Thesis for the Degree of Master of Design Supervisor : David Hall
Controlled Object By Using a Device Live Performance Using a Dj Turntable Based on Mouse
Jeong Yong Ho
Digital Media Design Major INTERNAT IONAL DESIGN SCHOOL FOR ADVANCED STUDIES HONGIK UNIVERSITY
December 2014
Controlled Object by Using a Device Live Performance Using a Dj Turntable based on Mouse by Jeong Yong Ho
Under the Supervision of Professor David Hall
A Thesis Presented to the INTERNAT IONAL DESIGN SCHOOL FOR ADVAN CED STUDIES HONGIK UNIVERSITY
In Partial Fulfillment of the Requirements for the Degree
of MASTER OF DESIGN
in
D I G I TA L M E D I A D E S I G N
December 2014
Approved by the committee of the International Design school for Advanced Studies in partial fulfillment of the requirements for the degree of Master of Design in Digital Media Design.
Thesis Committee:
Chairman
Wontaik Kim
Supervisor David Hall Referee
Simone Carena
I N T E R N AT I O N A L D E S I G N S C H O O L F O R A D VA N C E D S T U D I E S HONGIK UNIVERSITY
Abstract Originally a mouse is a device in computer graphics interface. The mouse turns movements of the hand backward and forward, left and right into equivalent electronic signals that in turn are used to move the pointer.
But change the value of the mouse position which has long been in conjunction with graphical elements in a variety of interactive media authoring tool is used to interact with the user.
This thesis focuses on various of experiment using digital data and actuator. The digital data that can be transformed and used in many analog form. The techniques such as physical interaction and projection mapping and kinetic motion have been experimented. The first phase of the project is about sound and image. The second phase of the project is about physical sound. Buy the third phase of the project is about kinetic physical and graphical motion. The final project is consist of Dj Turntable with mouse and standard stewart platform is consist of actuator and realtime motion capture system.
This thesis proposes a experiment about expandability as an interactive media controller using a mouse and a production of work about media interactive. Furthermore, goal is to make a new interactive media platform that used in several places.
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Table of Contents 1. Introduction ....................................................................................................... 1 1.1 Motivation ......................................................................................................... 1 1.2 Background ....................................................................................................... 2 1.3 Goal ................................................................................................................... 2 2. Design Methodology .......................................................................................... 4 2.1 Interactivity ....................................................................................................... 4 2.2 Case Study......................................................................................................... 6 2.2.1 Background ..................................................................................... 6 2.2.2 Visual Performance ........................................................................ 6 2.3 Input Device .................................................................................................... 11 2.3.1 Definition....................................................................................... 13 2.3.2 Mouse ............................................................................................ 13 2.4 Conclusion ...................................................................................................... 14 3. Development Environment ............................................................................. 16 3.1 Arduino ........................................................................................................... 16 3.2 Processing ....................................................................................................... 16 4. Experiment and Prototype ............................................................................. 18 4.1 Prototype_MouseTurntable ............................................................................. 18 4.1.1 Idea ................................................................................................. 18 4.1.2 Sketch ............................................................................................. 19 4.1.3 Process ........................................................................................... 20 4.1.4 Mock-Up ........................................................................................ 21 4.1.5 Simulation ...................................................................................... 23 4.1.6 Projection Mapping ........................................................................ 25 4.1.7 Conclusion ..................................................................................... 25 4.2 Experiment_Motion Sound ............................................................................. 26 ii
4.2.1 Idea ................................................................................................. 26 4.2.2 Technique Research........................................................................ 27 4.2.3 Process ........................................................................................... 29 4.2.4 Simulation ...................................................................................... 32 4.2.5 Conclusion ..................................................................................... 32 4.3 Experiment_Vibration Sound .......................................................................... 33 4.3.1 Process ........................................................................................... 33 4.4 Prototype_Vibration Sound and Mapping....................................................... 37 4.4.1 Process ........................................................................................... 37 4.4.2 Simulation ...................................................................................... 43 4.4.3 Projection Mapping ........................................................................ 44 4.4.4 Conclusion ..................................................................................... 46 4.5 Prototype_Kinetic T-shirts .............................................................................. 47 4.5.1 Idea ................................................................................................. 47 4.5.2 Process ........................................................................................... 48 4.5.3 Simulation ...................................................................................... 49 4.5.4 Development .................................................................................. 49 4.5.5 Installtion ....................................................................................... 51 4.5.7 Conclusion ..................................................................................... 52 5. Final Project ..................................................................................................... 54 5.1 Concept ........................................................................................................... 54 5.2 Idea .................................................................................................................. 55 5.3 Platform ........................................................................................................... 56 5.3.1 Stewart Platform............................................................................. 57 5.3.2 Technical Subject ........................................................................... 58 5.4 Simulation Water ............................................................................................. 60 5.5 Test Model....................................................................................................... 61 5.5.1 Design ............................................................................................ 61 5.5.2 Final Prototype for Testing ............................................................. 62 iii
5.6 Technical Test .................................................................................................. 71 5.6.1 Programming .................................................................................. 71 5.6.2 Simulation ...................................................................................... 72 5.8 Final Model ..................................................................................................... 72 5.8.1 Assembly ........................................................................................ 74 5.8.2 Water and Oil Test Box .................................................................. 81 5.8.3 Capture System .............................................................................. 85 5.8.4 Solving the Problem ....................................................................... 87 5.8.5 Testing a Optical Mouse and DJ Turntable .................................... 93 5.8.6 Testing a Final System ................................................................... 95 5.8.7 Structure for Capture System ......................................................... 99 5.8.8 Final Simulation ........................................................................... 107 5.9 Exhibition ...................................................................................................... 107 6. Conclusion ...................................................................................................... 116 References .......................................................................................................... 117 Abstract(국문초록)............................................................................................ 119 7. Appendix A ...................................................................................................... 120 8. Appendix B ...................................................................................................... 122 9. Appendix C ...................................................................................................... 125
iv
List of Figures Figure 1. Marionettes ...................................................................................................1 Figure 2. 16 Forms .......................................................................................................8 Figure 3. Liquid Light Show ......................................................................................10 Figure 4.Person-Media Communication Model .........................................................14 Figure 5. Idea..............................................................................................................18 Figure 6. Cad Drawing ............................................................................................... 19 Figure 7. Laser Cutting............................................................................................... 19 Figure 8. Disassemble the Mouse ..............................................................................20 Figure 9. Parts and Assemble .....................................................................................20 Figure 10. Mouse Case ............................................................................................... 21 Figure 11. Mouse and Dj Turntable ............................................................................21 Figure 12. Assemble the mouse and Dj Turntable .....................................................22 Figure 13. Screenshot in VVVV ................................................................................23 Figure 14. Playing a Turntable_01 .............................................................................23 Figure 15. Playing a Turntable_02 .............................................................................24 Figure 16. Playing a Turntable_03 .............................................................................24 Figure 17. Sequence_Projection Mapping .................................................................25 Figure 18. System .......................................................................................................26 Figure 19. TIP120.......................................................................................................27 Figure 20. 1N4001......................................................................................................28 Figure 21. Parts ..........................................................................................................29 Figure 22. Soldering ...................................................................................................30 Figure 23. Parts ..........................................................................................................30 Figure 24. Vibration Motor ........................................................................................31 Figure 25. Circuit Bending .........................................................................................31 Figure 26. Idea............................................................................................................32 v
