The Carp Leaping Dragon Gate

This mechanism toy tells the story of the Carp Leaping Dragon Gate

Lishan Qin

https://www.youtube.com/watch?v=7z2OsdR1oMM&feature=youtu.be

Description

The name of this storytelling project is “The Carp Leaping Dragon Gate”. It’s a derivative of the ancient Chinese folk story. In Chinese culture, carp fish are always considered as a lower life. They’re vulgar, inferior, and are despised by other living creatures. However, legends say that in the east ocean far away, there is a giant gate called the “Dragon Gate”. The Gate is so high that it could reach the sky. It is said that the mighty god Emperor Yu once made a promise that if there is a carp fish that could jump over the Dragon Gate, he will turn the fish into a noble dragon. Thus, every year during the spring season, in front of the Dragon Gate there is the carp fish that keeps jumping up and down, up and down, in order to become strong enough to jump over the dragon gate and become the mighty dragon.

IMA/IMB Shanghai
INTM-SHU.238.1
Toy Design and Prototyping
Narrative/Storytelling

The Public Chair

The Public Chair is a social critique on classist urban design towards the homeless population in public spaces through the implementation of hostile architecture.

Sofia Shockman

https://nyu.zoom.us/j/95950394007

Description

Used for seating and lounging, a park bench holds the purpose of recreation such as people watching, taking the dogs to the dog park and waiting, or to have a moment of rest. The Public Chair critiques how park benches in many metropolis cities have systematically suppressed homeless individuals through uninhibiting design. The Public Chair is a bench displaying hostile architecture as a critique of contemporary urban design by removing all practicalities from a typical bench.This abstract installation represents the convergence of similar yet fairly distinct class struggles, specifically for the homeless. I researched the design techniques that alleviate homelessness in Houston, Texas and have conducted interviews in New York City with several who identify as homeless on 7th and 9th street. They shared deeply moving yet traumatizing stories of their lives from the past, present, and the uncertainty of their futures. I asked them how they felt about public spaces and what they wanted to see out of them, but what struck me about their response is that they didn’t care what improvements could be done. What I discovered is that the issue isn’t a design solution, but a question of public policy and proper policing. They said that police are vigilant of their actions, thus a majority of the time they are asked to leave public property. I witnessed the policing firsthand as I was conducting my interview, the same officer circled us multiple times even though we were just chatting outside of CVS. The piece symbolizes the perpetual loop of political design and the implications of designing with inhibiting factors that hinder the use of the public sphere.

IMA/IMB Shanghai
INTM-SHU.401.1
Capstone Studio (Shanghai)
Social Good/Activism

Indigo Cheddar

An interactive generative art experience that involves different types of audio and music reactivity.

Gabriel Chi, Rachel Wen

https://www.youtube.com/watch?v=Q70swfG7C1s&feature=emb_logo

Description

Indigo Cheddar is a generative art experience that incorporates the music or audio reactivity through p5.js' sound library. By making use of the sound.js and different particle systems, we have created a fun and interactive experience for users to experience. Indigo Cheddar has 3 separate “rooms”, where users can interact with different audio reactive examples, making use of sliders to adjust color, size and etc.

The project itself was created by Rachel Wen and Gabriel Chi, both working on different halves of the project, on the particle system and music reactivity, respectively.

IMA/IMB Shanghai
INTM-SHU.135.1
Creative Coding Lab
Art

The Little Things are Giant

Depicting an upcycled plastic tree sculpture amidst a natural forest, The Little Things are Giant is a photographic series that makes the invisible visible.

https://drive.google.com/open?id=1iwtfkxQpQDq-LS-kv3oCSi-YLcrwY7qI

Description

Growing up in the suburbs of Maryland, much of my entertainment revolved around the woods. Elementary school days were spent in the treehouse, or hiding behind a tree during a game of hide-and-seek. As I grew older, I moved past the forestry of my own neighborhood and started hiking in other, slightly more distant forests. This personal connection to trees, along with the goal of raising awareness of terrestrial plastic pollution, are the leading sources of inspiration for The Little Things are Giant, a photographic series.

