Archive | December, 2011

Three minutes later

30 Dec

On 29th December 2001 we took the animation machine to the PESC New Gallery on Jamaica Street in Bristol.  I will start with some of the animation sequences that were created.  For each I have shown the sequence twice and then shown how it was created.  The latter is speeded up to 300% as this shows the process well.

Circle of Cups

Spinning

Cup Run Away

Not So Fast

Switch and Squat

The venue we managed to secure was on in Stokes Croft around a mile from the centre of Bristol. It had large windows which meant that using a video projector was going to be a challenge.  I have used video projectors in the day before and as long as you do not want a very large image is works well. Partly to reduce the light and partly to stop people seeing in to make them inquisitive we hung blackout over the bottom 6 foot of the windows.

We decided that it was a good idea to have the event between Christmas and new year because I have found it to be a time when not a lot is happening but there are still people around.  We only had a week to promote the event but as it was a work in progress we did not want a lot of people to cone, we were aiming for 10-15.  It was publicised using Facebook with the following description:

Anistallation – An interactive installation using animation and photography
Come along to a private viewing of a work in progress at PRSC New Gallery Jamaica Street of an interactive installation using user created animation and photography.

We deliberately left the description quite vague as experimentation was a big part of what we wanted people to be interested in and we did not want to give people any preconceptions as to what the event was going to involve.

The housing had been completed by Jon and everything was assembled. The idea was to make it look like a large camera to give people the idea that there picture was going to be taken. The animation machine consisted of a single unit with the camera in the front and the projector at the back.  This was to give the idea of it being a single unit (machine) that automatically created the animations.

One thing that became apparent very quickly was that the spectators were enjoying the installation almost as much as the participants, sometimes more.  As an installation it had to be engaging for those not directly creating the animation sequences.  Those watching also acted as entrenchment for those participating. The enjoyment of the spectators was particularly apparent when the sequences were played back, this really invigorated people and there were lots of big smiles and laughs.  People were sometimes reluctant to try to create animations until they had seen people doing it.  Also some people much preferred to take part where several people were engaging at once.  I think this was partly because people were self conscious.  A good example of this was the spinning animation.  A lot of people got involved in this as it was very simple, more and more people started engaging and eventually almost everybody was involved.

Using Roger Caillois framework I noted the following:

There was defiantly a lot of velocity based play.  The spinning animation is a good example of this and several people found moving fast between frames to position themselves enjoyable.  As engaging with the exhibit almost always involved movement it was interesting to see many people enjoying this for there own sake.  In a way trying to stand still for long periods is also a velocity experience.  This may of been to hold a pose and wait for the camera to take a picture or stand still while others move around you.

Due to the nature of the exhibit chance is a big part of the experience as you don’t know quite when the camera will take a picture.  It is not until the sequence is played that you know exactly how well your ideas will work.  When groups of people engage at once this becomes even more so.  Not having the shutter release sound also added to this.

It was interesting to watch the relationship between velocity, chance and skill.  The more velocity based activities such as spinning relied more on chance and the more precise ones such as the circle of cups required a lot of skill. The skill included judging when the shutter would fire and judging the amount of movement needed to create the sequence you wanted.

Simulation was a big part of the more intricate sequences such as Circle of Cups.  It was almost possible to put velocity at one end and simulation at the other of a continent.  Some of the sequence were random and velocity based and some trying to simulate things that happen and sometimes things that do not.

We did not implement the shutter release noise and this meant that people tried to work out exactly when the picture was being taken which for some was enjoyable but some people found it a little frustrating.  For more velocity based activities such as moving slowly this did not matter.

When people were trying to be more precise such as moving an object and wanting it to look like it was moving on its own this was more crucial.  The Circle of Cups sequence is a good example of this.

I spent a lot of time thinking about how long we should record the sequences for and the frame-rate we would use when compiling the video file. One thing a few people observed was that 3 minutes seemed like a long time when doing the same thing (e.g. spinning) so I am glad I kept the duration to a minimum.  To get good looking movement a frame rate of at least 5 frames per second  is required and that requires 60 pictures to create a sequence of 8 seconds.  Playing the video 3 times seemed to work well as it enabled people to see what they had created without missing anything. I think we got the balance right, although people commented on the duration no one abandoned creating a sequence half way.

