Week 5 – Midterm Progress

I decided to make an experience based on a flower shop. Users can go into the shop, select flowers they like, make a bouquet, and buy flowers. I also want to implement a money system such that you need to purchase everything within the budget, and if you go over the budget, you can’t buy the bouquet. Right now, I’ve implemented being able to walk in and out of the store using a door (enter) and rug (exit), being able to select the flower stand and select flowers you like from a menu into your cart, and going to the checkout. I want to draw all the images, backgrounds, and items in this experience, but right now, I just simple stand-in pictures I drew. I’ll replace these shabby ones in the future, but I just wanted to get the mechanisms of my system working before beautifying it.

Jotting  down  ideas  before  starting:Lots of things ended up changing. I originally wanted to make everything pixel art too, but I think I’m gonna stick with more a freeform style.

Fear:

I had a lot of difficulty displaying and un-displaying different elements in the project. For example, I have a hover effect I’m proud of as it helps indicate what’s clickable to users. However, that means turning things on and off in terms of displaying them, which is a lot more complicated to implement than it intuitively feels to use. I knew I was gonna spend a lot of time figuring out how these mechanisms were gonna work, so I wanted to start early on these instead of the visual sophistication of the project. That’s why I created really simple sketches and blobs to fill in the final drawings.

I’m also not sure if I want to implement a budget; the minimum viable product should be being able to make a bouquet with flowers you chose without worrying about the money, but it’d be nice to have. Having these milestones is important because then you feel less overwhelmed. Each tiny detail can take a long time to implement, so it can feel very daunting. However, I can steadily make progress through these milestones.

Week 5: Reading Response

Computer Vision

The articles juxstaposing of computer vision with human vision was very interesting. While some aspects are similar, such as a common use of types of lenses for both recording video and through retinas, the image processing appears to be where differences begin to proliferate.

An interesting point I found the article made was that videos are inherently recorded to store pixel information, but not necessarily scene information. For instance, a night sky is recorded as lots of black pixels–rather than some encoding of a night sky parameter enabled. This fundamental concept means that complex algorithms must be constructed to reconstruct and interpolate the scene information from pixel values. Furthermore, there are still many video encoding formats (e.g., H.264, H.265), so standardization is further lacking in this regard–introducing additional complexity to the process.

One of the techniques I found intriguing is the background subtraction technique, where an initial reference image of the set is first captured. Then, the reference is used to systematically distinguish which objects belong to the scene, and which do not.

The surveillance art, which monitored the Golden Gate Bridge, sparked considerable reflection. I found the author’s point particuarly pointed, when it was revealed that the art had captured a considerably higher number of suicides than what was noticed through traditional systems. However, I can also see how recording these events is also uniquely invasive to the subjects, who are likely unaware that they have become part of an art piece–and did not sign up to be so. This work was only made possible through computer vision.

week 5 reading

Computer vision algorithms are not general-purpose and rely on specific assumptions about the video input, while human vision is adaptable and can interpret a wide range of visual stimuli. Unlike humans, computers cannot inherently understand or extract semantic information from visual data without additional programming. Additionally, computer vision systems may struggle with ambiguous or poorly defined scenes, whereas humans can often infer meaning from context.

Techniques to enhance computer vision include controlled illumination to improve contrast, using brightness thresholding to distinguish objects based on their brightness, and employing background subtraction to isolate moving objects. Additionally, surface treatments like high-contrast paints can make objects more detectable. Simple object tracking algorithms can also be implemented to follow specific features, such as the brightest pixel in a video frame.

Computer vision’s tracking and surveillance capabilities enable interactive art to engage audiences by responding to their movements and expressions, creating immersive experiences. However, this capacity raises ethical concerns regarding privacy and consent, as participants may be unaware of being monitored. Artists must balance the innovative use of tracking technology with responsible practices to ensure a respectful and enjoyable interaction.

week #5 – reading

How Computer Vision is Different from Human Vision

Computer vision and human vision work in very different ways. People can see and understand images quickly because our brains recognize patterns, shapes, and objects naturally. We also understand depth, colors, and movement easily. Computers, however, need special instructions to “see” things. They analyze images by looking at tiny dots called pixels and using math to find patterns. Unlike humans, computers have trouble with things like bad lighting, unclear backgrounds, or objects that look similar. This means computer vision needs special tricks to work well in different situations.

How We Help Computers See and Track Objects

Since computers do not see like humans, we use special techniques to help them track objects. One method is frame differencing, where the computer looks at two pictures and spots the differences to detect movement. Background subtraction helps the computer ignore things that do not change and focus only on moving objects. Another technique is brightness thresholding, where the computer finds objects based on how bright or dark they are. More advanced methods use color tracking or infrared cameras to improve accuracy. These tools help computers find and follow objects better, even in complex scenes.

