reading reflection on week 9

Physical Computing’s Greatest Hits (and misses)

What made this reading very interesting for me is that It’s all about those recurring themes in physical computing classes, and I must say, I have a soft spot for them. There’s something truly special about the way they offer a playground for creativity and innovation.

What really tickles my fancy is how Tigoe encourages us not to view these recurring themes as stale or unoriginal. Instead, he invites us to look at them as blank canvases ready for our artistic interpretation. It’s like he’s saying, “Hey, don’t shy away from these themes – they’re your chance to shine!”

Now, when we talk about themes like “Theremin-like instruments” and “Gloves,” I can’t help but get excited. I mean, who wouldn’t love the idea of creating music simply by waving their hands around? It’s not just cool; it’s a testament to the magic of human-computer interaction. And those dance pads inspired by Dance Dance Revolution? They’re pure nostalgia and joy wrapped up in a project. It’s like turning your favorite pastime into an interactive art form.

But it’s not all about play; there’s an element of challenge too. Tigoe talks about how we can add meaning to these themes by creating a physical form and context that turns simple gestures into something meaningful. That’s where the artistry comes in. It’s about infusing technology with a touch of human emotion.

And let’s not forget “LED Fetishism.” I mean, who can resist the allure of those blinking LEDs? It’s like a canvas waiting to be painted with light. The possibilities are endless, and it’s a guilty pleasure for tech enthusiasts like me. You can turn a simple LED into a work of art if you let your creativity run wild.

In the grand scheme of things, this article is a reminder that technology can be a tool for self-expression and creativity. It’s a canvas, and these recurring themes are like a familiar backdrop that sets the stage for our innovation. So, what’s not to like about that? It’s an invitation to turn everyday actions into interactive adventures, and I’m all in for that kind of excitement!

Making Interactive Art: Set the Stage, Then Shut Up and Listen

When I read this piece, it’s like a little reminder that sometimes, as artists, we tend to over-explain our creations. We put our hearts and souls into our work, and it’s only natural to want to guide others in understanding it. However, this article argues that in interactive art, there’s a beauty in leaving room for interpretation.

You see, interactive art isn’t just about creating a statement; it’s about sparking a conversation. It’s about building a stage where the audience becomes the actors. The artist sets the scene, provides the props, but then steps back and lets the audience take the spotlight.

It’s a bit like a director working with actors. You can’t tell an actor exactly how to feel or what to do to convey a particular emotion authentically. You can guide them, suggest intentions, but the true interpretation and expression come from within them. The same goes for interactive art. You design the environment, you set the stage, but you don’t need to hand-hold the audience through every step.

Instead, you offer them the basic context, suggest sequences through placement, and then let them explore. It’s like a silent invitation, a conversation between the art and the viewer. What you’ve created becomes a canvas for their emotions and thoughts.

And it’s not a one-way street. As the audience interacts with your work, they become part of this ongoing dialogue. Their reactions, their understanding, their misunderstandings – it’s all part of the artistic conversation. Some may be moved emotionally, while others might not immediately grasp the message. Some may even inspire and teach others about the work.

It’s a dynamic process, much like a performance. The audience becomes an integral part of your creation, shaping it with their responses. In a way, the art isn’t truly complete until the audience has added their unique layer to it.

Week 9 – Digital Analog Mood Lamp!

Concept

For this week’s assignment, I drew inspiration from Mood Lamps. Mood Lighting helps create a calming and soothing atmosphere and can invoke different moods depending on the colors you set it at. I’ve tried to create a very basic version of this.