Figure 27. Vibration Motor Circuit Bending .............................................................. 33 Figure 28. Vibration Motor ........................................................................................34 Figure 29. Vibration Motor Circuit Bendin_01 ..........................................................34 Figure 30. Vibration Motor Circuit Bending_02 ........................................................35 Figure 31. Final Circuit Bending_01..........................................................................35 Figure 32. Final Circuit Bending_02..........................................................................36 Figure 33. Cad for a Plate...........................................................................................37 Figure 34. Plate and Circuit........................................................................................38 Figure 35. Plate ..........................................................................................................38 Figure 36. Vibration motor in Plate ............................................................................39 Figure 37. Vibration motor into Plate .........................................................................39 Figure 38. Plate and Magnet ......................................................................................40 Figure 39. Assembly plate and Magnet ......................................................................40 Figure 40. Plate Module ............................................................................................. 41 Figure 41. Installation ................................................................................................ 41 Figure 42. 3 Modules .................................................................................................42 Figure 43. Projection Mapping...................................................................................43 Figure 44. Mapping Image .........................................................................................43 Figure 45. Circuit for Projection Mapping_01 ...........................................................44 Figure 46. Circuit for Projection Mapping_02 ...........................................................44 Figure 47. Circuit for Projection Mapping_03 ...........................................................45 Figure 48. Circuit for Projection Mapping_04 ...........................................................45 Figure 49. Arduino and Servo ....................................................................................48 Figure 50. Total System.............................................................................................. 49 Figure 51. Black Tape ................................................................................................ 50 Figure 52. Line on the T-Shirts...................................................................................50 Figure 53. Installation_01 ..........................................................................................51 Figure 54. Installation_02 ..........................................................................................51 Figure 55. Installation_03 ..........................................................................................52 vi
Figure 56. Idea for Final Project ................................................................................55 Figure 57. Stewart Platform .......................................................................................57 Figure 58. Stewart Platform .......................................................................................58 Figure 59. Simulation Sequence.................................................................................59 Figure 60. Cad for Stewart Platform ..........................................................................61 Figure 61. Stewart Platform Mechanism a) top plate b) base plate c) total stewart platform ......................................................................................................................62 Figure 62. Parts ..........................................................................................................63 Figure 63. Specs of Servo ........................................................................................64 Figure 64. A pairs of Servo and Loads .......................................................................65 Figure 65. A pairs of servo and body .........................................................................66 Figure 66. Supporter ...................................................................................................67 Figure 67. Three pairs of servo_01 ............................................................................67 Figure 68. Three pairs of servo_02 ............................................................................68 Figure 69. Three pairs of servo_03 ............................................................................68 Figure 70. Stewart Platform_01 .................................................................................69 Figure 71. Stewart Platform_02 .................................................................................69 Figure 72. Stewart Platform_03 .................................................................................70 Figure 73. Stewart Platform_04 .................................................................................70 Figure 74. System_Software ......................................................................................71 Figure 75. Sanding .....................................................................................................72 Figure 76. Parts ..........................................................................................................73 Figure 77. Fixed Plate ................................................................................................ 74 Figure 78. Servo motors ............................................................................................. 74 Figure 79. Front of View ............................................................................................75 Figure 80. Top of View_01 .........................................................................................75 Figure 81. Top of View_02 .........................................................................................76 Figure 82. Bolt and Nut .............................................................................................. 76 Figure 83. Underside of View_01 ..............................................................................77 vii
Figure 84. Underside of View_02 ..............................................................................77 Figure 85. Stewart Platform and Circuit ....................................................................78 Figure 86. Top of Detail View ....................................................................................78 Figure 87. Front of View ............................................................................................79 Figure 88. Assembly Stewart Platform ......................................................................79 Figure 89. Test Version Stewart Platform...................................................................80 Figure 90. Parts of a Box ............................................................................................81 Figure 91. Bonding .....................................................................................................82 Figure 92. Silicon .......................................................................................................83 Figure 93. Box and Vegetable Oil_01 ........................................................................84 Figure 94. Box and Vegetable Oil_02 ........................................................................84 Figure 95. Box and Vegetable Oil_03 ........................................................................85 Figure 96. Gantry of Webcam_01 ..............................................................................86 Figure 97. Gantry and Webcam_02 ............................................................................87 Figure 98. Smaller Box .............................................................................................. 88 Figure 99. Top of View ............................................................................................... 88 Figure 100. Box and Machine Oil ..............................................................................89 Figure 101. Put Oil into Box ......................................................................................89 Figure 102. Color Water and Box...............................................................................90 Figure 103. Blue Water and Oil In the Box ................................................................ 90 Figure 104. Front of View ..........................................................................................91 Figure 105. Top of View ............................................................................................. 91 Figure 106. Side of View ............................................................................................92 Figure 107. Stewart Platform and Circuit ..................................................................93 Figure 108. Optical Mouse and Dj Turntable ............................................................. 94 Figure 109. X-Axis .....................................................................................................96 Figure 110. Y-Axis .....................................................................................................97 Figure 111. Total System ............................................................................................98 Figure 112. Stewart Platform .....................................................................................99 viii
Figure 113. Stewart Platform_Front View ............................................................... 100 Figure 114. Stewart Platform_Top View ..................................................................100 Figure 115. Mobile Phone and Parts ........................................................................101 Figure 116. Assembly Mobile Phone and Structure .................................................102 Figure 117. Mobile Phone and Structure_Side View ...............................................102 Figure 118. Mobile Phone and Structure_Front View..............................................103 Figure 119. Mobile Phone and Structure_Side View ...............................................103 Figure 120. Box and Oil ........................................................................................... 104 Figure 121. Compressure Oil ...................................................................................105 Figure 122. Box and Blue Water ..............................................................................105 Figure 123. Put Water in the Box .............................................................................106 Figure 124. Water and Oil in the Box.......................................................................106 Figure 125. Exhibition_01........................................................................................107 Figure 126. Exhibition_02........................................................................................108 Figure 127. Exhibition_03........................................................................................108 Figure 128. Exhibition_04........................................................................................109 Figure 129. Exhibition_05........................................................................................109 Figure 130. Exhibition_06........................................................................................ 110 Figure 131. Exhibition_07........................................................................................ 110 Figure 132. Exhibition_08........................................................................................ 111 Figure 133. Exhibition_09........................................................................................ 111 Figure 134. Exhibition_10........................................................................................ 112 Figure 135. Exhibition_11 ........................................................................................ 112 Figure 136. Exhibition_12........................................................................................ 113 Figure 137. Exhibition_13........................................................................................ 113 Figure 138. Exhibition_14........................................................................................ 114 Figure 139. Exhibition_15........................................................................................ 114 Figure 140. Exhibition_16........................................................................................ 115 ix
1. Introduction
1.1 Motivation
Figure 1. Marionettes
This main subject is on the controlled object and device. This image is about string puppets. This puppet is controlled by control bar. Marionettes, or "string puppets," are suspended and controlled by a number of strings, plus sometimes a central rod attached to a control bar held from above by the puppeteer. The control bar can be either a horizontal or vertical one. Basic strings for operation are usually attached to the head, back, hands (to control the arms) and just above the knee (to control the legs). This form of puppetry is complex and sophisticated to operate, requiring greater manipulative control than a finger, glove or rod puppet.1
1
1
http://en.wikipedia.org/wiki/Marionette
An important point to notice here is that the story depends on movement of puppet. Just a small but nevertheless important point. We can make a image or sound or story by controlling something. That is what I want to focus on.
1.2 Background
The focus of thesis is on a device. We everyday use various devices. Computer may be the best example of this. Computer work by using various I/O devices. In Computer system, Communication using device is an important aspect to communication. And a mouse is used to control something in computer system. A mouse typically controls the motion of a pointer in two dimensions in a graphical user interface. The mouse turns movements of the hand backward and forward, left and right into equivalent electronic signals that in turn are used to move the pointer.
But analog signals of control bar and digital signals of mouse are different form. With analog communications, data is represented as a continuous signal while data is converted to a numeric, discrete signal with digital communications. Also They controls something. In this, That is similar to the puppet’s control bar.
1.3 Goal
This goal of thesis is making a total interactive media platform based on technique of mouse for playing a media performance. Also That is various approaches on actuator controlled by mouse.
The truth is that most media artist and performer are working based on the high technology. So theirs works is often type of digital form. 2
Applying visual Art to pop music performance is gradually increasing. A video editor which simply mixes a number of image was mainly used in the past, but now various computer software make it easy to control visual art by development of computer technology, and it became possible for you to express unique and inimitable idea as well. Compare that a complicated equipment which makes them spend much expense and time was only used in the big size of concert hall in early days, a small and simple one now helps you easily apply your idea to Visual art in Pop music performance even in the small club. The technique of Visual art is being developed gradually especially by using computer.2 I am very interested in analog sound and motion and image.
2
3
Yun-Tae Kim. “Applying Interactive Media Art To VJing�. (2007), p80
2. Design Methodology
The area of research in this thesis focused on device and interactivity for the interactive media and real time visual performance. This thesis focused on the interactivity and physical interaction and realtime visual performance.
Above all This goal of thesis is making a total interactive media platform based on technique of mouse for playing a media performance. So the theoretical background and case study research include a review of New Media Art which focused on Digital Art and Physical Computing. And It include a general background about a VJing and Puppetry and Device. Because This thesis’s core theme is control which is based on device and interactivity.
