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aisencc
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kasiawitek
FEELING PRESENCE. Final Project documentation.
PERSONAL MESSAGES CAN EXIST OUTSIDE TEXTS AND E-MAILS.
Personal messages can and should be communicated through an exponential with meaning. The way we perceive time, structure our time and react to time is a powerful communication tool and helps set the stage for communication. I wanted to make a wireless communication situation that would exist in a monochronic time. This means that things are done one at a time and time is segmented into precise, small units.
In Feeling Presence, I wanted to promote positive thinking amongst little girls. It is a communication system for a young girl, age 4 to 8 and her mom. The users I had in mind is a child who just recently started pre-school and misses her mom and a young working mom.Feeling presence consists of a belt and purse for mom and a soft toy-like purse for the little girl. The buttons on the girl’s purse, proud, happy and kind send messages to mom’s belt. The light on the receiving end corresponds to the message sent. Blue for proud, yellow for kind and red for happy.
Previous Art:
Light On Project http://alexandertwang.com/archives/390
Kissnger http://inspir3d.net/2012/02/03/kissnger-a-kiss-transfer-robot/

My Documentation Video:
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kierbarr
Buzz Toy – Final Documentation
KJ Barr | Buzz Buzz – Wireless Toy
Buzz Buzz is an interactive toy that uses sound and vibration to indicate location. With Buzz Buzz a child has the opportunity to play hide and seek style game with a toy interaction.
This toy takes a spin off of the classic warmer warmer, cooler cooler, game. By using RF communication I was able to create Buzz Buzz. This toy is a bee hive and bee that contain two Arduinos. When the bee gets closer to the hive, the hive send a signal to the bee causing it to buzz and vibrate. This buzzing and movement is intended to be an indication to the player that they are getting closer to the hive. If they do not hear the buzz or feel the vibration then they know that they are not in the correct direction.
Check out this short video about Buzz Buzz
Iterations and Prior Art:
Future Directions: I feel that buzz buzz could be a very fun and exciting toy. In the future I would alter the toy slightly first by making the demographic much larger. I would address this first by changing the enclosure design for a more mature but still well designed enclosure. Secondly, I would add another element for a group dynamic. This element would communicate with other players bees creating a different swarming noise.
KJ Barr | Buzz Buzz – Wireless Toys
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aisencc
Conference Paper CHI format
This particular template is for the NIME conference : nime-template
This was my paper entry: Chacin_Aisen_Play-A-Grill
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Yury Gitman
Major Studio: Project Written Doucmentation
Prepare a PDF documenting your work.
Written Documentation Guidelines:
This document will be composed of the following sections.+ A Thesis Sentence and Thesis Paragraph: One sentence that summarized the big picture of the project. This is located in on paragraph that expands on that one sentence.
+Summary: a narrative description of the project: What is it, who is it designed for, what is it designed to do, what kind of technology, design, or culture does it explore, etc.+Domains: What are the domains with which your project engages? What relationships exist between these domains? Use diagrams.
+Precedents: What are examples of work that share something in common with your project? These precedents can be contemporary or historical, can be drawn from the realms of design, technology, sociology, psychology, etc. In preparing this section of your document, please include the following information for each precedent discussed:
• title of work and author/designer/artist
• brief description of project
• relevance/relation of the project to your own work+Iterative Design Process and User-testing: A narrative description of your process, prototypes, user-testing, key methods and discoveries, sample sketches, storyboards, diagrams, etc.
+Evaluation: the Evaluation section of your document has three parts:
• a narrative summary that outlines your thoughts on the strengths and
weaknesses of your project.
• a list of criteria that you are using to evaluate the quality of your project. These criteria will be shared with the critics during your final presentation, and will serve as the basis for feedback during your review.• a summary of feedback you received during your final project presentation.
Future Directions: Summarizes what step would be taken if this project would be continued in the future. This should be written absolutely last, and after final presentations. Use photo-shopped images if needed to communicate future visions.
+Bibliography, References, Resources: a list of important works used to guide your project. Bibliographic information should include the title of the work, author(s), publication date, publisher, and pages cited.
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Joe Volpe
Final: Making Wireless Toys
As of now my project is named “flow”. It will be a device that tracks height and rotation for bmx riders. Some day I hope this device will be developed further to track an extensive library of bmx tricks.
Look and Feel Prototype:
1.
This device will be mounted on the down tupe on any bmx frame. This is the ideal placement due to it being the point of least contact during riding and other bmx tricks.The electronics for the device will be imbedded into this foam pad that will be wrapped in decorative fabric. Not only is the padding practical but, the padding holds a nostalgic feeling to most riders and will be a retro throw back reference to the younger days of freestyle bmx of the early 1980′s.

