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	<title>wiredpieces - work, design and ideas by Sinan Ascioglu &#187; processing</title>
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	<link>http://www.wiredpieces.com</link>
	<description>Thoughts, designs, and small talks. Most of which came while taking a shower.</description>
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		<title>Eyes on You, Tarantino!Visualizing how our eyes follow movies</title>
		<link>http://www.wiredpieces.com/2010/01/eyes-on-you-tarantino/</link>
		<comments>http://www.wiredpieces.com/2010/01/eyes-on-you-tarantino/#comments</comments>
		<pubDate>Mon, 25 Jan 2010 07:05:53 +0000</pubDate>
		<dc:creator>Sinan</dc:creator>
				<category><![CDATA[design]]></category>
		<category><![CDATA[itp]]></category>
		<category><![CDATA[processing]]></category>

		<guid isPermaLink="false">http://www.wiredpieces.com/?p=360</guid>
		<description><![CDATA[Eyes on You, Tarantino is an exploration of unique style of the movie/video directors from the perspective of the eye movement patterns of the audience. Capturing how the eyes of the audience follow the short scenes from Tarantino, Hitchcock and Gondry, using with DIY eye tracking glasses and software, Eyes on You, Tarantino displays these [...]]]></description>
			<content:encoded><![CDATA[<p><strong>Eyes on You, Tarantino</strong> is an exploration of unique style of the movie/video directors from the perspective of the eye movement patterns of the audience. Capturing how the eyes of the audience follow the short scenes from Tarantino, Hitchcock and Gondry, using with DIY eye tracking glasses and software, <strong>Eyes on You, Tarantino </strong>displays these patterns on an interactive installation that project the scenes and recorded eye movement patterns in an intuitive interface.<span id="more-360"></span></p>
<div class="galleryRight">
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<p>In this project, I took it as a challenge to capture the viewers&#8217; eye movement patterns, which differ from movie to movie. I proposed that these patterns were directly the result of movie directors&#8217; unique style of shooting scenes. In the first phase, I built eye tracking glasses and a software to capture the motion of one eye of a person watching a movie scene and the looking position data. In the second phase, I built the visualization which draws the eye movement curves on the wall, and the wooden controller lets users to explore these patterns by browsing different movies using an intuitive interface.</p>
<p>Our focus while watching movies shifts continuously from corner to side, actor to actress, 			dancer to assassin, making our eyes move continuously on the screen from left to right,  	  top to corner, etc.. What we are not aware is that the smooth/complex patterns of these focus shifts of our eyes are different in each scene/movie and posses the signature and style of the director.</p>
<p>&#8220;Eyes on You, Tarantino!&#8221; tries to capture and visualize these patterns by projecting the patterns on a column, 			   and gives users the opportunity to explore the movies in reference to these patterns using a physical controller 			   surrounding the column.</p>
<p>Project includes two parts:</p>
<h3>1. Tracking the eye movements of the audience with custom build eye capturing glasses, 	  and calibration of the captured data.</h3>
<p>At the first stage, I created the eye tracking glasses with a camera attached to one lens and recording one eye. Using Processing, I wrote a code to track the position of where the eye is looking, Using this glasses and the code, I recorded the eye movements of 4 people watching the different scenes from <strong>Death Proof </strong>(Quentin Tarantino), <strong>Rear Window </strong>(Alfred Hitchcock) and <strong>Hyperballad </strong>(music video from Bjork, Michel Gondry).</p>
<div class="galleryRight">
<div id="attachment_362" class="wp-caption alignright" style="width: 280px"><img class="size-full wp-image-362 " title="sketch" src="http://www.wiredpieces.com/wp-content/uploads/sketch.jpg" alt="" height="180" width="290"><p class="wp-caption-text">Early sketches of the installation</p></div>
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<div class="galleryRight" style="clear: right;">