According to the United Nations Environment Programme, microplastic pollution is estimated to be 4 to 23 times higher in soil than it is in oceans. Yet, much of the media attention surrounding plastic pollution features imagery of disturbed marine life, with sea turtles and seagulls choking on the plastic can rings stuck around their necks. On the other hand, the infiltration of microplastics is largely invisible to the eye. These tiny pieces of plastic are carried through waterways, eventually making their way into our oceans and especially our soil. The Little Things are Giant is a photographic series that aims to make the invisible visible through its depiction of an upcycled plastic tree sculpture amidst a natural forest.

Following the upcycling movement, the sculpture makes use of heating techniques to transform plastic waste material. The tree is crafted from a wood and wire underframe and shaped by heating and molding collected single-use plastic bags. By transforming objects that were once considered trash into sculpting material, this sculpture shows the value of upcycling.

By focusing on trees as a subject, The Little Things are Giant draws attention to an environmental issue that is relevant to all of our lives, and one that is imperative to find solutions for.

IMA/IMB Shanghai
INTM-SHU.401.1
Capstone Studio (Shanghai)
Art,Sustainability

Counterfeits: A Consumer's Journey

This website creates a creative platform in which users can learn in the form of an interactive case study and experience the role that counterfeit products play on consumers and on the global economy.

De’Yon Zechariah Keshawn Smith

https://youtu.be/bHSnagqYIzw

Description

This project documents the relationship between consumers and their journey to purchase counterfeit goods. Analyzing the depreciation of the value of luxury goods as a product loses its authenticity helps understand the distinction between counterfeits and real. Observing and documenting the economic and social models of the counterfeit market and other varied business case studies, I built a website that creates a creative platform in which users can learn in the form of an interactive case study experience. The project is intended to be used in a business course by any professor that wishes to explain the counterfeits market impression on consumers and the impact on the global economy.

The history and culture rooted in the creation of the counterfeit market have shaped the global economy as well as the current global nearly trillion-dollar market of today. Based on the scholarship of Jie Chen, and Pur Purwanto as well as the analysis of intellectual property rights policies in place for international brands, this project will elaborate on luxury brands’ positions in the counterfeit market and showcase the thought process behind a consumer's decision to purchase a counterfeit good. Analyzing concepts such as moral recognition and socioeconomic class will be used to decipher the relationship between counterfeit products and consumers.The website will take you through a collection of questions, data, and information that will leave the user with reflective and engaging interactions. There will be side-by-side images that will test the user's ability to recognize and distinguish the difference between counterfeit and authentic luxury goods.

Additionally, the case breaks down the intersection of vendors and buyers to the distribution channel of online e-commerce for consumers. A sequence of charts, graphs, and displays are used to visually demonstrate a more engaging and informative relationship between consumers and distribution.

IMA/IMB Shanghai
INTM-SHU.401.2
Capstone Studio (Shanghai)
Education

Let's Cook

If you're bored, come bake with me!

Nathalia Lin

https://s3.ap-east-1.amazonaws.com/ima.nyu.edu/commlab/leon/nathalia/index.html

Description

After quarantine, I started doing activities that I didn't really have time to do. One of the pass time that I did was baking. Although I am not good at baking, I have been enjoying following different recipes and making my own food. To share this enjoyment, I have created a cook with me project that takes the user through a step-by-step baking process of a strawberry shortcake.

IMA/IMB Shanghai
INTM-SHU.120.7
Communications Lab
Play/Games

Grow

An interactive sketch that illustrates the positive correlation between positivity and progress.

Kennedy Cambra-Cho

https://youtu.be/lhD7-eXps8g

Description

This is an interactive installation that depicts the relationship between positivity and progress using the speech library and sentiment analysis.Growth and progress are reflected in each additional branch added to the tree.

The p5 sketch will depict a seedling that will progress or regress depending on the users’ input. Using the built in microphone, users are able to talk to the budding seedling. If the tree intakes words deemed positive, the seedling will continue to grow. However, if only negative terms are registered the tree's growth will halt and stall.

IMA/IMB Shanghai
INTM-SHU.135.1
Creative Coding Lab
Sound,Art

Cough Syrup

Cough Syrup is a collaborative digital archive presented in the form of an easily digested zine; It aims to document, share, and guide members of the Millennial and GenZ populations throughout a time of quarantine and social distancing.

