Abstract V.04

Abstract

Tangible Visual Effects is a thesis investigation on the structural components of screen based visual effects, (ex: animatronics, multiplicity, scripted depth of field, type animation, mutation/transformation, lighting effects, augmented interfaces, etc) and seeks to explore ways in which they can be deployed to form a new language of tangible interactions. I believe the structural components of visual effect techniques can change future interaction. This can introduce and develop of new uses for informing future perceptive interactions. This would entail undertaking experiments that explore the possibility of extending the visual experience to other senses and subverting expectations of “familiar interactions” through the tools of illusion, mutation, discovery, and stimulating imagination.

References

There are certain attributes in devices when and if manipulate, creates a sense of illusion. It is a natural phenomena to dilute one’s mind just as a chameleon can change colors to deceive predators while sitting on a tree. I’m creating illusion to dilute the eye, experimenting with perception and sub-conscious to allow variations of experiences by individuals.

As Maurice Merleau-Ponty observed that “consciousness exists in the world and experience of things in the world exist in the consciousness”. Perceptive manipulation devices can alter the consciousness. A recent experiment by Ehrsson in 2007 was done by mounting a video camera on the head to allow users to perceive a variety of out-of-body experience.

Galvano-vestibular stimulation system by Fitzpatrick investigates a systems that can manipulate the sense of balance, reflexes, and proprioception. Startling sensations such as sirens, bright flashes, or even vibrations to the sense of touch can unconsciously divert our attention. George Stetten devised the concept of FingerSight in 1999. It extends human sight to fingers by detecting reflected laser light to vibrations felt on the surface of finger, allowing the device to mimic the phenomena of synethesia.

The Approach

Professionally I have resided in the world of motion based narratives in conjunction to this I have also been attracted to breaking and making things. These have informed many of my projects during my two years of masters studies, 11th Finger (extension of the body), Velit (object animism and mythology), and Healthbrush (experience design into our everyday lives). Through experimentation from making, I plan to further develop devices and interfaces, even small one function objects around perception manipulation and physical animation. I will collaborate with other researchers as well to develop hybrid of thesis concepts and tackle a broader spectrum.

Investigation Questions:

• if visual effects in film have the capability to convincingly deceive us, and draw us into a scripted narrative, what would be the implications of the application of embedded visual effects in physical world?

• would they become entertainment, or could they have a deeper effect in subverting our expectations?

• what would be the implications if our objects plays with inversions of our expectations-on our sensory perception, relationship to objects, to entertainment?

• if the frequency of light waves and audio waves can be manipulated enough to cross over in our neurological responses, how can this phenomenon be synthesize towards a comprehensible narrative of personal interpretations?

• when the physical interface takes on a greater responses to touch and controls with hands and feet over digital responses that stimulates human perception, what possibilities can arise from memory, recovery, and discovery?

 

Abstract V.03

Sight, Touch, Mind Bending Apparatus- Thesis abstract by Link Huang

There’s the saying, “eyes are the windows to your soul”. This window is a two way access for massive amounts of quick interactions between the viewed and the viewer. Although to completely rely on sight can often mislead and deliver false information to the viewer, tricking the mind to think one thing is bigger than another, one color looks different than the compared just because its environments are different, or even unexpected reveal of objects. This occurs in real life but even more so on film and Television. My inspirations are driven by motivations from techniques used in visual effects and optical illusions in conjunction with physical mechanics. Techniques such as mechanical transformations, green screen composite, particle animations, sense of 3 dimensional space, or even holographic interfaces. Some methods are by embedding artificial sensors (such as cameras, microphones, temperature, proximity, and touch sensors) in tangible forms to allow the separation of perception and body.

These attributes are embedded in devices to manipulate perception and conscious to allow variations of experiences by individuals. As Maurice Merleau-Ponty observed that “consciousness exists in the world and experience of things in the word exist in consciousness”. Perceptive manipulation devices can alter the consciousness. A recent experiment by Ehrsson in 2007 was done by mounting a video camera on the head to allow users to perceive a variety of out-of-body experience.

Galvano-vestibular stimulation system by Fitzpatrick investigates a systems that can manipulate the sense of balance, reflexes, and proprioception. Startling sensations such as sirens, bright flashes, or even vibrations to the sense of touch can unconsciously divert our attention. George Stetten devised the concept of FingerSight in 1999. It extends human sight to fingers by detecting reflected laser light to vibrations felt on the surface of finger, allowing the device to mimic the phenomena of synethesia.

My professional background comes from storyboarding to animation in the broadcast motion graphics and film industry, it is in conjunction with my personal hobby of various material craft and mechanical works has led me towards my obsession. Example projects I worked on include the 11th Finger, Velit, and Healthbrush. 11th Finger is a hat-like device worn on the head with a finger on the top. Driven by two servo motors and read-outs from a infrared camera that senses the direction of the left eye worn by the user and points the finger in the same direction. Velit was a project to investigate object animism and this autonomous wishing machine takes on a life of it’s own. This creature reacts left and right to the movement of the person standing in front and opens its mouth at a intimate distance when the person’s face comes close, revealing a dandelion looking wishing star created with several tiny LEDs and an audio sensor. The user can also interacts with it by feeding it with some wishes and a breath of air, blowing into the star. Feeding Velit with a wish excites the creature and changes it’s LED tail pattern. When there is no interaction, this creature doze off and falls asleep. The third project is Healthbrush. This is a concept demo of a toothbrush that will analyze the user’s blood from the average daily routine and give the user’s health statistics, assessments, and suggestions.

The thesis investigation I am proposing plays with the language of visual effects as they are applied in an immersive film experience (ex:multiplicity, duplication) into tangible real world things. The goal is to experiment with the possibility to manipulate perception, extending the visual experience of special effects (with theories like gestalt and cognitive psychology) to other senses and in effect subverting expectations of “familiar interactions”, reintroducing the possibility for discovery, and stimulating imagination.

