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=== EXPERT MEETING KEES OVERBEEKE 12-4-2005 ===

First we explained our concept (concept of the ball with which you will have interaction to change the movie) to Kees and talked about this concept.

You have to make almost unaware choices to alter the plot of the movie, using the ball.
But what has a ball to do with a movie?! Why a ball?! Why not a ‘stress ball’, that one can also change its shape.
The ball will be a semantic problem that will be hard to solve during this project, because a ball is no combination with a movie, there is no relation.
How can a user see that you can do something with the ball and that the user can interact with the movie and alter the plot.

We should have a meeting with Stefan Wensveen to talk about random behavior and what/how you can deal with this behavior.

Why do we use a special object to interact with the movie, why not something intergraded in the environment of the room?!
- the project description describes us to make an object with which the user can interact with the movie and the environment.-

We should start with this problem from the meaning/approach of the problem and not from the solution.
We should make ‘states’ which we want to alter and with which we want to achieve something.

http://www.student.tue.nl/P/e.a.m.admiraal/Schema.jpg

Kees made this schedule to explain the process we actually had to go trough during this project.
On the right you have the states that you have to alter the movie.
How can you change a state and come in another state, or how can you just stay in one state?! This are all questions where we should have an answer on.
You have in this way 16 ways to change states or to stay in a state. How should we implement these changes/ways in a meaningful way, so the user will understand it, but that also the program understand the changes the user make. For example we could use colours.
You should find out what the emotions of the user are by their behavior. We want our users to interact with the movie in an unaware way; they have to be busy with their hands. How can we find out what emotion matches witch behavior.

What is the situation?! We should describe a context and restrict it. We have to outline the problem and make a good context.

We should get the problem to an abstract level and think of it in this way and think of solutions and then bring it back to reality.
Our mapping (in the schedule) is our problem. First we have to think about our mapping problem. Then think about the emotions the users can have (in our case we want only 4 basic emotions) and the behavior that stands for these emotions. After that we have to think about the results we want to get (x, y, z) and how to implement these in the mapping phase. Then we can think about how to measure these values. And as final how to implement the mapping into the movie so the movie will changes it plots and changes with the emotions of the user and the other way around of course.

We have to feel the world and experience more, not sit behind our laptops the whole day.
Line 101: Line 133:


=== Coach meeting both coaches 24-3-2005 ===
 Present:: SietskeKlooster, JunHu, LilianAdmiraal, JanvanderAsdonk, RutgerMenges, LaurieScholten

''' What have we done last week: '''
 * We wanted to work out our basic concepts to real clear concepts that we can present during the interim presentation.
 * We did some concept ‘bitching’. We would say all the bad things about a concept and try to change these.
 * Two concepts are fairly finished, one concepts still has to be worked out further.

''' Concept 1: '''
We told about our ‘Light concept’; you can interact with the movie by adjusting the light in your environment and the movie will react on these adjustments. Also the movie can adjust the lights in the living room according to the plot of the movie.
 Jun:: States that interactive movie doesn’t work due to the remote control and we have to seek for evidence for this concept.
 Sietske:: States that we could make the action to adjust the movie more direct. So far you, as a user, have to take a lot of steps form movie to environment to adjust the movie.
 Jun:: It looks like the user is directly controlling the room lights and thus not seeing the link between media and environment. Also the positioning of the lights and the other things in the environment is very important.
 Sietske:: does not understand the basics and Rutger explains these. It might be hard to see this link between the parts.
 Jun:: Philips is moving on. They are not good at concepts, only at lightening. Maybe we should think of other lamps or candles. Not doing things, or wanting to interact with a movie via control units. And if ON/OFF doesn’t work, you should find out why.

''' Concept 2: '''
Concept 2 is about the room with a 360 view of blurred shadows. If you would pay attention at
one point for a long time you could see further and in this way you can change the plot of the
movie.
 Jun:: Wonders if it would be new because it looks a lot as the existing 360 view movies.
 Sietske:: Knows this movie (something that looks like our concept) and its connection between special timelines. It is important to see if it is doable if you want to see a movie with multiple people. It will affects the social event.
 Jun:: Thinks there will be a danger because a living room is not a cinema. And with a 360 view you almost need the whole space and there will be no place for for example your furniture.
 Sietske:: The TV is still a part of the living room.
 Jun:: We are actually designing the living room, where should we put the furniture.
 Sietske:: There should be a link between the social aspect and the movie watching.
  '' Mov'in as a social event: the home interiour is a tangible design for social activity and includes the Mov'in devices. Experiencing involvement in a story is a virtual social activity, and goes together with and next to social activities in reality. Looking at your design this way, would mean your tangible design for Mo'vin could be designed as a social-event environment to support different social events varying from mixed reality to full reality -- Sietske''

''' Concept 3: '''
The movie is shown on the flour of your living room. With your hands and feet you can
interact with the movie and adjust it in the way you want.
 Jun:: Philips has patterns and no colours. But using the floor as a medium was a good idea.
 Jun:: Wants to see a ‘mapping’, why is this more futuristic?!
 Sietske:: The designers are the advisors, we should be experts of our work. From the start till the end.
'' which means you need to be able to communicate how your concepts can be compared, what their joint basis/gaol is, how they are different seen from these startingpoints and why, with strenghts and weaknesses. Being able to communicate the reason for these designs and the motivations for further development of them -- Sietske''

 Jun:: Concept 1 should be more worked out and concept 2 and 3 should be clearer.
 Sietske:: If we could compare the ideas, there should be some equal basis.
 Rutger:: We have to link our concepts to our scheme.
 Jun:: One big difference we have to take into account: the involvement of the living room.
 Sietske:: We have the pieces but not yet the puzzle.
 Jun:: We should work around the concepts and not use some of them.
 Sietske:: We have some strong pieces of the puzzle.
 Jun:: We have to find the strong points, dimensions, costs, perspective.
'' evaluate the concepts to find the fundamental motivations and criteria for design -- Sietske''

We discussed our mapping session, and our planning for the next week.
During the interim-presentation we want the concepts worked our, 1 style of drawings and 1
style of lay-out.

 Sietske:: We should use a clear communication; it helps exploring and the presentation would be more clear.


