Thesis I – Project Blog 12

oh Houdini…..

I have been working on my procedural course final. I decided to go with creating a procedural generated car. As I dug deep into the nodes and more complex everything got, the more the crashes. I ended up re-working some of the networks. It seemed to help but I still got some crashes. Along with those issues, I noticed the rand() method is weird. It always gave me the same number even though I generated another number from that rand. It seemed to be pulling one number and not re generating a new number. The work around I found was to re-write the code using python. Using python’s random, it was randomly generating new numbers every time and worked for my needs.


In studio, we are progressing nicely. Although the end of the semester is coming, we are finishing up a few things before we have to stop and record for presentations. There is still a lot that needs to be done – art, adding content, and messing more with the Kinect. I do believe the hard part of creating all the methods for the dictations and keywords are done. I am looking forward to break and finally get back into modeling all the parts I need for the project.

Thesis I – Project Blog 10

Lipsync and eye controller added. All blendshapes are done. I wish to add wrinkle maps but currently that has been put on the back burner. Head turns, eyes blink, and lipsync shapes is about 50% done


Working on a procedural car generator. Although I will be reworking the concept to incorporate multiple curves and use sweep or rails.


Background

                        Theme parks are places where families go to let loose and be entertained. They are full of creative art pieces from the overall themes to the attractions themselves. Many artists, designers, and engineers has spent years working on designs to immerse audiences. A great an example is at Universal Orlando Islands of Adventure. There is an area that is dedicated to the Harry Potter universe. As soon as you walk through the entrance, you are immediately immersed. Everything from the ground, the buildings, the shops, sounds and the rides are designed in a way to mimic the books and movies. Places like this can ignite and spark creativity. For me, was the place that inspired my project.

Anyone who has visited any amusement park or resort will agree waiting in line is part of the experience. Knowing this, creatives who build the attractions, design sets that try to distract you from the wait time. One environment that stood out to me was in the Harry Potter and the Forbidden Journey ride at Universal Orlando. As you make your way through Hogwarts Castle, you come to a room with a tall ceiling. Within this room are paintings that are assorted on walls above the visitors. If one stood and observed, they would notice these portraits are not ordinary paintings but are animated. They move and talk among themselves. Fooling the visitors into believe they are alive. Seeing this I was amazed. Not only by the presentation and immersion but how people, including myself, were reacting. Visitors were standing around watching and interested in the character, but as they returned, they already knew what to expect. They have lived the experienced. The immersion fell apart because of the repetitions and limited interactions. This problem led me down a tunnel of questions. What would take this concept to another level? What if the paintings saw a person? Or if they responded back to the visitors? What if they would drove a story so each person would have a unique experience every time they visited? How would the audience react? Would they feel for the character? These questions brought my project to life.

Designing my project, I knew I desired to have a painting that could interact with the audience. I wanted a character that would be able to seek and determine the presentence of a person and try to communicate with that person. My curiously lead me to see if I could develop an interaction that could allow individuals to emotionally connect with an artificial being. This was a challenge considering the scope of the programming requirements needed and the limitations of the hardware, but I knew it was possible. As I progressed with the project, I started to see something interesting that happened. Each element of the character became more like me. Visually, the character is an old man, but his personality, intentions, expressions and message are mirror of myself. This discovery encouraged me. It gave me the freedom to communicate a message that could directly affect a person emotionally. As well as giving an individual a unique experience with this character. Although I was startled how much of me is within the piece, I have accepted the result. It brought my own mentality and personality to my attention. In turn, allowing myself to design an experience were the audience can create their own thoughts about the character without knowing they actually met a part of myself.

Thesis I – Project Blog 9

Notes from a Houdini Tutorials that I will be referencing to for the final project.


Studio:

  • Fix weird depth of field issue. I am guessing its just the focus plane that we are seeing needs less compression.
  • Figure out a fix for the constant confidence level. Problem is if someone speaks, it will stay on the same level. I am guessing I might need to make a variable or an api update.

