pooping in their respective location, also logged into the vr experience. You can interact with other users by saying hello, walking around and shooting poop at each other. The virtual reality experience is completely browser based which is very interesting to me, as it seems to have the ability to be a truly interactive experience using the current climate of virtual reality.

See more of her work here.

Clacker- Looking Outwards 04

Camille Utterback’s External Measurements series began in 2001 and presents an interesting example of interactive art in a museum setting. This project has existed in multiple iterations, but across each, a digital work of art is augmented by physical movement around the room it is in. The projected image is a representation of an aesthetic system which responds to input from an overhead video camera. Custom tracking allows parts of the digital work to respond entirely to the movement and placement of the people in the room. I am particularly interested in this work as it excels both as an aesthetic work of art and a creative use of interactive technology. Her work does not rely on technology as an aesthetic, but instead as a tool for pushing what could have been a still image further. She does not compromise her aesthetic interests for technology and thus is able to produce unique and beautiful works of art that benefit from both her technical interests and the aesthetic systems.

Read more about her work here.

Guodu-Interruptions

Still trying to get the interruptions to work….

Observations of Vera Molnar’s Interruptions:

1) Artwork is square
2) Artwork has a light grey background
3) Artwork has a uniform margin
4) Lines are black
5) There are about 50×50 lines
6) Lines have the same length and stroke
7) Lines are all rotated at different angles
8) Lines slightly overlap
9) There are “interruptions” where a cluster of lines are not drawn
10) There seems to be a general direction, either horizontal or vertical, that the lines are facing despite each line’s rotation

sketch

 

Clacker- LookingOutwards 03

Nervous System is a generative design studio that works at the intersection of science, art, and technology. I am inspired by their “Generative Jigsaw Puzzles” collection. They partnered with artists to make visually engaging prints for the top of the puzzle. Then, using a custom software that simulates crustal growth, totally unique pieces are laser cut into the puzzle. The result is a one of a kind work of art that is both a unique art object, work of generative art and usable puzzle. I am very interested in making works that serve a multitude of purposes. I am especially inspired by how this project is a simple and elegant project that is digitally computed and results in a physical object that can be enjoyed by both someone who appreciates the computation that went into it and someone who does not.

See the project on their website here. 

Generative jigsaw puzzles from Nervous System on Vimeo.

Clacker- Reading 03

Mark Wilson’s plotter work is on the edge of total order, as he has a set task a plotter is executing, but complexity is derived from the use of the machine as the hand of the painter. He is programmatically instructing a machine to paint, thus elements of complexity are generated as the machine is being instructed to interpret the visual goals of the artist.

csq4002, archival ink jet on rag paper, 61 x 61 cm (24 x 24 in), 2008 csq4002, archival ink jet on rag paper, 61 x 61 cm (24 x 24 in), 2008 csq3422, archival ink jet on rag paper, 61 x 61 cm (24 x 24 in), 2008 csq3422, archival ink jet on rag paper, 61 x 61 cm (24 x 24 in), 2008

Problem of Creativity.
This problem arises, in my opinion, from voices who are concerned about the progression of generative art in relationship to traditional art making. I find this point to be mute because It’s existence poses no threat to existing art forms if it is in fact not creative. But the progression of contemporary art has proven that works like these have artistic merit on their own, and as a movement. Thus they are inherently creative and debating the artistic merit of an entire genre of art only solidifies its place in art history. Though I do agree that like any art form, individual works of generative art should be held to a high standard of criticism, and determining the creativity of a work is part of that evaluation. It is not enough to just rely on a mastery of the tools used for generating the work. 

