Ching-Chia Renn Portfolio 2020

Page 1

2016 - 2020

Ching-Chia Renn

PORTFOLIO

[

] 任 敬 葭

作 品 集

ART & DESIGN COLLECTION



2016 - 2020

Ching-Chia Renn

PORTFOLIO

[

] 任 敬 葭

作 品 集

ART & DESIGN COLLECTION



任 敬 葭 Ching-Chia Renn [ 設計師 / 跨域創作者 / Maker / 科技創意開發者 ] 16 / 09 / 1995 2020 加泰隆尼亞高級建築研究所 (IaaC) 及 Elisava 設計學院 , 西班牙 興新未來設計 碩士 Institute for Advanced Architecture of Catalonia (IaaC) and Elisava School of Design & Engineering, Spain Master in Design for Emergent Future (MDEF) 2018 元智大學 , 台灣 藝術與設計學系 學士 Yuan Ze University, Taiwan Bachelor of design in art and design


CONTENT


1. 藝術創作 & 互動裝置 Art work & Interactive Installation -

觸簇 The Cluster p.09 秩序的混亂 Entropy p.23 -

2. 應用設計 & 跨領域合作 Applied design & Cross-disciplinary collaboration -

AR「塘」詩教學系統 AR Poetry Teaching System p.29 - AR 中文字典 AR Chinese Dictionary p.33 -

3. 應用設計 & 實體互動 Applied design & Physical interaction 導電布系列 Conductive Cloths Series p.39 - 枕頭戰 Pillow Fight p.51 -

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4. 結構 & 機構 Structure & Mechanism - 自走車 Self-propelled Cart p.57 - 無動力車 Non-power Vehicle p.63 -

5. 數位製造 & 參數設計 Digital fabrication & Parametric design - 秘密基地 The Secret Place p.67 繡球花燈罩 Hydrangea Lampshade p.73 -

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6. 推測設計 & 整合設計 Speculative design & Integrated design -

創意擴展 Augmenting Creativity p.79 -


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01 藝術創作 & 互動裝置 Art work & Interactive Installation

觸 簇 The Cluster 06 / 2018 任敬葭 Ching-Chia Renn Size | Dimensions Variable, A unit 40 × 40 × 45 cm Material | cloths, conductive cloths, stepper motor, LED, string, acrylic sheet, Arduino Tool | Arduino IDE, Rhino, Laser cutter | Exhbition | 2018 13th Digital Art Festival Taipei 台北數位藝術節「超機體」, 台北松菸 2018 Taipei Maker Faire, 台北華山 2018 藝術與設計學系第八屆畢業展「沌沌」, 台北松菸 | Award | 13th K.T. Creativity Award 李國鼎科技藝術獎互動科技藝術組 , 技術創新獎 14th Asakura Naomi Memorial Award 朝倉直巳教授紀念創作獎 , 初審入圍 2018 元智大學創客競賽藝術設計組 , 佳作

如果物件能夠感知人的行為,他會給你什麼樣的回 應?如果一個非生命作為一個類生命的存在,他會 是個怎麼樣的存在? 多個個體組成群體,個體與個體為獨立的存在,但 在群體中又彼此相互影響;這個裝置接收人們的觸 壓並給予回應,探討人與物件、物件與環境的互動 模式;每個個體既對介入回饋,同時又保持群體系 統內的平衡。 此裝置之個體 ( 布 ) 的造型,透過研究布於平面分 割並依有規則的圖樣結合形成結構之可能性,找出 能夠因受力而變形之結構型態,來作為此裝置個體 ( 布 ) 所展現的樣貌,並透過數位製造工具雷射切割 將其完成。 此裝置使用遠東新世紀所開發的導電布,研究此材 料的可能性,將導電布應用於物件對於觸壓的感測。

If an object can sense human behavior, what reaction will it give to you? If an inanimate being exists as a humanoid, what kind of existence would it be? Many individuals from a group whereas each of them is an independent existence, but mutually influencinge each other in the group. The device receives human touch and give reaction to explore the interaction from human to objects, and thus objects to environment. Each individual reacts to the intervention while maintaining its balance within the system. The device uses the conductive cloth developed by Far Eastern New Century to study the possibilites of this material and apply it to the sensations of touch and pressure of objects. 9


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互動情境 SCENARIO 觸壓個體 ( 布 ) 邊緣角落感測區域,即開始互動。 當外界沒有介入的情況下 ( 個體感測處沒有被觸 壓 ),每一組會有自己的一套系統去做動作上的循 環,然而一但這個系統被介入 ( 個體被觸壓 ),在這 個系統中本來沒有動作的個體,會因接收到外界的 觸壓而開始動作。

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Touch the edge areas of the main object (cloths) to start the interaction. If the outside world doesn’t intervene (do not touch/press the sensing areas of the cloths), each group would act as a cycle in its own set of systems. However, when the system is involved (the edge of cloths is touched/pressed), the main object which have no action will start acting.