“We keep moving forward, opening new doors, and doing new things, because we’re curious and curiosity keeps leading us down new paths.” – Walt Disney

Intro

The world as we know it is saturated with smart technology. From the moment we wake up to the minute we fall asleep, we interact and coexist with some sort of A.I. every day. As our relationship with technology deepens, our bond strengthens with these synthetic beings. Ask another person about a digital assistant like Apple’s Siri or Amazon’s Alexa. What would they say about this entity? How would they categorize it? Instinctually, they would give it a human-like characteristics, and traits. Almost humanizing the A.I. that they are interacting with. The term for this phenomenon is called anthropomorphism. To anthropomorphize is to give “human characteristics to animals, inanimate objects or natural phenomena.” (Nauert) This action, to humanize, is a way for humans to comprehend and predict another’s intentions, and behavior. Such as with any piece of technology we interact with, we instinctually humanize it. Inadvertently, leaving a digital fingerprint of ourselves with it. Whether it’s an image or text. we project ourselves on this object. As in my project, I crafted a character that representations what I believe is a piece of my personality. Even as I tried to stay unbiased in creating many different variations, the character within the piece still has properties that speak to me. Every animation, color, model, and sound are part of my psyche that is imprinted within the work. The combination of these elements are what I would call my avatar.

This piece of art is my voice that I am presenting to the audience. As an artist, I like to stand back and observe viewers as they interact with my work. Having the portrait act as my avatar gives me that freedom. It allows me to speak through a different voice as if I put a mask on. Cloaking my actual identity and distancing myself yet allowing me to portray my message to them. I believe anthropomorphizing the portrait painting will influence the viewer intensifying the connection with the character. Even though they know he is a digital being, they will comprehend him as being real. With this belief, the viewer should unconsciously emotionally and curiously explore what he has to say, or rather what I might have to say.

Thesis I – Project Blog 8

This week I reworked some A.I responder code for project frame. Some of the update:

  • Mood percentage saves every 10 mins and loads when started
  • Responses are logged and saved
  • Load dialogue and created a simpler method for animatorPlayer()
  • Created enum setStoryBranch() and getStoryBranch() aka story tracking
  • Changed keywordChecker() to parsePharsing() – swapped to sort through full string searching for keyword but it could be still buggy.

Finished procedural project. My goal was to create a procedural rope bridge that can be extended and modified in UE4.

Here is some screenshots and video:

Thesis I – Project Blog 7

In Procedural modeling class, we ran into issues with assigning materials in UE4. I created a quick image that should help:

I also noticed with auto seams, it can be buggy. I used it a bunch of times because I could not find a way to cut uv seams proceduraly without using the SOP. Sometimes UE4 would crash because of the complexity of the mesh and I had to tweak the settings a bit to avoid this issue.


In studio, I worked on finalizing the code for A.I. responder. Nothing to complex but it is exciting to see the character interacting with us during testing.


Defense 4: Technopomorphism/Technomorpism

            As we know what anthropomorphize and the reason why humans tend to use it, there is another term worth noting – technopomorphism. Originally coined as mechanomorphism by Linnda R. Caporael, (Lum) Technopomorphism/technomorphism is the tendency to project technological characteristics to humans. (Hurley) This term has rarely been fully researched but as it relates to anthropomorphism, it has been indirectly studied. (Lum) Earlier in this paper I talked about the use of anthropomorphic terms, Technopomorphism is also used to describe and communicate human traits that we are uncertain of. A great example from Denis Hurley is the description of the “thought process like cogs in a machine or someone’s capacity for work may be described with bandwidth.” (Hurley) Unknowingly this term has been used in scientific studies to explain our bodily functions, but it can be used in other communities. In 3D animation, humanoid skeletons are reduced to nodes that are used to control and animation characters. Designing A.I., like in my project, we must transcode human social interactions or expressions and make algorithms to mimic and respond to the input. These are just a handful of examples that are technopomorphic. I believe we anthropomorphize and technopomoprhize for the same reason. That reason is to help us predict and comprehend the unknown. The only difference is in which direction the projection is going too.

 

 

 

 

 

 

Works Cited

Hurley, Denis. “Technical & Human Problems With Anthropomorphism & Technopomorphism.” 25 March 2017. <https://medium.com/emergent-future/technical-human-problems-with-anthropomorphism-technopomorphism-13c50e5e3f36>.

Lum, Heather Christina. “ARE WE BECOMING SUPERHUMAN CYBORGS?” 2011. <http://www.personal.psu.edu/hcl11/blogs/lum_597blog/Lum_Heather_C_201108_PhD.pdf>.

