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Max Fragmentation Reflection

I began this doing project by looking into the concept of fragmentation. From this I thought I would look into how to redraw fine art “masters” images, still lifes in particular. This resulted in me having a look at counter objects, pack, and getcell sencell objects…after unpacking the numbers I thought I could play about with the order of pixels, arranging them or producing music (noise). After a bit of playing around my idea evolved. The sketch below shows how I was unpacking pixel data from an image.

 

With my evolution of idea came my want to capture some sort of image or movie that would allow for some manner to fragment reality in some sort of way, playing with the concept of time and place. This coincided with a visit to a Skye, an Island or ‘fragment’ if you will of the coast of Scotland. Here I was looking out the window and thought about how a day passes unnoticed unless resting in the same location, if one stays still for long enough they can notice the subtle changes and evolution of a day. A nice way to capture this rotation is by capturing a timelapse, a video made out of many still images (or fragments) that are placed together to produce a representation of that day. This allows a speeded up version of the day to play condensing the day into fragments that are strung together giving a sense of speeded animation.

After careful consideration the use of the window that I was staring out of also came to play a key part, as this window shelters my vision of the entire vista only showing me a framed version of the world, likened to racehorse wearing blinkers to shield them from viewing their surroundings. This window frame only allows for a small representation of the entire outside World. A glimpse into the external.

This got me thinking how I could use my new found knowledge of Max to unpack a timelapse movie and produce further fragmentation within the context of a timelapse, arranging it via RGB values, Luma or even allowing it to play via the ambient noise that the microphone would pick up. If I could manage to implement this I would hit my goal of not only playing about with  fragmenting time but allowing the patch/ user to further this fragmentation.

The patch above shows how the amplitude of the mic controls the play back of the video, I’ve also included a drop box so that other files etc can be added to this so that a choice of footage can be made. This was one of my starting points as to how to further fragment the representation of a timelapse.

After playing about with this idea I then realised that should include the possibility of allowing the user to see fragments within the frame, details of the scene that was unfolding before them. I then proceeded to produce a timelapse of the tide coming in on the island of skye, I shot this deliberately through a window as to show a viewpoint of the world and also to hark back to theory about technology being transparent and that design should be a window an interface that you do not see.I then captured timelapse details of this scene to be viewed as fragments of the whole broken down to details so I developed several more drop boxes that would allow detailed footage of rocks and waves to be screened as well as the main footage of the timelapse.

It was then that I also pulled in my previous patches working with RGB and Luma to control the playback of the movie allowing an interface to control the play back of this fragmented day allowing the fragmentation to increase or decrease depending on the users wishes. This allows the user an abstract sort of control where there touch and sounds drive one or all of the screens. I’ve included several toggles to allow the user to turn functions on and of allowing them to find an aesthetic they are like or simply fragment individual screens further.

 

 

 

I would say that I’m pretty happy with the results of my sketch with the user allowed to play with options and or their ambient input. I think that the overall aesthetic of the piece could be evolved to communicate my idea better but for the main part I am happy with achieving my goal of fragmenting time and view. I think maybe playing about with other windows or pop ups would be beneficial, maybe allowing for face position or mouse position and ambient mic noise to bring up details of the scene or drive further screens. I think it would be worthwhile chatting to Adrian about this as he successfully implemented facial recognition to change viewpoint when the viewer moved. My idea would be to produce more window/ frames if the viewer moved or increased their contribution. A possibility for evolution.

Max Fragmentation 2

After thinking through this title and playing about with Max it seems that the idea that all things are fragmented when displayed (working wit the quote from William Vaughan in his essay ‘History of Art in the Digital Age: Problems and Possibilities’) that my idea of fragmenting a scene or art work would really compliment this theory further fragmenting the artwork and or image.

My thoughts have moved onto a manner as to fragment reality is some sort of playing with the concept of time and place. This coincides nicely with my theoretical research on windows and mirrors and the idea of user contribution/ experience.

Fragmentation Max

Found a really incisive quote in regard to digital images by William Vaughan in his essay ‘History of Art in the Digital Age: Problems and Possibilities’.

His sentiments begin that : – The digital image rather than it being a reproduction in the way that an analogue is. It is a transformation of an image.

He then goes on to say :-

“the physical means of display encourage a fragmentary approach. The limited definition offered by most screens restricts quality, encouraging this process of fragmentation in the way we look at them” (2005:6).

Technology will probably evolve past these ideas but I think the reference applies to textures, shadows and tones. I am going to use this as a starting point for Max project looking into the how fragment possible classics? Or fragment reality itself…..

 

MAX msp Jitter

After having a wee look around the internet it seems that I will have to have a look into Jitter! Supports all sorts of visual data controls….TO BE CONTINUED

Myth Code 3

Hurrah I’ve got the sketch working at last but it seems the most convoluted way ever!!!!! All to read an arduino pin and change the alpha value!!! But it works!!!

