Collective Play explored “how do the rules of interaction shape non-competitive play?” and “code and test design strategies for playful group interactions.” For our final project, Simon and I decided to create a game which forces the user to actively engage with common uncomfortable situations. The situations we were most interested in exploring are those we commonly experience when group-forming in professional, educational, and romantic settings: rejection and rejecting others. We were particularly interested in this when we realized that, for many people, even long-removed memories of rejection from our schoolyard days (not being chosen for sports teams, etc.
This project is my goattempt to explore virtual reality as a medium for comedic performance. The player is thrust into a situation in which they are utterly unprepared and asked to make do as best as possible. Made in Unity3D using the HTC Vive headset:
This week, we began reading Jim Collins’ Built to Last, a business management classic that attempts to identify why certain ‘visionary’ companies have become both synonymous with technological progress and essential to our daily lives. In it, he unpacks the various myths around success in business (genius idea and genius leader being the most common) and presents an alternative model for success focussed less on individual ideas or genius and more on organizational structure and institutional longevity.
As part of our dive into cell network infrastructure, we were asked to find our IMSI (International Mobile Subscriber Identity) and IMEI (International Mobile Equipment Identity) numbers from our own cell phones. On my Android phone, the IMEI was listed in the settings. The IMSI was not listed in settings, but was printed on the SIM itself.
For this week’s analog interaction exercise, Simon and I decided to replicate a common and emotionally turbulent interaction from schoolyard play: that of waiting to be picked (or not) for teams. We noticed that, at least anecdotally, childhood memories of anticipation, relief and humiliation associated with this interaction remain strong for many people. Choosing teams, creating partnerships and forming relationships remains an important and emotional interaction into adulthood. Indeed, though the process is (hopefully) handled with more civility and tact in a graduate school or professional environment, the interaction remains difficult.
This week I recreated Roger Johansson’s Evolving Mona Lisa, which attempts to ‘evolve’ an image (the Mona Lisa) from a number of randomly-placed and randomly-colored triangles. In particular, this project does the following: * Setup a random DNA string (application start) 1. Copy the current DNA sequence and mutate it slightly 2. Use the new DNA to render polygons onto a canvas 3. Compare the canvas to the source image 4.
The most interesting materials I found at MaterialConnexion was this soft gel aptly named “Softgel” made by TechnoGel Italia (there is a PA based distributor or subsidiary company which can be contacted through their website). This product was displayed as a colored block of around 8” x 8” x 2” with bumps on one side. It was extremely soft (low shore hardness) and pliable to the touch, feeling as though there were a liquid gel bound inside a relatively harder exterior shell.
For this midterm project, I wanted to capture how memory can shift over time. As specific details fade, essential emotional and sensory elements are heightened and reinforced through our repeated experience of that memory. In short, we are not objective observers to our own life, but distort the past through the lenses of our present understanding and all of our past understandings. Can we remember something without distorting it?
As of March 3rd, 2018, there does not exist a digital ‘browsing’ experience as generative (or as random) as the physical one. The experience of finding those things we do not know we are looking for is difficult to replicate in the digital world. In the digital world, connections between books, products, etc. are all due to logical connection algorithms – algorithms that presume to know why we would be looking for something in the first place.