NFL/DrinkingGame/FantasyFootball

September 19th, 2011

I used to watch Monday Night Football every Monday as a child. I had a black and white TV in my room that only got one channel, it was ABC, and that was what was on. And I really enjoyed it. I was in with the boys the next day in class, and in with my uncle if he wanted to watch the game when he came to visit.

Last weekend, I watched the Giants vs. Redskins game with a bunch of drinking friends. Most of whom were from Maryland/D.C. area and had a vested interest in the outcome. The NFL already has a pretty great interactive element – I mean Fantasy Football. I don’t play, but I watched The League and can definitely see myself playing, if football were a bigger part of my social life.

So, any interaction to be added to the existing framework of live NFL broadcasts should build on social experiences that are already working:

team loyalties

fantasy football participation/players as characters, game pieces

drinking with friends/watching as party

getting roudy

I love that fantasy football is a game that plays on top of the game, but it’s a full season commitment. I wonder if you could collapse that idea to a single game.

I imagine a breathalyzer device that communicates with the TV/computer. Friends get together for a party to watch their preferred match, sign in and choose avatars (players in the game). Possibly an individual player, or a mini team comprised of players in the game. The party game would be scored by the computer program and would be based on how the players in the game did (fantasy football scoring?), but also on the gamer’s breathalyzer scores which would be taken every 10 minutes or so. So the gamer is actually a participant in the game and can help their failing team, while dulling the pain of their failures, by getting shwasted.

Bobst Library Loud Room: Observation and Redesign

September 12th, 2011

The first place I thought about when considering a semi-public space at NYU was the common room in the basement of Bobst. I used to meet with a student for tutoring sessions down there, and it strikes me as a space that could do better, considering all that’s expected of it.

It’s a multipurpose space, as it’s one of the only places in the library where you’re allowed to make a fair amount of noise, and, the only place where food is allowed, and provided.

As you enter the room from the upstairs, there is a large black couch on the right, and a fairly active walkway between the entrance and the room on opposite it. The room is packed with round tables surrounded by a jumble of armed plastic chairs. There are also several taller tables with high stools. The room is so crowded that it’s difficult to walk through it. It smells like food. It is loud. There is a small round room, enterable only from this area, with vending machines and microwaves. There is a flat screen television on one of the walls.

As I observed and photographed the space, I noticed several people using the black couch and walkway area to make telephone calls. A couple were watching the news on the television. Two tables were occupied by groups of students working on projects. The rest of the people in the room were eating while watching television on their computers, or studying and eating.

Observed uses:

Group/loud study

food/eating

vending machines/microwave

break from studying

watching tv (on laptop or on wall)

phone calls

Needs:

The space must be conducive to group work.

It must allow for people who want to work, sit, or eat alone.

It must fit a lot of people, as it is a space in high demand.

It must be comfortable, but not too inviting. No one should park themselves there to study for 10 hours. No one should come there to nap.

It must be easily cleaned.

It should not be intimidating to navigate.

I photographed this space and drew a sketch of a redesign before reading the chair article, and strangely enough, the big thing I changed, was removing the chairs and replacing them with benches.

I think the round tables work well for group work, but the chairs make the space unwieldy. I imagine differently sized round tables with round benches attached. If a member joined a group already at work, they would not need to drag over a chair, they could just squish in.

I imagine a counter across the back of the room, and along the right side. Also with bench attached. People on their own, or in pairs, could find a space for themselves without having to squeeze into a round table with an existing group.

Benches are appealing because they would reduce clutter in the room, allow more people to use it, and discourage long term studiers (I think). Even if there were room in this space, I would seek out a chair with a back if searching for space to hole up. A bench feels like more of a temporary seating option.

The couch in the room seemed strange, at first, but I think it works well as a weigh station. The area between the existing couch and the tables is a high traffic area. People came out of the quiet computer room, or quiet study rooms surrounding the eating room to make phone calls on the couch, or wait for friends. It’s bizarrely right angled, which makes it unappealing as a nap spot. I’d keep the big black couch, and maybe tilt the seat forward even more.

Phase Study V – Incompossible Places

May 15th, 2011

Phase Study is a series of videos and performances about a woman who attempts to separate herself in space. To occupy two places simultaneously. This was a semester long project culminating in a live performance in Williamsburg.

The woman takes measurements and writes in a notebook in dim light. She recites a brief text and sits in a chair in darkness. She breathes hard, blowing all of the air out of her lungs and takes a deep breath.

She practices and repeats this process again and again. Testing, perfecting. The whole performance consisted of 5 cycles.