1. 沒有人介入 ( 觸碰 ) 的情況下,每一組 - 5 個個體 ( 布 ) 會循著自己的內部系統依序運作。 ( 燈漸亮 > 馬達 / 布結構展開 > 停頓 > 馬達 / 布結構收 闔 > 燈漸暗 ) In the absence of intervention (touch), each group - 5 objects (clothes) will follow their own internal system in order. (lights up > motor / bloom > pause > motor / cloth retract > light dimming)

2. 隨意觸壓一個沒運作之個體的邊緣角落之感測區塊 ( 四 端則一即可 )。 Touch the corners of an object which is not action (select one edge from four).

3. 當還沒輪到運作的個體被觸碰時,原本的系統就會被 打斷,本來要接續運動的個體不會接著運作,而是所 觸壓之個體開始運作。 When an object which has not yet operated is touched, the original system will be interrupted, and the object which is supposed to continue to operate will not have action, but the object which is pressed will start to operate.

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過程中之不同導電布與布結構的研究測試

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Different research and tests about the conductive cloths and cloth structures in the process

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藝術與設計學系第八屆畢業展「沌沌」, 台北松菸

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13th Digital Art Festival Taipei 台北數位藝術節「超機體」, 台北松菸

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01 藝術創作 & 互動裝置 Art work & Interactive Installation

秩序的混亂

Entropy 11 / 2019 Team | Isaul Garcia, Wongsathon Choonhavan, Ching-Chia Renn ( 任敬葭 ) My role | 電子電路 circuit and electronic part, 程式 coding, 機構 mechanism Size | 40 × 40 × 95 cm | Material wood board, steel pipes, stepper motor, LED, Arduino, string, pendulum, glass, water Tool | Arduino IDE, Rhino, Laser cutter, CNC, 3D printer, electric drill

這個世界總是不斷隨著時間在變化,這些變化在一 開始是可以預期的,但仍無可避免地漸漸變得無法 捉摸。

This world is changing always. The change was predictable at the first time, but it gradually became uncertain.

該如何使用一個秩序的動態來創造無可預期的現 象?

How can we create an uncertain phenomenon with a certain dynamic?

Entropy 是混亂的量化測量。—— Efstathios E. Michaelides

Entropy is a quantitative measure of disorder. —— Efstathios E. Michaelides

秩序與混亂只是個相對的概念,只有比較秩序一點 或比較混亂一點。

Order and disorder are just a relative concept, actually, there is only more order and less order.

此裝置製造一個切換秩序與混亂的循環,即使這是 個循環,但每次的秩序與混亂都是不同的存在。

Making a cycle of switching in order and disorder. Even if it is a cycle of order and disorder, the order and disorder in every time are different existences.

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02 應用設計 & 跨領域合作 Applied design & Cross-disciplinary collaboration

桃園「塘」詩:AR 教學系統 Taoyuan Poetry: AR Teaching System 地景文化、環境治理與永續觀光之子計畫加值應用 - 將數位科技裝置結合桃園在地文化應用於詩詞的教學與學習 Landscape Culture, Environmental Governance and Sustainable Tourism Project - Application AR in Chinese Literature and Taoyuan local culture teaching

09 / 2018 Advisor | 林楚卿 , 黃智明 Team | 陳芳昱 , 任敬葭 My role | 擴增實境系統開發 AR system development Material | 平板 tablet, 腳架 tripod, 壓克力板 acrylic sheets Tool | Unity, Vuforia, Rhino, laser cutter | Award | 2018 元智大學 VR/AR 教育應用創作競賽 educational application competition, 佳作

此系統開發的主要目的希望可以透過個人行動載具 的輔助,結合地景場域體驗來增加文學詩詞教學的 互動性及提升學習動機。 此系統為設計與文學的跨領域合作,開發 AR 互動之 創新教學。藉由設計將詩詞文字中的意象三度空間 化,再以虛擬的景象重疊於真實場景中,希望可以 重現詩人當下創作時所體驗的情境,期待此能有助 於讓讀者更深入了解詩詞的內涵,並理解詩詞中意 境。 此外,此系統也可以讓學生實地創作,藉由拖曳模 組化的 3D 虛擬元件,重新組構出心中新的意境,同 時也練習詩詞的撰寫,達到實地體驗,猶如自己是 詩人般的現場學詩、讀詩、聽詩、甚至玩詩的樂趣。

The main purpose of this system development is to enhance the interaction of literary poetry teaching and learning motivation through the assistance of personal mobile devices and the experience of the landscape field. This system is an innovative teaching of AR interaction for cross-disciplinary collaboration between design and literature. By designing the three-dimensional imagery in the poetry, and then superimposing the virtual scene on the real scene. This system reproduce the situation and enviroment that the poet experienced, in order to help readers to understand the artistic conception and connotation in poetry more deeply. In addition, this system allows students to create in the field, by dragging the modular 3D virtual components, re-structuring the new artistic conception, and practicing poetry writing to achieve the field experience, just like a poet. To experience the pleasure of learning poetry, reading poetry, listening poetry, and even playing with poetry. 29