<div class="wp-caption alignnone" style="width: 280px"><object class="" height="152" width="270"><param name="allowfullscreen" value="true"><param name="allowscriptaccess" value="always"><param name="movie" value="http://vimeo.com/moogaloop.swf?clip_id=410757&amp;server=vimeo.com&amp;show_title=0&amp;show_byline=0&amp;show_portrait=0&amp;color=59a5d1&amp;fullscreen=1"><embed src="http://vimeo.com/moogaloop.swf?clip_id=410757&amp;server=vimeo.com&amp;show_title=0&amp;show_byline=0&amp;show_portrait=0&amp;color=59a5d1&amp;fullscreen=1" type="application/x-shockwave-flash" allowfullscreen="true" allowscriptaccess="always" height="152" width="270"></object><p class="wp-caption-text">Cardboard prototype for human-sized testing</p></div>
</div>
<h3>2. Creating a physical installation to present the captured patterns, in a meaningful data visualization which allows users to browse the movies in reference to these patterns.</h3>
<p>At the second stage, I worked with data to see if I can observe any patterns that would be unique to the scenes and directors. The patterns I ended up focusing on:</p>
<ul>
<li>Directors&#8217; shooting style defines how jittery or smooth our eyes follows the screen</li>
<li>In the scenes where actors stand still, Tarantino prefers providing &#8220;eye action&#8221; moving camera continuously around the actor. Hitchcock prefers positioning actors on viewport separately to provide &#8220;eye action&#8221;. In Gondry&#8217;s example, he uses a unique technique to oscillate the camera that makes the eyes oscillate left and right.</li>
</ul>
<p>After observing these various patterns, I designed a physical installation in which these patterns can be projected in accordance to the scenes being displayed. After a set of sketches and cardboard prototypes, I made the project ready to be exhibited at ITP&#8217;s Winter Show 2007.</p>
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		<title>johntrain &#8211; interactive crime on 1440 squarefeet</title>
		<link>http://www.wiredpieces.com/2008/11/johntrain-interactive-crime-on-1440-squarefeet/</link>
		<comments>http://www.wiredpieces.com/2008/11/johntrain-interactive-crime-on-1440-squarefeet/#comments</comments>
		<pubDate>Wed, 26 Nov 2008 08:12:42 +0000</pubDate>
		<dc:creator>Sinan</dc:creator>
				<category><![CDATA[design]]></category>
		<category><![CDATA[itp]]></category>
		<category><![CDATA[performance]]></category>
		<category><![CDATA[physical]]></category>
		<category><![CDATA[processing]]></category>
		<category><![CDATA[train]]></category>
		<category><![CDATA[very very wide screens]]></category>

		<guid isPermaLink="false">http://www.wiredpieces.com/?p=195</guid>
		<description><![CDATA[They said: &#8220;Shall you create something for the world&#8217;s largest high resolution video wall!&#8221; (120 x 12 feet, to be precise) and we added: &#8220;Shall there be storytelling! Shall there be live performance! Shall there be physical computing!&#8221; IAC building in Manhattan consists worlds widest high-resolution screen, of which Robert Moon and I were lucky [...]]]></description>
			<content:encoded><![CDATA[<p>They said:</p>
<blockquote><p>&#8220;Shall you create something for the world&#8217;s largest high resolution video wall!&#8221; (120 x 12 feet, to be precise)</p></blockquote>
<p>and we added:</p>
<blockquote><p>&#8220;Shall there be storytelling! Shall there be live performance! Shall there be physical computing!&#8221;</p></blockquote>
<div id="popeye1" class="ppy gallery galleryLeft">
<ul>
<li><a href="http://www.wiredpieces.com/projects/johntrain/nsVisualLarge.jpg"><img class="alignnone size-full wp-image-35" title="OP1" src="http://www.wiredpieces.com/projects/johntrain/nsVisualLarge.jpg" /></a></li>
<li><a href="http://www.wiredpieces.com/projects/johntrain/IACwall.jpg"><img class="alignnone size-full wp-image-35" title="IAC Wall" src="http://www.wiredpieces.com/projects/johntrain/IACwall.jpg" /></a></li>
<li><a href="http://www.wiredpieces.com/projects/johntrain/screenshot.jpg"><img title="Visual Page" src="http://www.wiredpieces.com/projects/johntrain/screenshot.jpg"  class="alignnone size-full wp-image-35"/ style="height:195px"></a></li>
<li><a href="http://www.wiredpieces.com/projects/johntrain/howitworks.gif"><img class="alignnone size-full wp-image-56" alt="The toy train set is synchronised with the screen wall via Arduino. IR Sensors are used to detect the position of the train, and two buttons are used to stop and run the train. When train starts running, the signal is also sent to the 3 Mac G5 computers, which are connected to the 6 projections behind the wall. The application is built with Most Pixels Ever Library overlays the train texture on top of the videos, and positions them in sync with the physical train." src="http://www.wiredpieces.com/projects/johntrain/howitworks.gif" alt="Picture 10" width="587" height="195" /></a></li>