Interactive media allows the user to have control over navigation and interactivity with the information. The nature of interactive media is dynamic and changes through time. To support this dynamic change, knowledge of how to communicate information efficiently beyond static representation needs exploration. Motion is a key element in interactive environments. Motion helps the user to perceive a change of state.3
2.1 Interactivity
Researchers, practitioners and scholars have varying views on the very definition of “interactivity.” There is no single, authoritative definition. People have used the word to describe a wide range of action. From a sociological perspective it has been defined as actions conducted between two or more people, and in the field of 3
C Jeamsinkul, S Poggenpohl. “Methodology for uncovering motion affordance in interactive
media”. Visible Language, (2002), Vol.36 (No. 254)
4
human-computer interaction it has been applied to the style of control that exists for humans working with computers. Various researchers and professionals have begun to isolate its characteristics.4
The definition of the interactivity is various. Because the evaluation of the interactivity factor for interaction with computer and human. In The Language of New Media (2001), Lev Manovich (http://www.manovich.net/) proposed five principles of new media: numerical representation, modularity, automation, variability, transcoding. Two-way+ use can be said to represent interactive digital media.5
In 2000, Downes and McMillan (http://nms.sagepub.com/cgi/reprint/2/2/157) noted that researchers in the 1990s argued about whether only real-time communication could be considered to be “interactivity.” For instance, Steur (1992) defined it as “the extent to which users can participate in modifying the form and content of a mediated environment in real time” but Rheingold (1993) wrote that asynchronous tools such as listservs, e-mail and newsgroups are interactive.6
But In new media art interactivity has taken on yet another form. In new media art the goal is not only for a cause and effect action or real time control over the object but an interplay between the objects and the users. Interactive new media art puts the viewer in a more active role; the "viewer" becomes responsible for the content of the interactive piece through their actions. Or simply the interactive "experience" is different for each different user because each user will 4 5 6
5
Janna Quitney Anderson. An Introduction to Interactivity Media Theory. (2009) Janna Quitney Anderson. An Introduction to Interactivity Media Theory. (2009) Janna Quitney Anderson. An Introduction to Interactivity Media Theory. (2009)
respond to the piece in a different way.7
2.2 Case Study
2.2.1 Background
A look at the existing interactive art that interacts with musical performances or MIDI music try to increase the participation and realism of the audience using expensive equipment and the latest technology. But the audience are not sometimes impressed by system which is too biased in high technology and equipment.8
Because movie and sound that were empty of meaning are often made by high technology and equipment.
Above all, most of movies and sounds in interactive performances is synthesized by the interactive authoring tools in real time. The movies and sounds in the interactive performances are stereotyped as well.
2.2.2 Visual Performance
This cases study focus on interactive visual performance. The input data are used to control interactive movie and sound. The type of my final project is interactive visual performance and installation. I use a input data of mouse and Dj Turntable which is used to controller. 7
http://newmedia.wikia.com/wiki/Interactivity
8 Yi-xian Li, Chang-jin Seo. “A study on Interactive Media Art on Physical Computing Technology�. (2012),
p193
6
Input data is very important for interactive performances. Because, Most of the interactive movie and sound use a input data.
Input is the term denoting either an entrance or changes which are inserted into a system and which activate or modify a process. It is an abstract concept, used in the modeling, system design and system exploitation. It is usually connected with other terms, e.g., input field, input variable, input parameter, input value, input signal, input port, input deviceand input file.9
9
7
http://en.wikipedia.org/wiki/Input
Case_01
Figure 2. 16 Forms
Daito Manabe and Motoi Ishibashi (both whom conveniently, for me, carry the same title: artist, designer and programmer) are presenting “16 forms,� an animated sequence that is both analogue and high-tech. Programming an industrial robot to create dynamic movements while projecting a light source, the duo created their own version of a zoetrope. While conventional zoetropes make use of paper cut-outs, Manabe and Ishibashi opted for scanned and 3D-printed models, which were then affixed to a turntable.10
10
8
http://www.spoon-tamago.com/2011/11/02/designtide-tokyo-2011-daito-manabe-motoi-ishibashi
This project is an example of an analog media that was work using turntable. The ‘16 Forms’ show the turntable is capable of making a analog animation. Because It is used a zoetrope.
A zoetrope is one of several pre-film animation devices that produce the illusion of motion by displaying a sequence of drawings or photographs showing progressive phases of that motion. The name zoetrope was composed from the Greek root words ζωή zoe, "life" and τρόπος tropos, "turning".
The zoetrope consists of a cylinder with slits cut vertically in the sides. On the inner surface of the cylinder is a band with images from a set of sequenced pictures. As the cylinder spins, the user looks through the slits at the pictures across. The scanning of the slits keeps the pictures from simply blurring together, and the user sees a rapid succession of images, producing the illusion of motion. From the late 20th century, devices working on similar principles have been developed, named analogously as linear zoetropes and 3D zoetropes, with traditional zoetropes referred to as "cylindrical zoetropes" if distinction is needed.11
11
9
http://en.wikipedia.org/wiki/Zoetrope
Case_02
Figure 3. Liquid Light Show
Liquid light shows surfaced on both sides of the Atlantic around 1966 and were an integral part of the Progressive music scene well into the seventies. Shows could be as simple as a single operator and two or three modified slide or overhead projectors and a couple of color wheels or as complex as shows with ten or more operators, 70 plus projectors (including liquid slide, liquid overhead, movie and still image models plus a vast array of highly advanced (for the time) special effects equipment).
The style and content of each show was unique but the object of most was to create a tapestry of multimedia live event visual amplification elements that were seamlessly interwoven, in a constant state of flux and above all, reflected the music the show was attempting to depict in emotional visual terms. 10
While the shows on both side of the Atlantic had much in common they differed in two important ways. First, the American shows tended to be larger, with seven operators and over thirty projectors not being exceptional. In contrast, the shows in England seldom had more than three operators and ten or so projectors. Second, American shows were generally built around the overhead projector with the liquids in large clock cover glasses.
Shows in England and Europe, in contrast, used modified 2" sq. slide projectors which had their Dichroic heat filters (one or both) removed and employed two layers of slide cover glasses with two liquids (oil and water based, in the early days) between each layer. The surface tension of the liquids largely retained the mixtures, but the process was nevertheless very messy indeed and operators had their hands almost permanently stained by the dyes. A popular choice of coloured liquids for lightshows was Flo-Master ink, a product developed for use in permanent marker pens. While this ink was very vivid it also had the problem of staining the operators hands very deeply.
Two groups that are associated with the light shows they worked with above all others are Jefferson Airplane and the Headlights light show in America and Pink Floyd with light artist Mike Leonard in England. The inverter of the light show is David Gun.12
2.3 Input Device
Input variables are defined as the physiological and psychological variables related to the persons creating visual phenomena, or started simply: the conditions surrounding creators or artists. These variables are not concerned with the images 12
11
http://en.wikipedia.org/wiki/Liquid_light_show
being created, but with creators’ identities, motivations and techniques for passing intentions into media tools.13 The input of tool is position data of computer mouse. It is very simple system. Tool-input variables are concerned with the tools required for creating imagery in a particular medium. Two Tool-Input variables are identified: Tool Requirements and Tool Versatility.14 This variable refers to the minimum tools required for creating visual imagery within a specific medium. In the paint medium, the absolutely minimum tools are paint and supports. Brushes are actually not necessary for painting, although they enable certain effects unobtainable with paint taken directly from tubes. With the video environment, one requires devices capable of producing or manipulating video signals, Such as video cameras, graphics computers or video players.
In this thesis, The mouse is used in input tool. The mouse is combined with Dj Turntable for visual performance.