AR 介面呈現 ( 詩詞意境空間化 )AR interface (spatialize poetry and artistic conception)

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實地操作及體驗教學 Testing the AR teaching system in the literature poetry class

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C C I C AR Chinese Dictionary

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fire

water

mountain


02 應用設計 & 跨領域合作 Applied design & Cross-disciplinary collaboration

AR 中文字典 - 漢字小時候 AR Chinese Dictionary Chinese Character in Childhood 12 / 2018 Advisor | 林楚卿 , 黃智明 , 陳怡蓁 Team | 王凱葳 , 陳寧曦 , 任敬葭 My role | 擴增實境系統開發 AR system development, 動畫及視覺 Animation & visual communication Material | 平板 tablet, 卡紙 card board Tool | Unity, Vuforia | Award | 2018 元智大學 VR/AR 教育應用創作競賽 educational application competition, 優勝

「漢字的小時候」是一款設計給非中文母語人士使 用的 APP,透過現在行動載具,將 AR 結合中文字 的學習,以 AR 的方式還原中文字「小時候」圖像的 樣子,抓住漢字「象形」的特色,充分呈現出漢字「如 畫」的美感。內容簡單、易理解,更多的圖像取代 文字說明,讓學習中文的初學者可以輕鬆上手。將 字以 AR 的圖像呈現,不僅學習中文象形文字的演進, 更讓人對於複雜的中文字產生興趣。 不同於一般字典 APP 需要自行輸入文字,以 AR 自 動偵測文字的方式查詢。還原中文字「小時候」圖 像的樣子,呈現中文字「象形」的特色。不只是讓 人知道這個中文字的意思及發音,更讓人對字有圖 像的印象。給予使用者更多的「圖像」連結,而不 是用更多的文字說明。

It is an app designed for non-Chinese native speakers. Through the mobile device to learn Chinese characters with AR from the earliest Chinese character. The characteristics of the "pictogram" fully express the beauty of the Chinese character. The content of application is simple and easy to understand. There are more images and pictures replace the text descriptions, so that beginners who learn Chinese can easily get started. The character is presented in the image of AR, which not only learns the evolution of Chinese hieroglyphics, but also makes people interested in Chinese. Different from the general dictionary app, you don’t need to type the words yourself, but the AR will automatically detect the word. Show the appearance of the Chinese character "early time" image and gives people an impression. Not only does people know the meaning of this Chinese character. Give user more "image" links instead of more text. 33


操作 OPERATION 將 APP 開啟,對著想要查詢的字,系統便會開始偵 測此中文字。 此 中 文 字 的 介 面, 除 了 有 英 文 字 及 中 文 發 音, 上 排 三 個 分 別 有「 分 類 Category」、「 演 變 Development」、「關聯 Relevance」的資訊按鈕可 以點選。 進入關聯頁面中,會出現與此字有關連性的字,供 使用者點選查詢,並延伸學習。來到演變,則會顯 示此字從最早的甲骨文到現在字體的演進過程。而 在分類中,可以知道此字的分類,並能夠查詢其他 的分類,進一步點選其他分類學習更多不同的中文 字。

When the character is detected, the vir tual pictograph image shows up. In addition to English words and Chinese pronunciation, there are three information circles with "Category", "Development" and "Relevance" can be selected. In "Relevance", it will show other characters related to this character for users to click and extend the learning. In "Development", it will show the development of this character from the earliest to the current font. In "Category", it will show the category of this Chinese character that you can query other categories then further select other categories to learn more different characters.

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象形字動畫 ( 部分 ) ANIMATION (SELECTED)

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03 應用設計 & 實體互動 Applied design & Physical interaction

導電布系列 Conductive Cloths Series 元智大學暨亞東紀念醫院學術合作計畫 / 遠東新世紀開發合作 / 教育部設計思考跨域人才培育計畫 ( 苗圃計畫 ) Yuan Ze University and Far Eastern Memorial Academic Cooperation Project / Far Eastern New Century Cooperation / Ministry of Education – Design Thinking & Interdisciplinary Talent Education Project

10 / 2017 - 10 / 2018 Advisor | 林楚卿 任敬葭 Ching-Chia Renn Material | cloths, conductive cloths, circuit equipment, Arduino Tool | Rhino, Arduino IDE, laser cutter, 3D printer, sewing machine | Exhbition | 2018 Taipei Maker Faire, 台北華山 元智大學 29 周年校慶展望新世界研發成果展 , 元智大學 2017 新竹智慧友善城市創新應用服務展 , 交通大學

導電布為遠東新世紀所開發之新材料。我將它做為 觸壓的感測器,並善用其柔軟的特性,透過人的行 為之介入所導致接觸與不接觸、導通與不導通之現 象,借此感測受力區域並產生反應。 導電布軟開關的導通 (/ 電 ) 與否受到三個因素的影 響:一、導電布材料本身的大小;二、隔離層的孔 洞大小、分布、材質;三、外加電阻值 ( 敏感度 )。

Conductive cloths are developed by Far Eastern New Century. It is used as a switch. Because of human intervention, it can detect electronic conduction and sense the force area then generate a response. The conduction of the conductive cloths (soft switch) are affected by three factors: first, the size of the conductive fabric; second, the size, distribution, and material of the hole in the isolation layer; and third, the resistance value (sensitivity).