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Clacker- Looking Outward 01

I chose to watch Sara Hendren’s 2015 Eyeo lecture. To quote her website, She “is an artist, design researcher, and professor based in Cambridge, Massachusetts. She makes material art and design works, writes, and lectures on adaptive and assistive technologies, prosthetics, inclusive design, accessible architecture, and related ideas.” She designs objects and interventions that question the idea of what is “normal” while providing enlightened solutions to the many problems people face when they bump up against societies restrictive idea of normalcy. She is able to provide both practical solutions that double as poetic gestures, by working with experts on the issue, those effected by it first hand. Whether it is building a podium for someone who does not fit the standard podium size, or designing ramps for skateboarders and wheelchair users, she gathers her research from the source, and works with the people she is designing for. The final product embodies both an elegant design object, and a conceptual work of art, as the expert simplicity of her solutions highlight the serious neglect of otherness in design. I was particularly taken with her ability to talk about her work and act as a surrogate for neglected voices in design. She has expert public speaking skills, and I learned a lot about how to organize a presentation by watching her present.

See her website here. 

Clacker- First Word/ Last Word

The first word/ last word paradigm rings true throughout art’s relationship with contemporary technology. The pressure to either be the first or the best is specific to technologies relationship with art becasue the tools themselves trickle down in accessibility. An artist with institutional access and connections to the contemporary world of technology can strive to be first by using the tech tools accessible to those working in technology for artistic means. An artist who has situated themselves in a strictly art context, alongside those working with more traditional mediums, will never be the first to use a tool in an artistic context, but has the potential to, as this article put it, stand the test of time. This is possible when a deep understanding of art and art history can be applied to contemporary technology. I find myself questioning this relationship frequently, and wonder if this paradigm is the result of the fact that any one person can not be both an expert fine artist with a capital A, and also be on the cutting edge of technology and clued in to insider shifts in the software/hardware climate. Though that being said, I am curious about how interdisciplinary programs can promote a generally multidisciplinary artist working at the forefront of both technology and art. I am interested in seeing how this new approach will potentially alter the First Word / Last Word paradigm.

Guodu-LookingOutwards09

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Kyuha Shim’s Generative Type Video

For my final project, I’d like to improve my alphabet book. As stated in my proposal, I’m working on making it actually alphabetical in the fonts that appear and more generative.

As I was looking for inspiration, I found myself looking more at generative typography than generative books. I ended up looking at Kyuha Shim’s work (Q was one of the reviewers!). I really admire Q’s work because of how effectively and beautifully he’s been able to use data and software as a medium to create such dynamic type. I really aspire to develop such technical skills in programming so I can be able to use it more fluidly in my design work. I would like to work towards making a generative book of generative typography one day. But first, improving my initial concept of a generative alphabet type book for babies. I’m not sure how generative typography would suit such a young audience, yet.

____________________

http://www.typeroom.eu/article/q-s-perpetual-and-amazing-quest-algorithmic-typography
http://code-type.com
http://printingcode.runemadsen.com/lecture-typography/
https://runemadsen.com/blog/on-meta-design-and-algorithmic-design-systems/

Jaqaur – LookingOutwards 09

I first saw “Traces” (the above video) over a year ago, and I remember that when I did, I was simultaneously impressed with the technology and disappointed that the artwork created by the shoes was not as representative of the dancer’s movement as it could have been. There’s something to be said for an abstract interpretation, obviously, but I wished there had been more than just circles, lines, and clumps. One reason that “Traces” looks this way is, of course, that its data comes from sensors in the dancer’s shoes rather than external motion capture. This is very impressive, but limits the motion recorded to just that of the feet.

For my project, I hope to create plotter artwork that is similar in style but different in appearance, because I want to use the whole body as the basis for the brush strokes. Ideally, I want to analyze which four or five joints on the body move the most in a portion of BVH data, and then have the plotter paint only those. In this way, I think the artwork will more closely resemble the motion of the dancer/person than if I painted only the hands and feet (or any fixed set of points). For example, in a pirouette, the dancer’s spinning knee would be more worth painting than her fairly stationary foot. I’ll see if I can find a way of effectively choosing which joints to paint using only code.

Here is another video that I discovered more recently. Unlike “Traces,” the software here doesn’t generate 2D images, but rather it makes a variety of animated shapes that it places on top of the video of the dancer. This isn’t quite what my project will be doing, but I think it uses similar technology, and I really like the end result. You’ll notice that several of the animations only involve select points on the body.

aliot-manifesto

6. The Critical Engineer expands “machine” to describe interrelationships encompassing devices, bodies, agents, forces and networks.

