I plan on using different coloured platforms to help convey the data collected by my chosen pachube. Taking the idea of a room the becomes brighter due to the floor lighting up as more people enter it, i have decided to have the floor glow in different colours to represent the number of people in the room.
I feel this will convey the information more clearly as a colour will be designated to a certain number of people in the room (eg, green floor = 1- 10 people). This will allow the observer to calculate how many people are in the room by looking at the colour of the floor, rather than measuring the intensity emitted by the floor light (which would be too difficult for a quick calculation).
Wednesday, 2 November 2011
Tuesday, 4 October 2011
Week 2 - Using the Flowgraph with the Pachube
Using the flowgraph below I could show the average distance over time between the player and the entity.
If it is possible, collecting live data from the pachube and representing it in Crysis could also be an effective way of representing the pachube. Meaning, as people in the real world walk into the room, data is collected and transfered to Crysis Wars, where the real-life people are represented by AI characters, and shown walking into the room.
If it is possible, collecting live data from the pachube and representing it in Crysis could also be an effective way of representing the pachube. Meaning, as people in the real world walk into the room, data is collected and transfered to Crysis Wars, where the real-life people are represented by AI characters, and shown walking into the room.
Week 1 - SWOT Analysis
After searching through the pachubes created by the ARCH1392 students, I found a creative and interesting live feed which was based on the relationship between light and people.
'The sense of space is created using light. The number of people entering and leaving a room directly correlates to the floor area which is lit up. As more people enter the room the lit floor area increases. As more of the floor area lights up the concept of a larger space is created'
Creating Space with Light
Strengths
The idea of using light to measure the number of people contained within a room adds an interesting component to the room. It allows the room to be measured in 4 dimensions; width, height, length and density (the number of people in the room). The idea of having a changing light source is also appealing as it will provide a more interactive and amusing environment for people to walk through.Weaknesses
Depending on how the room is constructed, a room could be too dull (if there is not enough people in the room to light it up) or it could be too blinding (if there are too many people in the room). To solve this there would need to be a minimum and maximum limit for the light strength produced in the room.
Opportunities
Using the same idea of having a changing light source dependent on the number of people in the room, this idea could be adapted to change the colour of the light instead of the intensity. Comparing light frequencies to the number of people in the room red light (lowest frequency) could show a small number of people in the room, while violet (highest frequency) could show a high number of people in the room.
Threat
The biggest threat of this idea is the balance between light intensities. There must be enough light at the minimum level to allow people to see where they're walking, and there cant be too much light so that it becomes blinding for the people, but it is also important there is gap between maximum and minimum intensities to allow for a noticeable difference as more people enter/leave the room.
https://pachube.com/feeds/35501
Saturday, 10 September 2011
Sketch Up Model & Crysis Level
Sketch Up Model
http://sketchup.google.com/3dwarehouse/details?mid=b43aa0f6728e0db71d323f8b3a28d42c
Crysis Wars Level
http://www.gamefront.com/files/20765563/FlowgraphPluginSystem.rar
http://sketchup.google.com/3dwarehouse/details?mid=b43aa0f6728e0db71d323f8b3a28d42c
Crysis Wars Level
http://www.gamefront.com/files/20765563/FlowgraphPluginSystem.rar
Pure Environmental War (Final Submission)
In my final submission, I continued to develop the use of lights in conjunction with proximity triggers and distance measures. Combining this with the use of symbolism I felt that I was effectively able to connect the Pachube live feed with Paul Virilio’s concept of Pure War to show the effects of global warming.
Choosing to use the Steel Mill level for my installment I am able to show the pollution that is causing global warming, and in turn fueling this ‘Pure War.’
Creating a custom object to represent pure war, I used this to create a target for the character, where something happens as the player walks towards it. In this installation walking towards the target activates the effects of global warming.
Walking on the multi-coloured lights represents the lighting changes that may occur as a result of global warming. Walking towards the pure war target in the right hand room shows the ceiling and floor glowing bright red the closer the player gets to the pure war target. This represents the increase in temperature as the issue of global warming worsens. In the back room, there is a light waterfall covering the pure war target, representing the humidity changes that may occur as global worsens. The final, and most important symbolism used is that of the entire building. As the player moves closer to the pure war model situated between the columns, the entire building begins to glow representing the overheating, and gradual destruction of the earth.
https://pachube.com/feeds/12741
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