Benjamin Lasala Tablada

https://issuu.com/bentab/docs/coughsyrup_final1_

Description

I’m a member of what I like to describe as the ‘missing generation’—born in the year 1997, too young to relish in the golden age of the Backstreet Boys and the Spice Girls, yet old enough to still quote Vines even after its closure. Some say that I belong amongst the Millennial population, while others will argue that I’m a part of Generation Z, but this intersection is what makes my understanding of both communities so unique. I’ve lived through flip-phones, multiple recessions, saw the rise of Tik Tok, and am currently spending my 20’s in a global pandemic. The digital age is volatile in nature, but it is an outlet for this evolving community to express their ideas, moments of clarity, or in this case, obscurity.

Cough Syrup like its name suggests, soothes and alleviates—it does not heal, nor is it a solution to the ongoing pandemic—rather it serves as a method of coping and documents a time period in which members of the Millennial and GenZ communities feel tremendous amounts of discomfort. In light of the multiple nation-wide quarantines, members of these communities have utilized social media, memes, and digital applications like Zoom to serve as methods of self-discovery and a platform to exchange ideas.

The goal of this digital publication is to be humorous, philosophical, and profound, utilizing first-person interviews and current events as a method of chronicling this particular moment in history. Within ‘Cough Syrup’, the reader will find a plethora of relevant content from trending tik tok hashtags, the rise of Zoom, and data visualizations through screenshots and photographs. It attempts to deepen how 21st-century communities react to concepts of productivity, health and wellness, and the stark differences or similarities of our daily lifestyles through the lens of the ‘missing generation’.

IMA/IMB Shanghai
INTM-SHU.401.1
Capstone Studio (Shanghai)
Culture,Narrative/Storytelling

The Life of Steve

A web-based, Minecraft-themed, interactive story.

Liyang Zhu

https://s3.ap-east-1.amazonaws.com/ima.nyu.edu/commlab/leon/tom/index.html

Description

Minecraft is a very classic and popular sandbox game. It gives the player an extremely high degree of freedom. In the game, players can do anything and have a myriad of very different lives.

In this project, I produced a web-based interactive story and set the account in the context of Minecraft. To give users an immerse experience of Minecraft, the style of the web page is a parody of Minecraft, and all of the images are screenshots from Minecraft. Moreover, inheriting Mincraft's high degree of freedom, this interactive story allows players to make a variety of choices midway through the story and has more than one end, which means the story is not a fixed one! Furthermore, to make the experience more fun, I even added random factors, so that one specific choice may have different results.

The story told by this project can be seen as the story of a hero who becomes powerful step by step and eventually defeats a demon; it can also be seen as a typical development path for a player in Minecraft.

From a technical point of view, the project uses the concept of modules. While the page contains a lot of smooth transitions, all the animations are encapsulated and can be called up quickly. It allows me to add functionality and beautify the visuals while keeping the code neat.

IMA/IMB Shanghai
INTM-SHU.120.7
Communications Lab
Narrative/Storytelling,Play/Games

White Night

White Night presents an interactive experience for the users to speak out and get rid of their deepest fear in their life.

Anica Yao, Jamie Wang

https://www.youtube.com/watch?v=WZkyaEmt4Xc&feature=youtu.be

Description

Our main idea is to create an interactive experience for the users to speak out and get rid of their deepest fear in their life. The users will have a chance to physically eliminate their deepest fears by waving their left hand and swipe out those fears. The movement is detected with Posenet. We imported external databases (Google quickdraw dataset) as the fears are portrayed in scribbles. The quick draw dataset is a collection of 50 million drawings across 345 categories. Whenever the user clicks on “draw”, a related object will pop up on the screen. It is not only a fun game but also an interactive art therapy experience.

IMA/IMB Shanghai
INTM-SHU.134.1
Movement Practices and Computing
Art,Machine Learning
NYU Tisch School of the Arts provides reasonable accommodations to people with disabilities. Requests for accommodations should be made at least two weeks before the date of the event when possible. You can request accommodations at tisch.nyu.edu/accommodation