PoseChallenge

Make the pose as shown on the screen to enter next level!

Mia Fan

https://youtu.be/BSoG0NdBP6k

Description

Overall it is a posenet project. In this project, players need to adjust their posture to get into the next challenge. The outline of posture they need to do will be shown on screen. Players will be given time to adjust their posture. If players touch the limit of the posture or their posture is not standardized enough, their AP will be eliminated. When AP reaches 0, the game's over.

I use Posenet to catch the player's movement real-time. If technically allowed, I may develop multi-players mode in the future.

The original idea came from the TV show I watched when I was young. There was a wall made of foam board moving to the player and the player needed to adjust their pose before the wall hit them. I tried make the image move but I failed:D Actually the project is not stable enough, but it can be played haha. Hope you have fun~

IMA/IMB Shanghai
INTM-SHU.134.1
Movement Practices and Computing
Performance,Play/Games

From Border to Border

An Immersive Short Story in Virtual Reality

Sarah Tahir

https://youtu.be/ZFpWjliTV-w

Description

From Border to Border is an immersive Virtual Reality experience that explores nostalgia, growing up, and being ensnared by the past. The experience takes the form of a journey in three parts: The Sandbox, The City, and The Sea. Throughout this journey, the visitor is both propelled forward by a vision of the sea and called back by an idealistic picture of the sand. In the end, the visitor finds the sea and realizes it was not what they envisioned. They are adrift and helpless, with only one way out.

Please visit the project website to watch the film and learn more. This experience is best viewed through a VR headset on YouTube VR, but may also be viewed as a 360 video in browser.

IMA/IMB Shanghai
INTM-SHU.401.2
Capstone Studio (Shanghai)
VR\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\AR,Narrative/Storytelling

Haptic Breathing Guidance Device for Flute

A haptic interface for breathing guidance in flute learning.

Yinmiao Li

https://youtu.be/SX_Ju6qKnJ8

Description

Haptic devices have made improvements in music learning. They can resolve the problems of space and time constraints in traditional learning methods and reduce the difficulties of learning music notations and terms. Previous haptic systems for flute fingering position learning proved that the learning rate is faster, and forgetting chance shrinks compared with learning from videos. However, flute performance consists of fingering and breathing. And existing haptic interfaces deal with fingering positions only. Research on technological-aided breathing guidance is mostly visual guidance or audio guidance. Haptic interfaces related to breathing were not used as guiding methods but mainly used to measure the people’s body position while breathing and provide feedback accordingly. Therefore, I intend to expand the flute learning from partial haptic guidance to full haptic guidance. This research will design a haptic interface for breathing. And this breathing guidance interface is a wearable device that is used to haptically instruct flute learners only on breathing control for playing the flute. The device leads the flute beginners breathing at the precise point during the song. The research intends to examine the users’ acceptance of using haptic guidance methods for breathing. This study not only provides a more convenient and accessible learning method for people with interests in flute or wind instruments but also has the potential to be applied to breathing guidance in the medical field.

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

Music Harry

A casual game to explore more about music

Yudi Jia

https://youtu.be/_PxYbcnqwKI

Description

This project is an interactive game to help amateurs learn more about music in an interactive and interesting way. Many music lovers want to further explore the world of music, such as composing their own songs and making musical accompaniments and arrangements but are restricted by their limited knowledge of basic music theory. However, existing traditional music theory classes are not that playful and interactive, and also need a long time to learn. Other musical apps imitating the piano/guitar interfaces only allow users to get a sense of one instrument. Thus, to help users learn and explore music in an interesting way, this project will illustrate music elements vividly using cartoon-like interface and characters. It is not gamification learning, it is a game which hopefully can let players know more about musical elements during their leisure time. While gamification learning focuses more on how to design the learning methods and material by imitating game mechanics, my project is purely a casual game which provides a bit of learning value.

This game is developed using Processing and p5.js, and imitates the interface of Super Mario so that users can quickly understand how to play the game. The notes and chords will be visualized as cartoon symbols or figures, floating in the air or moving on the ground. When the user captures the cartoon figures, musical knowledge will be displayed on the screen, and total scores will be updated each time the user interacts with the game characters. After playing this game, users will get a sense of musical notes (C,D,E,F,G,A,B), possible/popular chords that can be used in composing a music piece, and might also be able to design a chord progression for a set of melodies.