Role Prototype:
1.
In the role involving the average consumer, I imagine this product being used as a way to document tricks and rider progression and sharing it on line.2. I also can see a role being used in conjunction with a video camera app or camera app on smart phones to aid this documentation, sharing, and user experience.
3.
My last predicted role, this product could be used during televised competitions to create athletic statistics. A rider’s average speed, height, and rotation could be documented and displayed in a news ticker during the competition.Future Prototypes:
1. I imagine that this will built as a smart phone app,to work with the sonic range finder, as smart phones do possess most of the necessary hardware to achieve this. I am just concerned about physical placement of the phone on the bike or the body of the rider, and types on phones varying in too much of a degree for it to be widely accepted.
2. My second implementation involves actually building the electronics using arduino. I would like the arduino to transmit the athletic statistics to a smart via blue tooth.
I have already begun to test out a variety of sensors for this project. The height from the ground information will be gathered using an ultrasonic range finder, and rotation will use a combination of accelerometers, composes, and gyros. All of this will need to by gyroscopically mounted to the down tupe the bike frame.Precedence:
1.
Sports Bio Engineering PhD student Tristan McNab plans on developing iphone software to track athletic information during track and field sports .also here is a link to an array of athletic uses for various sensors http://wockets.wikispaces.com/WirelessMonitors
2.
3.
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naterudolph
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asabh36
Quick Notes 5/7
1. My project is an audio to visual interactive installation meant to prompt users to be as loud as they can in support of their community (aka sports team).
2. Big findings during the evolution of my process.
1. People are not as observant as I gave them credit for before I started my project
2. People find comfort in large groups to perform “attention-calling” actions.
3. It is hard to stop people to interact with a project when there are tickets and a time constraint involved.
3. My project is different than the already existing audio to visual interactive installations during a sporting event because it transfers data instantaneously, is in real-time, and is a TRUE direct correspondence of audio and visual.
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naterudolph
Rasberry Pi
Anyone else on this site would probably also find this really, really interesting. It’s like a miniature computer, or a super powerful Arduino. For 25 bucks! It runs on Linux from what I’ve seen, but I don’t think you can buy one just yet. Looks like the kind of thing we’ll all be using in a couple years though:
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naterudolph
Fish Freedom: Car Test
It moves!
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Yury Gitman
Final Documentation Video Requirements [Making Toys]
Create a 45-120 second Video that includes:
1)
Title and Your Name2)
One Sentence Description3)
One Paragraph Summary4)
Demo item stand-along5)
Demo item with users
6)
Slide of Iterations/ Prior Art inspirations [Biggest Findings, Differences from Prior Art]8)
Future Directions,
Image(s) and List9)
Your Name. Project Name
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Yury Gitman
Major Studio Final Presentation Slides
1)
Title and Your Name2)
Thesis, Sentence - One Image3a)
Thesis Paragraph, Image, Statement3b)
Demo (or Demo Video) 20-60 seconds4)
Domains5)
Precedents / Prior Art6)
Iterations of prototypes [Biggest Findings, Differences from Prior Art]7)
Hands-On Interaction 60-120 seconds.8)
Future Directions,
Image(s) and List9)
Questions for Guest Critics, you’d like feedback on.. -
Joe Volpe
Thesis Draft
Designed with freestyle skaters in mind, Skate Signal is partly a safety device, and partly a stylistic add on, and partly a training device. Skate Signal will be mounted with an ardiuno board,an accelerometer, and an array of LED lights that will illuminate on as the board flips and tilts. Like turn signals on a car the led lights mounted underneath the board can also be used to signal the direction the skate board is steering. On the top side, the nose of the board will be fitted with an array of lights that will illuminate at individual orientations when the board is tiled upward, as during certain tricks such as manuals or nose manuals. This is will aid the rider in finding his or her balance point while skating.
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Joe Volpe
list 5 questions you would ask the perfect guest critic, What do you want feedback specifically?
I want feedback specifically on implementation and the perfect critic would be someone like Tony Hawk.
questions:
- How could the design be more seamlessly worked into freestyle skate culture?
- How could the electronics be placed within the design as to not inhibit the skater?
- How easy would this be to mass produce?
- What is more important the visual aesthetic or the practical functionality?
- How should I market this? Is it worth marketing?
- Are you hiring?
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Joe Volpe
Second Summary:
1) Re-Write your one sentence description.
“Skate Signal” is designed with freestyle skaters in mind as a training application and stylistic addition to their boards that responds to the boards movements.
2)list 2 “big findings” that came out from the evolution of your protoypes.