[[Anchor(philipross)]]
=== Expert meeting with Philip Ross 18-03-2005 ===
 Present:: Philip Ross, LilianAdmiraal, JanvanderAsdonk, RutgerMenges, LaurieScholten

 * We first explained briefly what the project was all about. Although there remained some vagueness surrounding the actuall "thought" of the project, we got to a very fast informal meeting.
 * Philip Ross: Indutrial Designer from TU Delft, worked on a tangible ambient intelligent product which is located in the homelab.
 * He states that interactive movies have been done and we should not focus on the "movie"-part. These first ewxperiences with interactive movies did not work out that well. At the moment he is working in a group creating distance in theater and has a good inside on the possible hardware.
 * Next we explained the scenarios and concepts
 * He shows a clear liking for the more farfetched concepts with the Visor200 and the Shape``Machine. He states that most old techniques are limited.
 * He emphasizes on a clear interaction, and that the interaction is the starting point of the concept, not the TV. Innovation will only come when letting go of current thoughtlines and creating new interactive systems. At the moment he thinks that we worked too much on existing techniques and should work more on the outrageous ideas. This is justified by the fact that we choose to present 2 concept-directions to the client: the standard one and the more future-like one.
  ''Outrageous ideas? Philip told me that these ideas were '''innovative''' :) -- JunHu [[DateTime(2005-03-22T14:50:02Z)]]''
 * Look at projection methods on water, smoke and semi-transparent materials. He gaves us a book about Interactive Art, 'Sons & Luminieres - Centre Pompidou'. Although in French, the book covers some nice ideas and concepts about interactive art. Another possible link would be the IRCAM institute in Paris.
 * He can help us more with his expertise if we create more specific concepts.

=== Coach meeting both coaches 18-3-2005 ===
 Present:: SietskeKlooster, JunHu, LilianAdmiraal, JanvanderAsdonk, RutgerMenges, LaurieScholten

==== Discussion on the work we did ====
 * We linked the research points together via a schematic, which was later made digitally. The conclusion we drew from here is that activity, experience and the environmental change were the most important key elements to focuss on. The relations from the most important elements were noted and we wrote down all the conclusions from this. we discussed the scenarios we created with some of the concepts and showed all the input and output paterns we concluded to.
 * Jun noted that the technique for one of our concepts, the Visor2000, already exists in some way, with a pair of goggles and small screen attached to it.
 * Sietske noted that there was a project called Third Eye which worked as a VR-goggle, whch had some similar technique.
 * Rutger explained all the earlier concepts we generated when not working from a completely finisched research stand point.
  intuitive ideas are no coincidence. They are often very valuable. But only if you are able to understand what the value is, how and why it arose, how it relates to your research, what the abstract basis it has. Combine intuition and research in creating. -- SietskeKlooster
 * Sietske noted that it will be important to have a clear link between the (earlier) concepts and the research to show the various thinking methods.
  work on clear related and motivated tracks. It helps both the creative process and convincing communication of your work. -- SietskeKlooster
 * Jun noted that we should think of more other modalities but Rutger justified this by stating that we choose those modalities due to our opinions and the feasibility of these modalities, and some of them are already being considered. Jan talks about this new company being able to create 3D images in the air, but the precise details are unkown.
  ''What I meant was that you should not be limited my the interactive moives as they were at the moment - they all used visual and auditory materials, even the latest Ambi``Lights. 3D images in the air - still something visual. -- JunHu [[DateTime(2005-03-22T14:50:02Z)]]''

==== Comments on the scenarios and concepts ====
 * Jun states that it is good to use the whole environment and not focus on single aspects. Getting different people to have different views is a good thing, it influences experience and perspective. The Visor2000 does not look very feasible but Jan states that there is a phone company that uses the same technique only more basic and not interactive. Rutger notes that on ICEC there was this camera which recorder the position of your hand which would, in turn, unfluence a video.
  Good you already dive into the possibilities to realise your concepts. But before really diving into this, have your concepts very clear on an abstract level, with clear startingpoints. -- SietskeKlooster
 * Sietske noted that it is good to have all the directions coming from one point, keep using the space and nice to see how you think on influencing the storyline. Starting with a tv as the start point results in different ideas. What happens if you drop this thought, and focus on a empty space not based on the media center? Try to stream the concepts in 2 directions: near future and far future. We noted that this is also the way we wish to present the concepts to the client. One of the important things here is that we need to show clearly how the conecpts were generated and where they were based on.
  these 2 directions seem to be parallel with a choice of
   a. concepts with one screen (Like tv) and nowadays interior as a central element (near future) and
   A. concepts that let go of this and can lead to totally new use of home space, influencing possibly the interior (far furure).
  Think of what timescale you think of. Also this could be an interesting issue for competency 5, to involve in concept development. -- SietskeKlooster
 * Jun stated that the lighting part is good, and that we need to broaden it because no one uses the light as an interaction method. And weraing goggles or special clothing will not be the future so he preferres to not see one of these solutions. It would be interesting to have something were all walls will be screens, this will be the future, bigger screens all around you.
 * Sietske reacts to this by stating that the walls are interesting because they give other directions and perspectives.
 * Jun says that it would also be intersting to have more split screens and show the interaction, Jan notes that it is something we did not think of; having multiple screens interact with eachother, and that they will not only be unfluenced by the users.
  Try to not stick to and see your concepts literally as they are now. See the conceptual directions they fit in and what their joint abstract basis is. This will help deepening and broadening your concept development. -- SietskeKlooster
   ''Agree. Sometime during the coach meetings some new ideas pop up - these ideas are often very concrete and down to the ground. Do not take these ideas literally and try to see whether these ideas point towards a new direction or a new aspect. -- JunHu [[DateTime(2005-03-22T14:56:17Z)]]''

==== Action points ====
 * Next week we will be deepening our concepts and take care of the starting points and the directions.
  take care of balanced, equal development and presentation of different concept directions and concepts. This is to make them comparable. -- SietskeKlooster
 * Jun states that there should be clear links between the concepts and the research.
 * On thursday the concepts will be finished and we will work on the presentation format.
add note sietske: also start creating. Make, represent, move, film your works, make it 3-dimensional, take your works out of the heads into the world, let us experience your process. Be creative, so think of and create a presentation that fits the character of this project.
 * Jun says it could be good to put a light here and "play" with it to get some first-hand experience.
  look at the project of DC219; meeting duet. They worked with light as an activating, spatial and social means, arising an event. -- SietskeKlooster

=== Coach meeting Sietske Klooster 7-3-2005 ===
 Present:: SietskeKlooster, LaurieScholten, RutgerMenges, JanvanderAsdonk, LilianAdmiraal

 * We went to the ‘Omniversum’ which has a great effect on you because the screen is everywhere around you. The experience is much bigger than just at home before your little tv screen. When you look at the ‘Ambilight tv’ you see that just a little bit of light can also make a big difference and has a great influence on your experience.
 * Instead of making/designing an object we want to design an experience. One that also has influence on your senses. We want that you have to use your senses in a whole different way and that you will use them unaware, or that you have to use them as a surprise.
 * Together with Sietske we also spoke about our vision and changed this vision Dc222Home/OurVision.