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

Magic Wish

A magic space for children to create & cast their own spells, with the hope that they can learn from Positive Psychology embedded.

Quinny He

https://youtu.be/ITuAWD6XaIw

Description

We have many tools that help kids to learn: Scratch for kids to access programming, Variation Playground for kids to learn music, Cognimates for kids to understand AI concepts, and we even have a whole museum exploratorium for kids to explore scientific phenomena at their own pace. However, all these learning experiences focus on talents, which are non-moral (such as understanding physics). Seldom do people consider helping children develop strengths, which are moral and contribute to virtues (such as the ability to love and be loved). In the field of Positive Psychology, strengths development contributes to personal happiness in both childhood and adulthood. Can we design a learning tool specifically for kids to learn happiness? Located in a dark room, the project creates a magical space for children to create and cast their own magic spells. With the guidance of a magic book teaching children how to use our magic wand, children can use different gestures to control the floating spells projected on a giant transparent canvas and design a new spell for their own wish. For instance, a “heart” shape spell for the wish that “I want my parents to get back together”. This project draws inspiration from Positive Art Therapy, the art therapy for positive psychology interventions, provides our young audience with a magical space to learn optimism, overcome grief, and regain hope.

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

MediaMoney

MediaMoney provides simple analytics for any public Twitter account. With this handy tool, you can even estimate how much advertising money your favorite Twitter accounts can make with each tweet.

Hank D Wu

https://youtu.be/qo2QN_LnkZU

Description

The chief purpose of MediaMoney ties in directly with a relatively new phenomenon: the monetization of social media. Despite rapid changes in the social media landscape, such monetization has remained rather opaque to content consumers. While many consumers now understand that social media can be a real business that drives very real profits, there remains quite a bit of misinformation regarding the quantity of such payments. Some consumers tend to underestimate the revenue generated by social media influencers (likely because few formal transactions ever take place directly between the consumer and the influencer). However, others also validly overestimate revenue, especially after viewing content depicting the lavish lifestyles of such influencers. The reality is much more nuanced. Consuming “free” media on platforms such as YouTube, Instagram, and Twitter is a large part of an important value creation process. Thus, the primary objective of this project is to cut through the opaqueness and shed light on what truly happens.

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

Subjective Mapping: (Re)visit NYUSH and its memories

A digital subjective map of the 8th floor IMA space at the NYUSH Pudong campus, where users leave and share their memories attached to any location.

Zheng Zhang

https://youtu.be/plVQvrSiIhQ

Description

Distinct from traditional mapping/cartography which intends to represent a territory as close to reality as possible, subjective mapping aims at producing a map using one’s own physical sense, emotion and memories that are not necessarily objective. Subjective mapping can be understood as the cognitive process that one reproduces his/her “story of experiences” at a specific location through making a map of the place (Nomadways). In creating such a map, one “stores and expresses his/her emotions into minimalistic shapes”.

The physical territory of the IMA spaces, added with personal annotations, is a community-created subjective map. The idea of this project is born from the context that our school is moving to a new campus in the Shanghai Qiantan area, and the current building will no longer be accessible by the NYU Shanghai community.

This project is aimed at creating a digital heritage of the current campus with students’ memory attachments, so that we can go back and revisit our alma mater when we are not able to do so physically in the future. Given the COVID-19 situation, the goal of this project can be extended to provide a community space for students, fellows and faculties to bond with each other while the campus is inaccessible. The project utilizes 1) Mozilla Hubs as the frontend and backend to host both the virtual space of the Pudong campus as well as personal memory pins in various forms, and 2) Spoke by Mozilla to create the 3D model of the campus itself. Given time constraints, this project focuses on objectively mapping the 8th floor of the Pudong campus and intends to create a subjective map of spaces related to IMA. The project will allow users to immerse themselves in the building, interact with other online users, and to drop down “pins of memory” at any location.

In a broader sense, this project will enable the current and future NYU Shanghai community to have an accessible space to document their individual attachments about the Pudong campus. Furthermore, it can also be a place for people to share their attachments, and thus enhance connections within the community.