Concerned with versatility of the tools used in particular media, this variable recognizes the variety of functions capable with a specific tool. An example of an extremely versatile tool is the paint brush which can paint in oil, acrylic or water colours, can manipulate dry charcoal with the bristles, and glue, clay or plaster with the handle. Although a video camera could be used for mixing paint or forming clay, these acts may damage the device’s intended function of converting visual imagery into electronic signal. A Technique Creating Visual Phenomena
13
Donald Ritter. “A Technique Creating Visual Phenomena”. Massachusetts Institute of Technology. (1988),
p.21 14
Donald Ritter. “A Technique Creating Visual Phenomena”. Massachusetts Institute of Technology. (1988),
p.24
12
2.3.1 Definition
The device is commonly defined as an any machine or component that attaches to a computer. The devices are classified as disk drives, printers, mice, keyboard, speaker, mic, monitor, etc. Computer mice are the most common, commercially used devices for interaction between humans and computers. A major aspect of these devices is to detect and track a desired screen position as the mouse device is being moved by the user, this information being used to move the mouse cursor accordingly.15
2.3.2 Mouse
In computing, a mouse is a pointing device that detects two-dimensional motion relative to a surface. This motion is typically translated into the motion of a pointer on a display, which allows for fine control of a graphical user interface. Physically, a mouse consists of an object held in one's hand, with one or more buttons. Mice often also feature other elements, such as touch surfaces and "wheels", which enable additional control and dimensional input.16 The main purpose of a mouse as an input device is to translate the motion of the human hand into signals that a computer can use.17So it is very important to thesis project. Because The signal of mouse is used in input data for making a sound and movement using an actuator.
15
Shivaswamy, Kumar. “Approach for human computer interaction to simulate the function of a computer
mouse”. The University of Texas at El Paso .(2006), p.1 16 17
http://en.wikipedia.org/wiki/Mouse_(computing) Shivaswamy, Kumar. “Approach for human computer interaction to simulate the function of a computer
mouse”. The University of Texas at El Pas .(2006), p.4
13
2.4 Conclusion
The important component of interactive media is an interactivity. Because It is make a communication between person and media. If you input into visual media, imagery is being created; this imagery is then output to viewers of media. Communication with media utilizing the terms outlined is presented in Figure 1. As outlined in this diagram, the intentions of the creator are input into a tool capable of manipulating some material which retains imagery. When the creator views the image, the image is viewed through a tool as well. In this condition the creator becomes the viewer also, but in most situations other than the initial creation process, the viewer will not participate in the creation of imagery but will only view previously created imagery.18
Figure 4. Person-Media Communication Model19
18
Donald Ritter. “A Technique Creating Visual Phenomena”, Massachusetts Institute of Technology. (1988),
pp.13-14 19
Donald Ritter. “A Technique Creating Visual Phenomena”, Massachusetts Institute of Technology. (1988),
p.14
14
So I use a mouse and Dj Turntable for input tool. This system which is consist of mouse and Dj Turntable is useful in this thesis.
In the sound recording industry, a stylus is a phonograph or gramophone needle used to play back sound on gramophone records, as well as to record the sound indentations on the master record. Several technologies were used to record the sounds, beginning with wax cylinders, almost half a century before the invention of the magnetic cartridge. Nowadays mostly vinyl records are used. When playing the record, the stylus is placed in the grooves of the record.20
This system is very simple. I simply convert a stylus into mouse for interactive system. This system is capable detecting the movement of hand on the Dj Turntable. I expect that many designer and artist are using a mouse for visual performance and interactive media.
20
http://en.wikipedia.org/wiki/Stylus#Use_in_music_recording_and_reproduction
15
3. Development Environment
3.1 Arduino
Arduino is a tool for making computers that can sense and control more of the physical world than your desktop computer. It's an open-source physical computing platform based on a simple microcontroller board, and a development environment for writing software for the board. Arduino can be used to develop interactive objects, taking inputs from a variety of switches or sensors, and controlling a variety of lights, motors, and other physical outputs. Arduino projects can be stand-alone, or they can communicate with software running on your computer (e.g. Flash, Processing, MaxMSP.) The boards can be assembled by hand or purchased preassembled; the open-source IDE can be downloaded for free. The Arduino programming language is an implementation of Wiring, a similar physical computing platform, which is based on the Processing multimedia programming environment.21
3.2 Processing
Processing is an open source programming language and integrated development environment (IDE) built for the electronic arts, new media art, and visual designcommunities with the purpose of teaching the fundamentals of computer programming in a visual context, and to serve as the foundation for electronic sketchbooks. The project was initiated in 2001 by Casey Reas and Benjamin Fry, both formerly of the Aesthetics and Computation Group at the MIT Media Lab. One of the stated aims of Processing is to act as a tool to get non-programmers started with programming, through the instant gratification of visual feedback. 21
16
http://arduino.cc/en/Guide/Introduction
The language builds on the Java language, but uses a simplified syntax and graphics programming model.22
22
17
https://www.processing.org/
4. Experiment and Prototype
4.1 Prototype_MouseTurntable
4.1.1 Idea
Figure 5. Idea
Dj Turntable is very useful tool for interactive media installation and performance. The sound change with the change of hand gestures. And a turntable can offer to combine other instrument and kinect object and something. The turntable is not just an instrument for playing music, but creating it. I think that computer mouse is also a very useful tool for interactive design.
Because A mouse is used to
control something in computer system. A mouse typically controls the motion of a pointer in two dimensions in a graphical user interface. The mouse turns movements of the hand backward and forward, left and right into equivalent electronic signals that in turn are used to move the pointer. So A simple media controller which is made a combination of turntable and computer mouse. 18
4.1.2 Sketch
Figure 6. Cad Drawing
Figure 7. Laser Cutting
This is drawing for mouse case is connected to the turntable. I design it using CAD( 2D and 3D Program). It very useful tool for design something. After designing it, I make a case using Laser Cutting Machine. 19
4.1.3 Process
First I had to disassemble the used laser mouse in order to make new mouse for replace the needle. And I make a case for mouse. First I disassemble the mouse.
Figure 8. Disassemble the Mouse
After disassembling the mouse, then I Put it in the mouse case.
Figure 9. Parts and Assemble
20
4.1.4 Mock-Up
I assembled the mouse parts. The assemblage of the mouse parts took several minutes. I inserted it into the turntable arm.
Figure 10. Mouse Case
This mouse are powered by batteries. So This is the portable mouse with changeable batteries.
Figure 11. Mouse and Dj Turntable
21
Figure 12. Assemble the mouse and Dj Turntable
22
4.1.5 Simulation
Using a interactive computer program(VVVV) I make a image for interaction with turntable. More than I Thought, It is very well working.
Figure 13. Screenshot in VVVV
Figure 14. Playing a Turntable_01 23
Figure 15. Playing a Turntable_02
Figure 16. Playing a Turntable_03
24
4.1.6 Projection Mapping
I experiment projection mapping test on the tree. More specifically, This is not projection mapping. Because It showed simple actions. I propose to experiment it at some length.
Figure 17. Sequence_Projection Mapping
4.1.7 Conclusion
This Prototype is first experiments about an expansibility of mouse. And The experiment will have shown the potential for mouse and Dj Turntable. Because I get a position data of hand movements from Dj Turntable. So I was able to make a image using a interactive media tool. The Movement of hand convert into digital code by interactive media tool. The signals enter the VVVV through the Arduino. It is very simple system. After this System used in Final Prototype.
25
4.2 Experiment_Motion Sound
4.2.1 Idea
Figure 18.System
Whenever I listens to music, I shake my head up and down or side to side. It is quite simple motion. But I think that I have more motion data available. Because It have many position data value. I can use it as method to Express motion to another form. Example sound or moving object or motion graphic. First I using motion data to express and converting motion data to vibration.
26
4.2.2 Technique Research
I decide to use Arduino for my project. And to do that. I need to understand the basic some knowledge of Electrical and Electronic. I research about DC Motor Circuit. Some diagrams illustrating how to use the tip120 transistor to control 12 v (actually up to 60v dc)
Figure 19. TIP12023
Transistors are powerful little electronic switches, and when our little NPN transistors aren't power enough for your project, we have been known to use these beefy TIP120 Darlington transistors. Great for whenever you need to control
23
27
http://www.adafruit.com/product/976
medium to high-power electronics such as motors, solenoids, or 1W+ LEDs.24
Figure 20. 1N400125
The 1N4001 series (or 1N4000 series) is a family of popular 1.0 A (ampere) general purpose silicon rectifier diodes commonly used in AC adapters for common household appliances. Blocking voltage varies from 50 to 1000 volts. This diode is made in an axial-lead DO-41 plastic package. The 1N5400 series is a similarly popular series for higher current applications, up to 3 A. These diodes come in the larger DO-201 axial package.These are fairly low-speed rectifier diodes, being inefficient for square waves of more than 15 kHz. The series was second sourced by many manufacturers. The 1N4000 series were in the Motorola Silicon Rectifier Handbook in 1966, as replacements for 1N2609 through 1N2617. The 1N5400 series were announced in Electrical Design News in 1968, along with the now lesser known 1.5 A 1N5391 series. These devices are widely used and recommended.26
24 25 26
28
http://www.adafruit.com/product/976 http://www.tandyonline.co.uk/1n4001-rectifier-diode-2pk.html http://en.wikipedia.org/wiki/1N4001_and_1N5400_series_diodes
4.2.3 Process
I make a Dc Motor circuit. I realised, What Make a circuit is harder than I thought. But I succeeded.