==== Feedback meeting 11-3-2005 by Sietske Klooster ====

Advice point of our meeting is to make a framework in which you relate the different research input and with that build concept directions. Being able to see relations, to make relations out of different research topics, actually is a creative process. It opens ways to conceptual thinking, to conceptual directions. Make sure your different concept directions come from a clear research-framework starting point and that they can be compared with eachother on this basis.

An example, derived out of the moved research workshop we did. To give you an idea of what I mean with relating research findings into a conceptual starting point.
You could derive this list of dimensions out of our moved research.
-space
-audience
-social relations
-senses
-emotions
-theme/story
-involvement
-possibilities to choose

They all relate into a principle for mov’in experience:

Audience is surrounded with space. Space can be used for the audience involvement.
The audience members have sensorial directions. They have to choose direction in space in order to sense: You can hear and feel all around you, but watching has a clear bodily direction. To see what you hear behind you, you have to turn. This means a possibility to play with involvement through choosing direction.

The audience will feel emotional reactions to what they sense. They can choose spatial position in relation to what they emotionally feel with their sensations; this way they can relate to what happens in the story. They can also literally choose what to follow in the story that surrounds them. Choose with direction of viewing. They can literally choose a perspective/viewpoint on what they see. Close by when curious, at a distance when wanting to know, but not being part.
A space is around, so choices for what to follow and/or from what point of view to follow, based on how you feel related to it.

An audience exists of more people. They are dependant on each other in choosing, because they are together in this one mov’in space of story. Here social interaction is of importance in the groups choosing involvement. Their spatial emotional, sensorial choices are of importance. Go through the story as a group, chosing differently as individuals, etc.

This is an example principle of what could be a starting point to develop different concepts from and for. Concepts of actively being involved in a story to experience it. Techniques, projections, sensoring certain activity, personal devices etc. can be used and designed to play with such an active principle, to awaken it, to enhance it, manipulate it etc.


----
[[Anchor(cm0403)]]
=== Coach meeting Jun Hu 4-3-2005 ===
 Present:: JunHu, LaurieScholten, RutgerMenges, LilianAdmiraal, JanvanderAsdonk

 Issues discussed::
 * We did research at interactive media and interactive theatre.
 * Internet is also interactive media (looks like the newspapers, but then interactive). Movies can also be interactive media, but more passive than internet. We have to do more research at MPEG4 and at interactive movies.
 * We want to use more senses and get them to a higher level, which can help with the experience of things and how you will experience them.
 * ''The new everyday'' is a book that can give you a vision, but it doesn’t go in deep to our subject, it is hard to get a focus. It has to be ambitious.
 * We have to make a good conclusion about the research we have done, because we have nothing on paper so far, although we did some research.
 * Make the things we done so far visual; physical.
 * Our vision has to be our start point of our concepts and not, as it is now, our conclusion of our research. We first have to finish our research, because else we have no real end of our research or start point for our concepts.
 * Maybe we could see the report of the European topic with the Philips projects to get an idea what we can make, get inspired.

   ''You may find these reports here:''
   * [http://www.hitech-projects.com/euprojects/nextv/ NexTV], Final report: [http://www.hitech-projects.com/euprojects/nextv/reports/NexTV-Final-Report.pdf PDF]
   * [http://www.hitech-projects.com/euprojects/icecream/ ICE-CREAM], Final Report: [http://www.hitech-projects.com/euprojects/icecream/deliverables/d22-final-report-icecream.pdf PDF]

   -- JunHu [[DateTime(2005-03-08T20:39:56Z)]]

 * We also have to present our research visual and our intermediate results in-between and we will present our concepts on an abstract level.

 Action points::
 * Jun Hu has proposed a workshop so we would get familiar with URL, JAVA, HTML etc. We have to make a static web page with plaintext, editor (notepad).
 * Thursday 10th March we have to have made a simple web page in HTML and we will have a workshop in JAVA for 1,5 hours.
 * Next time we have to send an agenda before the meeting and prepare the meeting.
Line 350: Line 214:
=== EXPERT MEETING KEES OVERBEEKE 12-4-2005 ===

First we explained our concept (concept of the ball with which you will have interaction to change the movie) to Kees and talked about this concept.

You have to make almost unaware choices to alter the plot of the movie, using the ball.
But what has a ball to do with a movie?! Why a ball?! Why not a ‘stress ball’, that one can also change its shape.
The ball will be a semantic problem that will be hard to solve during this project, because a ball is no combination with a movie, there is no relation.
How can a user see that you can do something with the ball and that the user can interact with the movie and alter the plot.

We should have a meeting with Stefan Wensveen to talk about random behavior and what/how you can deal with this behavior.

Why do we use a special object to interact with the movie, why not something intergraded in the environment of the room?!
- the project description describes us to make an object with which the user can interact with the movie and the environment.-

We should start with this problem from the meaning/approach of the problem and not from the solution.
We should make ‘states’ which we want to alter and with which we want to achieve something.

http://www.student.tue.nl/P/e.a.m.admiraal/Schema.jpg

Kees made this schedule to explain the process we actually had to go trough during this project.
On the right you have the states that you have to alter the movie.
How can you change a state and come in another state, or how can you just stay in one state?! This are all questions where we should have an answer on.
You have in this way 16 ways to change states or to stay in a state. How should we implement these changes/ways in a meaningful way, so the user will understand it, but that also the program understand the changes the user make. For example we could use colours.
You should find out what the emotions of the user are by their behavior. We want our users to interact with the movie in an unaware way; they have to be busy with their hands. How can we find out what emotion matches witch behavior.

What is the situation?! We should describe a context and restrict it. We have to outline the problem and make a good context.