 

Thesis I – Project Blog 6

Below are the screenshots of my procedural bridge for procedural art course. This bridge has numerous parameter which can be edited in Unreal. The curve which determines the bridges length can be moved as well. Extended or shrunk. I did noticed Houdini seems to be buggy at times and crashes. UVing is going to prove difficult but I shall see. Hopefully it all comes out well.


Defense 3: Uncanny Valley

As artists, designers, and creators, we often to explore the boundaries of our art. Traversing through different type of styles in search of what calls to us. Nevertheless, an artist will sooner or later stumble upon the style of realism. Realism in art can be defined as “the theory or practice of fidelity in art and literature to nature or to real life and to accurate representation without idealization”. (Merriam-Webster) The desire to create accurate representations of real life has no doubly changed the way we think and interact with digital art in the last couple of decades. Visuals in movies has been inching closer to visually mimicking life. Robotic customer support has progressed in mimicking human voice and expressions. These advancements in technology is remarkable but there is a problem with achieving visual realism. Humans have a high awareness and understanding in recognizing differences between living and non-living. (Angela Tinwell)

As humans are social beings, we are driving by social cues. With these cues, we are aware and can make predictions about interactions we might come across. If these cues are disrupted, mismatched, or inconsistent, we will spot them. Visually speaking, as we increase the realism, the more the information we receive. With the increase of information, the greater chance of error will be spotted. Creating a sense of eeriness or disgust. (Pollick) This phenomenon is called the uncanny valley.

In 1970, the Japanese professor and robotics, Dr. Masahiro Mori, discovered (Hsu) (Pollick) that as an object, such as an robot or a digital character, becomes more humanlike or anthropomorphic, it’s attraction will increase until a point in which there is a drastic negative effect. (Pollick) Examples of objects that lie within the uncanny valley, as Dr. Mori included, was corpse, prosthetics limbs and zombies. (Angela Tinwell) When a viewer experiences the phenomenon, they will feel an eerie sensation, uneased and/or feel disgusted. (Rouse) To avoid such symptoms, Dr. Mori, suggested designer to work until the first peak of the uncanny valley and not to seek out the second peak. (Angela Tinwell) Despite his suggestions, artists have striding to achieve the second peak. Films such as Tin Toy (Hsu), Final Fantasy (Pollick), and The Polar Express (Jakub A. Zlotowski) have failed because of the reactions were negative due to them falling into the valley. Researchers have been studying on what causes this phenomenon. No one is exactly sure what trigger this effect, but multiple hypothesis has been created and might explain why we can experience this phenomenon.

One concept is a survival instinct to help us avoid pathogens. (Shensheng Wang) Some researchers have speculated that humans evolved to predict and react to minor changes in appearances of others. This feeling disgust is might to avoid people that have diseases and prevent us from such disease. (Hsu) This avoidance could be considered as survival tactic deeming the inconsistences in the anthropomorphic character as repulsive. Another concept that could explain what triggers the uncanny valley is our perceptual processing ability. (Shensheng Wang)

As noted in this paper, we instinctually recognize facial features. We are highly sensitive to this information because of the familiarity of it. Researchers suggest that with this heighten awareness we are attracted to certain physical features, shapes, and the health. If the actor is inconsistent to what we know, we instantly become unattracted to it. (Shensheng Wang) If a voice is mismatched to a face or appearance, can trigger this effect as we expect certain features to relate with one another. Movements can drastically increase the effect. As noted earlier, I explained how important biological movements are to humans. Born with the preference to viewing the motions, are naturally familiar with them. If visual appearance and movements mismatch, the eeriness increases because we are unable to predict the outcome correctly. (Shensheng Wang) This disruption of information causes humans to fail at categorizing the other actor. (Pollick) I noted before if we can not categorize another person or actor, we become uncertain and start to fall back on stereotypes to process and understand them. Most likely relying on features we are familiar with. This concept is interesting as it relates to theory of mind and our social cognitive.

So could the uncanny valley occur because we predict, and try to comprehend everything we observe or interact with? Is it because we are social beings seeking out connections with others? I believe it is all the above. We can assume failure to reach total realism of an anthropomorphic character can cause problems with our ability to predict and comprehend. This inability and failed expectations will cause us to begin to panic and feel nervous but not all characters will fall into uncanny valley. There is research that the more an individual interacts with anthropomorphic characters, even if they are eerie, the more they gradually become more familiar. (Angela Tinwell) This repeating habit could circumvent and reducing the effect of the uncanny valley. As we interact more often with anthropomorphic characters, maybe we our perspective will change, and the valley will shrink. Desensitizing us from noticing the inconsistencies between what is living and nonliving.