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鞋墊 SHOES

改良 CKfablab 團隊作品「關懷步履」,將導電布應 用於鞋墊,使整體更加輕薄、舒適,並作為感測器, 偵測長輩走路、坐下休息、跌倒的行為,再透過物 聯網將資訊傳到兒女的花器及手機 APP。花器會以 燈光及轉動反映長輩行走、休息或不小心跌倒的行 為訊息,同時手機 APP 也會顯示相關資訊,讓兒女 遠端也可瞭解長輩居家狀態,給予關懷及問候。

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Improve the team's work "Steps and Flower" in CKfablab, apply conductive cloth to the insole, making it lighter and more comfortable. Use it as a sensor to detect the elders walking, sitting down, falling, then send the message to their children’s mobile device through the IOT. The flower device will reflect the behavior of the elders walking, rest or accidentally falling with the light and rotation. At the same time, the mobile APP will also display relevant information, so that the children can also know the status of the elders at home and provide care and greetings.


3D 列印鞋底 ( 配置電路處 )3D-printing shoes insole (circuit distribution area)

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手部感應訓練手套 GLOVES 元智大學暨亞東紀念醫院學術合作計畫 - 導電布用於手部復健 Yuan Ze University and Far Eastern Memorial Academic Cooperation Project - Assistive Device Design in hand rehabilitation

VERSON 2 指側抓握 (Lateral pinch) 和指腹抓握 (Palmar pinch) 於日常生活中扮演不同角色,此手套針對這兩項訓 練,透過導電布的偵測並以 LED 燈指示該觸碰的位 置,讓病患知道自己是否有作對動作。 觸碰到對的位置 LED 燈才會熄滅,並換下一個燈亮, 給予立即的視覺,指示病患做下一個動作。以這樣 類似打地鼠遊戲的模式進行手部訓練的動作,增加 復健的趣味性,提升復健動機,避免單一活動枯燥 練習。

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Lateral pinch and Palmar pinch play different roles in our daily life. In the glove, the conductive cloths are used to detected the motion and the LED is used to indicate the position of touch for these two trainings. The LED light will be extinguished when it touches the right position, and the next light will be turned on, giving the patient instructions for the next step. Putting a game mode into the action of hand training to enhance the motivation of rehabilitation, and avoid boring practice of a single activity.


VERSON 1 這個手套是設計給做手部復健的患者使用,我們與 亞東醫院的外科醫師、復健科、職能治療產學合作, 透過手指的彎曲,使在關節上的導電布接觸,便可 偵測使用者手部的運動,進而能夠在手部的復健做 到紀錄、顯示、娛樂等的效果,鼓勵患者持續做復 健,讓復健不再是一件無趣、煩人的事;此外,透 過手指動作的感測,讓「手語」能夠被偵測到,然 後轉換成話語用音訊撥出,藉此傳達意義,使聾啞 人士也能夠「說話」。

This glove is designed for a hand rehabilitation patient. We cooperated with Far Eastern Hospital. I hope the gloves that can let the process of rehabilitation be more interesting. If finger movements can be detected and give feedback, they can encourage patients to do rehabilitation continuously. In addition, the gloves are also used as a teaching aid for learning sign language, which is converted into speech.

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鋼琴 PIANO

鋼琴的單位不再是一「架」而是一「條」,讓笨重 的鋼琴可以成為一個隨身攜帶的物件。只要手碰觸 按壓布面的琴鍵就會發出聲音,讓人隨時都可以彈 上一曲,且一捲就能放入包包帶走。

Make a piano that’s easy to carry. As long as the hand touches the key pressing cloth, it will make a sound. People can play a song any time, and carry it easily in the bag.

設計並測試隔離層孔洞之不同形狀及分布,並選擇 使用適合的電阻來控制其感測程度。

Design and test the isolation holes in different patterns and distributions. Furthermore, it adds the best-matching resistance value to the conductive cloths, in order to increase sensitivity.