- learning to work with and program accelerometers.
- upon researching this, I have devised a system I will further develop to track skate board flip tricks electronically with minimalist hardware attached to the board.
3) list 3 differences with your work from that of prior art.
The prior art I have discovered as done two things. It has either mounted lights on the board and ignored what the free style skateboard is used for, or the creators focused on the tricks of skaters but have mapped them and placed the electronics in hopelessly poor places on the physical board while using an abundance of cumbersome electronics.
My work hides the electronics of the board keeping it useful to the freestyle skater while adding aesthetics and sporting applications. At this time, I have also kept my electronics to a minium, relying on one microcontroller, one accelerometer sensor, 9 leds, and one coin cell battery.
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naterudolph
FishFreedom Thesis Draft
A few thesis statement drafts:
FishFreedom is a device that gives pet fish mobility.FishFreedom is a device that gives pet fish the ability to move their own environment.FishFreedom is a response to the shackled nature of a traditional aquarium, giving pet fish the ability to control the movements of their environment.FishFreedom is a device modeled after the “Hampster Ball” that gives fish the ability to traverse across a room.REVISION:
FishFreedom is a mobile platform that allows a pet fish to control his movements across a room.———
Using a webcam with color tracking software to provide navigation, two servo motors drive a vehicle that houses the fish tank and power supply. The webcam provides a constant feed of where the fish is located in the tank and drives the fish in the appropriate direction, giving the fish the ability to decide the direction and speed of the vehicle’s movements.———
Big finding 1: Capturing the exact angle and movements of the fish’s position in the tank really isn’t as important as having smooth motion. Just seeing it move back and forward was such a magical kind of movement, enough that I didn’t even remember that I had wanted it to be precisely accurate.
Big finding 2: Getting the servo motors to work synchronously was much more difficult than I had assumed it would be. Through a series of several rebuilds of the car I’ve tried to realign the wheels and secure them with hot glue, but I still have had trouble getting them to match each others momentum. As far as I can tell it must be a mechanical issue, because I feed both motors the exact same code and yet one wheel always seems to be dominate and cause a turn when I try to do a straight line. Lately I’ve been trying to correct this via the code, and I think I’ve finally found a sweet spot that gives me a moderately straight line over the span of a few feet.———
AirSwimmers: (Similar in that I’m trying to mimic the movements of fish. Different because I’m using an actual fish.) For a future iteration I’d like to build in a system that could actually emulate the swaying motion of fish’s fins.
HamsterBall: The main precedent because I went into the project wanting to make essentially the same thing only with a fish.
Project413: A hamster ball with a hacked motor system that allows wireless control of a mobile sphere.
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normandiaz
Interactive Architecture Thesis Draft
My project is focus in a spatial design, data processing and automated reasoning.
This space could be used for different purposes but mainly after working on the design I think it can be used primarily as an art pavilion. The facade of this pavilion will move and will process data that can be deducted by the inhabitants of the space. Also the lightning design of the project will represent data of the place.
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———————————————————————STATUS CORIUM
I came with a name for my project: STATUS CORIUM which are 2 latin words that mean:
STATUS: A state, condition or situation
CORIUM: Skin layer
I think the name its a great aproach to what my project means.1) My project is a scale model of a spatial design, which processes data and adapts to its environment by transforming its shape.
I believe buildings in a near future will move and adapt to the environment in which they are located at and this will improve the experience of the inhabitants of it.
2) The materials that I’m using now changed a couple of times to be able to represent what I have in mind.
The mechanism and they way I’m making things move changed a lot.
The motors that I’m using changed, from servo motors to DC motors.
3) Ive seen similar prior art like the woodman projects, and other parametric architectural design projects.
I believe my project it is a vision of what the future of architecture will be.
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mikesusol
WagerBall Thesis Draft
Thesis Sentence draft 01: This project will be a mashup of a traditional mechanical tabletop game that explores the boundaries of wagering and transactional socialization by utilizing real-time digital feedback.Thesis Sentence draft 02: Wagerball is a tabletop soccer penalty kick game (in the tradition of foosball) that uses various digital sensors to track, log and report gameplay status and scores.
Thesis Paragraph draft 01: This project will use a Soccer penalty kick scenario to invite player interactions. Allowing players to “commit” to a “bet” via a third party application and using digital feedback directly related to the outcomes will create an opportunity to observe the social patterns of wagering with digital funds vs. real world cash. Will players feel compelled to bet more money at a higher frequency once they have the ability to complete a transaction online using digital currency, coins or other rewards or will they choose to use discretion as if they were playing with real money? This is a question I hope to answer after watching players interact with my project.