Investigation Questions:

• if visual effects in film have the capability to convincingly deceive us, and draw us into a scripted narrative, what would be the implications of the application of embedded visual effects in physical world?

• would they become entertainment, or could they have a deeper effect in subverting our expectations?

• what would be the implications if our objects subverting our expectations-on our sensory perception, relationship to objects, to entertainment?

• if the frequency of light waves and audio waves can be manipulated enough to cross over in our neurological responses, how can this phenomenon be synthesize towards a comprehensible narrative of personal interpretations?

• when the physical interface takes on a greater responses to touch and controls with hands and feet over digital responses that stimulates human perception, what possibilities can arise from memory, recovery, and discovery?

 

Abstract V.02

Thesis Workshop 09-17-2011: Thesis Intent Wk02

by Link Huang

Tangible Visual Effects

Interests for Investigation

There’s the saying, “eyes are the windows to your soul”. This window is a two way access for massive amounts of quick interactions between the viewed and the viewer. Although to completely relying on sight can often mislead and deliver false information to the viewer, tricking the mind to think one thing is bigger than another, or one color looks different than the compared just because its environments are different or even unexpected reveal of objects. This occurs in real life but even more so on film. Filmmakers often use illusional techniques to complete the visual compositions displayed for storytelling. These techniques such as mechanical transformations, green screen composited scenes, particle animations, sense of 3 dimensional space within, or even holographic interfaces. It is often technologies science fiction writers talk about in their stories, given them new affordances and functions in their fictional portray of the future. When the book is transformed into a feature film, designers are often required to think about not only the aesthetics but also the way they appear. These movement must feel natural and seamless in the way it appears and disappear. In many ways visual effect animations are illusions created to enhance the story, giving credibility for the the audience to believe everything they are watching actually exist.

My interest began collectively towards the investigation of “Hollywood and Science Fiction display of technologies in comparison to a perspective shift of the crude reality when various technologies are implemented in the real world“. In this initial stage, I had the notion of investigating glitches and its imperfections as part of the technology flaws through exploring it’s possibilities. Then as I develop my projects during the courses over the summer, I began to realize my interests lies within the visual effects aspect of these fictional technologies in the stories. My goal is to look into ways to bring these visual effects to the tangible world. I would like to creating inventive and innovative projects while staying away from a carbon copy reflection of a existing visual effects used in film.

 

Expertise and Obsession

My professional background derives from a handful of years doing motion graphics through storyboarding to animation. It is also a combination with some of my hobbies building RC vehicles, craft works exploring materials. Example projects I worked on that led me to this obsession, a few examples include the 11th Finger, Velit, and Healthbrush. 11th Finger is a hat-like device worn on the head with a finger on the top. Driven by two servo motors and read-outs from a infrared camera that senses the direction of the left eye worn by the user and points the finger in the same direction. Velit was a project to investigate object animism and this autonomous wishing machine takes on a life of it’s own. This creature reacts left and right to the movement of the person standing in front and opens its mouth at a intimate distance when the person’s face comes close, revealing a dandelion looking wishing star created with several tiny LEDs and an audio sensor. The user can also interacts with it by feeding it with some wishes and a breath of air, blowing into the star. Feeding Velit with a wish excites the creature and changes it’s LED tail pattern. When there is no interaction, this creature doze off and falls asleep. The third project is Healthbrush. This is a concept demo of a toothbrush that will analyze the user’s blood from the average daily routine and give the user’s health statistics, assessments, and suggestions. Interaction with a Function while using visual effects techniques in the tangible world became a large part of my interest to explore infuse with my expertise.

Questions

I intend to investigate questions like, “Can animistic characteristics of these devices be utilized in terms of a narrative? Can we find out what sorts of “power” fit for these narratives?”,”What would be some amazingly powerful information, if the user could only get it somehow?”, “Can the device be some kind of mounted display, something your essentially wear?”, ” “What kind of experience does the user go through while using these tangible interactions?”, “How can the sense of discovery play into the experience?”, “How can system, network, or social media implications tie in with the design?”.

 

Abstract V.01

Link Huang

Thesis Workshop 09-12-2011: Thesis Intent Wk01

 

During my thesis gateway, my interest began collectively towards the investigation of “Hollywood and Science Fiction display of technologies in comparison to a perspective shift of the crude reality when various technologies are implemented in the real world“. In this initial stage, I had the notion of investigating glitches and its imperfections as part of the technology flaws through exploring it’s possibilities. Then as I develop my projects during the courses I was taking over the summer, I began to realize my interests lies within the visual effects aspect of these fictional technologies in the stories. Looking into ways to bring these visual effects to the tangible world. Creating inventive and innovative projects while staying away from a carbon copy reflection of a existing visual effects used in film.

These include asking questions like, “what type of hardware support and leverage would it require for these servo or motors to move and create interactive interfaces?”, “How can I make these tangible interactions create personalized experience?”, “How does these interactions challenge the existing ways of using certain tools or objects for various functions?”, “What are the target audience demographics?”, “Why would anyone want this?”, “Are there possible ways to make these affordances more sustainable to the environment?”, “What kind of experience does the user go through while using these tangible interactions?”, “How can the sense of discovery play into the experience?”, “How can system, network, or social media implications tie in with the design?”.

My expertise in my professional background derives from a handful of years doing motion graphics through storyboarding to animation. It is also a combination with some of my hobbies building RC cars and wrenching on real cars. I would very much like to combine all my skills together including graphic design, flash driven digital or physical interfaces, digital electronics, gears and motors, even craft works using plastic, metal, and wood to exploring possibilities to create the most interesting interactions.