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隔離層需配導電布的形狀和配置做設計,也要配合按壓的方式做規劃 The isolation layer needs to be designed and planned

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聲音桌遊 SOUND TABLE GAME 新竹 300 博覽會參展 - 心臟跳跳聲音互動桌遊 EXHIBITION - Hsinchu 300 expo

此作品為視障兒童設計的桌遊玩具,如同現有明眼 兒童所玩的「心臟病」遊戲,但此作品將卡片換成 具有不同重量的籌碼,讓視障兒童藉由觸覺握有不 同大小及重量的籌碼,來評估要放多重的籌碼。多 人依順序把自己的籌碼放置在桌子中間的感測墊, 重量超過一定數值就會發出聲響,視障兒童可藉由 聲音發出時快速把手放到中間,體驗「心臟病」遊 戲的樂趣。此作品亦可讓明眼兒童及視障兒童一起 玩樂。

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This table game is designed for visually impaired children. It is like a "Slapjack" game played by children with bright eyes. However, this work replaces cards with chips in different weights, allowing visually impaired children to have different chips by touch. The players need to evaluate the weights of chips then put their own chips in the middle of the table (the sensing area).When the weight exceeds a certain value, the alarm will come. This game also allows children with bright eyes and visually impaired children to have fun in "Slapjack" together.


遊戲說明 INSTRUCTIONS

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遊 戲 開 始 前, 四 位 玩 家 分別將各自的籌碼放置 於各自的圓圈欄位中。

開 始 遊 戲 時, 四 位 玩 家 輪流將籌碼放置中間格 子框內 ( 紅色框內 )。

Before star ting the game, each players need to put their chips in their own blanks.

When starting the game, each players put their chips in middle grid one by one.

當中間區域因籌碼達一 定 重 量, 便 會 有 聲 響 產 生, 玩 家 聽 到 聲 響 必 須 伸 手 向 中 間 處 拍, 快 者 為贏。 T h e p l ay e r s h av e t o quickly put their hands in the middle when the alarm is emitted. The fastest one get win.

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遊戲地墊 CARPET GAME 教育部設計思考跨域人才培育計畫 ( 苗圃計畫 ) - 人機互動遊戲 Ministry of Education Design Thinking & Interdisciplinary Talent Education Project - Human-Computer Interaction Workshop

主要設計「人機互動」於失智症非藥物治療之「實 虛互動遊戲開發」,同時藉由產業主題「結合機器 人與科技材料之失智者非藥物治療互動產品創意設 計」,作為創意發想與實作演練的專題題目。

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The main design is "Human-Machine Interaction" in the development of "real virtual interactive games" for non-drug dementia treatment. At the same time, through the industrial theme "Creative design of non-drug therapy interactive products combined with robots and technology materials" as a creative topic with the practice drill.


以 導 電 布 作 為 材 料, 並 運 用 Scratch 製 作 遊 戲 介 面,提出可應用於失智症非藥物治療之「實虛互動 遊戲開發」設計方案。此外,結合 ASUS 所開發的 Zenbo 機器人,同樣透過 Scratch 編程控制,和我 們一同參與遊戲。

Using conductive cloths and Scratch to create a game interface, the "real virtual interactive game development" design scheme that can be applied to non-drug treatment of dementia is proposed. In addition, in conjunction with the Zenbo robot developed by ASUS, we also participate in the game through Scratch programming control.

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03 應用設計 & 實體互動 Applied design & Physical interaction

枕頭戰!我要我們憶起玩 Pillow Fight I wanna play together

04 / 2019 Advisor | 林楚卿 Team | 陳虹諭 , 陳宣宇 , 洪瑋毅 , 吳兆裕 , 任敬葭 My role | 感測機制測試與開發 sensing mechanism, 遊戲開發 Game development, Logo 印刷平面設計 printing graphic design Size | 40 × 40 × 95 cm Material | cloths, conductive fabric, circuit equipment, Arduino, Micro: bit, tablet Tool | Rhino, Arduino IDE, Scratch, laser cutter, 3D printer, sewing machine | Award | 2019 Stanford Design Challenge Global 史丹福銀髮設計競賽全球大賽 , 第三名 2018 Stanford Design Challenge Asia 史丹福銀髮設計競賽亞洲區大賽 , 優勝

「枕頭戰 Pillow Fight」是一款由枕頭和平板電腦組 成的互動遊戲,我們以跨世代之間的關懷為出發點, 主要目標是讓家裡的老年人更能夠享受與家人在一 起的時光,增進彼此的關係,並在遊戲的同時也能 夠鍛煉身體。 為了創造更友善使用的遊戲情境,團隊的理念強調 趣味性、可適性、易用性的設計,希望將技術隱藏 在我們的日常生活中,因此選擇使用了在日常生活 熟悉的物品:枕頭來作為遊戲的操作物件,並透過 簡單的拍打枕頭的操作即可控制螢幕遊戲介面。希 望減少銀髮族對新事物的排斥,並提升對於遊戲的 參與度,讓科技發揮最佳輔助。 此互動遊戲的互動性及樂趣,讓各地年齡層的人都 可以非常容易上手,促進了家庭成員之間的情感, 使大家能夠一起同樂。