This tenent is connected to several others in the manifesto (namely 9 and 4) but most directly articulates the underlying idea that and single engineering work does not exist in a vacuum. There are always social, political, emotional, humanitarian, economic, and other conversations which influence and can be influenced by an engineer’s creation. This core idea, like many of the others, applies to any sort of manufactured culture (movies, books, toys, software, art…). A critical engineer will always recognize and strive to examine the nuanced forces that could be affected by a “machine,” to look beyond the inherent workings of any singular device at the broader ramifications of it within our culture. An example, which is always at the forefront of my mind, is virtual reality headsets. Often they are manufactured because they’re cool; students want to work at Oculus because the tech is new and interesting, the job pays well, but the creation of virtual worlds is endlessly important in how society evolves. If creators aren’t careful with the content, or if engineers aren’t considerate of the accessibility, virtual reality works can be a source of contention and division in society. Obviously there will always be upsides and downsides, societal speaking, to any “machine” but makers should be aware of them.

Xastol – LookingOutwards09

As stated in my final project proposal, I want to create a program that generates movie plot-lines. My initial influence from this project came from the short science-film Sunspring. Unlike other films, Sunspring is generated from an AI named Benjamin, which uses Long Short-Term Memory (LSTM) to develop a script based off of other scripts fed into. Although Benjamin was created over the course of a year, I hope to develop a similar AI, or algorithm, that can do the same thing but on a smaller scale. Rather than actually generating the entire script of the movie, I hope to at least generate these movie plot-lines with their corresponding characters, conflict, resolution, etc. (i.e. – film synopsis).

lo9-plotgen-xastol

Very similar to this idea is the Story Idea Generator – Automatic Plot Generator. This plot generator creates a small synopsis and a few lines of “praise” for the film generated. I think this provides a good start and could definitely be improved, as this plot generator isn’t entirely generative (fills in random characters, items, etc. for an already written template for “Paranormal Romances”, “Comedies”, etc.).

Sunspring: http://arstechnica.com/the-multiverse/2016/06/an-ai-wrote-this-movie-and-its-strangely-moving/

Plot Generator: http://www.plot-generator.org.uk/

guodu-cambu-object

Update (Nov 29, 2016)

I (cambu) continued to work on this project with another classmate, Lucas Ochoa, in Environments Design Studio/Lab (51-265/7). See the below video for an iterated version of the project. The entire demo is working except the environmental controls (fan & projector screen). Guodu and I (cambu) will be moving forward from this second iteration for our final project. See the process blog posts for the other course at the below links (password: Environments).


For our (guodu + cambu) project, we prototyped various examples of tangible media interactions for computer input. We began our project buzzing with inspiration from Hiroshii Ishii’s lecture on Radical Atoms, intrigued to play with some basic ideas from the domain of tangible media. Our early ideas were focused around the notion of creating a flip-based “cubular” interaction that would allow the traversal of linear or 2D dimensional information spaces.

processsketching

Process

lprocess09

System Diagram

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Code (github)

Note: there seems to be issues with the xml file getting messed up by the wordpress code embedder plugin, please look at the code on github to see it correctly.



   
    App Switch Right
    private.ssr
    

    __KeyToKey__
    KeyCode::CURSOR_RIGHT,    
    KeyCode::TAB, ModifierFlag::COMMAND_L

    
    

    __KeyToKey__
    KeyCode::TAB, ModifierFlag::COMMAND_L,                                                      
    KeyCode::CURSOR_RIGHT

    
    
    
    App Switch Left
    private.ssl
    

    __KeyToKey__
    KeyCode::CURSOR_LEFT,    
    KeyCode::TAB, ModifierFlag::COMMAND_L,ModifierFlag::SHIFT_L

    
    

    __KeyToKey__
    KeyCode::TAB, ModifierFlag::COMMAND_L,ModifierFlag::SHIFT_L,                                                     
    KeyCode::CURSOR_LEFT

    
  

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takos-proposal

For my final project I think I want to experiment with (maybe generative) 3D forms, and combine them with physical computing

kadoin-proposal

For my final project, I’m thinking about doing something with either augmented projection, or VR. In general, I guess I just want to make something immersive and interactive that goes beyond just interfacing with a computer screen. I don’t have any more specific ideas as of yet though for what I can do.