Parts
1k ohm Resister -1ea 1N4004 Diode - 1ea Vibration motor - 1ea Breadboard - 1ea Arduino Uno - 1ea
Figure 21. Parts
29
Figure 22. Soldering
Figure 23. Parts 30
Figure 24. Vibration Motor
Figure 25. Circuit Bending 31
4.2.4 Simulation
Figure 26. Idea
I made a mouse controller for Dj turntable last week. It has a very simple controller that moved with up and down. Shaking a head to the rhythm the music is similar to moving mouse with up and down. So I think that shaking motion data is useful for controlling something. So Using a VVVV, I make a tracking system for controlling a vibration motor.
4.2.5 Conclusion
The second prototype is new experiments in another way and focused on making a sound. I use a signal from movement of head. The motion data is useful for interactive media. Because It is similar to position data of mouse. So I can used in input data. The signal of motion data was readily available.
32
4.3 Experiment_Vibration Sound
4.3.1 Process
I put the new circuit to test. First I connect four vibration motor with electrical wire. And I control it with VVVV. The vibration motor and circuit is full of lifelike. The experiment was interesting and very informative for me. And it was difficult work but inspired.
Figure 27. Vibration Motor Circuit Bending
33
Figure 28. Vibration Motor
Figure 29. Vibration Motor Circuit Bendin_01
34
Figure 30. Vibration Motor Circuit Bending_02
Figure 31. Final Circuit Bending_01
35
Figure 32. Final Circuit Bending_02
36
4.4 Prototype_Vibration Sound and Mapping
4.4.1 Process
I make a plate for vibration motors. This plate is similar to the drum pad. Its aim is to make a sound and an image.
` Figure 33. Cad for a Plate
37
Figure 34. Plate and Circuit
Figure 35. Plate 38
Figure 36. Vibration motor in Plate
Figure 37. Vibration motor into Plate 39
Figure 38. Plate and Magnet
Figure 39. Assembly plate and Magnet 40
Figure 40. Plate Module
Figure 41. Installation
41
Figure 42. 3 Modules
42
4.4.2 Simulation
I simulate a Projection Mapping on the white board. The Circuit of Vibration motors is operated by Arduino. The vibration motors moved by movement of mouse. Also The image made by that. I visualized sound on a triangle image. To create projection mapping on the white board. I used VVVV and connect with Arduino and Servo motor.
Figure 43. Projection Mapping
Figure 44. Mapping Image 43
4.4.3 Projection Mapping
Figure 45. Circuit for Projection Mapping_01
Figure 46. Circuit for Projection Mapping_02
44
Figure 47. Circuit for Projection Mapping_03
Figure 48. Circuit for Projection Mapping_04
45
4.4.4 Conclusion
This prototype to include the elements of sound and image was successful. I have shown that the visual performance based on mouse interaction. The purpose of this prototype is a combination of virtual image and real image and sound. I want to put the hybrid space into the interactive media. Projection mapping, also known as video mapping and spatial augmented reality, is a projection technology used to turn objects, often irregularly shaped, into a display surface for video projection. These objects may be complex industrial landscapes, such as buildings. By using specialized software, a two- or three-dimensional object is spatially mapped on the virtual program which mimics the real environment it is to be projected on. The software can interact with a projector to fit any desired image onto the surface of that object. This technique is used by artists and advertisers alike who can add extra dimensions, optical illusions, and notions of movement onto previously static objects. The video is commonly combined with, or triggered by, audio to create an audio-visual narrative.27 I using a method which is projection mapping for expressing mixed real and fake. This prototype became an inspiration to next prototype.
27
46
http://en.wikipedia.org/wiki/Projection_mapping
4.5 Prototype_Kinetic T-shirts
4.5.1 Idea
This idea is from Kinect Sculpture. This project is experimental prototype on the kinetic object and extensity of mouse. This shirts works by actuator using a position data of mouse. The signal of mouse into the actuator. So It can move. The servo is similar to controller of puppet. And T-Shirts is kinetic object. This system is simple. It is consist of Arduino and Servo. This system is composed of a source of energy, inputs, outputs, and a control architecture which converts the information from the inputs into information which stimulates the outputs. These elements sum to form the complete object, but other elements may be added to provide mass or form.
Input The interface between the object and the world is its sensors which convert physical stimuli into electrical signals. For example, a sound wave moving through the air may vibrate a tiny diaphragm within a microphone and this vibration modulates an electrical signal which accurately reflects the sound in the environment. This analog electrical signal must then be sampled into a digital signal so that it is valuable to the control system. This process is known as an analog to digital conversion or ADC. There are many different sensing mechanisms that may be employed for creating an aware object including light detection, motion detection, sonar, a video camera, touch sensors, gyroscopes, etc.
Output The output of a behavioral kinetic object allow sit to communicate and to achieve its goals. For example, through moving its motors in a purposeful and 47
synchronized manner a object may project the emotion of anger or may attract the attention of a passerby if it needs attention. A object may use actuators such as standard motors, servos, solenoids, or hydraulics to create movement.
Control The control system for a behavioral kinetic object is a set of rules that creates behavior through mapping the input and the output. To achieve this task it must store the information about the current state of the environment and possibly information about the previous state of the environment.28
4.5.2 Process
Figure 49. Arduino and Servo
This prototype is consist of Arduino and Servo. The stick of servo is connect with T-Shirts. There is an string that ties Servo and T-Shirts.
28
48
Casey Reas. “Behavioral Kinetic Sculpture�. Massachusetts Institute of Technology. (2001), p.22
Figure 50.Total System
4.5.3 Simulation
This Simulation is about a movement of servo. The servo are moved by signal of mouse. The movement is simple. The shirts is move straight up and down by servo.
4.5.4 Development
I want to show a topographical T-Shirts through movement of them. First I taping the front of the T-Shirts with a narrow black tape. And I make a image using VVVV. This purpose of Prototype is an experiment on digital image and analog Image. The image on the shirts is real. But the projection of image on the shirts is fake. There are both real and fake. Above all, I have on focusing on expandability of a Dj Turntable with a Computer Mouse. 49
Figure 51. Black Tape
Figure 52. Line on the T-Shirts
50
4.5.5 Installtion
This project was on display at the Hong-Ik University.
Figure 53. Installation_01
Figure 54. Installation_02
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Figure 55. Installation_03
4.5.7
Conclusion
The final experimental prototype was very interesting for me. Because It is first system which is used for making kinetic motion. The word kinetic is only understood in reference to the word kinematic. As originally defined by Andre Ampere in 1830, kinematics is the study of motion unattached to forces or objects and is therefore only consider ideal situations. Kinetics, on the other hand, is concerned with motions resulting from forces directly connected with systems. Alexander Calder’s Untitled mobile built in 1976 is an example of kinetic motion. Kinematics can only be studied in the mind, on paper, or in a digital environment, while kinetics can only be studied in the real world using physical matter acted on by external forces. Kinetics is therefore inherently associated with physical sculpture and a work of sculpture completely realized inside a computer is therefore a kinematic sculpture.29 The servo was first used in this prototype. It is 29
52
Casey Reas. “Behavioral Kinetic Sculpture�. Massachusetts Institute of Technology. (2001), p.20
very useful for kinetic project. It has a very simple motion. So I easily can use it. And I find it about a potential of servo.
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5. Final Project
5.1 Concept
The subject of thesis is about controlled object by using a device. In general, a device is a machine designed for a purpose. In a general context, a computer can be considered a device. In the context of computer technology, a device is a unit of hardware , outside or inside the case or housing for the essential computer (processor, memory, and data paths) that is capable of providing input to the essential computer or of receiving output or of both. When the term is used generally (as in computer devices ), it can include keyboards, mouses, display monitors, hard disk drives, CD-ROM players, printers, audio speakers and microphones, and other hardware units. Some devices such as a hard disk drive or a CD-ROM drive, while physically inside the computer housing, are considered devices because they are separately installable and replaceable. With notebook and smaller computers, devices tend to be more physically integrated with the "non-device" part of the computer.
