2014年9月3日 星期三

Ambiguous Topology



Ambiguous Topology is an interactive light projection installation with multiple players.
This experimental project is part of the MetaBody project. The installation is mainly developed by HyperBody Lab of TU Delft cooperated with dtr LAB. The main designers and artists of this project are Nimish Biloria and Jia-Rey Chang from HyperBody, and Dieter Vandoren from dtr LAB.
(Jia-Rey Chang is also the founder of P&A LAB.)

Ambiguous Topology是一個互動光影裝置,可供多人參與。
這個實驗性的作品是隸屬為
"MetaBody",聯合七個歐洲國家於藝術、舞蹈、影像、空間、聲音進行實驗性的案子
這個裝置主要由台夫特理工大學HyperBody實驗室 以及獨立藝術家dtr LAB
所共同創作
主要的成員有Nimish Biloria、張家瑞以及Dieter Vandoren.
(張家瑞即是P&A LAB的創始者)


Instead of projecting visual graphics onto a 2D surface, with Dieter's projection platform, this project is able to realize 3D geometry in real space with light beams. Swarm logic is the basic principle applies within this project to trigger the audience to play with the swarm. Without introducing the principles and scene in advanced, the audience start experimenting and exploring their body movements with these swarm agents.
Each agents of the swarm has it's own intelligence to interact with audiences.
Exploring unusual body language trigger through this immersive interactive environment is one of the main goal in this installation. 
Through a followings  sequence of scenes, 
audiences can have different physical and mental experience.

有別於一班僅將影像投影於2D平面上,透過Dieter所發展的投影平台,
此案可以將幾何以某種形式在實際空間中呈現。
Swarm(簇群)邏輯是本裝置所應用,
作為觀眾與裝置產生互動的主要基礎概念。
觀眾在沒有告知任何的條件跟概念之下,
必須透過探索與實驗身體動作與簇群的單體互動。
每個單體具有基本知能與觀眾互動。
透過身歷其境的環境,觀眾將因探索的而做出
不尋常之肢體動作,
而這也正是此裝置的目的之一。
而透過一連串不同階段,
觀眾將有不同的身體及心理的體驗。

In terms of applied technology, the projection platform is developed in MAX/MSP by Dieter, and the swarm simulation and motion capture system was developed in Processing with Kinect device by Jia-Rey Chang from HyperBody & P&A LAB.
技術上來說,投影系統為Dieter使用MAX/MSP所建構,
而Swarm模擬以及動態捕捉系統則是由張家瑞運用Processing以及Kinect所建構。


The color gradient of the light(swarm) represents 
the locomotion(energy) of the swarm
光線(單體)顏色的漸層
代表單體的動能

Basic notes of this projection system (with 4 projectors):
Dots: as a intersection of 4 light in space.
Line: as a plane in space.
此裝置的基本投影系統原則(4台投影機)
點: 即是投影光束的焦點
線: 即是一光平面
====================================================================


The following description simply explains different modes exhibit in the installation.
There are 7 basic modes with different combination to make the sequence
接著將說明裝置中的各個模式
總共有七個基礎模式 
透過不同組合形成裝置序列

1. Rain Mode: A start scene, the swarm agent drops down like rain drops.
1.雨天模式:  開始幕,像是下雨般落下
2. Follow Mode: After dropping down, all agents will follow players movement to change their location.
2. 跟隨模式: 當單體落下之後,將會隨著觀眾的移動而移動


3. Spikes Mode: While specific body nots are crossing between any 2 agents, it will make an line connection in between. (here it combines with follow mode)
3. 閃刺模式: 當些身體節點經過其中任兩個單體,亦即畫出兩單體連線之線段
(這裡與跟隨模式做結合)


4. Disturb Mode: Agents will no longer follow the players, the locomotion of them will come from the disturbing movement of the players. 
But the agents will still follow the basic principle of Swarm behavior to influence each other in the space.
4. 擾動模式: 單體將不再隨觀眾移動,取而代之的是透過觀眾的擾動使其產生動能,
但各單體仍會遵循SWARM的邏輯,在空間中進行相互影響


5. Attraction Mode: The most aggressive mode, after disturbing the agents, all agents with locomotion will start attract to the polygon construct by the player's body. The polygon line will shows up after a certain period of pure attraction mode 
(The green polyline in the simulation represent the attraction polygon)
5. 吸引模式: 最激動的模式,經過擾動之後的單體將被身體節點所建構出來的線條所吸引。
此多邊線條將會在吸引模式進行一段時間之後與隻同時出現


6. Nurbs Mode: 10 nots created based on the 10 most dense location of all agents, will construct the nurbs in space. Because the movement of the agents are still influenced by the players, 
the nurbs will continuously shifting it's shape. 
In other words, the nurbs will interact with the player in a indirect way.
The nurbs constructed in space with light curve or cave like shape,
it's interesting for people to experience. 
6. Nurbs模式: 10個點由單體最多的地方所產生,再透過這10個點生成的NURBS將在空間中呈現 。因為單體在空間中仍會受觀眾的收體所擾動,
因此Nurbs的形體仍會不停的變動。
換句話說,此Nurbs將會間接的與觀眾互動。
空間中產生的光Nurbs會產生有趣的弧線或是洞穴感
因此是相當有趣的體驗。


7. Rain-up Scene: Simply moving up the agents back to where they come from and gradually disappearing as  an end scene.
7. 上雨模式: 即是將單體往上回送到初始地點在漸漸消失作為最後一幕。


Try to keep it simple, but still a lot to digest.
試著簡單說 但沒想你能全懂

More interesting pics:
一些有趣的照片:



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