Process

My idea was to use an RGB Led, a digital switch for digital input and a potentiometer for analog input for this. However, certain values of potentiometer readings did not work and hence I added separate green and yellow LEDs that would light up instead. There is a circular ring of moods around the potentiometer. You can move the arrow towards the mood you’d like to set it up at. The potentiometer values are mapped to rgb values that are then displayed on the RGB Led. If the digital switch is pressed, alot of colors get displayed automatically. In this case the mapping is between time and the rgb values

I had some trouble figuring out the working of the digital switch but with some references and trial and errors, I eventually figured it out to work somewhat like desired.

code:

void setup() {
  pinMode(RGB_RED_PIN, OUTPUT);
  pinMode(RGB_BLUE_PIN, OUTPUT);
  pinMode(RGB_GREEN_PIN, OUTPUT);
  pinMode(GREEN_LED_PIN, OUTPUT);
  pinMode(YELLOW_LED_PIN, OUTPUT);
  pinMode(SWITCH_PIN, INPUT);  

  Serial.begin(9600);  
}

void loop() {
  int switchState = digitalRead(SWITCH_PIN);
    Serial.print("Switch State: ");
Serial.println(switchState);

  if (switchState == HIGH) {

     int currentTime = millis();
  int period = 3; 
  int rgbValue = map(currentTime % period, 0, period, 0, 1535);

  // convert the RGB value to individual color components
  int red, green, blue;

  if (rgbValue < 256) {
    red = 255;
    blue = rgbValue;
    green = 0;
  } else if (rgbValue < 512) {
    red = 511 - rgbValue;
    blue = 255;
    green = 0;
  } else if (rgbValue < 768) {
    red = 0;
    blue = 255;
    green = rgbValue - 512;
  } else if (rgbValue < 1024) {
    red = 0;
    blue = 1023 - rgbValue;
    green = 255;
  } else if (rgbValue < 1280) {
    red = rgbValue - 1024;
    blue = 0;
    green = 255;
  } else {
    red = 255;
    blue = 0;
    green = 1535 - rgbValue;
  }

  // setting RGB LED colors
  analogWrite(RGB_RED_PIN, red);
  analogWrite(RGB_BLUE_PIN, blue);
  analogWrite(RGB_GREEN_PIN, green);

  

    // separate green LED
    digitalWrite(GREEN_LED_PIN, HIGH);

    //separate yellow LED
    digitalWrite(YELLOW_LED_PIN, LOW);
  } else {
  int potentiometerValue = analogRead(POTENTIOMETER_PIN);
  int rgbValue = map(potentiometerValue, 0, 1023, 0, 1535);

  // potentiometer value to the serial monitor
  Serial.print("Potentiometer Value: ");
  Serial.println(potentiometerValue);

  int red;
  int blue;
  int green;
  
  if (rgbValue < 256) {
    red = 255;
    blue = rgbValue;
    green = 0;
  }
  else if (rgbValue < 512) {
    red = 511 - rgbValue;
    blue = 255;
    green = 0;
  }
  else if (rgbValue < 768) {
    red = 0;
    blue = 255;
    green = rgbValue - 512;
  }
  else if (rgbValue < 1024) {
    red = 0;
    blue = 1023 - rgbValue;
    green = 255;
  }
  else if (rgbValue < 1280) {
    red = rgbValue - 1024;
    blue = 0;
    green = 255;
  }
  else {
    red = 255;
    blue = 0;
    green = 1535 - rgbValue;
  }
  
  analogWrite(RGB_RED_PIN, red);
  analogWrite(RGB_BLUE_PIN, blue);
  analogWrite(RGB_GREEN_PIN, green);

  // separate green and yellow LEDs based on potentiometer value
  if (potentiometerValue >= 340 && potentiometerValue <= 510) {
    digitalWrite(GREEN_LED_PIN, HIGH);  // Turn on green LED
    digitalWrite(YELLOW_LED_PIN, LOW);  // Turn off yellow LED
  } else if (potentiometerValue >= 165 && potentiometerValue <= 342) {
    digitalWrite(GREEN_LED_PIN, LOW);   // Turn off green LED
    digitalWrite(YELLOW_LED_PIN, HIGH);  // Turn on yellow LED
  } else {
    digitalWrite(GREEN_LED_PIN, LOW);   // Turn off green LED
    digitalWrite(YELLOW_LED_PIN, LOW);  // Turn off yellow LED
  }
  
  delay(100);  
  }

  // delay to avoid flooding the serial monitor with data
  delay(100);
}

Reflections

I really enjoyed this and was able to explore different sensors as I tried out the ultrasonic resistor, potentiometer and photoresistor before deciding which one to go forward with. I did have some issues while coding but managed to make something similar to what I had expected. For future improvements, I could maybe use something transparent/translucent to cover the leds and make the light intensify more like in usual lamps.

