Monday, December 17, 2012

Motion Study of Étienne-Jules Marey’s Chronophotography in Second Life


Motion Study of Étienne-Jules Marey’s Chronophotography in Second Life
This piece is inspired a lot by Étienne-Jules Marey’s Chronophotography, who is a French scientist, physiologist, and chronophotographer. I am interested in the idea of motion study in Marey’s chronophotography, but instead of showing 2D still movements, I want to reanimate the gestures and experiment with different types of motions in 3D. For instance, in Second Life, avatar, object, texture, even environment can be modified into motions.
I build a tunnel-like structure, which contains five spheres in Second Life. Each sphere has a texture of animated gif file I made from Marey’s chronophotography. The scale of the whole piece is relatively big, and inside of it there are five spheres, which are divided into individual display spaces. Inside the spaces, installations, photographs, animations are shown according to the outside texture I made from a certain Marey’s piece.
Technically, I made the animated gif files in Photoshop and upload the gifs online as webpages, and inside Second Life, I use those webpages as textures. I also use Dazstudio to do bvh animation files. 







Here is a documentary video, but I will edit it later on.


WWSM

Miya DeBaker / Talupie (sl)

WWSM


Video project for my final crit, WWSM, uses, aftereffects, secondlife, photoshop, daz, animare/poseballs, quicktime, cameras, and a bit of maya.  The conceptual structure consists of one part news broadcast, one part music video, and two parts tetris (explosion).  As Rainer Werner Fassbinder's matriarch says, (from his 1972 movie, The Bitter Tears of Petra von Kant) "People are terrible, Karin.  They can bear anything."

Here are some stills from the video, and some stills from the "secondlife workplace" (pretty much a purple 'green'screen:














I will post the link to the video as soon as I compress/convert it and upload it to my vimeo account!



Statement:
    Exploring Second life in this class has been a very intresting journey for me. Its a place where people can become something else, show the world a diferent side of them. It is also a place where we can build any type of structure in inumerable ways. This was the part of Second Life that caught my attention, the diferent types of structures that we are able to build, from ships to castles to mountains. In my work I tried to create a structure with a historical aproach. my idea was to build a Cathedral and in it include many diferent types of architectural designs from the history of church building. cosidereing this was my first time building in Second Life, I could say that I am very happy with my end result. I will defenitly be working again on this project during the break and taking it to a next level.


Cathedral Video:   http://www.youtube.com/watch?v=NYnSlkbuK4E







Sunday, December 16, 2012

Life within Second Life - Chester



snapshots of work in progress:






























Statement:
I have been very interested in exploring the idea of second life, so here is my attempt at trying to reach that goal. Second life is a weird concept to me, because it led me thinking of after life or the idea of double life/identities, and this software itself I think had explained a lot why it's called this way. People get to be other people in different disguises that sort of represent themselves in this virtual environment, each players achieve different things in this game, some use it as a game engine and social interaction site, others simply use it for creating art, second life could mean anything to anybody. But I am more interested in the idea of two different identities and wanted to create an environment that sort of looks like a factory and I used everything completely white to generate the concept of "blank slate" or "tabula rasa". I believe there was an identity that was embedded inside everyone deep in our unconscious mind when they were born, and another identity that we chose to be for the rest of our lives. This is considered as my first project using Second Life, although I've been using it over the semester I still think this is new to me, a lot of things that I needed to know in order to achieve exactly what I imagined for my concepts.

Final video:
- https://vimeo.com/chesterhuang/videos
(I had trouble uploading video on here...)

The Interactive Art Gallery


Somewhat related narration:

"Immerse yourself in a situation where the entire room you stand on is a puzzle. Where you came from and how you got here is of little importance. Before you is what appears to be the only exit. Yet it is locked. And there doesn't seem to be any obvious way to open it.
Looking around, you see an arrangement furniture with an assortment of objects and an array of items placed everywhere. Some contain symbols, maybe letters, or shapes, or even colors. Some just don't make any sense.
What do you do? How will you find a way out?"

Statement:
While my final project is not very conceptual in any way, I hope that it is at least easy to understand. Those who are unfamiliar with these game genres will obviously be unfamiliar with some of the conventions and patterns or cliches in these games. As such, I suggest new players thoroughly examine and re-examine objects that can be vital clues. Everything needed to solve the puzzles is there. Attention to detail is a must!

I should have probably included instructions with the game but ran out of time.
To play you simply click stuff to examine or interact with them.
-Interacting with things will cause a message to appear.
-You will receive a HUD which act as your inventory.
-Items in the inventory can be used with objects in the room by first selecting the item and then clicking the object.
-Some puzzles require actually typing out the answer.

About the room itself: It was based on a horror game called Ib. This is a Japanese indie game in which a girl visits an art gallery with her family and suddenly everyone disappears. She finds herself locked in the gallery and ends up in a nightmarish surreal gallery.

My game has no horror elements though. It's only related to Ib in the most general ways.

I tried to make the puzzles fairly straightforward. But, again, attention to detail is important.
Detail.
Detail.
Detail.
There's a clue here somewhere! Maybe!


What's inside the magic sphere?




Inside




Some technical aspects of the game:
Most of the coding is in the HUD so that it's player dependent. All the variables needed are stored with the player instead of the objects. This way different players can be at different stages of the game.

When it comes down to it, all programming is simply: when or if that happens, do this.
It's just a matter of planning it all out in a coherent manner and finding shortcuts so you don't kill yourself doing something that could waste a huge chunk of time.

The game works by having the HUD and objects communicate on a certain channel.
-On setup, the HUD listens to this channel.
-Clicking objects sends a message on that channel.
-The HUD hears the message and goes through a list of if-then conditionals until it finds one that matches the message.
-The code in that conditional is then executed.

The only thing that any object does is send messages to the HUD.
Any other coding (items found, dialogue, etc) is stored in the HUD.

Video
I was gonna make a silly, overly dramatic video about the room. Stuff like Ominous Latin Chanting and me staring at everything shouting,

"WHAT DOES IT MEAAAN!?!?"

But I decided to take the room a bit more seriously.

I don't want to spoil what's inside so here's a video of someone playing Ib instead:
If you're easily frightened, beware the first few seconds.