This final project is the potential about Analog Turntable. A turntable or phonograph is a device for playing sound recording. But I use a Turntable as controller which is controlled object.
In computing, a mouse is a pointing device that detects two-dimensional motion relative to a surface. This motion is typically translated into the motion of a pointer on a display, which allows for fine control of a graphical user interface. Physically, a mouse consists of an object held in one's hand, with one or more buttons. Mice often also feature other elements, such as touch surfaces and "wheels", which enable additional control and dimensional input. Final Prototype is about a Turntable and Mouse. I had been looking for ways to 54
combine Mouse and something. I think that Dj Turntable is similar in movement. I believe that a combination is well possible to do it.
5.2 Idea
Figure 56. Idea for Final Project
This system is consist of one Projector and Stewart platform and Two Dj turntable. Stewart platform is controlled by signals of mouse in turntable. And camera realtime capture oil and water in box on the stewart platform. It is projected on the wall. Oil and water are two liquids that are immiscible – they will not mix together. Liquids tend to be immiscible when the force of attraction between the molecules of the same liquid is greater than the force of attraction between the two different liquids. In simpler terms, like dissolves like.
Although this experiment uses the same volume of oil as water, the two liquids 55
have different masses and therefore, different densities. A liquid that is less dense than water will float on the water; a liquid that is more dense will sink. Density is a measure of how much of a substance is contained in a specific volume of liquid.
Oil and water will be used in graphic elements. Because They are never mixed up. So They are many potential as a graphic elements. And Also It can be dyed. So made a various colorful image.
5.3 Platform
The Stewart Platform is a classic example of a mechanical design that is used for position control. It is a parallel mechanism that consists of a rigid body top plate, or mobile plate, connected to a fixed base plate and is defined by at least three stationary points on the grounded base connected to six independent kinematic legs. Typically, the six legs are connected to both the base plate and the top plate by universal joints in parallel located at both ends of each leg. The legs are designed with an upper body and lower body that can be adjusted, allowing each leg to be varied in length. See picture to the right The position and orientation of the mobile platform varies depending on the lengths to which the six legs are adjusted. The Stewart Platform can be used to position the platform in six degrees of freedom (three rotational degrees of freedom, as well as three translational degrees of freedom). In general, the top plate is triangularly shaped and is rotated 60 degrees from the bottom plate, allowing all legs to be equidistant from one another and each leg to move independently of the others.30
30
http://kr.mathworks.com/company/newsletters/articles/creating-a-stewart-platform-model-using-
simmechanics.html
56
5.3.1 Stewart Platform
Figure 57. Stewart Platform31
I research a suitable device for thesis. Some of the devices are creative and unique. It is a stewart platform. The Stewart platform design is extensively used in flight simulation, particularly in the so-called full flight simulator for which all 6 degrees of freedom are required. This is consist of actuators. It makes a movement of platform. These are the three linear movements x, y, z (lateral, longitudinal and vertical), and the three rotations pitch, roll, & yaw.32 In mechanics, the degree of freedom (DOF) of a mechanical system is the number of independent parameters that define its configuration. It is the number of parameters that determine the state of a physical system and is important to the analysis of systems of bodies in mechanical 31 32
57
engineering, aeronautical
http://en.wikipedia.org/wiki/Stewart_platform http://en.wikipedia.org/wiki/Stewart_platform
engineering, robotics,
and structural
engineering. The position of a single car (engine) moving along a track has one degree of freedom, because the position of the car is defined by the distance along the track. A train of rigid cars connected by hinges to an engine still has only one degree of freedom because the positions of the cars behind the engine are constrained by the shape of the track. An automobile with highly stiff suspension can be considered to be a rigid body traveling on a plane (a flat, two-dimensional space). This body has three independent degrees of freedom consisting of two components of translation and one angle of rotation. Skidding or drifting is a good example of an automobile's three independent degrees of freedom.33
5.3.2 Technical Subject
The Stewart Platform is a space truss comprised of six prismatic actuators, each mounted by a universal joint to the manipulator base by and by a spherical joint to the top platform. Figure. 58 depict a typical Stewart Platform. This arrangement of actuators allows the platform to be placed in and position and orientation(i.e. with six degrees-of-freedom) within a certain volume of space.34
33 34
http://en.wikipedia.org/wiki/Degrees_of_freedom_(mechanics) Terrence W.Fong. “Design and Testing of a Stewart Platform Augmented Manipulator for Space
Applications�. Massachusetts Institute of Technology. (1998), p.21
58
Figure 58. Stewart Platform35
35
Terrence W.Fong. “Design and Testing of a Stewart Platform Augmented Manipulator for Space
Applications�, Massachusetts Institute of Technology. (1998), p.21
59
5.4 Simulation Water
Using a computer simulation program name is RealFlow, I experimented with movement of water. The water is dynamic. But I could confirm movement of oil and water. Because I'm not familiar with this program. I will Succeed some of these days.
Figure 59. Simulation Sequence
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5.5 Test Model
5.5.1 Design
The Stewart Platform used in this thesis were based on the thesis about a Stewart Platform Mechanism.
Figure 60. Cad for Stewart Platform
Stewart Platform is simply designed. The bottom of the Stewart Platform contains the six servo motors. And it is connected to the top plate and six load. A pair of servo motors are divided into 120-degree position.
61
Figure 61. Stewart Platform Mechanism a) top plate b) base plate c) total stewart platform36
5.5.2 Final Prototype for Testing These are parts of Stewart Platform. This Stewart Platform is consist of six servo motors and servo horn and load and body. This body's material is MDF. It is made by laser cutting. Laser cutting machine offer a most useful and accurate way of cutting a something.
36
Byung-Ju Yi,Whee-Kuk Kim, Kum-Kang Huh. “Kinematic/Dynamic Optical Design of A Stewart
Platform Mechanism�. Journal of Control, Automation and Systems Engineering.Vol.2 (No.1), (1996), p.46
62
Figure 62. Parts
I bought three pairs of motors and horns and loads at the hobby shop.
Servo Motor Spec
Specification:
Size: 40. 7mm X 19. 7mm X 42. 9mm
63
Weight: 55. 0g
Operating Speed: 0. 20sec / 60degree (4. 8v)
Stall torque: 10. 0kg / cm / 180oz
Temperature Range: 0-55 degrees
Dead band width: 10us
Operating Voltage: 4. 8v-7. 2v
Features:
Brand New Towerpro MG995 Metal Digital Servo
Compliant with most standard receiver connector: Futaba, Hitec, Sanwa, GWS etc
Great for truck, boat, racing car and airplane
Power Supply: Through External Adapter
Stable & Shock Proof
Package Content:
Towerpro MG995 Metal Digital Servo
Servo Arms, Screws
Figure 63. Specs of Servo37
I assembly three pairs of motors and horns and loads. The horn connects with loads.
37
64
http://www.baronerosso.it/forum/2778133-post1.html
Figure 64. A pairs of Servo and Loads
And insert a set of servo and load into the hole in body.
65
Figure 65. A pairs of servo and body
And I assemble the small supporter of upper plate and loads. Each loads is fixed to the supporter with just bolt and nut.
66
Figure 66. Supporter
Figure 67. Three pairs of servo_01 67
Figure 68. Three pairs of servo_02
Figure 69. Three pairs of servo_03 68
Figure 70. Stewart Platform_01
Figure 71. Stewart Platform_02 69
Figure 72. Stewart Platform_03
Figure 73. Stewart Platform_04 70
5.6 Technical Test
5.6.1 Programming
I make a movement of stewart platform using a Processing And Arduino. Processing is programming program for graphical and sound interactive. It's very useful program. And Using an Arduino, I make a code for controlling six servo motors.