We should get the problem to an abstract level and think of it in this way and think of solutions and then bring it back to reality.
Our mapping (in the schedule) is our problem. First we have to think about our mapping problem. Then think about the emotions the users can have (in our case we want only 4 basic emotions) and the behavior that stands for these emotions. After that we have to think about the results we want to get (x, y, z) and how to implement these in the mapping phase. Then we can think about how to measure these values. And as final how to implement the mapping into the movie so the movie will changes it plots and changes with the emotions of the user and the other way around of course.

We have to feel the world and experience more, not sit behind our laptops the whole day.



=== Coach meeting both coaches 24-3-2005 ===
 Present:: SietskeKlooster, JunHu, LilianAdmiraal, JanvanderAsdonk, RutgerMenges, LaurieScholten

''' What have we done last week: '''
 * We wanted to work out our basic concepts to real clear concepts that we can present during the interim presentation.
 * We did some concept ‘bitching’. We would say all the bad things about a concept and try to change these.
 * Two concepts are fairly finished, one concepts still has to be worked out further.

''' Concept 1: '''
We told about our ‘Light concept’; you can interact with the movie by adjusting the light in your environment and the movie will react on these adjustments. Also the movie can adjust the lights in the living room according to the plot of the movie.
 Jun:: States that interactive movie doesn’t work due to the remote control and we have to seek for evidence for this concept.
 Sietske:: States that we could make the action to adjust the movie more direct. So far you, as a user, have to take a lot of steps form movie to environment to adjust the movie.
 Jun:: It looks like the user is directly controlling the room lights and thus not seeing the link between media and environment. Also the positioning of the lights and the other things in the environment is very important.
 Sietske:: does not understand the basics and Rutger explains these. It might be hard to see this link between the parts.
 Jun:: Philips is moving on. They are not good at concepts, only at lightening. Maybe we should think of other lamps or candles. Not doing things, or wanting to interact with a movie via control units. And if ON/OFF doesn’t work, you should find out why.

''' Concept 2: '''
Concept 2 is about the room with a 360 view of blurred shadows. If you would pay attention at
one point for a long time you could see further and in this way you can change the plot of the
movie.
 Jun:: Wonders if it would be new because it looks a lot as the existing 360 view movies.
 Sietske:: Knows this movie (something that looks like our concept) and its connection between special timelines. It is important to see if it is doable if you want to see a movie with multiple people. It will affects the social event.
 Jun:: Thinks there will be a danger because a living room is not a cinema. And with a 360 view you almost need the whole space and there will be no place for for example your furniture.
 Sietske:: The TV is still a part of the living room.
 Jun:: We are actually designing the living room, where should we put the furniture.
 Sietske:: There should be a link between the social aspect and the movie watching.
  '' Mov'in as a social event: the home interiour is a tangible design for social activity and includes the Mov'in devices. Experiencing involvement in a story is a virtual social activity, and goes together with and next to social activities in reality. Looking at your design this way, would mean your tangible design for Mo'vin could be designed as a social-event environment to support different social events varying from mixed reality to full reality -- Sietske''

''' Concept 3: '''
The movie is shown on the flour of your living room. With your hands and feet you can
interact with the movie and adjust it in the way you want.
 Jun:: Philips has patterns and no colours. But using the floor as a medium was a good idea.
 Jun:: Wants to see a ‘mapping’, why is this more futuristic?!
 Sietske:: The designers are the advisors, we should be experts of our work. From the start till the end.
'' which means you need to be able to communicate how your concepts can be compared, what their joint basis/gaol is, how they are different seen from these startingpoints and why, with strenghts and weaknesses. Being able to communicate the reason for these designs and the motivations for further development of them -- Sietske''

 Jun:: Concept 1 should be more worked out and concept 2 and 3 should be clearer.
 Sietske:: If we could compare the ideas, there should be some equal basis.
 Rutger:: We have to link our concepts to our scheme.
 Jun:: One big difference we have to take into account: the involvement of the living room.
 Sietske:: We have the pieces but not yet the puzzle.
 Jun:: We should work around the concepts and not use some of them.
 Sietske:: We have some strong pieces of the puzzle.
 Jun:: We have to find the strong points, dimensions, costs, perspective.
'' evaluate the concepts to find the fundamental motivations and criteria for design -- Sietske''

We discussed our mapping session, and our planning for the next week.
During the interim-presentation we want the concepts worked our, 1 style of drawings and 1
style of lay-out.

 Sietske:: We should use a clear communication; it helps exploring and the presentation would be more clear.


[[Anchor(philipross)]]
=== Expert meeting with Philip Ross 18-03-2005 ===
 Present:: Philip Ross, LilianAdmiraal, JanvanderAsdonk, RutgerMenges, LaurieScholten

 * We first explained briefly what the project was all about. Although there remained some vagueness surrounding the actuall "thought" of the project, we got to a very fast informal meeting.
 * Philip Ross: Indutrial Designer from TU Delft, worked on a tangible ambient intelligent product which is located in the homelab.
 * He states that interactive movies have been done and we should not focus on the "movie"-part. These first ewxperiences with interactive movies did not work out that well. At the moment he is working in a group creating distance in theater and has a good inside on the possible hardware.
 * Next we explained the scenarios and concepts
 * He shows a clear liking for the more farfetched concepts with the Visor200 and the Shape``Machine. He states that most old techniques are limited.
 * He emphasizes on a clear interaction, and that the interaction is the starting point of the concept, not the TV. Innovation will only come when letting go of current thoughtlines and creating new interactive systems. At the moment he thinks that we worked too much on existing techniques and should work more on the outrageous ideas. This is justified by the fact that we choose to present 2 concept-directions to the client: the standard one and the more future-like one.
  ''Outrageous ideas? Philip told me that these ideas were '''innovative''' :) -- JunHu [[DateTime(2005-03-22T14:50:02Z)]]''
 * Look at projection methods on water, smoke and semi-transparent materials. He gaves us a book about Interactive Art, 'Sons & Luminieres - Centre Pompidou'. Although in French, the book covers some nice ideas and concepts about interactive art. Another possible link would be the IRCAM institute in Paris.
 * He can help us more with his expertise if we create more specific concepts.