How Computer Vision Affects Interactive Art and Surveillance

Computer vision is used in art to make interactive experiences where people can control things with their movements. For example, in Myron Krueger’s Videoplace, people’s shadows on a screen could interact with digital images. Artists also use computer vision to explore serious topics like surveillance. In Sorting Daemon, David Rokeby used it to study how cameras track people in public places. Another example, Suicide Box, recorded people jumping off a bridge to show how some events are ignored by society. While computer vision makes art more exciting, it also raises questions about privacy and how technology watches people without their permission.

Week #5- midterm progress

My Concept:

For my midterm project, im attempting to bring Bikini Bottom to life through an engaging and nostalgic digital experience. The project features the three iconic homes from SpongeBob SquarePants, SpongeBob’s pineapple house, Squidward’s stone home, and Patrick’s simple rock. The project is a tribute to childhood memories, capturing the essence of the beloved cartoon that many grew up watching. I plan to make it more interactive by making users solve different problems using hints, enabling them to interact with different objects.

Design:

For my design I hope to closely mirror the original aesthetic of SpongeBob SquarePants, using vibrant colors and playful elements to capture the cartoon’s distinct underwater atmosphere. The houses are placed in a scene that resembles Bikini Bottom’s sandy ocean floor, with blue gradients representing the ocean background as shown below: 

The interactive element plays a crucial role in this project. As the user moves their mouse over each house, the door lights up to indicate interactivity. When a user clicks on the door, an passcode input box pops up, where the user needs to type in the correct code to unlock it (by using hints). When a user interacts with the door, they enter the house where, depending on the house chosen, will have a different theme and interactive objects that match the vibes/themes of the character. This will also be done by changing the genre of music inside each house.

Challenges:

One of the main challenges was making the opening door action simple and easy to use. Instead of just clicking the door, I had to add an input field that only appears when needed. Managing this input box so it doesn’t always stay on the screen was tricky. Another challenge was handling incorrect passcodes. I made the program display “Incorrect” on the screen. This required making sure the message only appears when needed and resets when the user tries again.

Finally, I had to ensure that when the correct passcode is entered, the screen updates immediately. This meant making sure the input box and button disappeared at the right time while smoothly transitioning to the next screen.

let doorX, doorY, doorWidth, doorHeight;
let isUnlocked = false;
let correctPasscode = "1234"; //the passcode
let userInput = "";
let message = "";

function setup() {
  createCanvas(300, 200);
  
//door position
  doorX = width / 2 - 40;
  doorY = height / 2;
  doorWidth = 80;
  doorHeight = 120;

//input box
  inputBox = createInput('');
  inputBox.position(width / 2 - 50, height / 2 + 50);
  inputBox.hide(); //hidden at the start

//create submit button
  submitButton = createButton('Enter');
  submitButton.position(width / 2 + 60, height / 2 + 50);
  submitButton.mousePressed(checkPasscode);
  submitButton.hide(); //initially hidden
}

At the moment the dimensions for clicking the door is not perfect at all, but it’s just to give an idea. (click at the bottom of the door)

passcode is “1234”

Reading Response 4 – Computer Vision for Artists and Designers (Week 5)

In his article, Levin delves into the relationship between code and creative expression, illustrating how coding and computation offer a unique medium for artists to explore new forms of interactivity and non-verbal communication. This perspective was particularly eye-opening for me, as it shed light on how computation is not just a tool for efficiency or automation but also a canvas for artistic exploration.

One of the most fascinating aspects discussed in the article was computer vision. While the term itself is somewhat new to me, I was surprised to learn that efforts to advance this field began over half a century ago. It is remarkable to realize that machines can now collect visual data and “interpret” it, mimicking human perception in ways that were once the realm of science fiction. Computer vision models allow computers to identify human features, recognize expressions, and even infer emotions—all of which have groundbreaking implications, not only for fields like surveillance and security but also for art. In interactive media, for instance, artists are using computer vision to create installations that respond dynamically to human presence, movement, or even facial expressions, transforming passive spectators into active participants in digital art.

However, despite its exciting artistic applications, computer vision carries an eerie undertone due to its origins. The fact that this field was initially a military endeavor makes its transition into the realm of creative expression feel somewhat uncanny. The same technology that was once developed for warfare—such as guiding missiles or identifying enemy targets—is now being used to make art installations more immersive. This contrast raises an unsettling question: can a technology born from conflict and control ever be fully dissociated from its original intent?

Beyond its history, the rapid advancement of computer vision presents an undeniable threat to human privacy. Today, no one is truly safe from being recognized, analyzed, and cataloged by ubiquitous surveillance cameras, facial recognition systems, and AI-powered security networks. What was once considered futuristic is now an everyday reality—public spaces are filled with CCTV cameras that can track individuals in real time, while social media platforms use facial recognition to tag people in photos automatically. While some of these applications serve practical or even artistic purposes, they also blur the boundaries between technological progress and ethical concerns. When does interactivity cross into intrusion? At what point does an artistic exploration of human expression become indistinguishable from surveillance?

