january 28, 2006
Sounds are implemented:
- Low sound for ground
- Tone for distance
- Closeup beat
- Distant beat
Textures are implemented:
They present patterns from natural forms that evoke biological and mineral presence, so there is an ambiguity as to how fast or slow the pattern evolution would be: would it be like water, like branches of trees in the wind or over an entire season, or the rocks of a mountain moving very slowly over millions of years, yet moving.
- Veins or branches
- Eye and mirror
- Light in corners
Colors represent both the cycle of a day, or chemical athmospheric changes over ages.
december 6, 2005
Committee meeting notes:
- Turn off the centering of the user so the grid can be seen from outside.
- Show just one tesseract at some point.
- Sound needs to be linked to interaction
- Increase the contrast.
- Color code the lines.
- Get more holes in the textures.
- Make list of places that could show this piece.
- Check dates with evl people.
- Setup at the batcave with C-Wall and possibly Cave.
november 13, 2005
The orientation of the wand is now attached to the rotation plane axis of the 4D grid. The rotating motion of the 4D plane reveals the degrees of freedom we have in our limbs and help connect the visual changes with the internal motion of our body.
august 18, 2005
Lines are drawn dynamically so the ones closer are thicker than the ones far away.
august 6, 2005
- Navigation can now happen with the use of two wands, with the second wand relative to the first one to help rotate in 4D.
- Pressing the buttons of the first wand toggle the visibility some sides of the hypercube
july 30, 2005
- The program runs smoothly on our machine at home, but fog is still disabled. A beat sound has been added which changes volume based on the user's orientation.
I have changed the colors of the lines to white because black was getting lost against blue
april 28, 2005
Committee meeting notes:
- Scale the hypercubes up to fit in the CAVE cube.
- Place ribbons or rods instead of lines, to make distance more apparent.
- Try switching polytopes.
- Include fog in CAVE version, or other depth cueing arrangements.
- Remove some faces of the cube to help visibility.
- May try limiting the motion to 4D (but this would stop the user from moving around).
- Removing faces may create a maze situation.
- Add the other wand, since it is already there (in the CAVE).
- Have a mini version of one hypercube that toggles visibility in front of the user, showing the transformations which the grid is going through.
- Add a reset button, to center all the axis.
- Make special lighting, something more beautiful.
- A linear start may be more compelling.
- Frame rate with textures will never be enough to get latency to an acceptable level.
- Try textures on edges only.
- Try textures on vertices only, so they reveal the planes to which they point.
- Define the center of the cube in a more evident manner.
- Keep the 8-hypercube program as an introductory piece.
- Try performance of the program on the Varrier display.
- Possibilty of representing data layers with increased number of dimensions.
- In network: 4D encounter.
april 20, 2005
- The grid of hypercubes is set. After a few tries, there are six axis of rotation: three are 3D (lines) and three are 4D (planes). Navigation needs yet to be implemented.
- The first laptop version of the program has 8 hypercubes which rotate using the keyboard along the six axis, where the center hypercube has thicker lines. Two viewing modes: inside and out.
- The second version of the cube includes fog, in order to tell apart lines according to distance from the viewer.
- The third version runs in the CAVE. It is a limited number of hypercubes made of lines. The grouping can be seen from inside and out.
- Ideally, 4D navigation would use a wand over a wand to accomodate all six axis and there are a few possibilities:
- Two sensors, three axis in each.
- Two sensors: one in the elbow, the other in the hand, constraining the 4D motion to arm rotations.
- Two mice over a plane (Prof Kauffman's suggestion a week later)
april 5, 2005
- Andy Johnson starts putting together hypercube matrices.
november 18, 2004
- I postulate the possibility of using a hyperdimensional grid, to create a gait while navigating it. Polyhedra in hygher dimensions is called polytopes. Polytopes in n dimensions are the hypercube, cross polytope and simplex.
- First script is intended to move in tetrahedral steps: from the center of one tetrahedron to the center of the one next to one of its faces.
- Both theme and sound needs to be adressed.
october 4th, 2004
- design relevance: grid framework
- Think of the camera in different kinds of grids.
- Patterns could be thought as grids from nature: web, cloud, etc.
- Moving in steps according to grid units -like animals' gaits.
- Grammatical in its construction of a sequence of events as a sentence, paragraph, text.
- Polygons that map into 4, 5 dimensions so the space is elastic as the user moves.
- Accessing someone else's grid.
- Hyperdimensional point of view.
- Exploring the ephemeral existence of a virtual place, like music.
- Regularization of nature so it verges onto human habitat.
- The space between majestic and delicate.
- Waking up and going to sleep: awaking and releasing consciousness equal to spring and fall.
- "Freedom with no option" (Alberto Cruz)
- An opus that has different movements mapped into grids according to user's input, which determine the gait of the steps taken.
september 27, 2004
- user experience
- programming challenge
- networking relevance
- Virtual Reality
- Becoming Virtual by Pierre Levy
- Homo Aestheticus by Ellen Dissanayake
- printed material
- newspaper ad
- electronic invitation