List 3 “big findings” that came out of the evolution of your prototypes: 1) The mechanical elements need to be scaled properly to ensure fairness in the play experience, specifically for the goal keeper. 2) Asking the defender to change the arm positions of the goal keeper prior to the penalty kick adds an element of chance. 3) Adding a “shot clock” increases the pressure on the shooter and simulates the stress of a real penalty kick situation.
List 3 differences between your work and that of prior art: 1) My project combines mechanical gameplay with digital sensing whereas most tabletop games encourage purely physical play. 2) My project connects chance, skill and digital wagering. 3) My project can be configured and presented as a DIY project.
•••••••••••••••
5 Questions I would Ask the Perfect Guest Critic:
1. How could I improve the form factor of my project?
2. Do you think I should allow the defender to move the goalies arms up and down in real time?
3. Do you know anything about wagering and gambling laws and regulations in the United States and abroad?
4. How could you see this being played? By what age group and in what environment?
5. Do you like the simple retro sounds and gameplay mechanics or should I strive for more realism (e.g. chanting crowds, music)
I would love to get feedback on the playability of my game and my exploration of wagering dynamics.
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christopherkoelsch
A Voyeuristic Journey that weaves a narrative around…
“A Voyeuristic Journey that weaves a narrative around the form of a house.” The user becomes a/the voyeur by peering inside windows of a house wrapped with allusions to an historical happening/crime. By sequentially peering/entering the front door, the voyeur tries to catch a glimpse of its moving inhabitant all the while having her protest about being watched. The narrative is flipped at the conclusion as the user/voyeur becomes the victim. Which windows/path the voyeur will need to follow be indicated by exterior lighting.
1. Do you feel this project takes you anywhere in terms of a narrative/how is the structure of the narrative?
2. What is the experience you feel from this project?
3. Do you feel the facade is superfluous/”been done”/too indulgent?
4. What do you feel about the interactivity’s effectiveness?
5. **What do you think of the construction?
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ramiroc1
Jetpackers Thesis Draft
Jetpackers is a collaborative action game about navigating spaces. Set in a side-scroller environment, Jetpackers asks two players to help each other move through dangerous levels by using their jetpacks as well as by shooting each other. Getting shot by a friend gives you a boost, allowing you to reach zones that were previously unreachable. While Jetpackers is about cooperation, it’s also about precise movement. Analyzing it from a game designer’s point of view, it’s about creating very tight, balanced controls. It’s about pursing a mechanically-sound movement structure where the player feels like her actions affect the game exactly as they should. It’s about making the player feel like she is not fighting against the movement of her character, but using it as a tool to fight against the environment.
***
Five Questions I Would Ask The Perfect Guest Critic
1. How do you feel about the character movement physics? Would you change the jetpack thrust and gravity physics? Would you change the horizontal movement physics?
2. What would you do about player “death?” When the player hits an enemy or a spike, what do you think should happen to her? Should there be check points? Should the player be sent back to the last platform where she stood? If I do the latter, how do I deal with the player being hit by an enemy when she’s standing on a platform?
3. How would you deal with the problem that both players can time their shots perfectly so they go up forever? Should a player who just got hit with a boost shot not be able to take another shot for X frames?
4. While I have many ideas for how to turn this into a single-player game, I would love to hear more ideas.
5. Are there any tips on platformer programming, especially when it comes to cheap collision detection and dealing with things like moving platforms and scrolling?
***
- Jetpackers is a collaborative game about navigating digital spaces.
- Three big findings:
- People often play around without being given a goal. In the long-run, it would be interesting to make playful levels that allow players to explore without explicit goals.
- While the fuel limit is interesting and important to the game, it’s also good to have areas with no fuel limit. Once I created those, it opened the game up to a very different style of gameplay.
- People often want to mess with each other, even when you tell them they are playing a coop game. Even though it wasn’t my original design goal for this game, I should consider creating levels in which people compete with each other. In these levels, you would want to shoot the other player to mess up her flight path.
- Three differences from prior art:
- Shooting each other as a collaborative mechanic (prior art: most shooting games, such as Contra)
- Limited fuel jetpack flight (prior art: Jetpack)
- Analog jetpack controls (prior art: most jetpack games, such as Jetpack)
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aisencc
Pop Matrix "Thesis Draft"
Pop Matrix is a new kind of pop art. This device displays images on your tongue through a series of electrodes. Using sensory substitution, the device trains the user’s brain to translate tactile to visual information will begin to see the images displayed on their tongues.
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normandiaz
Interactive Architecture (Update)
Spatial Design
Data Processing
Automated Reasoning
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