Project 0

Due 11 October 2004

In the New Media Reader, read Myron Krueger’s "Responsive Environments" (pp. 377-389). We will discuss this brief paper in class on 06 October.

Collaborate with one other participant in the class to develop a concept in the spirit of METAPLAY. This concept is a game played between an intelligent computer vision system and a person’s shadow, as thrown against a wall. Devise a way to communicate this project to the class with only an analog overhead projector (the kind provided in the classroom). Basically design a system requiring extremely sophisticated computer vision, but fake it with your own hands and eyes (in the interface design community, this is sometimes called the Wizard of Oz technique). This allows us to discuss basic qualities of interaction without becoming bogged down in technical details.

Be prepared in class on 06 October to discuss at least five idea with the Professor and TA.

Deliverables:
1 page drawing explaining your system
Class presentation of the system



Notes on Projects 1 - 4:
At the beginning of class on the due date, hand in one sheet of paper containing a representative image from your software and a paragraph clearly explaining the concept. This page must contain your name, the date, and project number. Before class on the due date, upload your program to the server. Each project will receive a grade from 0-9 where 0 is low and 9 is high. Projects will be graded based on the quality of the concept and its implementation. All programs written for exercises must be 600x300 pixels.


Project 1

In the New Media Reader, read "From 'The Garden Party'" and "'Happenings' in the New York Scene". Read the papers before class on 20 October and be prepared for a discussion.

In the sprit (not the style) of Jean Tinguely or Allan Kaprow, develop a kinetic system controlled through one variable called "mx", which is set by the horizontal position of the mouse. Develop the concept, make pages of sketches, and then begin programming. Use this template as starting point. Be prepared to discuss your sketches in class Wednesday. Have the sketches completed before class begins and spend the class time writing your software.

Due 25 October 2004



Project 2

In the New Media Reader, read "Time Frames" by Scott McCloud. Read the paper before class on 3 November and be prepared for a discussion.

Using McCloud's graphic essay as a foundation for understanding comics, imagine how graphic storytelling can be extended in software. Create a responsive visual environment as a test of your ideas. Use only 2-color gif images as the visual elements. Be prepared to discuss your sketches and images in class Wednesday. Have the sketches completed before class begins and spend the class time writing your software. In your text explaining the concept, write about your ideas in relation to McCloud.

Due 08 November 2004



Project 3

The individuals presented in Turkle's text all used games as a way to escape and/or alter their self-perception. Develop an event/game which lasts 10 seconds and explores your personal fantasy for escape and/or transformation.

Begin with a screen explaining the event/game. Click the screen to begin. At the end of 10 seconds, display a status screen and give the player the option to re-experience the event/game again.

I've provided this template to use as a starting point, but you are free to write your own template following the sequence stated above. Be prepared to show paper and/or code sketches of at least five strong concepts in class on Wednesday.

Due 22 November 2004



Project 4

In the New Media Reader, read Lynn Hershman's "The Fantasy Beyond Control" (pp. 643-647). She explains how she extended her ideas from performance into creating an interactive system. Like her, you also have experience with other media and materials before you began thinking about response and interaction. Follow Hershman's example and extend an idea you've explored previously in your life, but extend and adapt it to the context of an interactive system which requires the viewer to engage with the material.

Over the last eight weeks we've discussed different concepts related to interactivity and many ways of realizing these concepts including variables, functions, arrays, and objects. This is an opportunity to pull together your skills and utilize them appropriately to realize a project of your own invention. Bring detailed notes and code elements related to your project concept to class on Wednesday and we'll discuss a strategy for realizing your ideas for the presentation the following Monday.

Due 06 December 2004






Notes on Exercises:
Each exercise has three sections and must be turned in digitally and on paper. At the beginning of class on the due date, hand in two stapled sheets of paper:
1 ) Page with the text answering Section A.
2 ) Page containing a representative image from Sections B and C
Each page must contain your name, the date, and exercise number.
Before class on the due date, upload programs for sections B and C to the class server (this will be explained in class 13 October).
Each section will receive a grade from 0-3 where 0 is low and 3 is high.
All programs written for exercises must be 300x300 pixels.



Exercise 1

In the New Media Reader, read Kay and Goldberg's "Personal Dynamic Media" (pp. 391-404). Read the paper before class on 13 October.

A. Has the original vision of the Dynabook been realized? In 250 words explain why you think it has or has not. Be specific.

B. In Processing, select and draw an area from Kandisky's Composition with a Bottle of Bochkarev containing lines, curves, and filled shapes. I suggest downloading the image and exploring various cropping options in Photoshop before beginning to code. Both Photoshop and Illustrator are useful tools for selecting colors and determining angles and coordinates.

C . Using only grayscale values, develop an abstract pattern reflecting the structure of one of your favorite songs. Use three or more "for" and "if" structures.

Due 18 October 2004


Exercise 2

In the New Media Reader, read excerpts from Ted Nelson's "Computer Lib / Machine Dreams" (pp. 301-307, 317-326). Read the paper and write your response before class on 27 October.

A. Which of Nelson's ideas do you find the most provocative? Explain in 250 words and be specific.

B. Invent three unique shapes which have a different behavior in relation to the mouse. Each behavior should change when the mouse is pressed. The form of each shape must relate to its behavior.

C. Create a parameterized function for drawing an iconic form (e.g. bird, hat, diamond). Compose multiple icons in the display window to show the flexibility of the function.

Part A due 27 October 2004
Part B & C due 01 November 2004


Exercise 3

In the New Media Reader, read Sherry Turkle's "Video Games and Computer Holding Power" (pp. 499-513). Read the paper and write your response before class on 10 November.

A. Video games have embedded themselves even more deeply into culture in the twenty years since Turkle wrote her essay. Interview one of your video game addicted friends or family members and compare and contrast the results to the findings presented by Turkle. Write a 250 word summary and refer directly to Turkle when stating your case.

B. Load a 20x20 pixel image into your program and use the colors in the image as a source of data for generating a kinetic experience amplifying the original image.

C. Write a program which records data from the mouse into an array and converts this data into visual form. Either record and display the data continuously or build a structure for separate recording and playback modes.

Part A due 10 November 2004
Part B & C due 15 November 2004


Exercise 4

In the New Media Reader, read Langdon Winner's "Mythinformation" (pp. 587-598). Read the paper and write your response before class on 24 November.

A. Langdon Winner expresses an important alternative to the propaganda of companies such as Microsoft, Apple, etc. In 250 words, explain how this essay altered your perception of computers? Be specific and use at least one direct quote.

B. Write your own unique Dot class which has a different behavior than the one presented in the example. Design a kinetic composition with 20 of your Dots.

C. Design a class which displays, animates, and defines the behavior of a machine or organism. Give your invention a goal (e.g. finding other creatures, searching for food, climbing the screen) and have it react when it reaches its goal. Display your class outline table as a comment in the code. Show the fields and datatypes, the methods and their return values.

Part A due 24 November 2004
Part B & C due 29 November 2004