</ul>
</div>
<p><span id="more-195"></span><br />
IAC building in Manhattan consists worlds widest high-resolution screen, of which Robert Moon and I were lucky enough to get an opportunity to create &#8216;something&#8217; for this massive screen, as part of Big Screens class at ITP, NYU. Although there were no limitations as of concept, we took this as our challenge to make sure we have storytelling, live performance and physical computing in the project! Then we produced</p>
<h3>JohnTrain: an interactive cinematic performance</h3>
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<div style="background:#dddddd; padding: 5px; margin: 5px 25px 5px 0px; float:left;">
<h4>produced by:</h4>
<p>Robert Moon<br />
Mehmet Sinan Ascioglu</p>
<h4>cast (alphabetical):</h4>
<p>Neilson Abeel<br />
Mehmet Sinan Ascioglu<br />
Elim Cheng<br />
Todd Holoubek<br />
Bill Nelson<br />
Robert Moon<br />
Gena Oppenheim<br />
<a href="http://www.ramonapringle.com/" target="_blank">Ramona Pringle</a><br />
Amanda Syarfuan
</div>
<p>A housebreaker&#8217;s story as an assassin is reflected on this 120 x 12 feet square video wall, accompanied with the live performance of the housebreaker interacting with the screen simultaneously.</p>
<p>In the performance, a housebraker breaking into a house notices the train toy which makes him remember his last day working as an assassin. His playing with the train toy set interacts with the screen, on which the story of his last day is reflected on the screen. The housebraker tells his story to the audience in sync with the unfolding story being visualized on the screen.</p>
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<p><a href="http://vimeo.com/380619">JohnTrain: 1st prototype</p></embed></object><br />
In the design process, Robert Moon and I questioned how such a wide screen would be used at its best. The screen&#8217;s wideness make it impossible to see the all big picture at once, and made the audience to look either to the left or to the right, hence allowing them to focus only one side of the screen. We wanted to use this constraint as a complication of our project; we wanted users to follow multiple things happening on different sides of the screen.</p>
<p>Our solution was to display a train car with 7 windows, covering the screen from side to side. Audience could follow a hide&#8217;n'seek action inside the train through the windows. We wrote a story wrapping this feature: In the setting of 2050s, an assasin hired by the communist government trying to find and kill an activist girl in the train compartments, while the girl changes compartments for various reasons.<br />
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<p><a href="http://vimeo.com/396961">JohnTrain Prototype @ IAC</p></embed></object></p>
<p>We shot the scenes for 7 compartments separately in front of blue screen, then edited them to create this 120 x 12 feet video. Using Processing, we developed the interaction between the toy train set used in performance and the train on the screen.</p>
<p>Exhibited at:</p>
<p><a href="http://www.iacbuilding.com/interactive/content.html" target="_blank">IAC Gallery</a>, December 7th, 2007.</p>
<p>NYU Tisch Interactive Telecommunications Program <a href="http://itp.nyu.edu/shows/winter2007/" target="_blank">Winter Show</a>, December 16-17th, 2007, New York, NY.</p>
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		<item>
		<title>Intimate Game Controllers</title>
		<link>http://www.wiredpieces.com/2007/07/intimate-game-controllers/</link>
		<comments>http://www.wiredpieces.com/2007/07/intimate-game-controllers/#comments</comments>
		<pubDate>Thu, 26 Jul 2007 20:49:26 +0000</pubDate>
		<dc:creator>Sinan</dc:creator>
				<category><![CDATA[design]]></category>
		<category><![CDATA[game]]></category>
		<category><![CDATA[interactionDesign]]></category>
		<category><![CDATA[itp]]></category>
		<category><![CDATA[processing]]></category>

		<guid isPermaLink="false">http://www.wiredpieces.com/?p=403</guid>
		<description><![CDATA[I worked with Jenny Chowdhury on concepting and game design on her thesis project: A simple video game that is controlled by a pair of bra and men&#8217;s boxer. The game is using intimacy and the sense of touch as the major assets of the experience for players/couples. This two player game is played by [...]]]></description>
