Week 9- Mobile, Handheld Wearables & locative content

Murmur Toronto

Shawn Miscallef is currently a resident at the CFC Media Lab in Toronto. He works as an instructor at OCAD University, while also writing columns for Eye Weekly. His work and publications are usually about cities, cultures and art. Gabe Sawhney is a member of the board of directors of Heritage Toronto. Just being apart of this committee, it is apparent that he, like Miscallef, is interested in the culture and history of Toronto. He is a researcher and creative technologist, concentrating on mobile and interactive installations.

[Murmur] Toronto is a form of locative media; media communication bound to a location. It is an audio project set up in in various neighborhoods around the city (Kensington Market, Little India, Fort York, The Grange). At each location, an archive of stories is created; long-time residents record stories of memories created in that neighborhood, which are played when a user calls. Misallef and Sawhney wanted to create a project that enabled citizens to realize the importance of a certain spot to another Torontonian. This project adds such cultural significance to an ordinary spot. This is a very innovative way to learn about the city; and I would encourage anyone, who happens to pass by a sign, to participate.

In certain neighborhoods, [Murmur] has an ear sign is set up on a pole. When pedestrians see this sign, they can call the number posted on the sign, and key in the posted code. The code is what sorts the stories into specific sections, according to location. The caller can then listen to a personal story from a resident. [Murmur] Toronto requires active interaction on both sides of the project. It requires residents of the area to choose to interact with it, by sending in their recorded stories. Users also have to choose to participate, by deciding whether or not to call the number posted on the ear signs around the city. Without the help of the public, the project would not succeed. Hundreds, if not thousands have participated in [Murmur] Toronto, and as a result it has been able to grow to other cities, and other countries. This global expansion shows how powerful human interaction can be, and what can be accomplished if everyone worked together.

The goal behind [Murmur] Toronto is to provide Torontonians with insight about different neighborhoods around the city.  Through this project, people develop relationships with their surroundings. The stories they listen to relate and bring significance to the urban location they are in. The artists are able to enhance the city and catch the interests of others by designing an innovative locative project. When a user calls [Murmur] Toronto, they develop a relationship with the storyteller, a complete stranger. By allowing users to developing relationships, they bridge the gaps that prevent so many cultures and ethnicities from becoming closer.

Week 8- Gameplay

Coco- Cola: Grand Theft Auto Commercial (2006)

This commercial creates a fantasy world within this video game that everything is good, and all people are happy and caring. It is emphasized by the fact that the leading villain of GTA is the main character in this; he does several nice deeds after drinking a coco-cola. The commercial is a complete remix of the initial story; it changes from violence, and explosions and sirens to happy music, helping out local citizens and overall in a good mood. Coca cola is sending out the idea that their product puts everyone in a good mood. can change even the most violent people (or characters).

I like the marketing technique. By creating the commercial through the video game, Coco Cola is able to appeal to a much larger audience. Almost every single person (early teens- early adult) has played this game, and by seeing this commercial they are able to identify and connect to the character. Because so many people have experienced this game, they can better understand the change of the video game. The change from dangerous to safe will have a bigger impact on someone who has played the game regularly, than someone who has hardly played it.

I, for example, haven’t played this game in probably close to 8 years. I remember only playing it when my brother was around; so he could steal the cars for me. My only interest with this game was to drive the million dollar cars, or fly the helicopter around the city. I had no interest in performing the tasks that would get me more money or beating people up, I would let my brother do that. I just wanted to drive/ fly. So even though I never truly played this game, I was still able to quickly identify with what was going on because of the amount of time I spent watching my brother play it.

I this is a fairly clever commercial. A lot of people are able to identify with it, and it is funny to see the complete remix of the plot of the game. Although coco-cola is extremely emphasizing the effect of their drink (it does taste good, but would never result in a criminal turning saint-like), the concept of the commercial, and use of such a common game keeps the thought of coke in people’s heads.

Coco Cola Commercial

Week 4- Visualization, Hallucinations and Surreal Screen Spaces

Jonathan Harris and Sep Kamvar- We feel fine

We Feel Fine is an online exploration and database, which saves posts from different users around the world. Each user’s story (which relates to a certain emotion) is visually represented by a particle, resulting in a mass of moving particles on the screen. The particles size and color depend on the characteristics of the sentence; (positive thoughts are portrayed with brightly colored particles, negative thoughts are portrayed with dark colored particles… Big particles mean long sentences & small particles represent short sentences). If the mouse hovers for a few seconds, tons of particles will swarm around it, anxiously waiting to get selected. When I first visited this site, I was amazed when my mouse was suddenly surrounded by these colorful particles. It seems like these things have minds of their own, and were fighting for attention.

It is interesting how temporary relationships are developed when reading a post from another (curiosity of the post, based on size and color of particle determine which relationship we engage in).

The website is a direct reflection of how important social networking is in our lives. This project is entirely dependent on the Internet, and what users post. Everyone these days is trying to express themselves, and differentiate from others; the Internet is the most accessible medium to fulfill one’s need of self- expression.

The particles result in a very remarkable artwork, and everyone creates it. We Feel Fine leaves the creation of the art up to the people around the world. Harris and Kamvar do not know how many particles will be on the webpage (or how big and what color they will be). It is completely dependent on the amount of blog entries and the content of each one found on the web.

