Monday, October 3, 2011

Week 1

For this test i have created a flowgraph which related the distance from the box to the player to the time of day so that the further you are away from the object, the darker it gets.




https://pachube.com/feeds/35475 - Collects data from a sound sensor and updates every 5 seconds.

S.W.O.T.

S. This feed could help determine the business of a room. It could be linked to the architecture in ways that could help control this business. For example, if the sound reaches a certain volume, the room will be sealed off to stop others from entering/ the lights that make the room visible to others will be dimmed and another room will become illuminated/ the lights in the room may be set to a more calming colour or intensity to soften the moods and the noise.
This sort of reaction would be set to different relationships to suit different applications. For example, in a library, the tolerance would be set quite low. In a shopping centre they would be set higher, to attract people to other areas of the centre. Car parks?

W. Outliers and external noises must not be included in sensor readings as this would make the architecture respond unnecessarily.

O. This sort of relationship between sound and architecture could create more comfortable public spaces, and also more efficient individuals, increasing the amount of time for other more desirable activities by directing the flow of people through spaces and altering when they inhabit these spaces and for how long.

T. There is no data available at the moment.(frozen)



My new custom environment - this time i created my own level which was fun. You can see that it takes a great deal of time to create something as polished as the previous level "Quarry" that i used. Anyway, it is mine. Have just been looking at flowgraphs from previous years and found one that calculates the average distance so i used it to calculate average distance the player is from an object. I am now looking at relating that to the time of day somehow in a way that the further away from the object (eg home) you are, the more you are in the dark (literally and metaphorically). -The land of the unknown awaits.

EXP:2

Sunday, September 11, 2011

Week 6

Final Machinima



Link to SketchUp model



Link to Mod folder

http://www.gamefront.com/files/20766389/z3292861_exp1.zip

Saturday, September 10, 2011

Week 5

Modes to create machinima Doc
I plan to create my machinima documentry using Sony vegas. Using music to enhance the viewers perception of the space and immerse them in the idea of pure war. I want the viewer to feel pressured and uneasy at times, contrasted with a feeling of peace. Not pure peace, a peace that you know will be disturbed very shortly. I would like to chop and change between the two contrasting ideas and create an element of confusion and chaos. With the elements of scale, time of day, and rotation, this should also distort ones idea of peace.

This is a clip which successfully makes me feel quite nauseous




Sunday, August 28, 2011

Week 4


This flowgraph represents reflects the idea that there is never enough time in the day, we are always in a state of unrest within ourselves. Whenever we get the chance to go outside and enjoy the sun, it is too late, when we get home from work and get organised for bed, the sun is not far from rising. We fight the clock on a daily basis. This idea was inspired by the energy consumption and temperature datasets from Pachube and the SecurityLight FG.





Vinh Nguyen's Piano Tutorial




150 Words on my Installation

With the constant pressures of everyday life, we are becoming a society that is in a state of pure war. This will be reflected in my environment by using real world feeds from pachube, regarding temperature, rainfal, and energy consumption. in an ideal world, we want to finish work, go home, have dinner and go to bed but with increased demands placed on workers this is a pure war example. We want to go home, but have to work to survive.
this will be reflected in my environment everytime the user wants to do something they like, what they think they are doing is turned into a negative. eg, from inside the house looking out, it is sunny and clear. When the user decides to go outside, the weather changes and rain appears. When the user goes to bed, the sun will come out. When the user gets in the car, suddenly traffic appears and negotiating your way to work bcomes a challenge.
Working off energy consumption to decide when people are at home or working
weather
and

rooms that get smaller when you enter.
transparent walls become solid as you approach (from a distance, things appear to be at peace, but there are many obstacles before we get to that state)
items become visable as you get near.
attractions disappear as you approach....eg bed, relax, water, tv, money, food)

Saturday, August 27, 2011

Week 3


Constraints Test



Time Of Day



Scale According to Player's Proximity


Elevator


Rain Tutorial


Saturday, August 6, 2011

Pure War Idea

My understanding of pure war is that of a constant state of unrest and uneasiness, a situation in which society is in constant preperation for war, where there is no escape. We live in constant fear and danger. The architecture illustrates this status via material qualities that are uneasy on the eyes, its unclear clear, distorted. It moves in and out of black and white, or metaphorically peace and darkness. Through all the confusion and chaos, you can see the light shining through at the end....but where is the end? Will you ever reach it?