References

rgb led

 

Weekly assignment – Week #9

For this week’s assignment, my goal was to get more comfortable with the different components of Arduino and making circuits. I decided to use a potentiometer for analog input and a button for the digital. With potentiometer, I aimed to control the dim level of a red LED, and with the button I wanted to control the yellow LED. Here is the result:

Here is my code:

#define LED_PIN_1 8
#define BUTTON_PIN 7

#define LED_PIN_2 11
#define POTENTIOMETER_PIN A1

void setup() {
  pinMode(LED_PIN_1, OUTPUT);
  pinMode(BUTTON_PIN, INPUT);

  pinMode(LED_PIN_2, OUTPUT);
}
void loop() {

  int potentiometerValue = analogRead(POTENTIOMETER_PIN);
  int brightness = potentiometerValue / 4;
  analogWrite(LED_PIN_2, brightness);

  if (digitalRead(BUTTON_PIN) == HIGH) {
    digitalWrite(LED_PIN_1, HIGH);
  }
  else {
    digitalWrite(LED_PIN_1, LOW);
  }
}

It was a simple setup but completing this assignment made me feel more comfortable with Arduino. Also, a big shoutout to the IM Lab assistants and their Saturday vibes💅🏻.

week 9: analog/digital

My project this week is fairly simple, and my goal was to just get more comfortable using the components with the Arduino (in preparation for following weeks!). I used an RGB LED controlled by a potentiometer, and a regular LED controlled by a momentary switch to do a little light show.

The RGB LED shines red, green, and blue continuously, but the speed is controlled by the voltage at the potentiometer. The mapping is done as such:

delayTime = map(analogRead(potentiometerPin), 0, 1023, 1, 10);
The other LED is always on. When the switch is pressed, it just turns off.
Here’s a little video demo:

One of the challenges was working with the delay() function for the RGB led, while asking the code to do other things, such as reading the potentiometer value. I was going to use the trick for calculating time, so the delay() function wouldn’t block the rest of the program, or even use a library I found for creating a non blocking timer. But I figured that wasn’t the point of this assignment, so I stuck with delay(). This led to some repetition in my code, and I would definitely not do it this way if I wanted cleaner, more robust code.

Reading Reflection – Week 9

“Physical Computing’s Greatest Hits (and misses)” was a fun and inspiring read about physical computing and some examples of projects that were done throughout the years. Although this is my first time using hardware to create interactive projects, I have had a lot of enjoyment so far, and reading about these projects motivates me to learn more about Arduino and hopefully come up with my own takes on them. By far the projects that most caught my attention were the theremin-like instruments, the dolls and pets, and the remote hugs. 

First, when it comes to hardware, I believe that instruments are one of the most effective and fun tools to exercise creativity. For instance, the drum glove turns a mundane activity into something that people could actually use to learn drumming and spend their free time with. Not only is it entertaining, but it is also convenient, and I believe that people of all ages would find joy in such a technology. The dolls and pets one is also interesting, and it is something that I see many kids or even adults enjoying depending on the context of the product, such as a physical version of Tamagotchi which could captivate both Millennials and Gen Z. Finally, the remote hugs intrigued me. I do not think such a tool would be convenient as a commercialized product, but I do think it opens doors to a set of captivating technologies that could be used in virtual reality games or even in long-distance relationships.