Box of Life’s Rhythm

Box of Life’s Rhythm

 

Description

Box of Life’s Rhythm is a self-reflection interaction with a box containing a beating heart. The interactor opens and holds the box. As they hold the box, their index finger will lay on the pulse sensor that is located on the left side. Once the pulse is detect, the heart within will began to beat matching the interactor’s own heart rate. Four red LEDs will light up. Two LEDs are static. They illuminate the box and heart. The other two LEDs will pulse to the rhythm of the interactor’s pulse.

*This piece is merely part of a larger idea. There would be two boxes on display facing one another. As the interactors hold onto the boxes, each heart would beat to the other person’s heart rate.

The emotional response expected from this piece would be the feeling of being disturbed but some individuals might be excited and interest. The personal value of the piece was the physical build. Trying to piece together all the components into the box was a challenge. Redesigning the heart to beat with a servo motor. Wires breaking over and over again. The rubber band in the heart not sticking until adding massive amounts of hot glue. A faulty pulse sensor. Even with all those challenges, the build was completed and works as planned.

Sketch

Components

  • 4 330Ω Resistors
  • 4 Red LEDs
  • 9 volt battery
  • Arduino Uno board
  • Black cardstock
  • Cardboard
  • Duct Tape
  • Hot Glue
  • Jewelry box
  • Pulse Sensor
  • Rubber heart
  • Rubber Bands
  • Servo motor
  • Wires

Links to parts

Wooden Box

Heart Prop

Pulse Sensor

Arduino Uno

 

Concepts

The concept of the piece originally bigger scaled interaction that required two people to complete the “circuit”. Once the “circuit” was completed the wavelength would be displayed on the wall along with LEDs that would change color and brightness based off of the signal.

Original Description of “Coupling” – It takes two to be one…

2 people lay their hands on two metal plates. There is one in the middle between them forcing them to “hold hands”. Once their hands are touching the plates, a frequency or current would transmit through them both to the middle column. While this is happening, a picture/video of their unique wavelength is show. Based on the wavelength, LED panels would changs colors based off that signal. The resulting expressions would be curiosity, excitement, and Unity.

 

Concept Description

 

Blog Entry – Research and Project Updates – 2019 #11

This week, I have been working on more shapes of the head for my 3d digital art course and my thesis. This character will be fully sculpted so I am trying to find a shape I like. As of now, I am leanings towards the second head. (longer skull, and droopy chin) I do like the fourth one day as well but I believe it is too close to Picard from Star Trek. Nevertheless, I will find the shape and go along with it to finish the project.

Thats the Spot!

Thats the Spot!

 

Hardware Components Used

  • 1 Green LED
  • 2 Yellow LED
  • 3 330 Ω Resistors
  • 2 10k Resistors
  • 1 Servo Motor
  • Arduino Uno Board
  • Breadboard
  • 5-volt power
  • Soft Potentiometer
  • Flex sensor
  • Cardboard
  • Ducktape
  • Piezo Buzzer
  • 14 wires

Concept

 

Description:

That’s the Spot! is an interactive game where the interactor controls a servo motor with a soft potentiometer. The motor head collides and bends a flex sensor. As the flex sensor bends, the LEDs will light up from yellow to green. If the interactor discovers the “spot” and holds the position, the piezo buzzer will play a jingle. After the interaction, the system resets and a new spot is selected for a different experience.

As they interact, the interactor should feel determined. They should feel the struggle to find the correct spot to complete the sequence. The personal value of the piece was the challenge of the flex sensor and the board design. Since the breadboard is small, I struggled to create a smooth interaction between the servo and flex sensor. Besides the design, the flex sensor sensitivity is short. I mapped and constrained the values for the interaction to work correctly.

Possible idea for the structure:

I envision this piece as being contained within an acrylic structure with one side being brass. The side of brass would be the interface with the soft pot and LEDs connected too. The rest of the piece would be a clear shell which will allow the interactor to view all the working parts interacting with itself. The style would be a mix of steampunk and sciFi.

To fill the negative space within the shell, there would be a mess of colorful wires. Example: