October 24, 2006
video workshop week.07
Although the sensor project is not due for another week, I have decided to post the progress I've made on my own personal project. I am also again working with Ed and Ariel on a modernization of the old "Pepper's Ghost" Illusion, and with GabeBC on an elegant installation dealing with depression.
My own project centers around the concept of augmenting perceived real-time video with prerecorded video. It's much easier to show the demo I built this week than explain it in prose.
check the photos for what I am envisioning the final project to reflect. I am considering using the body as a possible subject, although my college photo teacher said that using the body as subject is "fuckin overdone." We'll see what happens.
Posted by andrew schneider at 12:51 AM
October 17, 2006
from an e-mail thread at ITP:
"alright, macolytes and other apple users... i'm in a bit of a conundrum and i need some insight from those of you with the glowing fruit.
see, i will most likely be going into a media production education field straight out of ITP... which led me to feel that i need a mac, since the school where i would be teaching does all of their work on iMacs, and it makes sense for me to be on the same platform.
however, when i read things steve jobs says, or i see the continuation of those ridiculous "i'm a mac and i'm a pc" commercials, i want to throw my iPod into a super collider.
so tell me, for the sake of my career, how do you deal with buying into an incredibly self-satisfied culture without throwing up everytime you turn on your laptop?
i'm serious. this is not an attack on apple users, but a genuine question as to how you do it. i feel like supporting an industry which is built on a brand identity best defined as "a smug little shit" has to be hard to do, even if it is to your benefit for a particular purpose."
- a student
49 replies in less than 7 hrs.
I decided to reply myself:
Posted by andrew schneider at 09:29 PM
October 10, 2006
networked objects week.05
This week's task:
"For this project, the whole class will play a giant game of networked Pong together. You'll be given the address of a server on which the Pong game will run, and the details of the protocol for each Pong paddle client. Your assignment is to make a physical input device that logs into the server and plays the game."
The classic Pong game maps physical movement to a virtual screen representation. How can I magnify and extend this?
mapping the real to the virtual:
The pong controller from the classic game is fairly simple. Rotate the controller counter-clockwise and the virtual paddle moves left, rotate the controller clockwise, the virtual paddle moves to the right. With such a structured and simple set of parameters, mapping the movement became an excercise not in what was most suitable, but what was most fun and expressive.
After some time working through a pong set-up based on some of the techniques of Matthew Barney, I decided to take the thinking in a less lofty direction. What I ended up with, is a very physical mapping scheme: taking off one's clothing.
Using a very low resolution method of analog video tacking, I was able to determine whether the paddle (stripper) was to move left or move right.
A small security camera feeds an upturned black and white monitor. The monitor is capped with a perf boards covered with strategically placed photocells. As the stripper moves from left to right, their corresponding image moves left and right on the monitor. Pixels grow brighter and fade. The photocells pass the corresponding brightness values to an Arduino module, which connects to the network and plays the game. Arduino Code.
A short clip documenting the pong client I created as part of Tom Igoe's Networked objects class in the fall of 2006. I used analog video tracking (camera to monitor to photocells to arduino) to send values that corresponded to moving the paddle left and right. Short lived, but burned into the memory of my classmates forever.
Posted by andrew schneider at 09:08 PM