We played different types of music during the event and it seemed to have an effect.  When ambient movement was played people tended to be more graceful and faster music created more hectic reactions.  We also found that props worked well.  Some enjoyed animation just biased on moving there body but when props were provided, such as cups, people tended to engage in more skill based play. The cups were particularly successful.

If I was to do the exhibit again I think I would make it easier for people to know when the shutter would fire.  I like the element of randomness you get when you do not know when the shutter fires but even if you know you can still ignore it.  If we did it again I would of had a series of bleeps similar to that of a countdown when a camera is on a self timer and I think this would work well.  I would also have more props as some of the most fun sequences involved cups and I would like to encourage more of this.

Aninstalation, presenting The Animation Machine

7 Dec

The result of the play-testing described in the previous post confirmed our belief that we were on the right track to create a playful experience.  Not only were we enjoying the playfulness but others were also enjoying watching it and wanted to take part.  This relates nicely to a book I have been reading.

“After five hours driving over the tire-melting highway of the Nevada and Utah deserts I am beat.  My Yellow Lab, Jake, shares this emotion. He drapes across the back seat all the air let out of him…I shut down the engine and the dust cloud that has been following us blankets the car.  Then something miraculous happens. I open the door for Jake and he freezes, every sense aquifer. He instantly takes in the whole scene: A bright August day, four acres of pasture, a dozen horses, my Cousin Al, his for kids, and two dogs…In half a second Jake is flying out of the door, a blond blur zipping towards the pasture.  He races at full gallop one way and reverses, paws tearing up the dirt in the opposite direction. his mouth is agape, the corners pulled back in a canine grin…The children squealing with delight..The adults are soon whooping and running ” (Brown 2010: 3).

What we are witnessing here is the invigorating nature of play and of watching it, Stuart Brown has studied animals and people and play is important and invigurating for both. The above represents (in Roger Cailois’s terms) unstructured (Paida) play and this is what I am interested in.  The Animation Machine we have built capitalises on this.  As well as being a playful experience for the participants it is also enjoyable for the spectators.   As The Animation Machine ‘films’ a fairly large area multiple people can create different animations or combine and work together.

Rules and Mechanics

At this point I would like to make a distinction between rules and mechanics.  The Ludic activities we are setting up are unstructured but this does not mean they do not have mechanics.  Rules can be broken, mechanics can not.  The way the animation machine works is purely mechanics but there are not any rules.  This way we keep the forms of ludic activities as free as possible.

“I’ve seen a lot of designers use these words interchangeably. Personally, though, I don’t see Rules and Mechanics as the same thing. As children, we were told to “always obey the rules.” However, the rules could be bent, or even broken, if we so desired. Mechanics, on the other hand, are what make the big machine work, in this case, the game. Mechanics are the things we CAN do. Rules are the things we can’t.” (Shades of Silver Blog)2.

In this way we are interested in play rather than games. The underlying pineapple of Games is they contain rules

“Games have rules, that is perhaps the most prominent feature of games…in the previous chapter, the idea that games were ordered and structured by rules was the most common definitional element we found” (Salen et al 2004: 103)3

The Animation Machine

OK, maybe I am getting ahead of myself a little.  I think I now need to describe The Animation Machine. This automates the play testing I talked about in the previous post.  The Animation Machine consists of a digital Stills camera that is connected and controlled from a netbook via a USB Cable. This camera is pointed at a empty area where the participants can position themselves. The netbook is connected to a video projector which can project on the wall.   The Animation Machine does the following:

  1. Takes a picture every 3 seconds a predetermined number of times, these pictures are downloaded onto a laptop as they are taken.
  2. Turns these images into a .avi file, a video file.
  3. Plays the video via the video projector.
  4. goes back to step 1.

This way the Animation Machine caries taking pictures, making a move and playing it in a loop until it is turned off, automating the process.

The Hardware

Camera and Wide Angle Lens

The camera is a Canon Powershot S2 IS.  Researching what type of camera is needed I found that we did not need a very high resolution one.  Fill HD video is 1920 by 1080 so this is only Just over 2 mega-pixels (MP).  I had decided to use gphoto2 (see below) to control the camera and there were only certain cameras that can be fully controlled from this software (Canon seem to of done something with there later models which stop gphoto2 working with them).  The Powershot is 5MP, can be controlled by gphoto2, is small and a used one can be got for around £50.