Pillow Fight is a inter-generational game which is including pillows as operating interface and a tablet. We emphasize care between generations, with the main goal of allowing the elderly to enjoy the time with their family and enhance the relationship while exercising their physical bodies. We propose the concept that adaptive design with technology should be hidden in our daily life. For the purposes of creating friendly use and providing entertainment, the main concept of design is to replace the controllers or joysticks seen into the common object in daily life: pillows, are used to design a video game, which is full of interaction and fun that can be easily operated for the elderly to control by punching or tapping on the pillow. This makes the whole activity interesting and reduces the burden of the operation, promoting emotional bonding between the family members and their joy of living and playing together. 51


感測區 1 Sensing Area 1

感測區 2 Sensing Area 2

正 - 朝上 TOP

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背 - 朝下 BOTTOM


遊戲 Game 1 - Harvest

遊戲 Game 2 - Rhythm

Logo 及平面設計 Logo and graphic design 53


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04 結構 & 機構 Structure & Mechanism

自走車 Self-propelled Cart 05 / 2016 任敬葭 Ching-Chia Renn Size | 52 × 55 × 46 cm | Material wood, MDF, acrylic sticks, circuit equipment Tool | Rhino, AutoCAD, Laser cutter, electric saw, sander, electric drill

自走車是達文西的創作之一,為世界上第一個能夠 自行行走的車子。 研究自走車的機構,並重新打造。我將達文西的自 走車,加入發光裝置,轉換動能至電能,改造達文 西自走車成為燈籠魚自走車。 利用本身的渦狀螺旋的彈性鋼發條反彈力,讓大齒 輪牽動小齒輪,把馬達裝置在小齒輪上,因為大齒 輪的齒數多於小齒輪的,所以當大齒輪轉一圈,小 齒輪就可以轉好幾圈,這樣快速的旋轉之下,讓馬 達轉動產生電流,進而使燈泡發亮。

The self-propelled cart is one of Da Vinci's creations and it is also the world’s first cart to be able to move on its own. Studying Da Vinci's self-propelled cart mechanism, I then added an illuminating device. The mechanism can generate electricity by converting the kinetic energy. I transformed Da Vinci's self-propelled cart into my lantern fish self-propelled cart. Using the rebound force of scroll spring, the large gearsmove the pinion gear and the motor is mounted on thepinion gear. Because the number of teeth of the large gear aremore than the pinion gear, with one rotation, the large gearrotates can turn the pinion gear many times. The motorgenerate electricity by the rapid rotation to light on the bulb.

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機構研究 MECHANISM RESERCH

擒縱系統及傳動軸 escapement system and drive shaft

渦狀彈簧 scroll spring

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04 結構 & 機構 Structure & Mechanism

無動力車 Non-power Vehicle 06 / 2017 Team | 黃泓維 , 張壢 , 何昕 , 林千紅 , 王曉婷 , 任敬葭 My role | 概念發想 concept idea, 機構研究 mechanism Size | 100 × 200 × 80 cm Material | steel, springs, wheels | Tool Rhino, 砂輪機 electric saw, 電銲 electric welding

<蕩> 如魚在水中翱游般。

<SWING> Like a fish roaming in water.

交通工具是空間切換的裝置,可以將人的身體或易 是感受從此地帶到彼地的載具,體驗空間至換的歷 程所造成連續性的感受變化。

The vehicle is a device for spatial switching, which can bring the human body or consciousness to other places, experiencing the continuous change of feeling by the process of spatial replacement.

以「體驗搭乘交通工具之歷程所帶給我們的感受」 為出發點來設計,因此我們的這台車的行進方式, 便是運用「身體」及「感受」,強化身體對操控車 子的感受來達到所謂的移動。 這台車跟乘坐的操控者之關係就如「魚」和「魚尾」 的關係一般,操縱載具的感受就像是自身操縱身體 的延伸依樣輕鬆自然,利用身體重心偏移控制方向, 而不只單純使用身體的某個部位。 研究側傾輔助系統以及懸吊系統,改造並應用於車 子,來達到運用身體及感受操縱。

"Experiencing the journey of transportation", our vehicle travels by using "body" and "feeling" to strengthen the body's feelings. The relationship between the vehicle and the rider is like "fish" and "fishtail". Manipulating the vehicle is as easy and natural as the extension of the body. It uses the center of gravity to shift the direction, not just using a part of the body. Research the roll assist system and the suspension system, then transform them to the vehicle.

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側傾輔助系統 ROLL ASSIST SYSTEM 屬懸吊系統的獨立懸吊的一種。為一種由彈簧、減 震筒和連桿所構成的車用系統,用於連接車輛與其 車輪,扮演保持車主的舒適性及隔絕是當的路面噪 音、彈跳與震動的角色。 汽車底盤採獨立懸吊系統,可使各個車輪輪胎獨立 跳動起伏,不會互相拉扯影響車輛行駛平衡,增加 操控性與舒適性。

It is a kind of independent suspension system. It is a vehicular system made up of springs, shock absorbers and linkages for connecting a vehicle and its wheels. It plays the role of maintaining the comfort for the rider and decreasing noise, bounce and vibration. The independent suspension system allows the individual tires to jump and undulate. Furthermore, it doesn't pull each other to affect the vehicle's running balance; instead it increases handling and comfort.

