Year 2 - Projects

Year 2 - Projects

Year 3 - Projects

Year 3 - Projects

Year 4 - Final Project

Year 4 - Final Project

Year 4 - Final Project

Background Chart

I found a simple fix for the fast glitching contours by simply taking a snapshot whenever the users hand is in view the screen only updates when necessary. We can assume that the islands wont move position without a hand there to move it so there is no need to update the contours until another hand comes into view. The result is a very static chart like graphic that fixes in place when the user stands back. As the user interacts the chart shifts and moves, updating as the move islands around. The result is a pronounced visual cue that lets the user know they are interacting with the piece.







To make it easier to see on screen I have increased the brightness of the chart details. You can see in some of the images that the chart detail are dimmed. This dimmed view is how it will look when displayed. The background chart is only a minor detail, an addition to the main event of the boats and islands. By providing the grid we can see relative movement of the boats. The scale of the piece becomes more apparent with the chart, the users position becomes more known. It moves closer towards the god game simulator that lets the user control and change a landscape from above.  

Aesthetic and Design

     The simple and clear design provides a useful plain backdrop, adding a level of ambiguity to the scale of the piece. This is part of the fundamental nature of the project, allowing the user to define there own enviroment. Too some it may be a scaled version of islands but to some it could be constellations connecting across our galaxy.

     With the technical side near completion I am now looking towards the design of the piece. I am currently exploring a visual that represents more of a navigational chart. I feel that a chart is very emotionally cold, showing figures and data, though by decoding the information a narrative can be formed. The symbol for a sandbank followed by a wreck, a lighthouse on a small island far from civilization or a harbour with a lighthouse. All these symbols mark important events that happened to someone.



A photo posted by Simon Sloan (@simonsloan) on


A photo posted by Simon Sloan (@simonsloan) on





At the moment I am using the kinect camera to record the contours of the islands. By projecting them out a fake contour chart can be generated. However this is very glitchy, causing rapid motion of the contours. The effect becomes more important than the content. By fading the contours the could be moved further into the background. My next area to explore will be the grid and symbols show on the chart.

Flow


This is the graphical feedback that the user gets after moving the islands. The streams of boats move and flow and patters emerge. At the moment there is some amount of delay between interaction and feedback.

A photo posted by Simon Sloan (@simonsloan) on

A photo posted by Simon Sloan (@simonsloan) on
The 3D printed isles sit perfectly on top of the graphics. Illuminated underneath as if suspended in the light.I will need to make sure however that it is inviting for people to interact. The subject of play, exploration and adventure will be looked into further. There will need to be a balance between a finished artwork and something that can be touched, moved and adjusted.

The rules so far.

     I reached a somewhat conclusive list of rules that controls a system with unpredictability and emergent patterns. The traveling boats seem to show decision making as they travel from island to island, collectively forming routes and channels. As individuals the weave and swerve but together they flow.

-------------------------------------------[Rules for Islands]---------------------------------------------

Rule 01: An Island can store "resources". 
Rule 02: Over time an island gains "Resources".
Rule 03: The more "Resources" an island has the less "Resources" it gains. 
Rule 04: Over time "Resources" are lost.
Rule 05: The more "Resources" an island has the more "Resources" it losses.

Rule 06: An Island can store "Potential".
Rule 07: Over time an islands "Potential" is increased. 
Rule 08: The more "Resources" an island has the more "Potential" it gains.
Rule 09: Over time "Potential" is lost. 
Rule 10: The more "Potential" an island has the more "Potential" it losses.

Rule 11: An island can create a boat and send it to any other island. 
Rule 12: The greater the distance between islands the more resources needed to send a boat.
Rule 13: The more journeys made between an island the stronger the connection becomes. 
Rule 14: The stronger the connection the less "resources" need to travel. 
Rule 15: The stronger the connection the more "resources" needed as cargo.



--------------------------------------------[Rules for Boats]----------------------------------------------

Rule 16: A Boat can hold Resources from an Island.
Rule 17: A Boat has a destination island.
Rule 18: A Boat will steer towards its destination.
Rule 19: A Boat will avoid Islands that are not its destination.
Rule 20: A Boat will steer away from other boats.
Rule 21: A boat will follow where previous boats have been.
Rule 22: A Boat will be influenced by tide and wind.
Rule 23: When arriving at a destination a boat will slow down and stop.
Rule 24: When a Boat has arrived it will transfer its resources.
Rule 25: When a Boat has no resources left it is converted into potential.


-----------------------------------------[Rules for Environment]----------------------------------------

Rule 26: There are four seasons that cycle.
Rule 27: The season affects the Resources gained on Islands.
Rule 28: The season affects the Potential gained on Islands.
Rule 29: The season affects the maximum Strength of the wind.
Rule 30: The strength of the wind varies over time.
Rule 32: The tide flows in and out, changing in direction over time.

----------------------------------------------------------------------------------------------------------------

Human Readable Rules

It is my intention to present the full list of rules in the degree show. I feel that a printed copy, showing 1 rule and example per page would be simple and explain the exponential complexity of adding rules. I also want to show a live view of what rules are being used by the piece.






As you can see the graph shows the rhythm of the isle, the corresponding rules flash in time. As a rule is used it lights up brightly, and then fades away.

Some rules are harder to define as being used, some are used constantly. 

I hope to show these rules on some sort of extra screen, a tablet of some sort that will complement the main experiment. There is the possibility of having a website or app that people could use to view this information. I feel that internet access could be an issue across degree show times and would be best to avoid using it if possible.

Shared Connections



Here you can see the network share and learn the location of the islands. The thicker lines show routes that are traveled more often. Its clear to see that although there is a larger network only certain parts are used by individual islands. 

The Boat - sharing information

We now add the rules for islands to share there knowledge of the locations of islands with new islands they visit. By adding this rule we allow the islands to create a "map" of islands, and a trade network can begin to form.



We can see an issue an issue starting to form where islands are placed close together. After the initial exploration of the island the departure of a boat would only happen with good reason. Something has to be gained from the trip.  More resources need to be displaced, moved from isle to isle.


 For this we need to record how often the route is traveled. The more a route is traveled the stronger its connection, allowing for an easier, more efficient journey. However a stronger route will also expect a larger cargo or resources to be delivered. This would hopefully prevent islands in close proximity becoming locked together, as well as allowing a growth/development between them.    


Rule 11: An island can create a boat and send it to any other island.
Rule 12: The greater the distance between islands the more resources needed to send a boat.
Rule 13: The more journeys made between an island the stronger the connection becomes.
Rule 14: The stronger the connection the less "resources" need to travel.
Rule 15: The stronger the connection the more "resources" needed as cargo.