We also decided that it would be good to have a wide angle lens so the area that is being filmed could be maximised.  I found a good quality Wide Angle Lens of Ebay for under £20.

Netbook

As we wanted the whole thing to be portable I used a netbook running the Ubuntu Linux operating system.  This is open source and very reliable.  All the software we wanted to use was readily available and free.

Video Projector

As we wished to project the images we used a smallish video projector.  This was something I already had.

Casing

As we wanted The Animation Machine to be seen as a single unit we wanted to build it into a casing.  The initial version used a banana box with holes for Camera and Projector lens. The video projector vented hot air forward so we simply made the hole bigger to stop it overheating.

The Software

BASH Script

We decided to use a BASH script to call each program and create an infatuate loop.  The script simply contains calls to a number of programs.  The script will be walked through below.

Gphoto2

This software is used to control the camera.  We experimented with getting it to take a series of images and downloading them all to the Netbook but decided to get gphoto2 to take a picture and download each in turn as it was technically easier.  The gphoto2 command we uses was:

gphoto2 --capture-image-and-download --filename $NAME.jpg

This worked well and took around 3 seconds.

$NAME is a variable that is defined so each image has a unique and name.  The name the Julian second.  Julian Day is used in astronomy to denote the number of days since January 1, 4713 BC Greenwich noon.  Julian seconds gives the seconds since then and acts as a counter which increments every second (and is sequential).  The following command is used to define the $NAME:

NAME=pic`date +%s`.jpg

This uses the Linux date command to read the Julian seconds, prefix it with ‘pic’, suffix it with ‘.jpg’ and assign it to the variable NAME.

Memcoder

Memcoder allows a series of images files to be combined into a video file.  It allows the frame-rate and resolution of the video to be defines.  The command line we used for this is:

mencoder "mf://*.jpg" -mf fps=$FPS:type=jpg -ovc lavc -lavcopts vcodec=$VCODEC -vf scale=$SIZE -oac copy -o $AVI

There are a number of variables that are used in this command, they are defined at the beginning of the script.  The values we use are:

  • AVI=`date +%s`.avi
  • FPS=10
  • SIZE='1280:960'
  • PHOTO_COUNTER=60
  • VCODEC='mpeg4:mbd=2:trell:vbitrate=7000'

AVI is used to give the video file a name, this is done is a similar way to NAME above using Julian seconds. FPC is frames per second, SIZE is the resolution of the video and the VCODEC tells memcoder how to encode the video.

Mplayer

mplayer is used to play the move when it has been assembled.

mplayer -fs $AVI

-fs stands for full screen.

Brief look at playfulness

To look at how and why The Animation Machine is playful  I will first outline it using the Roger Caillious framework.  My initial thoughts were that we were dealing with velocity based play and this is certainly true but further thinking leads me to conclude we are actually dealing with 4 in his framework.

  • velocity, there is certainly a element of velocity in the animation machine.  The creating of the animation is a movement based activity.  The participants can place them selves carefully or run around in a ‘playful’ manor.
  • simulation, as the participants are animation themselves they can use the Machine to create a simulation of the real world.  This tends to be a stylised hyperreal version but can often be based on trying to simulate real movements.
  • chance, creating the animations is a bit hit and miss, especially when multiple people are trying to position themselves even when trying to create a predetermined animation sequence. It is also possible to simply move around and let chance take it toll.
  • competition, this is the least prevalent and obvious one.  The trying to create a predetermined sequence can be seen as competing with ones self to create the best sequence.  In a way I take composition to also mean skill in general and in this context it certainly exists.  It is also possible for different groups or individuals to compete to create the most interesting, or even playful animation.

Almost There

So far we have created the animation machine and been playfully wit tit ourselves.  The next steps are:

  • To build a more interesting housing.  The current box serves its purpose but a large paper-machay SLR camera is being built to house it.
  • To add audio.  This is both in terms of a loud camera click so users can tell when the picture is taken and possibly a set of sound-scapes to see how people react.

References

  1. Brown,Stuart 2010,Play,How It Shapes the Brain, Opens the Imagination,and Invigorates the Soul, Lindon,Penguin
  2. Silverstein,Dan2008ShadesofSilverBlog,http://dsilvers.wordpress.com/2008/04/21/mechanics-vs-rules/consulted23/11/2011
  3. Salen & Zimmerman 2004 Rules on Play, Massachusetts , MIT Press


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