=== Coach meeting both coaches 18-3-2005 ===
 Present:: SietskeKlooster, JunHu, LilianAdmiraal, JanvanderAsdonk, RutgerMenges, LaurieScholten

==== Discussion on the work we did ====
 * We linked the research points together via a schematic, which was later made digitally. The conclusion we drew from here is that activity, experience and the environmental change were the most important key elements to focuss on. The relations from the most important elements were noted and we wrote down all the conclusions from this. we discussed the scenarios we created with some of the concepts and showed all the input and output paterns we concluded to.
 * Jun noted that the technique for one of our concepts, the Visor2000, already exists in some way, with a pair of goggles and small screen attached to it.
 * Sietske noted that there was a project called Third Eye which worked as a VR-goggle, whch had some similar technique.
 * Rutger explained all the earlier concepts we generated when not working from a completely finisched research stand point.
  intuitive ideas are no coincidence. They are often very valuable. But only if you are able to understand what the value is, how and why it arose, how it relates to your research, what the abstract basis it has. Combine intuition and research in creating. -- SietskeKlooster
 * Sietske noted that it will be important to have a clear link between the (earlier) concepts and the research to show the various thinking methods.
  work on clear related and motivated tracks. It helps both the creative process and convincing communication of your work. -- SietskeKlooster
 * Jun noted that we should think of more other modalities but Rutger justified this by stating that we choose those modalities due to our opinions and the feasibility of these modalities, and some of them are already being considered. Jan talks about this new company being able to create 3D images in the air, but the precise details are unkown.
  ''What I meant was that you should not be limited my the interactive moives as they were at the moment - they all used visual and auditory materials, even the latest Ambi``Lights. 3D images in the air - still something visual. -- JunHu [[DateTime(2005-03-22T14:50:02Z)]]''

==== Comments on the scenarios and concepts ====
 * Jun states that it is good to use the whole environment and not focus on single aspects. Getting different people to have different views is a good thing, it influences experience and perspective. The Visor2000 does not look very feasible but Jan states that there is a phone company that uses the same technique only more basic and not interactive. Rutger notes that on ICEC there was this camera which recorder the position of your hand which would, in turn, unfluence a video.
  Good you already dive into the possibilities to realise your concepts. But before really diving into this, have your concepts very clear on an abstract level, with clear startingpoints. -- SietskeKlooster
 * Sietske noted that it is good to have all the directions coming from one point, keep using the space and nice to see how you think on influencing the storyline. Starting with a tv as the start point results in different ideas. What happens if you drop this thought, and focus on a empty space not based on the media center? Try to stream the concepts in 2 directions: near future and far future. We noted that this is also the way we wish to present the concepts to the client. One of the important things here is that we need to show clearly how the conecpts were generated and where they were based on.
  these 2 directions seem to be parallel with a choice of
   a. concepts with one screen (Like tv) and nowadays interior as a central element (near future) and
   A. concepts that let go of this and can lead to totally new use of home space, influencing possibly the interior (far furure).
  Think of what timescale you think of. Also this could be an interesting issue for competency 5, to involve in concept development. -- SietskeKlooster
 * Jun stated that the lighting part is good, and that we need to broaden it because no one uses the light as an interaction method. And weraing goggles or special clothing will not be the future so he preferres to not see one of these solutions. It would be interesting to have something were all walls will be screens, this will be the future, bigger screens all around you.
 * Sietske reacts to this by stating that the walls are interesting because they give other directions and perspectives.
 * Jun says that it would also be intersting to have more split screens and show the interaction, Jan notes that it is something we did not think of; having multiple screens interact with eachother, and that they will not only be unfluenced by the users.
  Try to not stick to and see your concepts literally as they are now. See the conceptual directions they fit in and what their joint abstract basis is. This will help deepening and broadening your concept development. -- SietskeKlooster
   ''Agree. Sometime during the coach meetings some new ideas pop up - these ideas are often very concrete and down to the ground. Do not take these ideas literally and try to see whether these ideas point towards a new direction or a new aspect. -- JunHu [[DateTime(2005-03-22T14:56:17Z)]]''

==== Action points ====
 * Next week we will be deepening our concepts and take care of the starting points and the directions.
  take care of balanced, equal development and presentation of different concept directions and concepts. This is to make them comparable. -- SietskeKlooster
 * Jun states that there should be clear links between the concepts and the research.
 * On thursday the concepts will be finished and we will work on the presentation format.
add note sietske: also start creating. Make, represent, move, film your works, make it 3-dimensional, take your works out of the heads into the world, let us experience your process. Be creative, so think of and create a presentation that fits the character of this project.
 * Jun says it could be good to put a light here and "play" with it to get some first-hand experience.
  look at the project of DC219; meeting duet. They worked with light as an activating, spatial and social means, arising an event. -- SietskeKlooster

=== Coach meeting Sietske Klooster 7-3-2005 ===
 Present:: SietskeKlooster, LaurieScholten, RutgerMenges, JanvanderAsdonk, LilianAdmiraal

 * We went to the ‘Omniversum’ which has a great effect on you because the screen is everywhere around you. The experience is much bigger than just at home before your little tv screen. When you look at the ‘Ambilight tv’ you see that just a little bit of light can also make a big difference and has a great influence on your experience.
 * Instead of making/designing an object we want to design an experience. One that also has influence on your senses. We want that you have to use your senses in a whole different way and that you will use them unaware, or that you have to use them as a surprise.
 * Together with Sietske we also spoke about our vision and changed this vision Dc222Home/OurVision.

==== Feedback meeting 11-3-2005 by Sietske Klooster ====

Advice point of our meeting is to make a framework in which you relate the different research input and with that build concept directions. Being able to see relations, to make relations out of different research topics, actually is a creative process. It opens ways to conceptual thinking, to conceptual directions. Make sure your different concept directions come from a clear research-framework starting point and that they can be compared with eachother on this basis.

An example, derived out of the moved research workshop we did. To give you an idea of what I mean with relating research findings into a conceptual starting point.
You could derive this list of dimensions out of our moved research.
-space
-audience
-social relations
-senses
-emotions
-theme/story
-involvement
-possibilities to choose

They all relate into a principle for mov’in experience:

Audience is surrounded with space. Space can be used for the audience involvement.
The audience members have sensorial directions. They have to choose direction in space in order to sense: You can hear and feel all around you, but watching has a clear bodily direction. To see what you hear behind you, you have to turn. This means a possibility to play with involvement through choosing direction.

The audience will feel emotional reactions to what they sense. They can choose spatial position in relation to what they emotionally feel with their sensations; this way they can relate to what happens in the story. They can also literally choose what to follow in the story that surrounds them. Choose with direction of viewing. They can literally choose a perspective/viewpoint on what they see. Close by when curious, at a distance when wanting to know, but not being part.
A space is around, so choices for what to follow and/or from what point of view to follow, based on how you feel related to it.