IMA/IMB Shanghai
INTM-SHU.401.2
Capstone Studio (Shanghai)
VR\\AR,Tool\\Service

FAN-SEE: A collaborative website for fans

Fan-see is a crowdsourced video project which recreates a fans' version of the Fancy music video to show the creativity and engagement of K-pop fans.

Yiqi Chang

https://youtu.be/lcLzSzxvZCQ

Description

Fans can select any frame from the Fancy music video and redraw it in their ways. Then, fans are asked to upload their drawings to the website. All the frames will be pieced together to recreate a fans’ version of the music video. Fan-see’s goal is to present the K-pop fandom as a group of active audiences. K-pop fans engage with the K-pop industry and act as participatory consumers. They not only consume music but also create their artworks ranging from drawings to videos. Borrowing the frame-by-frame music video style from the Johnny Cash project that was created in memory of the American musician Johnny Cash, Fan-see tries to showcase transnational K-pop fans’ involvement in community and creativity.

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

A Reflection on Lookism

An interactive face fortune telling/plastic surgery consultation that reflects on lookism and gwansang in South Korea.

Jessica Chon

https://youtu.be/cHf-VaSzmQ4

Description

Inspired by the cultural phenomena of lookism and gwansang, A Reflection on Lookism serves as a medium for users to question the significance of appearance in their daily lives. Lookism is appearance-based discrimination, while gwansang is Korean face fortune telling. Both are significant cultural aspects of South Korea, and I was particularly moved by the connection between the two. People feel the need to succeed and believe that they need to meet specific beauty standards to do so. As they undergo cosmetic procedures to improve their appearance and seek reassurance that their looks will be accepted by society, face fortune tellers cannot reaffirm this fortune, as their natural faces have been altered. I convey this irony through my consultation that is hosted on a simulated plastic surgery clinic website I created. The consultation is held virtually in a tent that is meant to mimic a fortune telling stall in South Korea, but with more “high-end” elements to give the professional feel of a clinic consultation.

The reason I combine both a clinic and stall is because when I enter fortune telling tents in Korea, there is a mixed feeling of hesitation and excitement because fortune telling, I believe, is mysterious in itself. As for the hesitation, trying to experience something that is so “powerful” and mystifying in such an unexpected tent seems strange. I want users to feel this emotion to capture the fortune telling experience. On the other hand, I also wanted to recreate the intimidation I feel when entering medical clinics. At times, I find going to a doctor intimidating. Everything is pristine and you’re suddenly hyper-aware of your medical knowledge and lifestyle habits. I want users to also feel this type of uncertainty that I feel when I go to medical clinics.

IMA/IMB Shanghai
INTM-SHU.401.2
Capstone Studio (Shanghai)
Culture,Narrative/Storytelling

Visual Emotions: A Multi-sensory Documentary Photography Series

It is an audiovisual installation that creates a sonic viewing experience for digital photography.

Zeping Fei

https://www.youtube.com/watch?v=Jp_sksC-dq8

Description

Visual Emotions: A Multi-sensory Documentary Photography Series is an audiovisual installation that creates a sonic viewing experience for digital photography. Photographic contents were shot on one of the oldest and most vibrant morning markets in Harbin and audio contents were recorded separately during each shooting process. Field recordings are analyzed as audio spectra in Touchdesigner that affect positions, colors, brightness, and sizes of pixels in rendered photos. In my photography world, each shutter press is triggered by an emotional resonance between the self and the environment, and the use of audio data translates these personal emotions that arise from each situation and are unique to each photograph. By engaging both visual and auditory sensations from the audience, this project proposes an alternative to displaying and viewing photographic works and. This work aims for arousal in people’s photography viewing experience and opens up more space for imagination and interpretation of visual and audio information. It intends to reflect on how economic instability caused by COVID-19 is gradually affecting common people’s living conditions. This series translates the artist’s emotional resonance with the pandemic, speaks for the calmness within ordinary as well as the longing for hope within helplessness during the toughest time in human history.

IMA/IMB Shanghai
INTM-SHU.401.2
Capstone Studio (Shanghai)
Sound,Art
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