Meanwhile, “Making Interactive Art: Set the Stage, Then Shut Up and Listen” made me reflect on the purpose of interactive art and how it should be conducted to the public. I strongly agree with the author when it comes to how people should approach interactive art. To me, it is intuitive that too much information can ruin an interactive experience. If the author is micromanaging the user and explaining every single detail based on his perspective, then there is no mystery in the project, no room for interpretation, and no way of knowing how people truly approach your work, leaving a diminished experience and a lack of observations.

Reading reflection – Week #9

In his exploration of interactive art “Making Interactive Art: Set the Stage, Then Shut Up and Listen”, Tigoe suggests that meaningful interactive experiences emerge from a delicate combination of guidance and freedom of the participant. He offers an analogy of a director working with actors to illustrate the importance of subtly suggesting intentions without imposing rigid interpretations. Such comparison sparks a reflection about the setting and design of interactive artworks, which drives a question as to how much guidance is sufficient to provide a context without overshadowing individual interpretation? What is the role of physical space and how can an artist set up a design that encourages curiosity and discovery without the need of dictating the narrative? Furthermore, does the setup of the artwork influence the participant’s emotional connection as well as one’s interpretation of the artwork?

This nicely ties in with the “Physical Computing’s Greatest Hits (and misses)” reading. The part about Theremin-like instruments caught my attention, where the author mentions the importance of gestures being meaningful when a participant interacts with the artwork (gesture of moving your hand over a sensor vs a glove where one taps his fingers to make a rhythm). It makes complete sense that less guidance is required when a setup matches with some kind of pre-existing mental model. It highlights the interconnected nature of physical computing and interactive art, emphasizing the importance of aligning design choices with participants’ intuitive understanding for a more seamless and engaging interactive experience.

Week 9 Reading

Physical Computing’s Greatest Hits

In this article what I really like is the floor pads. I think it’s one of the interactive art that’s most used in real-life scenarios and I really enjoy it. It’s set up in most of the arcades in China and I find it fun. I also like the concept of video mirrors. I once read that people tend to think of humanoid shapes as human figures even if they might be very different. Video mirrors are like the reverse of this concept, changing images of people into humanoid shapes. Therefore when people see these humanoid shapes as themselves, more value is added through the composition or the material of these humanoid shapes.

Making Interactive Art: Set the Stage, Then Shut Up and Listen

I can really relate to this. In my high school, we have literature classes where we are supposed to learn to appreciate, analyze, and interpret literature pieces. At first, when we interpreted it by ourselves we had many different ideas and conclusions. However, when the teacher told us how she analyzed and interpreted it, our own thoughts about the work disappeared and only one interpretation remained. But the thing with art I believe is that it should not have only one “correct answer”. It should be allowed to be openly interpreted by the public, and interpreting your own work kills that possibility. Even if there really is something you want to show to the viewers, it should not be shown through killing the other possibilities of interpretation. I think it is okay to lead viewers to think in a certain way, but it’s completely different than telling the viewers what they should think.

Week 9 | Analog_Digital_I/O

The concept
For this assignment, I wanted to make use of one of the sensors to automate a process. The first sensor I thought of was Grove Light Sensor, which is a module that is used to measure light intensity. The idea is simply controlling the speed of LED blinking based on the ambient brightness of the room. The system monitors brightness through the light sensor and intensifies the LED blinking speed in low-light or dark conditions, serving as a visual cue for urgent notifications.

Process
I started the assignment by creating a schematic diagram for my circuit, illustrated in Figure 1. The pivotal components include a light sensor, responsible for monitoring the ambient brightness of the room, and dynamically adjusting the blinking speed of the LEDs accordingly. Additionally, a toggle switch has been integrated into the circuit, allowing users to seamlessly switch between the two LEDs based on their preferences.
Figure 2 delves into the software aspect of the assignment. The software reads the digital input generated by the switch, ensuring a smooth and controlled transition between the two LEDs.

