Tuesday, February 24, 2015

Media Art Spring 2015



Preface and Introduction


Cymatics is the study of visible sound and vibration, typically on the surface of a plate, diaphragm or membrane.Direct ocular viewing of vibrations involves exciting inorganic matter such as particulate matter, pastes (both magnetic and non magnetic) and liquids under the influence of sound, although recent research has extended the range of media to include organic matter and the range of viewing has been extended to include the light microscope.The generic term for this field of science is the study of 'modal phenomena,’ named 'Cymatics' by Hans Jenny, a Swiss medical doctor and a pioneer in this field. The word 'Cymatics' derives from the Greek 'kuma' meaning 'billow' or 'wave,' to describe the periodic effects that sound and vibration has on matter.The apparatus employed can be simple, such as a Chladni Plate (a flat brass plate excited by a violin bow) or advanced such as the CymaScope, a laboratory instrument that makes visible the inherent geometries within sound and music.From wikiThis class and projects will be about the exploration of audio driven patterns and graphics with an intention to create an instalation.

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Project One

Circuit Bending and ElectronicsDuration 3 weeksCircuit Bending and ElectronicsDuration 3 weeks
Each person will buy two or more battery powered electronicaudio devices. (Must be battery powered). One will be aspeak and spell machine the other will be up to you.Week One – IntroductionWeek Two – Disassemble and initial testsWeek Three – Adding components for control and interaction.Note. As well as buying electronic audio devices you will also need soldering irons and various other components.


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Project Two

Signal Processing and SoundDuration 3 weeksSignal Processing and SoundDuration 3 weeksPREFACESound signals have been represented graphically for as long as graphics has existed. However with a computer added to the working pipeline its possible to envisage many new and unexplored visualizations of audio data.The basis of motion graphics is often the relationship between sound and image. However as media breaks out of the confines of the screen new methods and approaches to audio data output are emerging.ProcedureWe will take our sound source from the first project. Processes it digitally then output it three dimensionally via the laser cutting fabrication process.Week One - IntroductionWeek Two – Strategies for visualizing audioWeek Three – Digital laser output

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Project Three

Real-time and interaction or Pre renderedDuration 6 weeksFor the final part of our project you have two choices.Option One- Pre Rendered AnimationUsing trapcode sound keys you can use your audio signal to generate motion graphics in After Effects. The visual style should be abstract I suggest.
Option Two- Real Time interactionUsing your sound and circuit knowledge you will hook up your device toa computer and use the signal to modify / change an image.Software could be Quartz composer ( for mac ) or VVVV or which ever program you choose.Final PresentationPhysical Media 2009 from Opi@te Acc on Vimeo.
Duration 1 week


Space and Digital Fabrication Spring 2015



Strategies and concepts for new synthetic forms and digital output
David Hall "X_System15"2009

Course Description
This course will be in three sections every semester. 
Generation, Process and output. Each semester will lead to progressively more complex and refined approaches to fabrication and construction. The objective is to teach students the theory, production techniques and process of digital form and fabrication in a variety of media and disciplines. 

Part one of every semester will deal with “Theory and development”. This will include digital topology and surfacing techniques using meshing tools of various types.

Part Two Digital process and construction techniques.

Part Three will focus on the physical process of digital output in three specific forms.

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One - research Strategies for visual form development
David Hall "Meme Cells"2011

Preface
Developing your own personal visual style has always been a goal of masters degree art students. One of the traditional undergraduate techniques of achieving this is to study other artists, designers and contemporary/historical movements. For postgraduate students however we must employ a more diverse and sophisticated strategy.  So in effect you need to choose and define an area within which you can research and explore. And by research and explore I mean, drawing, reading and photographing the subject, NOT just downloading images. Areas and subjects that could be useful ( I am NOT saying you need to use any of these, you should choose your own ) could be “science and biology structure”, “natural forms and systems”, generative and algorithmic dynamics”, “fluid mechanics”, etc.

By research I mean, if you find or take photographs of a given subject you need to be able to analyse the images to define what you are interested in.

Stage One - Part A - “Define”
Please choose an area or group subject title that you will read and research.

This initial stage should be uploaded to your blog. Just uploading a downloaded image is unacceptable. I expect to see written analysis.

Stage One - Part B - “Explore”
Here you will develop your theme by photographing, drawing and written analysis.

Stage One - Part C - “Consolidated”
With the preliminary work done it's time to specify your research are practically, by this I mean “how can this subject be conceptualized in order to use it for further development with respect to three dimensional output.

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Two - Digital form finding and low resolution Printing
David Hall "Body Test"2010

Preface
Digital output in the form of 3D printing has been the driving force behind many of the recent design explorations of the past decade. The dream of direct computer controlled construction is finally here. At last we are free of the development to manual construction paradigm. The implications of this revolution for artists and designers could not be more profound. Its a revolution on the scale of the development of the internet or computing itself.

This is the profound liberation we all talked about for a few decades, now its here its time to get with the program so to speak.

As with all revolutions (think photography then film) understanding the basic principles can help with your future understanding of the process. As such we will start with low resolution laser cutting. This is in effect the fundamentals of digital fabrication. using laser cutting practice can be incredibly useful for all artists and designers no matter what the project they are working on.

Section Two - Part A - “Meshes and Form Finding”
Here we will explore basic form development inside your chosen 3D application, this does not need to be specific, it could be Maya, 3DS, or Cinema 4D its upto you.

We will use the tried and tested distortion select method.