You can also search the particles based on specific demographics (age, location, weather, sex, date of post). By doing this, the user can choose what group of people they would like to form a relationship with. By allowing the user to have the choice to narrow the demographic, they are given the power to meet their own needs and quench their curiosities. This is an effective way for users to get what they want out of participating in the work. I love that the creators gave the users the freedom to explore what they want; they can look at certain demographics, or explore the different movements. These movements are just different visual representations of all the posts; you would have to visit the site to fully understand!

 

Visual Studies- Tricks of the Trade

Download the link below to view our handout for Google SketchUp

Google SketchUp Handout

Week 3- Tactile Video & Interactive Space

Rafael Lozano Hemmer and his piece Pulse Front

Rafael Lozano Hemmer is an electronic artist… he strives to create art that fits into the spot where architecture and performance art meet simultaneously.

Pulse Front is an interactive installation set up at Toronto’s Harbourfront in 2007. It used 20 searchlights, that beamed their lights into the Toronto sky. Surrounding the area of the searchlights, several heart rate detectors were set up. Users would grasp the metal rod, having their pulse measured. A computer converts the heart rate into light pulses, which are then sent to the searchlights, and portrayed into the sky. 

The interactivity of this piece is what drew me to it. In order for the art-work in the sky to be created, users had to participate.  If no one participates, the result will be nothing but a dark sky. I wish I had known about this when it was going on, I would have absolutely loved to see and participate with this installation.

Week 2-Telematics Installation Artist

Ken Leung and his piece Wish You Were Here.

Ken Leung is a Toronto native artist, who focuses the emphasis of his work on interactive environments. Wish You Were Here is a telematic installation that was displayed at the Gladstone Hotel during the Come Up My Room 2011 show. This installation consists of 2 giant, inflatable hands that are hung on a wall. One of the hands was controlled by the people in the gallery, and the other by users online. A motion sensor was placed just below the gallery controlled hand, and users would have to move their hands as fast as possible in order to signal a computer to release air into the hand. The online hand was inflated by users clicking a button (as fast as possible) that was on a website Ken Leung set up.

I think the major concept of this piece is to show how many interfaces people could use to interact with each other. Some users, while still at home, went online to inflate the hand. People at the gallery took notice of this happening and began to shake their hands in order to inflate theirs as well. By setting up the two types of interaction, a light form of competition was formed, and it shows that people were interacting with each other (online or in real life) through a physical object’s movement.

The interactivity of this installation allows it to share some similarities with contemporary practices of modern times. This piece requires the use of a webcam, motion sensor, website (where users click), and computers in order for this installation to be successful. While half of the installation requires actual human presence, the other half is solely digital; the user did not have to be present at the Gladstone hotel in order to interact with it.

MPM 16- Open processing assignment

For this assignment, we had to go to openprocessing.com, and find an interactive piece that interested us.

The piece I chose can be seen at http://openprocessing.org/visuals/?visualID=10380

When you first look at this piece, it is simply a small rotating circle , with 2 lines that look like the lines found in the bezier tool.  This piece is interactive because you are able to click and drag/hold and the circle will grow. The longer you hold, the bigger it will become. Once it is big enough, the circle is no longer a circle, it is a swirling design made up of twisted lines.  I really like the effect that occurs when you drag the circle/design larger and larger.

 

2050 New Media Culture

Group members:

1)Julia Rao

2)Felipe Scarpelli

3)Wesley Chan

4)Ehsan Karam

See the documentation of the presentation

 

MPM16: VIDEO PROJECT

PROPOSAL:  WHO, WHERE, WHY

Julia Rao. David Green. December 1, 2010

For this piece of work, I have chosen to do a video installation. The story follows the paths of three characters as they travel to their destinations. Their identities are never revealed, adding a hint of secrecy and mystery to the video. I wanted to create a piece that would intrigue an audience by appealing to their sense of curiosity. By following a secretive theme, the video draws the audience in by keeping the answers to the following questions a secret: Who are they, where are they going, and why are they going there? My main idea is conveying ways to appeal to human curiosity.

The secrecy of the characters’ identities keeps the viewer attention and desire to discover who these people are. The mystery of where they’re going, and why they’re going there makes the video even more secretive and heightens the viewer’s curiosity. The constant change of characters keep the viewer interested and delays revealing where they are going. The video is in black and white to add drama and to the sense of mystery in the video. It is also prevent the audience from getting distracted by the different colors and environments found in different scenes. I increased the contrast of the colors to make the video more dynamic. Each character has a different sound with their story. I know the characters on a personal level, and the different music styles are representations of the different personalities, from happy-go-lucky, to mellow, to driven. The music is a portrayal of how each personality would respond in a different environment.

The major element of the video is the concept that the identities of the characters are never fully revealed. The initial secrecy draws the audience in, but questions remain unanswered, leaving the audience with a sense of suspense.  Video is the most appropriate way to convey this concept because the visual aspects heightens human curiosity t. Through the different body language and environments that the audience sees, they continue to watch because they are curious who the characters are and where they are going. My work shows curiosity is a snare, and if shown to a large audience, one would realize how curiosity can be controlling.
View video here: http://www.youtube.com/watch?v=oXIqoxlqbAI

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New Media History Essay

My New Media History Essay can be found in the link below, in pdf format.

 

Essay