I shot prepared video footage in the same room the performance took place in. I covered most of the walls with green material to be keyed out later.

The prepared videos were played back in Jitter and triggered wirelessly from the stage using a homemade bluetooth remote.

Parallel Cities/Pavilion of the Past: Sound and the City Final Project Proposal

May 3rd, 2011

Parallel Cities/Pavilion of the past is a proposed, interactive sound installation situated in Flushing Meadows Corona Park. It addresses the history of New York City through an aural abstraction of the history of Flushing Meadows.

Site History:

Until about 15,000 years ago, New York was covered by a 1000 foot thick glacier that extended over much of Northeast America. When it receded, the top earth material was scraped away leaving a terminal moraine, composed of 500 million year old bed rock. The negative space of the ice sheet became the contour of the land New York is built upon.

People have lived on this land off and on for the last 8,000 years. The Lenape, or Delaware Indians lived here. The Dutch colonized it and called it New Amsterdam. The English took it and called it New York. Since the Dutch came, New York has been a trading post, a commercial zone, a hub of industry.

In the early 1900s, the Corona Ash Dump covered the tidal marsh area that would become the park. Ash produced by coal burning furnaces in the city was dumped here daily. In the Great Gatsby, F. Scott Fitzgerald describes “Mt. Corona”, as it was known, as a symbol of industrial society’s decay and waste produced by the rich.

“This is the valley of ashes, a fantastic farm where ashes grow like wheat into ridges and hills and grotesque gardens; where ashes take the form of houses and chimneys and rising smoke and, finally, with a transcendent effort, of men who move dimly and already crumbling through the powdery air.”  - F. Scott Fitzgerald

The ash dump was a ghost city made of ephemeral structures, reshaped daily by the furnaces that powered the lifestyle of industrial New York.

In 1936, the Corona Ash Dump was flattened into a 5km2 park that would be the site of the 1939-1940 World’s Fair. The fair was comprised of extraordinary, experimental, temporary architecture. It presented the “World of Tomorrow” – a utopian future city comprised of technological marvels.

The fair ended in financial disaster because of poor accounting, and the eruption of WWII, and the temporary city was dismantled.

In 1964, the park became the site of another World’s Fair.

The fair was a showcase of mid-20th century American culture and technology. At the center of the park stands the fair’s symbol of “Man’s Achievements on a Shrinking Globe in an Expanding Universe” – the Unisphere, depicting our earth of “The Space Age”. Temporary pavilions housed international and corporate displays, contained idealized presentations of modern technologies and international relations. Walt Disney’s animatronic exhibit “It’s a Small World” debuted here.

The ’64 World’s Fair also ended in financial disaster, and the structures were dismantled, save two: the Unisphere and the New York State Pavilion. The skeleton of the tent of tomorrow and observation towers can still be seen today, a fossil of a temporary city.

Parallel Cities:

Flushing Meadows is a space that evolves in parallel to New York City. Temporary structures that inhabit it are imprints of New York/industrial/modern life.

Impetus:

The life that molds this parallel city is embedded in the land itself as audible material.

Project Proposal:

Parallel Cities/Pavilion of the Past presents itself as a structure that is integrated with the landscape of the park. It is part pavilion, in the tradition of the World’s Fairs, and part archaeological excavation.

It is a cave which is ambiguously man-made or discovered, made of earth that is ‘radio’-active.

The floor is earth, and slopes down from the entrance to the opposite end of the cave. The interior walls are made of porous fiberglass fashioned to look like a cave interior. Speakers are concealed within the walls, invisible to the viewer. The lighting is natural, and the sonic environment is delicate.

Localized speakers in the walls, floor and ceiling contain specific audio/historic memories for the audience to discover as they explore the space. Audio artifacts come in and out of focus with time and position in the room.

Here is a simulation of a tour around the space:

Parallel Cities/Pavilion of the Past Tour

There is a constant ambient sound of burning coal mixed with the pops of vinyl and cassette tapes – artifacts of ‘radio’-active decay.

The low hum is the sound of singing glaciers, pitched up to be perceptible to human ears.

Original audio from the ’39 and ’64 World’s Fairs is presented next to sound processed with musical elements from specific time periods. Convolution is used to blend between time periods.

Each speaker has a dedicated mp3 player and audio loop. The players are either powered by batteries which are changed daily, or by lines from existing structures in the park. The Audio is soft, inviting viewers to get close to the walls in order to make out details in what they are hearing.

The Path: Score and Performance

April 27th, 2011

For the score assignment, I designed an instrument using the Kinect and OpenFrameworks. I arranged several sounds in a 3D space, conceptual mountains of sound. The volume of each sound is governed by the position of a performer within the space. The pan of each sound is controlled by the performer’s level (crouching and standing will cause the sound to move from left to right and back again).