獨立懸吊機構 INDEPENDENT SUSPENSION SYSTEM 兩側連桿機構呈現四邊形,達到最大靈活度。 改造獨立懸吊機構: 1. 兩側連桿機構改為梯形,避免角度過大時失去平 衡,同時利用兩邊傾斜程度的差異,造成小篇幅的 轉向。 2. 兩側各兩條彈簧,使上下、左右皆產生相對的反 作用力,且具有避震效果。

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The linkages on both sides are parallelograms for maximum flexibility. Renovation of independent suspension system: 1. The linkages on both sides are trapezoidal to avoid losing balance when the angle is too large, and the difference in the inclination of the two sides are used to make a small shift. 2. Two springs on each side pull each other for balance by producing reaction force. Besides, putting springs here have the effect of shock absorption.


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05 數位製造 & 參數設計 Digital fabrication & Parametric design

秘密基地 The Secret Place 06 / 2016 任敬葭 Ching-Chia Renn Size | 210 × 200 × 130 cm Material | MDF | Tool Rhino, Grasshopper, AutoCAD, Laser cutter

它是一個給人安全的空間、是躲避現實的地方、能 夠聆聽內心聲音的地方,它是我的秘密基地。

In here, I can relax, can escape reality, can listen to the sound from my mind. This is my secret place.

由 Roelofs (2014)《立面化及星狀化》以及 Haveman 和 Roelofs (2008)《結構感》去發想這件作品。從 以上的兩個著作的研究創作得出,其創作及研究都 是由「平面單元」並利用有規則的排列,去構建出 一個幾何造型或者是結構,因此我由平面單元組構 為出發點的概念,來創造出一個空間。

It's inspired by Roelofs (2014) Elevations and Stellations and Haveman & Roelofs (2008) Structure Sensation. According to two researches, I conclude a rule of formation which is using flat units to construct shape or structure by using latch (press fit) and the arrangement of combinations. I follow this rule to build a space I want.

以平面為單元,利用卡榫讓平面互相卡接形成結構, 進而建築出想要的造型型態。底部為弧形的造型, 不僅讓空間增加,也增加了整體的包覆性,頂部澤 有遮蔽,感覺更加隱密,整體形成一個具有空間感 的栱。

In order to let this space more hidden and more covered, the bottom is an arc shape; there is a ceiling on the top. The whole structure was formed as an arch.

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平面構件 2 DIFFERENT 2D COMPONENTS

構件 component 1

構件 component 2

立體單元 3D COMPONENTS

二構件 1 與二構件 2 組合為一單元,單元與單元間再組合為體構件。 Two 2D component 1 and two 2D component 2 would combine into a 3D component.

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05 數位製造 & 參數設計 Digital fabrication & Parametric design

繡球花燈罩 Hydrangea Lampshade 01 / 2016 任敬葭 Ching-Chia Renn Size | 27 × 27 × 25 cm Material | PP, rivets | Tool Rhino, Grasshopper, Laser cutter

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06 推測設計 & 整合設計 Speculative design & Integrated design

創意擴展

Augmenting Creativity Master Thesis

06 / 2020 Advisor | Tomas Diez, Oscar Tomico, Mariana Quintero 任敬葭 Ching-Chia Renn 一個讓藝術家及設計師能夠自我定位並在 AI 創意時代生存的方法學。 A methodology for artists and designers to identify their roles and survive in the new age of creative AI. 整合 | 架設線上 AI 學習平台、AI 學習社群、工作坊、教學內容設計、未來 AI 情境 Integrated | online learning platform, community, workshops, teaching content, and future scenario Tool | HTML, CSS, p5.js, Teachable Machine, processing, Wekinator, Arduino, Runway

在未來,與人工智慧 (AI) 共同創作對創作者來說可 能將會是個新的日常,而作品的互動呈現以及人機 的互動也會愈來頻繁。然而 AI 對於從事創意產業的 創作者來說仍然像是個黑盒子般,對其沒有太多應 用於創作想像。 創意擴展是一個關於探索人與人工智慧合作於創意 創造過程及表現之可能性的專案。從探討及反思新 科技可能如何影響創作者的思考及行徑,進而去推 測未來可能之人類創造者與機器之關係的情境。此 專案專注於找出新科技與創作之交集,並提供藝術 家與設計師相關的指引與教學,為他們開啟進入 AI 創意世界的大門,邀請不同的創作者去創造新科技 的價值,給予他們在技術可取代性高及創意 AI 的時 代,能夠找到自身身為創作者的角色定位。 此專案不僅讓創作者了解 AI 在創意領域應用的可能 性,更提供他們實際的操作教學及應用,在實作中 學習機器學習 (Machine Learning) 的工具及相關之 應用,讓創作者有能力去使用機器學習工具在他們 的創作,並也藉此拓展他們對工具的想像並擴展創 造力。

Augmenting Creativity is a project about exploring the opportunities of collaborating with Artificial Intelligence in a creative process and expression. From discussing and reflecting how technology would impact creators think and act to speculate the possible future scenarios of new relationships between human creators and machines. The project is aiming for finding the intersection between new technology and creative works, providing guidelines and structures to artists and designers to enter the world of AI for creative practice, and inviting them to create with the new technology, then empower them to have the ability to identify their roles in the age of creative AI. The project not only makes creators know about the possibility of creative applications of AI, but also provides them practical tutorials and activities to actually learn machine learning tools and have abilities to use them in their creative practices. In order to broaden the imagination and augment creativity.