Week5 Reading: “Computer Vision for Artists and Designers”

Reading this article felt like taking a peek behind the scenes of how computers “see” the world, which is a process that’s really different from how we see it. Unlike our eyes that automatically pick up on contexts, depths, and meanings, computers have to break everything down into pixels and simple data to be able to process it. They use techniques like frame differencing, background subtraction, and brightness thresholding to detect movement and distinguish objects from their surroundings. In other words, while we instantly recognize a face or a smile, a computer needs a lot of help to do even simple things like tell the difference between a moving person and a stationary background.

What really stood out to me was how much effort goes into making the computer’s vision work well. It’s much more than just writing code. It’s also about setting up the right physical conditions like using specific lighting, reflective materials, or even special cameras to boost the system’s accuracy. This mix of coding and physical tweaking shows that computer vision is as much an art as it is a science.

I also found it interesting how computer vision’s tracking and surveillance capabilities have shaped interactive media art. On one hand, these systems let artists create installations where your movements become part of the artwork (like in the classic Videoplace) but on the other hand, there’s a darker side: the same technology that can create immersive art experiences can also be used to monitor and profile people. This duality makes me think about the ethical implications and the balance between creating engaging art and respecting personal privacy.

To sum up, the article not only breaks down the technical side of computer vision for beginners but also opens up deeper questions about technology’s role in our lives, both as a creative tool and a way of surveillance.

Week 5 – Reading Response

Given how important sight is to humans in regards to navigating and interacting with the world around us, granting similar abilities to a machine is a fascinating concept. Of course, it introduces just as many technical issues as it does opportunities, and what little I do know about computer vision/graphics is that it gets complicated very quickly. That aspect also shows just how impressive the human body is, since it takes huge amounts of work to create even a basic emulation of what comes naturally to us. The examples mentioned in the reading (frame differencing, background subtraction, and brightness thresholding) seem somewhat straightforward, but they each rely on very specific criteria to achieve their purposes.

There were a number of points made throughout the reading that stood out to me. For one, the beginning of the text mentions that most early applications of computer vision were military in nature, due to the prohibitive nature of the field at the time. While the technology is now more available than ever, the potential for misuse is also just as high. This has been seen in more general cases in the past few years like AirTag stalking, Zoombombing, etc. Computer vision is a particularly bad case given how cameras are literally everywhere nowadays, ready to collect PII or otherwise violate our privacy. A less concerning point I liked was how in order to optimize the digital performance of computer vision, you have to provide the right physical environment for it to work in. While it is rather obvious when you think about the requirements and constraints each technique has, I appreciated the duality of the process and allusion to how “two in harmony surpasses one in perfection.”

Week 5 – Midterm Progress

For a midterm project, I decided to make a game for baking cookies! As a passionate baker, cookies are one of my specialties (ask my friends trust me).

The concept: A simple game to bake chocolate chip cookies. If time permits and if my skill set can handle it, I also want to include a timer. This is a very basic sketch of what I’m planning on: 

  1. Start page
  2. Ingredients with a bowl; the users will drag the ingredients into the bowl, and then click on the egg to crack it. This was my “scary” part, as I wanted to try using sprite sheets, a concept I never heard of or tried before this.
  3. A mix button will bring a whisk, which is animated to turn, and then an animation will switch to a tray filled with cookie dough.
  4. The tray will be pushed into an “oven” (which I’ll draw using shapes)
  5. A screen shows up saying “Cookies are ready!!”. There will be a restart button, and a recipe button, for my actual original recipe.

So, the user interaction would essentially be their role as the baker, dragging the ingredients into the bowl, putting the tray into the oven and so on.

The scary part: Using a sprite sheet for the egg cracking. I drew the stages of an egg being cracked and then created a sprite sheet of it using Canva. I then coded the egg breaking, which was a bit confusing. At first, the egg would “crack” wherever we click on the screen, but then I figured out how to make it confined to just the egg picture.

I was very happy with the result, and it made me less afraid in approaching the midterm project, since the scariest part is solved now. Here’s an embedded sketch of my “cracking the egg” test. I might need to update the sprite sheet and code to get the egg to ACTUALLY fall into the bowl, but so far, I’m pretty confident with my project concept, and excited to code it to reality!

 

Week 5 – Reading Response

The webpage on Flong.com, “Computer Vision for Artists and Designers: Pedagogic Tools and Techniques for Novice Programmers”, explores techniques of computer visions for artists and programmers. Computer vision varies from human vision in many aspects. Computers can be more sensitive to light of different wavelengths (like infrared), something which isn’t possible in humans. It can also be trained to process images and recognise patterns. However, a computer doesn’t have the same intuitive skill humans do, and tend to not understand complex or abstract concepts. We can use techniques like background subtraction, retro reflective materials and brightness thresholding mentioned in the reading in order to help computers track what we are interested in. Computer vision tracking can significantly influence interactive media. Of course, as with most things, we have to consider ethical issues, especially when tracking might be done in public spaces. Computer vision can be extremely beneficial for data collection, analysing the audiences’ behaviour. Advanced technology can also be extremely useful for seamless communication in interactive media. Through combinations of physical inputs and well-thought creative concepts, we can create more advanced ideas in the field of interactive media. While computer vision has its limitations, we need to carefully understand its advantages and use these characteristics effectively .