****New more specific things!****

I’m going to go with playing with interactive projections. And how do people usually interact with strong directional lights? Shadow puppets! When someone makes a shadow puppet within the bounds of the projection, once they remove their hands, their shadow would remain, be animated depending on the animal, and fly or hop or move in some way off the screen, leaving it ready for more shadow puppets to come to life.

I’m not entirely sure on how to do this, but I’m watching a lot of Dan Shiffman videos so hopefully I’ll be able to at least realize it in part.

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kadoin-manifestoReading

4. The Critical Engineer looks beyond the “awe of implementation” to determine methods of influence and their specific effects.

In today’s world, so much more time, energy, and money are spent on shiny new gadgets for people to buy before the newer, shinier one comes out. But what good are most of those gadgets doing for society? Not saying everything created has to be utilitarian, but being aware of what a new technology can do, and making a purposeful effort to curb negative social side effects is an important step in the right direction. Creating things that create meaningful interactions should be the goal more so than making new annoying MacBooks that don’t have USB ports because you know people will buy them anyway.

Xastol – Drewch – Object

  sn34kb0t

_dsc6918

sn34kb0t starts sneaking every time someone in the area posts a tweet. It traverses stealthily over flat terrain using two dc motors and 2 servos, and communicates with ifttt.com through a cloudbit.

At first, the concept we were going for was to create a terminally depressed robot that would disconnect itself from its power source after seeing lots of negative tweets (via ifttt.com and cloudbit). Although this was a very viable direction that we could have kept going with, we decided that littleBits weren’t the right medium for the message (too many lights, spotty connection, poor movement options, etc.).

Instead, we put a shoebox over the robot.

_dsc6915

Schematics

schematics

IFTTT applet

sneak_bot_iftt2          sneak_bot_iftt1

sneak_bot_twitter

 

sn34kBot in Action

 

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cambu-final-proposal

Update: I am still going to be exploring tangible computing but am no longer working with Guodu. Instead, I’ll be iterating on a project I worked on in Environments Design Studio (51-265/7). 

For the remainder of the course I am planning to continue my exploration into physical and tangible computing, in partnership Guodu. This proposal builds on our last project.

The exact direction our investigation will take is unclear, but I’ve been looking at a lot of existing work [see below] and the goal will be to think of ways of computing that are distinct from traditionally “click-y” (mouse and keyboard) interactions.

Other Works

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Antar-final-proposal

Final Project Proposal
Exploring the Limitations and Affordances of Digital and Physical Environments  

The book project was, with out a doubt, my favourite project of the semester, and the animation project, is the one one that I would most like to revisit. I think this final project would be an excellent opportunity to create a generative book that has a digital, animation twin. I have a great appreciation for environments design, even though I have chosen the communication design path. I believe I have an opportunity here to study the affordances and limitations of the physical and digital interpretations of a single design.

In my animation, I used a sine wave for the motion of my letters. The motion was really pleasing, and gave character to the type. In my book, I used basil.js to change the offset and type size of repetitive text, some of them sinusoidally, and some of them linearly. The book had the affordance of hidden images due to the physical french folds. I would like to do some more explorations on the translations of motion and typography.

Krawleb-final-proposal

For my final project, I’d like to recreate and polish a game that I prototyped in my sophomore year (during 15-104) in Unity.

The mechanics are fairly simple: each of the 2+ players controls a ‘shepherd’. Each shepard has a ‘flock’ of identical units. Each players can move the shepherd freely, but the only way the shepherd can control the flock is by switching between a “follow” state where the flock tries to reach the position of the shepherd or an “attack” state where the flock runs to attack the nearest enemy flockling.

The goal of the game is to eliminate the opposing players shepherd, or their entire flock. This makes the game very much about positioning, timing, prediction, and understanding how to control a mindless mob at a meta level.

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