//there must be an easier way than this but this is what I've come up with

import processing.serial.*;
import cc.arduino.*;
Arduino arduino;
Serial myPort;

float boxSize = 50;//
//float margin = boxSize*2;
//float depth = 1200;
float cubeSize = 200;
color boxFill;

int tempValue;

//float temp = arduino;//need to map range of volts 255 to 0

float opaque = 255;//allow cubes to disappear while working on arduino values
//can I use texture mode to place image of Ice/ glacier onto sketch??? didn't work so far

void setup() {

size(900, 900, P3D);//size of space 3d object
noStroke();//no hard line
//frameRate(60); // 60 frames per second (default)
// arduino =new Arduino(this, Arduino.list()[0],57600); //load arduino
myPort = new Serial(this, Serial.list()[0], 9600);
//arduino.analogRead(0);
}

void draw() {

background(255);//reading serial and mapping it to alpha values
byte[] inBuffer = new byte[7];

while (myPort.available() > 0) {
inBuffer = myPort.readBytes();
myPort.readBytes(inBuffer);
if (inBuffer != null) {
String myString = new String(inBuffer);
int v = int( myString);

if (v > 50) {
tempValue= round( map (v, 52,62,255,0));
}

//println(tempValue);
}
}

lights();//can i change these to above? yes
directionalLight(80, 80, 80, 20, 20, -10);//better light onto cubes
// ambientLight(102, 102, 102);

// Center and spin grid on y
translate(width/2, height/2, -200);
rotateY(frameCount * 0.01);
//rotateX(frameCount * 0.01);

// Build grid using multiple translations
for (float i =- cubeSize; i <= cubeSize; i += boxSize) {///z
pushMatrix();
for (float j =- cubeSize; j <= cubeSize; j += boxSize) {//y
pushMatrix();
for (float k =- cubeSize; k <= cubeSize; k += boxSize) {//x

boxFill = color (20,100,180,tempValue);//colour alpha of box
fill(boxFill);
//make alpha 0 and increase to 255 as heat/ time increases
pushMatrix();
translate( random( -900, 900 ), 200, random( -900, 900 ));//cubes representing melting ice and sea...same amount as cube to show conection
box(boxSize, boxSize, boxSize);
popMatrix();

// frameCount 600 = 10 seconds
//if (frameCount == 600) {opaque = opaque -10;}

//from top to bottom ...row 0,0,0 alpha decrease as heat/ time increase
pushMatrix();
translate(k, j, i);//create large cube centre using float values
box(boxSize, boxSize, boxSize);
//opaque = opaque-5;
popMatrix();

/* pushMatrix();
translate( random( -200, 200 ), 200, random( -200, 200 ));//moved to above so main cube on top
box(boxSize, boxSize, boxSize);
popMatrix();
*/
}
popMatrix();
}
popMatrix();
}
//delay(20);
// value = arduino.analogRead(0);
// println(value);

/* opaque = opaque-1;//subtract opaque value each loop so that cubes disappear....da da da daaaaaaa

if (opaque < 10)
{
opaque=255;}*/
}

//cheers adrian for help especially mapping function

Code for Myth

So, this is the code currently working on my myth sketch…i’m going to change a bit to get the arduino talking to it to change alpha value dependent on temperature so here’s hoping I can finally get it working!!!

float boxSize = 50;//
//float margin = boxSize*2;
//float depth = 1200;
float cubeSize = 200;
color boxFill;

float opaque = 255;//allow cubes to disappear while working on arduino values
//can I use texture mode to place image of Ice/ glacier onto sketch??? didn't work so far
void setup() {
size(900, 900, P3D);//size of space 3d object
noStroke();//no hard line
//frameRate(60); // 60 frames per second (default)
}

void draw() {
background(255);
lights();//can i change these to above? yes
directionalLight(80, 80, 80, 20, 20, -10);//better light onto cubes
// ambientLight(102, 102, 102);

// Center and spin grid on y
translate(width/2, height/2, -200);
rotateY(frameCount * 0.01);
//rotateX(frameCount * 0.01);

// Build grid using multiple translations
for (float i =- cubeSize; i <= cubeSize; i += boxSize) {///z
pushMatrix();
for (float j =- cubeSize; j <= cubeSize; j += boxSize) {//y
pushMatrix();
for (float k =- cubeSize; k <= cubeSize; k += boxSize) {//x

boxFill = color (20,100,180,opaque);//colour alpha of box
fill(boxFill);
//make alpha 0 and increase to 255 as heat/ time increases
pushMatrix();
translate( random( -900, 900 ), 200, random( -900, 900 ));//cubes representing melting ice and sea...same amount as cube to show conection
box(boxSize, boxSize, boxSize);
popMatrix();