Figure 74. System_Software
Arduino is a tool for making computers that can sense and control more of the physical world than your desktop computer. It's an open-source physical computing platform based on a simple microcontroller board, and a development environment for writing software for the board. Arduino can be used to develop interactive objects, taking inputs from a variety of switches or sensors, and controlling a variety of lights, motors, and other physical outputs. Arduino projects can be stand-alone, or they can communicate with software running on your computer (e.g. Flash, Processing, MaxMSP.) The boards can be assembled by hand or purchased preassembled; the open-source IDE can be downloaded for 71
free. The Arduino programming language is an implementation of Wiring, a similar physical computing platform, which is based on the Processing multimedia programming environment.38
5.6.2 Simulation
Before I made the stewart platform, I wanted to know how a servo was working. So I operate it with a mouse. This thing worked well, but it wasn’t enough. 5.8 Final Model
After the raw parts of a final model is made by laser cutting machine, these are processed. The process is called a sanding. This is a kind of common finishing methods. I want to a clear body of Stewart Platform. So I choose a methods of sanding.
Figure 75. Sanding
38
72
http://arduino.cc/en/Guide/Introduction
All methods of sanding will result in the removal of machining marks, and produce a matte finish. The choice of hand, palm, random orbit, disc, belt, or drum sanding, depends on the quantity, size and shape of the acrylic sheet. Like sanding wood, work from coarse to fine paper. Use light pressure, and keep the part or sander moving to avoid heat build up After sanding, the edge is ready for buffing or flame polishing.39
Figure 76. Parts
39
73
http://www.plaskolite.com/Fabrication/Acrylic/Finishing
5.8.1 Assembly
Figure 77. Fixed Plate
Figure 78. Servo motors
74
Figure 79. Front of View
Figure 80. Top of View_01 75
Figure 81. Top of View_02
Figure 82. Bolt and Nut 76
Figure 83. Underside of View_01
Figure 84. Underside of View_02 77
Figure 85. Stewart Platform and Circuit
Figure 86. Top of Detail View 78
Figure 87. Front of View
Figure 88. Assembly Stewart Platform 79
Figure 89. Test Version Stewart Platform
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5.8.2 Water and Oil Test Box
I design a box for oil and water. And I make a box using a Laser cutting machine.
Figure 90. Parts of a Box
And I bonding a box using a acrylic bond and silicon. It is like trying to cure a leak in a roof. The waterproofing is essential for box. So I use a silicon.
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Figure 91. Bonding
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Figure 92. Silicon
I buy a vegetable oil at the grocery store. Its color is yellow.
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Figure 93. Box and Vegetable Oil_01
Figure 94. Box and Vegetable Oil_02 84
Figure 95. Box and Vegetable Oil_03
5.8.3 Capture System
Gantry of Webcam in this final model is essential for tracking system. I design a supporter and make it using a Laser cutting Machine.
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Figure 96. Gantry of Webcam_01
And I fix a webcam by means of adhesive tape.
86
Figure 97. Gantry and Webcam_02
The test found problems with the box. The box's much too heavy for Stewart platform to lift. Also the load is too long. So A reaction has set in.
5.8.4 Solving the Problem
In the past experiments, The box have some problems. It is about a weight. So I need to look at ways of lightening that box. I change the size of box. So The new box is smaller and lighter.
87
Figure 98. Smaller Box
Figure 99. Top of View 88
Figure 100. Box and Machine Oil
Figure 101. Put Oil into Box 89
Figure 102. Color Water and Box
Figure 103. Blue Water and Oil In the Box 90
Figure 104. Front of View
Figure 105. Top of View 91
Figure 106. Side of View
92
5.8.5 Testing a Optical Mouse and DJ Turntable
This system is test version using a Optical mouse and Dj Turntable.
Figure 107. Stewart Platform and Circuit
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Figure 108. Optical Mouse and Dj Turntable
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5.8.6 Testing a Final System
This is main system for interactive performance. I use a mechanical mouse. It can be used in combination with other system. It is a useful device and has a very simple motion system. The mouse on the left turntable is y-axis.The mouse on the right turntable is x-axis.
Mechanical mouse The ball mouse has two freely rotating rollers. They are located 90 degrees apart. One roller detects the forward–backward motion of the mouse and other the left– right motion. Opposite the two rollers is a third one (white, in the photo, at 45 degrees) that is spring loaded to push the ball against the other two rollers. Each roller is on the same shaft as an encoder wheel that has slotted edges; the slots interrupt infrared light beams to generate electrical pulses that represent wheel movement. Each wheel's disc, however, has a pair of light beams, located so that a given beam becomes interrupted, or again starts to pass light freely, when the other beam of the pair is about halfway between changes.40
The data of mouse position is used to operating a actuator. Example these are servo motor and vibration motor and stepping motor. In this final project, The servo motor is used to making a movement.
Actuator An actuator is a type of motor that is responsible for moving or controlling a mechanism or system. It is operated by a source of energy, typically electric current, hydraulic fluid pressure, or pneumatic pressure, and converts that energy into motion. An actuator is the mechanism by which a control system acts upon an 40
http://en.wikipedia.org/wiki/Mouse_(computing)#Inertial_and_gyroscopic_mice
95
environment. The control system can be simple (a fixed mechanical or electronic system), software-based (e.g. a printer driver, robot control system), a human, or any other input.41
Figure 109. X-Axis
41
96
http://en.wikipedia.org/wiki/Actuator
Figure 110. Y-Axis
At first, I experiment movement of a stewart platform which is operated by two turntable.
97
Figure 111. Total System
First If you move turntable, the signal data of mouse is transferred to the arduino. The arduino is used to input data into six servo motors. And then, The stewart platform changes posture according to your hand movement.
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5.8.7 Structure for Capture System
The loads need to be a little shorter. Because The stewart platform has a problem in the previous experiment. The load is too long. So its condition was unstable. I change a shorter load. So The stewart platform is more stable than previous that.
Figure 112. Stewart Platform
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Figure 113. Stewart Platform_Front View
Figure 114. Stewart Platform_Top View 100
And I design a structure for a camera tracking system. Above all, The mobile phone is used to tracking oil in box. Because The resolution of webcam has a problem in the previous system. And It is difficult in the focus. It has no function for changing focus.
Figure 115. Mobile Phone and Parts
101
Figure 116. Assembly Mobile Phone and Structure
Figure 117. Mobile Phone and Structure_Side View 102
Figure 118. Mobile Phone and Structure_Front View
Figure 119. Mobile Phone and Structure_Side View 103
After assembling the mobile phone and structure, I put some oil in the box. And I mix water with blue acrylic paints. The water and oil is administered by injection device. It's very useful device.
Figure 120. Box and Oil
104
Figure 121. Compressure Oil
Figure 122. Box and Blue Water 105
Figure 123. Put Water in the Box
Figure 124. Water and Oil in the Box 106
In the classroom, I simulate a final project. It is very successful simulation. But There are some problems with the final model. First The ration of water to oil was only 2:1. So I could't see movement of oil.
5.8.8 Final Simulation In the classroom, I simulate a final project. It is very successful simulation. But There are some problems with the final model. First The ration of water to oil was only 2:1. So I couldn't see movement of oil.
5.9 Exhibition From November 28 to November 30, The 2014 IDAS DEGREE SHOW kicked off at the Hong-Ik University in Seoul.
Figure 125.Exhibition_01
107
Figure 126. Exhibition_02
Figure 127. Exhibition_03
108
Figure 128. Exhibition_04
Figure 129. Exhibition_05
109
Figure 130. Exhibition_06
Figure 131. Exhibition_07
110
Figure 132. Exhibition_08
Figure 133. Exhibition_09
111
Figure 134. Exhibition_10
Figure 135. Exhibition_11
112
Figure 136. Exhibition_12
Figure 137. Exhibition_13
113
Figure 138. Exhibition_14
Figure 139. Exhibition_15
114
Figure 140. Exhibition_16
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6. Conclusion
This thesis is about a analog image that are made by interactive platform based on the device. Nowadays, The visual performance is common. The VJing is a popular performance for realtime visual performance. A significant aspect of VJing is the use of technology, be it the re-appropriation of existing technologies meant for other fields, or the creation of new and specific ones for the purpose of live performance. There are many types of configurations of hardware and software that a VJ may use to perform. So Vj make a digital image and sound using many software and hardware. But The process is very complicated.
So This thesis focused on the common device which is used as a input device. I choose the mouse which fits for interactive media and make a interactive media platform.
First prototype is first experiments about an expansibility of mouse. And The experiment will have shown the potential for mouse and Dj Turntable. The second prototype is new experiments in another way and focused on making a sound. I use a signal from movement of head. The motion data is useful for interactive media. Because It is similar to position data of mouse. The purpose of third prototype is a combination of virtual image and real image and sound. The final experimental prototype was very interesting for me. Because It is first system which is used for making kinetic motion. Final Project is focused on media platform which is able to making a analog image.