I then designed a score, in the form of a path along the floor that a performer would walk along in order to perform the piece from mesh fabric strips. At every knot/bow in the score, the performer should crouch. At the end of the path, the performer should slowly back off of the mat.

The sonic content will probably change in the future. I will also probably tweak it so that the performer being too close, or accidentally exiting the sensing range of the Kinect will not cause the sound to cut out abruptly.

Teleportal: Networked Project Proposal

April 5th, 2011

What is the effect of increased distance in time on sound?

Teleportal is a proposed sound installation. The installation would take place in a large, acoustically divided room separated by a windowed wall.

On one side of the wall, a metronome keeps time. People are invited to explore this side. A microphone records this room, and the audio is recorded to a buffer the length of the installation.

Speakers in the other room broadcast audio from the miked room. There is an interface which allows participants to travel through time, acoustically

This project is an exploration of the effect of increased distance in time on sound. I’m drawing an analogy between radioactive decay and radio decay (sound decay)

The effect of increased distance in time reflects the way recordings in the real world decay (physical recording interfaces decay producing vinyl/cassette hiss, digital aliasing).

It also reflects the way real events decay in our collective memories (linearity is replaced by sentiment.

With enough distance from the present, sound is indistinguishable from vinyl static/ash/wind.

Implimentation:

I am creating a patch in Max/MSP that records audio from miked room to a long buffer. The patch also contains a granular synthesizer, and a sound player that plays a prepared loop of vinyl static and ash.

The participant specifies the amount of time relative to the present they would like to listen to, and this is used as a parameter which controls the length, overlap, density, and dilation of the granules. It also controls the mix between the audio from the room, and the prepared static.

Demonstrations:

1 second ago: sound is linear, almost indistinguishable from sound of the present - 1second

2 minutes ago: long granules overlap, close to linear arrangement - 2minutes

1 hour ago: shorter granules, more overlap, static mix creeps in - 1hour

2 days ago: short, jumbled, faint granules, static mix begins to dominate - 2days

8 days ago: metronome recognizable, static takes over – 8days

2 months ago: static is all that remains – 2months

3D Sensing and Visualization Wrap-Up

March 29th, 2011

Week 1 – Slitscan Camera with Toby, Matt, and Fred

By taking a video with camera motion and then recombining various frame slices into a single image, we can simulate various camera positions and orientations that were not captured in the initial video.

Shmuel Peleg et al’s OmniStereo: 3D Panorama is a good example. Much more information including other applications on this type of technique can be gleaned from Peleg’s hour-long Google Tech Talk.
More information about slit scanning and examples of artwork can be found on Golan Levin’s informal catalogue of slit-scan video artworks and research.

source

Week 2 – Bounding box and centroid

source

Week 3 – Pointcloud color interaction

source

Week 4 – Experiments with mesh and shaders (mostly failed experiments)

source

source

Spider Mother

March 29th, 2011

Jackson, Zach and I were tasked to reinterpret sculpture made from traditional materials, as a multichannel video installation. In our first conversation, we shared our tastes. I love giant installations – just anything that’s big. Jackson loves anything that’s scary, creepy, or twisted. And Zach is pretty much amenable. We chose to use Louise Bourgeois’ Maman, which I saw at the Tate Modern, as inspiration:

It’s 9 meters high and just awesome.

We wanted to create the environment or this spider/weaver/mother, rather than just creating a piece made from spiders. I fabricated a web made from white nylon stockings. and installed it in a corner in front of a layer of taut mesh. I also designed the sound.

Zach made an egg sack and a video of a human baby to be projected on it.

Jackson mapped the web, and animated a woman who crawled across it.

Project Development

March 24th, 2011

I experimented with projections on the mesh I got this week with my 3D sensing final (documentation below). It looks great, but I’m not sure that it dense enough to carry off the effect I’m looking for with the overlaid video. It will definitely be possible to map the room, though I wish I could just set up once and leave my things – such a bummer to have to totally rearrange the room every time I work there.

My expectation is that my final project this semester will be a workshop performance in the community room in my apartment building. It will be performed one time (realistically), and I’ll invite the class. The performance will be documented and I will present documentation from the evening in the final crit. Hopefully the documentation will be helpful in finding funding for it to live again in a performance venue. I may try to stage it more fully this summer, possibly with other performers.

I’ve become attached to the videos I’ve been working on as well, and I’m not sure entirely what shape they will take. I may create a parallel video piece.