// frameCount 600 = 10 seconds
//if (frameCount == 600) {opaque = opaque -10;}

//from top to bottom ...row 0,0,0 alpha decrease as heat/ time increase
pushMatrix();
translate(k, j, i);//create large cube centre using float values
box(boxSize, boxSize, boxSize);
//opaque = opaque-5;
popMatrix();

/* pushMatrix();
translate( random( -200, 200 ), 200, random( -200, 200 ));//moved to above so main cube on top
box(boxSize, boxSize, boxSize);
popMatrix();
*/
}
popMatrix();
}
popMatrix();
}
//delay(20);
opaque = opaque-1;//subtract opaque value each loop so that cubes disappear....da da da daaaaaaa

if (opaque < 10)
{
opaque=255;
}

}

Myth5

So, Processing/ Doing has finished and I’ve just come up short in visualizing my idea. So what I have done is animated what I wanted the sketch to do, that over time as the sensor heats up the iceberg will disappear due to the users input of body heat. I’m happy enough with the outcome and I have definitely pushed my coding skills and learnt allot along the way. I imagine with a little help I could have the sketch working exactly as i had planned but deadlines are deadlines maybe next time.

Myth4

Myth3

After playing around with making a new class to produce my “iceberg” it seems that its not behaving the way I wished so I’ve reverted back to using a simpler format of animating the blocks to produce the desired affect of a melting iceberg.

code so far

float boxSize = 50;//
//float margin = boxSize*2;
//float depth = 1200;
float cubeSize = 200;
color boxFill;

float opaque = 255;
//can I use texture mode to place image of Ice/ glacier onto sketch??? didn’t work so far
void setup() {
size(900, 900, P3D);//size of space 3d object
noStroke();//no hard line
//frameRate(60); // 60 frames per second (default)
}

void draw() {
background(255);
lights();//can i change these to above? yes
directionalLight(80, 80, 80, 20, 20, -10);//better light onto cubes
// ambientLight(102, 102, 102);

// Center and spin grid on y
translate(width/2, height/2, -200);
rotateY(frameCount * 0.01);
//rotateX(frameCount * 0.01);

// Build grid using multiple translations
for (float i =- cubeSize; i <= cubeSize; i += boxSize) {///z
pushMatrix();
for (float j =- cubeSize; j <= cubeSize; j += boxSize) {//y
pushMatrix();
for (float k =- cubeSize; k <= cubeSize; k += boxSize) {//x

boxFill = color (20,100,180,opaque);//colour alpha of box
fill(boxFill);
//make alpha 0 and increase to 255 as heat/ time increases
pushMatrix();
translate( random( -900, 900 ), 200, random( -900, 900 ));//cubes representing melting ice and sea…same amount as cube to show conection
box(boxSize, boxSize, boxSize);
popMatrix();

// frameCount 600 = 10 seconds
//if (frameCount == 600) {opaque = opaque -10;}

//from top to bottom …row 0,0,0 alpha decrease as heat/ time increase
pushMatrix();
translate(k, j, i);//create large cube centre using float values
box(boxSize, boxSize, boxSize);
//opaque = opaque-5;
popMatrix();

/* pushMatrix();
translate( random( -200, 200 ), 200, random( -200, 200 ));//moved to above so main cube on top
box(boxSize, boxSize, boxSize);
popMatrix();
*/
}
popMatrix();
}
popMatrix();
}
//delay(20);
opaque = opaque-1;
}

still trying to work a few problems out as I haven’t been able to get the sketch to behave in accordance to analogue input.

Myth2

So i’ve been playing around with a LM35 temperature sensor, waterproofed it and attached it to an arduino to capture input. So far so good all is working well and I found a sketch to convert readings into actual temperature Celsius and Fahrenheit.

code taken from arduino forum.

int potPin = 0;				     //input read pin for LM35 is Analog Pin 0
float temperature = 0;			    //variable which will be calculated in process

void setup()
{
  Serial.begin(9600);
  Serial.println("LM35 Thermometer    ");	 //Print "LM35 Thermometer" once at start
}

void  printTenths( int value){
   // prints a value of  123 as 12.3
	Serial.print(value / 10);
	Serial.print(".");
	Serial.println( value % 10);
}

void loop ()
{
  int span = 20;
  int aRead = 0;
  for (int i = 0; i < span; i++) {	  //loop to get average of 20 readings
    aRead = aRead + analogRead(potPin);
}
  aRead = aRead / span;

  temperature = (5.220*aRead*100/1024);	     //convert voltage to temperature
  Serial.print ("Analog in reading: ");
  Serial.print (long(aRead));	 //print temperature value on serial screen
    Serial.print (" - Calculated Temp: ");
    printTenths(long(temperature));

  delay(500);
}