Thursday, 19 July 2012

Creative Coding Exercise


In the first studio for DSDN 142, Creative Coding, We were told to choose an item from our bag and to write down precise instructions of how to draw it. We then had to give the instructions to another person who had to draw the item.

My instructions were these:


Two things will become one, keep that in mind.
Draw:    .an 8mm vertical line
                .parallel to this draw a 10mm line
                .link the two lines with a convex curve to form a bulb like object
                .beside the 10mm line draw a circle with radius of 5mm that touches the 10mm line in the middle.
                .draw two small horizontal lines to link the ends of the 10mm line to the circle.
                .on the circles bottom edge approximately 6mm from the 10mm draw a line of 20mm down.
                .draw another vertical line a further 2mm away from the 10mm line.
                .connect the end of the two lines with a line of approx 2mm.
.[REPEAT THE ABOVE]
                .In the middle of each 2mm line start the beginnings of two lines (four lines in total). These will be (approx) 10cm long. The two lines will be 1mm apart. They will not be straight lines but free flowing curved lines. The two sets of lines should meet once the 10cm is drawn.
                .at the point which they meet, the four lines will become two (kind of like a 3-way intersection).
                .Carry these two lines (still only 1mm apart) off the page.

 




 
 This is what was drawn from following my instructions:


A set of headphones, not perfect, but not bad either.
The point of all of this was to show us that coding is sort of like writing instructions. The computer programs will only show what you tell them to show.

Wednesday, 18 July 2012

Senses


The first project of DSDN112 requires us to explore at least one of the five human senses of sight, taste, touch, hearing and smell.

It is important to know a bit about each sense, for example, where in the human body are there sensory areas.

.Touch or feeling can happen anywhere in the body where there are nerves, most obviously the hands but even the feet, scalp, knees, etc. Touch is also responsible for pain.
.Sight happens primarily in the eyes, it is assumed that all humans can see only the light spectrum which includes colours from violet to dark red.
.Hearing happens in the ears and may change over time as people lose their ability to hear certain frequencies of sound.
.Smell occurs in the nose. The nose can smell the difference between hundreds of different substances
.Taste occurs on the tongue. There are only five tastes, bitterness, saltiness, sourness, sweetness and umami.


During our studio time we were asked to come up with some interesting sensory experiences that we had experienced. These could be positive or negative. I came up with several:

The worst thing that I have experienced smelling was a dead, rotting pig that was washed up on the beach.

Sherbert can be so strong that when eating it it is so sour that ones face may cringe or shrivel and tears can be brought to ones eyes, how is it that some people love this sensational experience but others dislike it?

I think it is interesting that things such as music can appeal to some people but not to others. In this project I would like to explore things that some people like but others do not. One example of this is music from the band Korn; at first I disliked it, it was just noise to me, but now when I am in the mood to listen to heavy music I like it. My parents still don't like it.

Other areas that I could explore could be to do with textures of food when it is eaten.



When searching smell into google I found a device known as the Nasal Ranger which is used for measuring smells. Who Knew?

Nasal Ranger

Tuesday, 19 June 2012

Project 3 The Clip Final

Media Design at any scale means interactivity. This is my design standpoint. The point of my video is a bit of a play on words with the word 'scale', using the scale of a person in the narrative of the video as a metaphor for the scale of media design throughout the world. Interactivity to me is the most important part about Media Design, if you are not interacting with something then you are not engaged and it is therefore not very good design. Ideally all design should be easy to interact with and understand, some examples of good design that are shown in my video are the CD Walkman, which clearly shows the user where the CD goes and how to to operate it with the help of large buttons. The Satellite Dish is designed with the purpose of picking up transmittable frequencies; it accomplishes this, this is shown in my video somewhat though the use of fantasy. Computers are something that we sometimes take for granted but they were designed well with their maximum potential being used by by people of a standard size not too large or too small. My video shows that some of human designs could be used by tiny or giant people if they existed, but more importantly it shows us that the best designs are the ones that we humans can manipulate to help us no matter what our current circumstances are, whether this is in a foreign area or in a location far away from a source of power. These ideas were shown in my video through the use of different locations, for example the use of a computer in the middle of a forest, and the implication of foreign lands, when the video takes us into both a small world and a large world.

The link below will take you to my clip.

http://www.youtube.com/watch?v=lNfIauOcHUU&feature=youtube_gdata

Wednesday, 13 June 2012

Paper Mache Satellite

Today we experimented with paper mache. The idea is that the girl in the video will hold up a satellite dish that will be small in comparison to her body as she is, at the current stage, a giant; she will wave it around, searching for a frequency. While she is holding the satellite her eyes are static like an untuned TV, when she finds the correct frequency the static will lessen and an image of the next scene will appear through her eyes.

Model Shellie, holding up paper mache satellite

Tele Vision Static

Tuesday, 12 June 2012

The Clip - Storyboards


 This is the main storyboard for my final movie, it shouldn't change too much.