An audience exists of more people. They are dependant on each other in choosing, because they are together in this one mov’in space of story. Here social interaction is of importance in the groups choosing involvement. Their spatial emotional, sensorial choices are of importance. Go through the story as a group, chosing differently as individuals, etc.

This is an example principle of what could be a starting point to develop different concepts from and for. Concepts of actively being involved in a story to experience it. Techniques, projections, sensoring certain activity, personal devices etc. can be used and designed to play with such an active principle, to awaken it, to enhance it, manipulate it etc.


----
[[Anchor(cm0403)]]
=== Coach meeting Jun Hu 4-3-2005 ===
 Present:: JunHu, LaurieScholten, RutgerMenges, LilianAdmiraal, JanvanderAsdonk

 Issues discussed::
 * We did research at interactive media and interactive theatre.
 * Internet is also interactive media (looks like the newspapers, but then interactive). Movies can also be interactive media, but more passive than internet. We have to do more research at MPEG4 and at interactive movies.
 * We want to use more senses and get them to a higher level, which can help with the experience of things and how you will experience them.
 * ''The new everyday'' is a book that can give you a vision, but it doesn’t go in deep to our subject, it is hard to get a focus. It has to be ambitious.
 * We have to make a good conclusion about the research we have done, because we have nothing on paper so far, although we did some research.
 * Make the things we done so far visual; physical.
 * Our vision has to be our start point of our concepts and not, as it is now, our conclusion of our research. We first have to finish our research, because else we have no real end of our research or start point for our concepts.
 * Maybe we could see the report of the European topic with the Philips projects to get an idea what we can make, get inspired.

   ''You may find these reports here:''
   * [http://www.hitech-projects.com/euprojects/nextv/ NexTV], Final report: [http://www.hitech-projects.com/euprojects/nextv/reports/NexTV-Final-Report.pdf PDF]
   * [http://www.hitech-projects.com/euprojects/icecream/ ICE-CREAM], Final Report: [http://www.hitech-projects.com/euprojects/icecream/deliverables/d22-final-report-icecream.pdf PDF]

   -- JunHu [[DateTime(2005-03-08T20:39:56Z)]]

 * We also have to present our research visual and our intermediate results in-between and we will present our concepts on an abstract level.

 Action points::
 * Jun Hu has proposed a workshop so we would get familiar with URL, JAVA, HTML etc. We have to make a static web page with plaintext, editor (notepad).
 * Thursday 10th March we have to have made a simple web page in HTML and we will have a workshop in JAVA for 1,5 hours.
 * Next time we have to send an agenda before the meeting and prepare the meeting.

Navigation(siblings, 1) TableOfContents

  • /!\ Please group your meeting minutes into categories, and put some logical order into them.

  • some comments and reformatting [#cm0403 here]

EXPERT MEETING KEES OVERBEEKE 12-4-2005

First we explained our concept (concept of the ball with which you will have interaction to change the movie) to Kees and talked about this concept.

You have to make almost unaware choices to alter the plot of the movie, using the ball. But what has a ball to do with a movie?! Why a ball?! Why not a ‘stress ball’, that one can also change its shape. The ball will be a semantic problem that will be hard to solve during this project, because a ball is no combination with a movie, there is no relation. How can a user see that you can do something with the ball and that the user can interact with the movie and alter the plot.

We should have a meeting with Stefan Wensveen to talk about random behavior and what/how you can deal with this behavior.

Why do we use a special object to interact with the movie, why not something intergraded in the environment of the room?! - the project description describes us to make an object with which the user can interact with the movie and the environment.-

We should start with this problem from the meaning/approach of the problem and not from the solution. We should make ‘states’ which we want to alter and with which we want to achieve something.

http://www.student.tue.nl/P/e.a.m.admiraal/Schema.jpg

Kees made this schedule to explain the process we actually had to go trough during this project. On the right you have the states that you have to alter the movie. How can you change a state and come in another state, or how can you just stay in one state?! This are all questions where we should have an answer on. You have in this way 16 ways to change states or to stay in a state. How should we implement these changes/ways in a meaningful way, so the user will understand it, but that also the program understand the changes the user make. For example we could use colours. You should find out what the emotions of the user are by their behavior. We want our users to interact with the movie in an unaware way; they have to be busy with their hands. How can we find out what emotion matches witch behavior.

What is the situation?! We should describe a context and restrict it. We have to outline the problem and make a good context.

We should get the problem to an abstract level and think of it in this way and think of solutions and then bring it back to reality. Our mapping (in the schedule) is our problem. First we have to think about our mapping problem. Then think about the emotions the users can have (in our case we want only 4 basic emotions) and the behavior that stands for these emotions. After that we have to think about the results we want to get (x, y, z) and how to implement these in the mapping phase. Then we can think about how to measure these values. And as final how to implement the mapping into the movie so the movie will changes it plots and changes with the emotions of the user and the other way around of course.

We have to feel the world and experience more, not sit behind our laptops the whole day.

Coaches meeting 8-4-2005

Present

SietskeKlooster, JunHu (little late), LilianAdmiraal, JanvanderAsdonk, RutgerMenges, LaurieScholten

  • In the past week we’ve switched our view from presenting the media to interacting with the media. Mainly because we haven’t focused on the interaction in the past weeks, while it turns out to be a very important part of our project. Further we don’t think that there is much innovation in altering screens. The emotions and experience is much more important. That’s something we haven’t seen in our concepts.
  • We’ve chosen to let the user interact with the media using a ball. That can change it’s color, temperature and maybe even its form according to the content of the media.
  • Sietske What is the advantage of a ball, why is it better than the cards?

  • The ball has got all kinds of ways you can interact with it. You can hug it, bounce it or throw it away. Further it’s a neutral shape. You don’t get a certain feeling right away
  • Sietske But where does this concept come from. How can we compare it to the other concepts?

  • This is still a problem. We’ve got trouble formulating our real ideas.
  • Jun Hu enters the meeting

  • Sietske we can’t see emotions and experience as separate things and we’ve got to define them.

  • Jun I think that you’ve got to see it this way. There are two movies playing. A virtual movie (video) and a real movie (real life). These two movies can influence each other. We don’t know how the real world will/can influence the virtual world. At this moment we thought up the ball. The problem is: if you want to show emotion, for instance love, you’ve got to hug a ball. But why would you hug a ball. You should find a shape that supports the activity (hugging for instance).