I arrived at the final project by a various process of experiments. And I was able to making a image that I want through the new interactive media platform. I want this project to be available to the public, and hope it will became an important new interactive media platform for VJ. 116
References
Thesis Yun-Tae Kim, “Applying Interactive Media Art To Vjing”. (2007) C Jeamsinkul, S Poggenpohl. “Methodology for uncovering motion affordance in interactive media”. Visible Language. (2002), Vol.36 (No. 254) Janna Quitney Anderson. “An Introduction to Interactivity Media Theory”. (2009) Yi-xian Li, Chang-jin Seo. “A study on Interactive Media Art on Physical Computing Technology”. (2012) Donald Ritter. “A TECHIQUE FOR CREATING NEW VISUAL PHENOMENA”, Massachusetts Institute of Technology. (1988) Shivaswamy, Kumar. “Approach for human computer interaction to simulate the function of a computer mouse”. The University of Texas at El Paso . (2006) Casey Reas. “Behavioral Kinetic Sculpture”. Massachusetts Institute of Technology. (2001) Terrence W.Fong. “Design and Testing of a Stewart Platform Augmented Manipulator for Space Applications”, Massachusetts Institute of Technology. (1998) Byung-Ju Yi,Whee-Kuk Kim, Kum-Kang Huh. “Kinematic/Dynamic Opitical Design of A Stewart Platform Mechanism”. Journal of Control, Automation and Systems Engineering. Vol.2 (No.1 ), (1996)
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Website
http://en.wikipedia.org/wiki/Marionette http://newmedia.wikia.com/wiki/Interactivity http://en.wikipedia.org/wiki/Input http://www.spoon-tamago.com/2011/11/02/designtide-tokyo-2011-daito-manabe-motoiishibashi http://en.wikipedia.org/wiki/Zoetrope http://en.wikipedia.org/wiki/Liquid_light_show http://en.wikipedia.org/wiki/Mouse_(computing) http://en.wikipedia.org/wiki/Stylus#Use_in_music_recording_and_reproduction http://arduino.cc/en/Guide/Introduction https://www.processing.org/ http://www.adafruit.com/product/976 http://www.tandyonline.co.uk/1n4001-rectifier-diode-2pk.html http://en.wikipedia.org/wiki/1N4001_and_1N5400_series_diodes http://en.wikipedia.org/wiki/Projection_mapping http://arduino.cc/en/Guide/Introduction http://www.plaskolite.com/Fabrication/Acrylic/Finishing http://en.wikipedia.org/wiki/Actuator http://en.wikipedia.org/wiki/Stewart_platform http://en.wikipedia.org/wiki/Degrees_of_freedom_(mechanics) http://www.baronerosso.it/forum/2778133-post1.html
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Abstract(국문초록)
일반적으로 마우스는 컴퓨터 그래픽 인터페이스로 쓰이는 디바이스이다. 마우 스는 손의 앞뒤 좌우의 움직임에 상응하는 전자 신호로 바꾸어 포인터를 움직 이는데 사용되어 진다.
그러나 다양한 인터렉티브 미디어 자작툴에서 마우스의 위치값은 사용자와 그 래픽적 요소들과 상호작용하는데 사용되어 진다.
이 논문은 디지털 데이터와 엑추에이터를 사용한 다양한 실험들에 초점을 맞 추었다. 디지털 데이터는 변형되고 아날로그의 형태로 사용될 수 있다. 피지컬 인터랙션과 프로젝션 맵핑 그리고 키넥틱 모션과 같은 기술들을 실험하고 있 다. 프로젝트의 첫번째 단계는 소리와 이미지에 과한 것이다. 두번째는 피지컬 사운드에 대한 것이다. 그러나 세번째는 키네틱 피지털 그리고 그래픽 모션에 관한 것이다. 마지막 프로젝트는 마우스와 결합된 디제이용 턴테이블과 엑추 에이터와 실시간 모션 캡쳐 시스템과 결합된 스튜워트 플랫폼으로 구성된다.
이 논문은 인터렉티브 미디어 컨트롤러로 사용되어지는 마우스의 확장성에 대 한 다양한 실험과 인터렉티브 미디어 작품을 제안한다. 더 나아가 여러곳에서 사용되는 새로운인터랙티브 미디어 플랫폼을 만드는 것이 목표이다.
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7. Appendix A
Arduino Code #include <Servo.h> Servo x0servo; Servo x1servo; Servo x2servo; Servo x3servo; Servo x4servo; Servo x5servo; int x0pos =0; int x1pos= 0; int x2pos =0; int x3pos= 0; int x4pos =0; int x5pos= 0; int y0pos =0; int y1pos= 0; int y2pos =0; int y3pos= 0; int y4pos =0; int y5pos= 0;
int val=1500; void setup(){ x0servo.attach(14); x1servo.attach(15); x2servo.attach(16); x3servo.attach(17); x4servo.attach(18); x5servo.attach(19); Serial.begin(19200); Serial.println("Rolling"); } void loop() { static int v = 0; val = map(v, 0, 180, 544, 2400); if ( Serial.available()) { char ch = Serial.read();
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switch(ch) { case '0'...'9': v = v * 10 + ch - '0'; break; case 'a': x0servo.writeMicroseconds( val ); v = 0; break; case 'b': x1servo.writeMicroseconds( val ); v = 0; break; case 'c': x2servo.writeMicroseconds( val ); v= 0; break; case 'd': x3servo.writeMicroseconds( val ); v = 0; break; case 'e': x4servo.writeMicroseconds( val ); v = 0; break; case 'f': x5servo.writeMicroseconds( val ); v = 0; break;
} } }
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8. Appendix B
Processing Code import processing.serial.*; int x0pos=90; int x1pos=90; int x2pos=90; int x3pos=90; int x4pos=90; int x5pos=90;
//int xx= 0; Serial port; void setup() { size(width*14, 720);// CHANGE(12 TO 14) frameRate(78); println(Serial.list()); port = new Serial(this, Serial.list()[3], 19200); } void draw() { fill(255); rect(0, 0, width*13, 720); fill(0, 0, 0); rect(width/2, 360, mouseX-width/2, 10); //X fill(0, 255, 0); rect(width/2, 360, 10, mouseY-360);//y update(mouseX/6, mouseY); } void update(int x, int y) { float a1 = map(x, 70, 140, 65, 80);//degree int x1= round(a1); if(x>1){ if ((y< 180)||(y==180)) {
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x0pos= (x1/2+65);//1u x1pos = (x1/2+65);//2u x2pos= 155-(x1/2+30);//3u x3pos =(x1/2+55);//4d x4pos= (x1/2+55);//5d x5pos = (x1/2+65);//6u } else if((y< 360)||(y==360)) { x0pos= 155-(x1/2+30);//1 x1pos = (x1/2+55);//2 x2pos= (x1/2+55);//3 x3pos = 155-(x1/2+30);//4 x4pos= 155-(x1/2+30);//5 x5pos = (x1/2+55);//6 } else if ((y< 540)||(y==540)) { x0pos= 155-(x1/2+30);//1 x1pos = 155-(x1/2+30);///2 x2pos= (x1/2+60);//3 x3pos = (x1/2+60);//4 x4pos= 155-(x1/2+30);//5 x5pos = (x1/2+60);//6 } else { x0pos= 155-(x1/2+30);//1 x1pos = (x1/2+55);//2 x2pos= 155-(x1/2+30);//3 x3pos = (x1/2+55);//4 x4pos= (x1/2+55);//5 x5pos = 155-(x1/2+30);//6 } port.write(x0pos+"a");//1 port.write(x1pos+"b");//2 port.write(x2pos+"c");//3 port.write(x3pos+"d");//4 port.write(x4pos+"e");//5 port.write(x5pos+"f");//6 println("x0pos"+ x0pos); println("-----"); println("x1pos"+x1pos); println("-----"); println("x2pos"+x2pos); println("-----"); println("x3pos"+x3pos); println("-----"); println("x4pos"+x4pos); println("-----");
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println("x5pos"+x5pos); println("x"+x); println("y"+y); } }
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9. Appendix C
QR CODE
4.1 Simulation Movie
4.2 Simulation Movie
4.3 Simulation Movie
4.4 Simulation Movie
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4.5 Simulation Movie
6. Homepage
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5. Simulation Movie