1. A computer in a dark hallway,
2.The computer is approached by the main character who clicks on the icon 'small',
3.she begins to shrink,
4.she falls backwards,
5.she lands on a pillow in a small world,
6.she opens a CD case and begins to roll the CD,

7.The CD is rolled into a CD Walkman, 
8.She plugs headphones into the walkman and beings listening to music, 
9.she walks with the headphones as far as they will extend until she reaches a laptop, 
10.she runs on the laptops mousepad controlling the mouse, 
11.she hovers the mouse over the icon 'big', 
12.she double jumps on the left mouse button,


13. The camera zooms up on the sole of her shoe,
14. the camera zooms out to show her whole body and we see a new world materializing,
15. she lands on a street as a giant the size of the houses,
16. she starts to run and spots a satellite dish,
17. she grabs the satellite dish and scans the sky for a signal her eyes become television static,
18. the camera zooms up on her eyes and we see that she has found a signal.

19. The camera zooms up furthur into her eyes showing a picture of a computer setup,
20. the camera continues to zoom and shows the computer is full of errors [restart now],
21. the camera zooms out to show the figure of the girl again,
22. a full body shot of the giant girl shows her holding a large branch.
23. the branch carefully presses the enter button on the computers keyboard,
24. the girl rematerializes in her original world at her original size.



 Background Image codes:

<div><a href='http://www.flickr.com/photos/ramyoga/4021067626/' target='_blank'><img src='http://farm3.static.flickr.com/2543/4021067626_ff25646f1d_m.jpg' alt='Symphony of Light by ramyo, on Flickr' title='Symphony of Light by ramyo, on Flickr' border='0'/></a><br/><a href='http://creativecommons.org/licenses/by-nc/2.0/' target='_blank'><img src='http://i.creativecommons.org/l/by-nc/2.0/80x15.png' alt='Creative Commons Attribution-Noncommercial 2.0 Generic License' title='Creative Commons Attribution-Noncommercial 2.0 Generic License' border='0' align='left'></a>&nbsp;&nbsp;by&nbsp;<a href='http://www.flickr.com/people/ramyoga/' target='_blank'>&nbsp;ramyo</a><a href='http://www.imagecodr.org/' target='_blank'>&nbsp;</a></div>

<div><a href='http://www.flickr.com/photos/ramyoga/4032318979/' target='_blank'><img src='http://farm4.static.flickr.com/3529/4032318979_4a90c69faa_m.jpg' alt='Neon Wind by ramyo, on Flickr' title='Neon Wind by ramyo, on Flickr' border='0'/></a><br/><a href='http://creativecommons.org/licenses/by-nc/2.0/' target='_blank'><img src='http://i.creativecommons.org/l/by-nc/2.0/80x15.png' alt='Creative Commons Attribution-Noncommercial 2.0 Generic License' title='Creative Commons Attribution-Noncommercial 2.0 Generic License' border='0' align='left'></a>&nbsp;&nbsp;by&nbsp;<a href='http://www.flickr.com/people/ramyoga/' target='_blank'>&nbsp;ramyo</a><a href='http://www.imagecodr.org/' target='_blank'>&nbsp;</a></div>

Sunday, 3 June 2012

In The Forest

Today we were taking photos for the scene where the character is a giant and is interacting with a computer in a forest.


The idea was to take a working computer and set it up in a forest. This required many long extension cords working their way from the closest power point in the garage to the forest.



The effect I am going for in this scene is for technology to be in an apparantly remote area where all there is are trees for miles around; also it is a good setting for a giant woman to appear, scaled against the large trees which are similar in size to her, and the small computer screen which is miniscule in comparison to her.


The computer screen itself shows many errors on the screen showing a malfunction of the computer, the only opition for the character is to press the enter button to restart the system.


Friday, 1 June 2012

Blog 5: Locovisual

The architectural rights to the Wellington Town Hall were competed for in the year 1900. Joshua Charlesworth won with a neo-classical design. Construction began in May 1902 and the Wellington Town Hall was opened in December 1904.

The Wellington Town Hall is an historically significant building in New Zealand as it "has had [and still does have] strong ties with Wellington residents and their local body of power"(Ian Bowman, 1995). As a building that is related to the governing of what is now the capital city of New Zealand there is an expectation that the building will reflect the values of strength, stability and prosperity that reflect what we expect to see in our mayor and city councillors. The Town Hall announces the presence of these values through recognisable neo-classical features. The exterior walls of the building have repeating flat columns all the way around it, these structurally stable features not only hold up the building, but they announce to us that they are doing their job, holding up the building and (metaphorically) holding up the cities values.



Wellington Town Hall Civic Square - Photographed by Jayden Hamilton

The front entrance of the Town Hall is framed by four large cylindrical columns, they are the obvious  central point, visually leading us to its high ceilings and again reminding us of the building's strength; These columns are adorned with decorative capitols, "true art", as Owen Jones says, "idealising, and not copying, the forms of nature";(1856) a small amount of art which portrays the city's values of prosperity. Some more typically neo-classical architectural features of the Wellington Town Hall include triangular pediments atop of many of the windows, and the delicately carved parapet that wraps around the top of the building.

Wellington Town Hall Front Entrance - Photographed by Jayden Hamilton
Works Cited List

 Bowman, Ian. "Wellington Town Hall." Heritage Buildings Inventory. Vol. 3. [Wellington, N.Z.]: Wellington City Council, 1995. Print.

John Ruskin, "The Nature of Gothic," excerpted in Gorman, C. (2003) The Industrial Design Reader (pp.18-20). New York: Allworth Press.