			<content:encoded><![CDATA[<p><img class="alignright size-full wp-image-405" title="igcHowItWorks_small" src="http://www.wiredpieces.com/wp-content/uploads/igcHowItWorks_small.jpg" alt="" width="123" height="223" />I worked with <a href="http://jennylc.com/">Jenny Chowdhury</a> on concepting and game design on <a href="http://www.jennylc.com/intimate_controllers/">her thesis project</a>: A simple video game that is controlled by a pair of bra and men&#8217;s boxer. The game is using intimacy and the sense of touch as the major assets of the experience for players/couples. This two player game is played by one standing behind the other and each touching the parts on the undergarments once they see the related icons on the video game. On the further levels, the game gets faster (hence, harder) as they proceed each level. Storyline of the game also conveys an intimate dating.<span id="more-403"></span></p>
<h3>Gameplay</h3>
<p>Game play is very similar to Dance Dance Revolution: you are supposed to press on the corresponding shapes that you see on the screen with a good timing. However, in this game corresponding shapes are attached to a bra and to a boxer through touch sensitive sensors. The level increases as you accomplish catching a given number of shapes. As levels increase, game gets harder, faster but more intimate as new shapes are introduced to the game, which are on more intimate sections of the undergarments.<br />
<object width="425" height="319"><param name="allowfullscreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="movie" value="http://vimeo.com/moogaloop.swf?clip_id=9004555&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=0&amp;show_portrait=0&amp;color=c0e6e0&amp;fullscreen=1" /><embed src="http://vimeo.com/moogaloop.swf?clip_id=9004555&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=0&amp;show_portrait=0&amp;color=c0e6e0&amp;fullscreen=1" type="application/x-shockwave-flash" allowfullscreen="true" allowscriptaccess="always" width="425" height="319"></embed></object><br />
<br/></p>
<h3>Design</h3>
<p>In the design process, Jenny was already working on building these new controllers as her thesis project. Since we took the challenge of bringing a new type of experience to the game, I focused on creating the most simple game for users so that they can easily map the controller functionality of the undergarments to the actions in the game.</p>
<div class="alignright"><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="270" height="204" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowfullscreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://vimeo.com/moogaloop.swf?clip_id=702541&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=0&amp;show_portrait=0&amp;color=c0e6e0&amp;fullscreen=1" /><embed type="application/x-shockwave-flash" width="270" height="204" src="http://vimeo.com/moogaloop.swf?clip_id=702541&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=0&amp;show_portrait=0&amp;color=c0e6e0&amp;fullscreen=1" allowscriptaccess="always" allowfullscreen="true"></embed></object><br />
<a href="http://vimeo.com/702541">Dance Dance Revolution</a> from <a href="http://vimeo.com/parkerkuncl">Parker Kuncl</a>.</div>
<p>We got inspired by <a href="http://en.wikipedia.org/wiki/Dance_Dance_Revolution" target="_blank">Dance Dance Revolution</a>, since it was a fairly known game with a simple interface, where dancers tap on the circles on the platform that is corresponding to the shape they see on the screen. We applied the same concept for this project, and used distinctive icons on the undergarment sensor areas that could be easily mapped to the icons they see on the screen.</p>
<p>You can have more information on the project at 			 <a href="http://www.jennylc.com/intimate_controllers/" target="_blank">JennyLC.com.</a></p>
<h3>exhibited at:</h3>
<p><a href="http://old.siggraph.org/s2007/unravel/" target="_blank">SIGGRAPH Unraveled07</a>,<br />
Aug 2007, San Diego, CA</p>
<p><a href="http://www.aroundthecoyote.org/festivals/2007_fall/" target="_blank">Around the Coyote</a>, Jul 2007, Chicago, IL</p>
<p><a href="http://itp.nyu.edu/" target="_blank">NYU Tisch Interactive Telecommunications Program Spring Show</a>,<br />
May 2007, New York, NY</p>
<p><a href="http://www.jennylc.com/intimate_controllers/" target="_blank">NYU Tisch Interactive Telecommunications Program Thesis Event</a>,<br />
May 2007, New York, NY</p>
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