  • Sietske But now it’s really time that you start implementing and make the concept real clear Experience -> what experience? Social relations -> how? Activity -> (how) much?

  • Laurie I think that we should focus on one (or a set of) emotion(s) and work that out.

  • REST Yes.

  • Jun We should look to the background of the problem/concept. We want to show emotions to the virtual world, how can we do that? For now we can continue working on the ball, but we’ve got to keep the concept in mind.

  • We should be able to tell the whys of the decisions in our concept.
  • Coach meeting Jun Hu 1-4-2005

    Present

    JunHu, LilianAdmiraal, JanvanderAsdonk, RutgerMenges, LaurieScholten

    * We talked about what we should do next after the interim.

    * We need to send around the presentation to all the coaches and also update the wiki-page.

    Jun Hu: What we discussed in the interim about combining the last three concepts. This will only be a minor part of the project.

    Jan: About the interim, we would actually rather make one concept of the last three and than work out that concept in the rest of the project.

    evaluate the concepts to create a more clear detailed startingpoint for design. Clear qualitative criteria and motivations. These are points that are weak: How and why exactly be interactively involved in the story and how this happens as a typical event in a social home environment/interior.-- Sietske

    Jun Hu: The way of interaction in these concepts isn’t new. The way of presenting content is new there are just more screens and different angles.

    Jan: We understand that but the concept is also about the experience.

    So WHAT do you want people to experience?-- Sietske

    * Remark about the floor idea: Make the entire living room as a theatre but make a part as a stage the rest is blurry.

    We made some mistakes in the interim; we didn’t present the last three concepts differently. We realize now that the last three concepts are more like visions instead of concepts. And we should have presented them as visions.

    Then what are these visions? I think the into depth why-question of all you presented is the thing to answer-- Sietske

    * Living room consists out of the theatre and the living space.

    a theatre of living then?-- Sietske

    We want to work out our ideas for one more week and than actually start with the modeling and prototype building.

    Jun Hu: What is the basic idea behind all your ideas? * We think it is our vision.

    Your vision is very general: Experiencing being (inter)actively involved in a story, triggering emotional action and reaction through adressing the senses. This is what you always do when designing anything, exept for the involvement in a story. What is the principle of action that connects story-happening of virtual world and real home world? -- Sietske

    What we need to do is to sit around the table and choose a concept. We also need a statement for our design to get some more focus we could use a slogan. We will try to create our new concept and describe it with a scenario with family. Because family and the social activity is still the central part of the living room. We also need to do a feasibility study. And when we have more concrete ideas we need to send them around.

    Jun Hu: I prefer the cards concept. * We think this is too easy/ too simple concept.

    Jun Hu: Think about real objects instead of cards. Jan: How can we get to a concrete concept with so many objects? Jun Hu: Pattern regonition. Jan: But then what meaning to we attach to which object. Jun Hu: That is just a design problem. Jan: We think that is just not fixable, with cards this is easy.

    Jun Hu: You shouldn’t have real screens on the floor but you could place screens near the walls. Are there any more screens in the floor concept? * No there aren’t but we don’t limit us to that these concepts aren’t really fixed so this isn’t really the question.

    We think we had a wrong idea of the interim and we should have a good concept with a good scenario by the next coach meeting.

    there are minutes missing of earlier meetings and also of the interim. Please update-- Sietske

    INTERIM PRESENTATION DC222 30-3-2005

    Present
    Maddy Jansen, Jun Hu, Sietske Klooster, Jan vd Asdonk, Rutger Menges, Laurie Scholten, Lilian Admiraal

    Also see the interim presentation and the handouts at the wiki page.

    We presented our concepts to the client, Maddy Jansen. Maddy found our concepts very different from each other but liked them all. The user has to play, watch and create the movie and have to have a direct influence.

    Mov’in screens are interesting With the Mov’in floor the user has a higher and complete overview. Both concepts are interesting but totally different from each other.

    Shadow machine: nice to make and to create. Lamp concept: the sphere of the ambilight tv is not necessarily. Cards: cards related to the content of the movie, during the movie you have to know what will happen in the movie. Looks like the ‘kijkwijzer’.

    Jun
    Look like the small objects used in the ‘home lab’, like a photo gallery. When you select a photo this can influence the movie. Put an object on the market.
    Jun
    The Mov’in screens are also difficult for the user to understand.
    Sietske
    How can you interact with the Mov’in screens? What if the car in the movie drives too fast?
    Maddy
    It looks like a 3D/4D movie, very hard to make, but very spectacular. In Den Haag you have the 360 view movie, it is a complete movie around you, with sounds etc. But to get a clear projection is very hard/difficult.
    Jun
    What can you do with all these screens?!
    Maddy
    What do you do during the movie?! What is the interaction?!
    Rutger
    We will decorate the room with different moving pictures and you can select them by yourself, resize them and place them at other places.
    Maddy
    You should not use one movie but different movies that you can project in the different screens.
    Laurie
    It looks like a virtual world, but you will not see everything of the movie at the same time, just pieces of the movie that you can see through the screens that have been selected.
    Maddy
    When you want to make this concept real you should not make this for a living room but for a normal room. Project the full movie on the walls but the user can only see the parts of the movie that are highlighted trough the screens.
    Jan
    Like the shadow machine…
    Rutger
    The shadow machine is more exploring for the user, the screens are more constructing. You just can sit and watch if you want, you don’t have to interact.
    Maddy
    Summary: The shadow machine is more like a mosaic with video clips.
    • The screens show the whole movie, but you only see parts of it.
    Jun
    What is new at the Mov’in floor?! Only the perspective is different.
    Rutger
    The interaction with your hands and feet, you can really change the movie.
    Jan
    Like with water, but that is now the effect, by touch you can change things in the movie.
    Sietske
    How can we compare the concepts? Looking at manipulating the movie, user perspective, actions in relation to the story…
    Rutger
    The movie’s shown by these concepts should be different from the one now existing. They should be made over again.
    Maddy
    When you watch a movie you will get distracted by other things, how do you want to prevent this, like using tools or rules. Find or make some rules.
    Jun
    Make two concrete concepts, one for the home environment and one a bit vague for a non-real home environment (futuristic).
    Jan
    We designed for the home environment, for a room where people live, home entertainment. We have no means to rearrange the whole room with our design.
    Maddy
    With the active screens the user have to be active to watch the movie.
    Jun
    Last three concepts are all the same, only the way they navigate are a bit different in each concept.
    Sietske
    It depends on the inner story, you can see what will happen, and there is a difference between the concepts. Make sure there is also a difference in watching the movie.