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機器學習創意應用學習平台 Machine Learning for Creative Practice Online Learning Plateform

「機器學習創意應用 (Machine Learning for Creative practices)」為一線上學習平台,位藝術家及設計師 提供一系列的機器學習練習,讓對互動設計與藝術 產業有興趣,想嘗試不同創作形式的人,亦或對人 工智慧以及其在創意領域的未來發展有興趣的人 ( 不 論是設計師、藝術家、音樂家、工程師等 ),都能結 合此站的內容,拓展專業,並創造更多新的可能性。 此站分為五個部分,從體驗 AI 開始,有意識地認知 到其存在,並學習 AI 基本知識,到會應用一些機器 學習的工具,並有能力想像及反思,希望創作者在 學習及應用 AI 的過程中,也培養對其的未來想像及 反思能力。

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Machine Learning for Creative practice is an online platform that provides a series of machine learning practices for artists and designers to augment the creativity. In this site, providing different tools, levels, and themes for all kinds of creators to achieve the imaginations. People who are interested in interactive art/design and would like to try and learn different types of creative expressions/ processes, or people who are interested in artificial intelligence and its future development in the creative field can combine what they learn in this site to expand the profession and create the future.


ABOUT

About Experiencing Learning Applying Imagining Reflecting Resources Contact

About Experiencing Learning Applying Imagining Reflecting

Resources Contact

Future Scenario

Tutorial Here providing a series of tutorials about machine learning for creative practices. It’s welcome for everyone

In the rapid development of technology era, machines will be not only smarter, but also become creative which

who don’t have computing science background to learn and play with machine learning tools in your next

provides creators more possibilities in creative process and expression.

creative project.

There are different possible future of relationship with creative machine. It’s what you are expected?

這裡將提供一系列關於機器學習工具應用於創作的教學。非常歡迎

What do you think the better relationship would be? How do you imagine that future? 在科技發展快速的時代,機器不僅變得更聰明,還可能變得更加有創造力, 以提供創作者更多在創作過程及表現上的可能性。

What might be used in these tutorials. 教學中可能會用到的工具。

這裡有關於許多與創意機器的關係之不同可能未來的想像,這些是你所期待發生的嗎? 你覺得什麼才是創作者與創意機器之間該保持的關係?你或如何想像這樣的未來呢?

ALL

ALL

Image

Sound

Runway

Text

Classification

Teachable Machine

Regression

Visual Art

Design

Music

Generating

Wekinator Automating Aesthetics 美學的自動化

Interactive expression 互動表現

Interactive creative process 互動性的創作過程

Generative design 圖像生成

Generative design 生成設計

Generative music 音樂生成

Copyrights © 2020. Created by Ching-Chia Renn

ABOUT

About Experiencing Learning Applying Imagining Reflecting Resources Contact

Copyrights © 2020. Created by Ching-Chia Renn

Experiencing About Experiencing Learning Applying Imagining Reflecting Resources Contact

ABOUT

ALL

Visual Art

Design

Music

What is Artificial Intalligence? Sketch-RNN Demo

Deep dream

What is AI? Artificial intelligence has been given a significant amount of attention in the last decade. Both public and private interests in AI have risen exponentially since its break from machine learning in the mid-1980s. Like machine learning, AI is comprised of a collection of algorithms, which are executable mathematical functions that process data through a series of rules and step by step instructions. AI algorithms make use of data and rule-based logics to model and simulate environments, with little human interference.

Autodesk Generative Design

Nvidia GauGAN

NSynth Super

25 moments that have defined AI Look through some of the key dates and developments in mathematics, computing, science and culture that has led to the artificial intelligence that we know today.

“The field of study that gives computers the ability to learn without explicitly programmed.” — Arthur Samuel (an American pioneer in the field of computer gaming and artificial intelligence)

The spring spyre

What is intelligence Write your own definition of creativity.

What is creativity?

Submit

Copyrights © 2020. Created by Ching-Chia Renn

Copyrights © 2020. Created by Ching-Chia Renn

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機器學習創意應用線上工作坊 Machine Leaning for creative practices workshop

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機器學習創意應用實體工具學習組及說明手冊 Toolkit & Guide book

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2016 - 2020

Ching-Chia Renn

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