Figure 1
Figure 2

Video of implementation

Reflections
In this task, it was really interesting that I got to combine physical parts like circuits with software to create interactive and automated product. However, I faced some issues while designing the circuit. It was a bit confusing at the beginning to add these different components together, but I eventually figured it out by going step by step from using just a simple led to using a sensor for controlling other components.

Week 9 | Reading Reflection

Physical Computing’s Greatest hits and misses

The first article “Physical Computing’s Greatest Hits (and misses)” provides a fascinating insight into the world of interactive design, showcasing recurring themes and popular ideas in the realm of physical computing. As I read through the diverse range of projects and ideas, I could reflect on the ingenuity and creativity that arises from the fusion of technology and human interaction.
Different types of projects, like making instruments that work like theremins or devices for sending remote hugs, show how flexible and adaptable physical computing can be. Each project has its own special appeal and room for creative ideas. It highlights how important it is to think about the person using the technology when designing interactive systems. Instead of just focusing on what the machine does, these projects make sure that technology improves and reacts to what people do, making the interaction more meaningful.
Additionally, I liked how the article mentioned projects that mix different ideas. It shows that new and creative things often come from combining unrelated concepts. For example, the flight simulator, which combines a tilty controller with a big glove, demonstrates how unexpected combinations can be both surprising and enjoyable.

Making Interactive Art: Set the Stage, Then Shut Up and Listen

In this article, the author advises artists creating interactive art not to interpret their own work explicitly. Instead of providing detailed explanations and pre-scripting the participant’s experience, the focus should be on designing an environment or device that initiates a conversation with the audience. I totally agree with the writer’s perspective on creating interactive art without explicit interpretation. The idea that artists should let their audience engage with the work independently resonates deeply with my own experiences as a user not a designer.
Reflecting on my visits to art museums, I can recall instances where the lack of clear interpretation hindered my appreciation of certain works. Some pieces seemed inaccessible, their beauty obscured by ambiguity. I often found myself yearning for a more interactive and participatory experience, one that allowed me to unravel the layers of meaning at my own pace.
Overall, the article confirmed my belief in the power of interactive art, where the beauty lies not only in the creation but also in the ongoing conversation it sparks between the artist and the audience.

Week 9 – Reading Reflection

I would like to start with “Making Interactive Art: Set the Stage, Then Shut Up and Listen” because it points out an idea I was not very comfortable with. Yesterday we had a presentation of our sound project for another IM class. Before giving the presentation, I raised the question of what would be better: first, give a chance for an audience to listen to the song and then give a presentation of what the project is actually about, or, vice versa. One of the senior IM students in my group said that it is much better to give them the freedom to interpret, and have their idea of the project rather than forcing our interpretation to them. The idea was the same as it was conveyed in the text because the interactive media project is not a research work with a clear thesis and arguments, it is a more exploratory object that needs to be interacted with. I liked the idea that the project created is “just the beginning of a conversation with the people who experience your work”. We have our idea about the project and we can make a short remark about what the project is about but nothing more because the audience should explore and understand its meaning themselves. Coming back to our sound project, I was worried that the audience wouldn’t understand the point of the project and what exactly we wanted to convey with that. This happened. Some of the audience didn’t get the point of our sound project, but because of the text, I understood that it is fine because not all conversations make sense either. 

“Physical Computing’s Greatest Hits” felt like a selective collection of the simple, yet interesting physical computing project ideas. Starting from the musical instruments, and ending up with the interaction with the body, the article provides many ideas to get inspired from. Particularly, I loved the idea of floor pads as a space for dancing. As a child, I loved that kind of game in the gaming rooms of huge malls. It would be very interesting and exciting to create that by myself and give my little sisters to play with. I am not sure whether they would be as excited as I was with so much technological development nowadays. Although the article gives the basic idea about how each project is created, there are still many grey areas. It would be better if the author provided more technical elaboration on that.