Section Two - Part B - “Slicing Mechanics”
Once we have the selected model now we will begin the process of getting it ready for print. As this is a laser cut we will use either a straight slice method or an intersection method. This will depend on your model.

Section Two - Part C - “Printing, Cutting and Assembly”
This is the final stage of this section. Once we have printed we will assemble.

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Three - Organic Structure and Hi resolution Rapid Prototyping
David Hall "Body Home"2009

Preface
Computational space and the new frontier. The reason why aesthetically design has and will change so much is that from now on much of design exploration will not be shackled by 20th century construction and manufacturing techniques and process. A great deal of contemporary architecture and design schools have a digital lab specifically to explore the now aesthetic and visual horizons that rapid prototyping is opening up. As soon RP machines will probably be embedded in each home or office, it is easy to envisage a consumer environment where you would download and print your mobile phone for example. This would mean an end to the retail environment as we now know it. But the real question is “as designers what will this new future look like with all its complexity and flexibility. This is what we will explore here.

Section Three - Part A - “Meshes and Form Finding V1.2”
This is the longest part of the semester ( I estimate about 7 weeks ). Here as the resolution and build width of the printer is very fine you can explore the potential of the machine through complexity on achievable by computer and printer. 

Section Three - Part B - “Printing Mechanics”
I will go through the process of making forms and models “print ready”. This means looking at construction topology and closed meshes.
There are a number of ways of technically achieving this, I will detail step by step the methodology and programs we need to utilize.

Exhibition and Photographic documentation.
If all goes well I would like to org anise a small show showing the process from low resolution to hi res prints. We will also need to do professional photography documenting the whole process and results.

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NOTES - 
Morphic Strategies  Green Growth lab
Dave Hall / Roger Pitiot
Bio_
Zoo_
Ana_
Data_
_____  Morphic

Preface
There are quantum changes taking place in the fields of manufacturing, Construction, Design, Architecture and the use of integrated computing as a driving force of these paradigm shifts. The seeds of these changes can be seen in embryonic form today in the form of the generative and procedural approach to design and architecture as well as new forms of realization such as rapid prototyping and digital fabrication.
The visual form, nature and aesthetic of these new approaches are experiments in trying to define the new aesthetics for these new territories.

Areas of Research
Generative and Procedural computing
Aesthetic development for new frontiers
Digital Fabrication and construction
Natural systems and integration

Projects and Measurable Objectives
Conference Presentation and attendance
Exhibition





Media Environment - Robots and AR




Augmented Space, Mapping and Motion ( AR-MM )Contemporary project based digital media design and methodology


Media EnvironmentAugmented Space, Mapping and Motion ( AR-MM )


As you know the world of real time augmented reality is about to become a viable commercial industry with the final release and imminent large scale deployment of a multitude of different devices. The implications of this and the wide ranging effects on human computer interaction, and experience have yet to be explored by artists and designers outside of a select few in the google development loop.
In this class I propose a visual exploration of the creative possibilities of motion controlled rigs and real time synced projection mapping.

Areas of exploration -

Augmented Robotics
Augmented architecture and interiors
Augmented entertainment and systems
Part one - Research the present state of augmented systems and interfaces.
Part Two - Concept generation and visualisation of possible NEW areas of exploration
Part Three - Refinement of area and defining new possibilities
Part Four - Visual sketch prototyping
Part Five - Final output preparation

1 - Introduction
2 - Hardware and software
     Buying servos / stepper motors / Motor shields / Arduino


3 - Programming arduino and stepper motors
4 - Concept generation
5 - Concept integration
6 - Practical tests and mockups
7 - Mockup refinement
8 - Animation techniques
9 - Maya animation for mapping
10 - After effects animation for mapping
11 - vvvv animation for mapping
12 - Final animation test
13 - Final mockup and animation integration
14 - Final presentation



Examples /////////////////


http://opiumguide.blogspot.kr/2015/02/media-environment-robots-and-ar-2015.html




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Sunday, August 24, 2014

Augmented Space, Fashion and Object ( AR-SFO )


Dave Hall Incheon Street 2009

Course description

As you know the world of real time augmented reality is about to become a viable commercial industry with the final release and imminent large scale deployment of google glass. The implications of this and the wide ranging effects on human computer interaction, and experience have yet to be explored by artists and designers outside of a select few in the google development loop. 

In this class I propose a visual exploration of the creative possibilities the this new platform. 
Already attempts have been made to visualise an interface and methods of interaction for this device. You no doubt have seen them as the ubiquitous 2D menus overlaid onto an environment via HUD ( head up display )  of the wearable glass that google is proposing. Frankly this idea although clearly necessary and usable is not the creative exploration I envisage.

The real power of the system is its ability to alter our environment in real time. Not so much for its data access capability but for its transparency and seamless integration into our wired world.

Areas of exploration - 

Augmented fashion
Augmented architecture and interiors
Augmented entertainment and systems
Augmented objects and graphics.


Part one - Research the present state of augmented systems and interfaces.

Part Two - Concept generation and visualisation of possible NEW areas of exploration

Part Three - Refinement of area and defining new possibilities

Part Four - Visual sketch prototyping

Part Five - Final output preparation

Note - You will be required to has some computer capabilities to take this class



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Tuesday, February 25, 2014

IDAS Hongik Spring 2014


Projects and Units for Spring 2014
These are links to the Projects and classes for Spring 2014.
Each image is a link to the class brief and blog

Media Environment Spring 2014






Design Theory Spring 2014
Media Art Spring 2014 ( V1.1 )
Media Art Spring 2014 ( V1.2)