Initial Project Presentation
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![Page 1: Initial Project Presentation](https://reader035.fdocuments.us/reader035/viewer/2022062511/54bbf5664a7959ad388b459e/html5/thumbnails/1.jpg)
Project Presentation
CS6022Colm Walsh
![Page 2: Initial Project Presentation](https://reader035.fdocuments.us/reader035/viewer/2022062511/54bbf5664a7959ad388b459e/html5/thumbnails/2.jpg)
Original Idea
•Interactive space•Designed for dancers/stage performers•Body movements generate visual and audio feedback that can be controlled by user
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What is it about?
Social Interaction
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What is it about?
Social InteractionInteraction with Public Space
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What is it about?
Social InteractionInteraction with Public SpaceIdea of Personal/Intimate Space
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Why?
•Smart Phone culture•An “App for Everything”•Reasons to interact increasingly less•Everyone in their own little world
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Why?
The Bubble Effect
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What do I want to do?
•Burst the “bubble”•Encourage interaction, collaboration and play•In a public space
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Where?
•A Public Space•Consistent Flow of People•Area of Congregation
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Who is it for?
•In a public space, any member of the public is a potential user•In particular places,•Bus station, hotel lobby: people waiting•Pedestrianised street, square: people in transit
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Social Interactions
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Social Interactions
•Strategic Complimentaries: “occur when the marginal utility to one person of undertaking an action is increasing with the average amount of the action taken by his peers.” – Scheinkman, J. A.
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Social Interactions
•Critical Mass Model, Schelling, T.•Some individuals will always do the activity•Others will do it if a high enough fraction of the population is engaged in the action•Still others may never do it
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Social Interactions
•Social Learning Theory, Bandura, A.•Attention•Retention•Reproduction•Motivation
•Reciprocal Determinism
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The Pleasures of Play
•Costello, B., Edmonds, E.•A framework developed as a synthesis of the ideas of six theorists
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The Pleasures of Play
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Previous Projects
The Spacer Bench Eisenberg, A., University of Sydney
•Project aim: encourage people to sit next to people who they have never met
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Previous Projects
The Social Seats Pei-Hong, H., University of Sydney
•Project aim: encourage social interaction
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Previous Projects
Wish Spark Park, S., Nam, T., Lim, Y.S., Florence, Italy
•Project aim: make act of donation a pleasurable, meaningful, fun•DEMO
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Previous Projects
Elysian Fields Costello, B., Gwilt, I. Burraston, D.
•DEMO
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Previous Projects
•Monome•ReacTable
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Technology
•Motion Detection•Video•Audio
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Technology
Pressure Sensitive Floor
•Arduino•Floor divided into grid of cells•Users’ position tracked by sensors
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Technology
Computer Vision Techniques Using Processing
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Technology
Computer Vision Techniques Using Processing
1. Detecting Motion•Brightness and colour of pixels are compared, frame-to-frame•Difference = measure of amount of movement•Depends on relatively stable lighting
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Technology
Computer Vision Techniques Using Processing
2. Detecting Presence•Background subtraction•Background of empty scene stored•Difference in colour represents movement•Sensitive to changes in lighting conditions
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Technology
Computer Vision Techniques Using Processing
3. Brightness Thresholding Detection•Ensure objects of interest are considerably darker/lighter than surroundings•Use Backlighting•Pixel’s brightness compared to threshold value
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Technology
Computer Vision Techniques ADVANCED
1. Infrared illumination2. Retroflective lighting materials3. Telecentric lens
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Technology
Video and Audio Control
• Pure Data and PD GEM (Graphics Environment for Multimedia)
• VVVV: can handle large media environments with physical interfaces, real-time motion graphics, audio and video that can interact with many users simultaneously.
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Technology
Video and Audio Control
• SWARM simulation: provides patterns of motion that are apparently random, but when viewed as a whole exhibit a visual coherence
• Moving object is treated as a force field (gravitational) – centre of the swarm
• DEMO
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Next Steps
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References
Levin, G., 2006. Computer Vision for Artists and Designers: Pedagogic Tools and Techniques for Novice Programmers. Journal of Artificial Intelligence and Society. Vol. 20.4. Springer Verlag.
Costello, B., Edmonds, E. A Study in Play, Pleasure and Interaction Design. Designing Pleasurable Products and Interfaces, 22 – 25 August 2007, Helsinki, Finland.
Moere, A.V., Hill, D. Research through Design in the Context of Teaching Urban Computing. Conference of the Australian Computer-Human Interaction Special Interest Group, 23-27 November 2009, Melbourne, Australia.
Boyd, J.E., Hushlak, G., Jacob, C., 2004. Swarm Art: Interactive Art from Swarm Intelligence. Proceedings of the 12th Annual ACM International Conference on Multimedia. USA: ACM Press.
Park, S., Nam, T., Lim, Y.S., 2008. Creating Social Value of Interactive Media Installation: Case Study of Designing “Wish Spark”. Proceedings of CHI EA ’08. New York, USA: ACM Press.
Learning-Theories.com, http://www.learning-theories.com/social-learning-theory-bandura.html
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Fin