    Jan gets an other concept of the fixed version of the screens, the block tv, so the user has a different perspective during the movie.

    Laurie
    There is a good interaction between the user and the block tv and it is feasible to make.
    Maddy
    With the concept of the toolbox you have a kind of filter on your movie, you will reduce your possibilities.
    Rutger
    The movie has every plot possible.
    Jun
    Like with mouse clicks you can chose your own way of movie.
    Maddy
    So it is easier than a remote control actually.
    Rutger
    But it is not one of our favorite concepts, that are the Mov’in floor and Mov’in screens.
    Jan
    The visor concept looks like the Mov’in screens, but you don’t want to hold it the whole time.
    Jun
    The last three concepts are not concrete enough, what are the possibilities of the content, what will happen with the experience, they need to be worked out more, maybe combine them to one new concept.
    Maddy
    Also think of changing the home environment.
    Jan
    Chose all the best things of the three last concepts and combine them.
    Maddy
    Get the direct goal straight.
    Sietske
    Where are these concepts based on, what kind of interaction would you like to provoke.
    Maddy
    Do you want a movie projected all around you?!
    Jun
    Like the floor, use a normal floor and change the colour of the floor instead of a complete movie on the floor.
    Maddy
    Make a worked out scenario with complete concepts. These are really needed, you need to know everything about your concept.
    Jun
    What should the living room be (an exhibition room)?! In the project description there is said that it has to be a home environment living room, but of course you can changes of the project description.
    Sietske
    TV is part of the home environment; our concepts also have to become part of the home environment/living room.
    Jun
    Don’t loose function of the home environment (safe, home).
    Sietske
    Keep the home environment, don’t loose that.
    Maddy
    Candles and the fire place give a home feeling, like playing cards.
    Jun
    With the cards concept, what will the table do, does it change the rest of the room?
    Sietske
    Choose concepts and make one concrete concepts of these all together.
    Jun
    Get a concrete idea, implement it, make it a concrete concept. Combine and implement the first two and combine the last three and make it concrete (for the home environment of the future).
    Maddy
    Cards that are changing the complete environment. Look at the social aspects.
    Jun
    Take care of a working demo, illustrate you concept for the future.
    Jun
    Use the three last concepts to develop an concrete idea, don’t combine them, find a match.
    Sietske
    Go in depth and make it feasible.
    Maddy
    Make it understandable also for the users.
    Maddy
    There should be a relation with everything, make it explainable, trigger the user. Do some futuristic research. You have the ingredients just cook it up.
    Maddy
    Specify your concepts over and over again.
    Jun
    You probably get a simple solution/implementation.

    Coach meeting both coaches 24-3-2005

    Present

    SietskeKlooster, JunHu, LilianAdmiraal, JanvanderAsdonk, RutgerMenges, LaurieScholten

    What have we done last week:

    • We wanted to work out our basic concepts to real clear concepts that we can present during the interim presentation.
    • We did some concept ‘bitching’. We would say all the bad things about a concept and try to change these.
    • Two concepts are fairly finished, one concepts still has to be worked out further.

    Concept 1: We told about our ‘Light concept’; you can interact with the movie by adjusting the light in your environment and the movie will react on these adjustments. Also the movie can adjust the lights in the living room according to the plot of the movie.

    Jun
    States that interactive movie doesn’t work due to the remote control and we have to seek for evidence for this concept.
    Sietske
    States that we could make the action to adjust the movie more direct. So far you, as a user, have to take a lot of steps form movie to environment to adjust the movie.
    Jun
    It looks like the user is directly controlling the room lights and thus not seeing the link between media and environment. Also the positioning of the lights and the other things in the environment is very important.
    Sietske
    does not understand the basics and Rutger explains these. It might be hard to see this link between the parts.
    Jun
    Philips is moving on. They are not good at concepts, only at lightening. Maybe we should think of other lamps or candles. Not doing things, or wanting to interact with a movie via control units. And if ON/OFF doesn’t work, you should find out why.

    Concept 2: Concept 2 is about the room with a 360 view of blurred shadows. If you would pay attention at one point for a long time you could see further and in this way you can change the plot of the movie.

    Jun
    Wonders if it would be new because it looks a lot as the existing 360 view movies.
    Sietske
    Knows this movie (something that looks like our concept) and its connection between special timelines. It is important to see if it is doable if you want to see a movie with multiple people. It will affects the social event.
    Jun
    Thinks there will be a danger because a living room is not a cinema. And with a 360 view you almost need the whole space and there will be no place for for example your furniture.
    Sietske
    The TV is still a part of the living room.
    Jun
    We are actually designing the living room, where should we put the furniture.
    Sietske
    There should be a link between the social aspect and the movie watching.
    • Mov'in as a social event: the home interiour is a tangible design for social activity and includes the Mov'in devices. Experiencing involvement in a story is a virtual social activity, and goes together with and next to social activities in reality. Looking at your design this way, would mean your tangible design for Mo'vin could be designed as a social-event environment to support different social events varying from mixed reality to full reality -- Sietske

    Concept 3: The movie is shown on the flour of your living room. With your hands and feet you can interact with the movie and adjust it in the way you want.

    Jun
    Philips has patterns and no colours. But using the floor as a medium was a good idea.
    Jun
    Wants to see a ‘mapping’, why is this more futuristic?!
    Sietske
    The designers are the advisors, we should be experts of our work. From the start till the end.

    which means you need to be able to communicate how your concepts can be compared, what their joint basis/gaol is, how they are different seen from these startingpoints and why, with strenghts and weaknesses. Being able to communicate the reason for these designs and the motivations for further development of them -- Sietske

    Jun
    Concept 1 should be more worked out and concept 2 and 3 should be clearer.
    Sietske
    If we could compare the ideas, there should be some equal basis.
    Rutger
    We have to link our concepts to our scheme.
    Jun
    One big difference we have to take into account: the involvement of the living room.
    Sietske
    We have the pieces but not yet the puzzle.
    Jun
    We should work around the concepts and not use some of them.
    Sietske
    We have some strong pieces of the puzzle.
    Jun
    We have to find the strong points, dimensions, costs, perspective.

    evaluate the concepts to find the fundamental motivations and criteria for design -- Sietske

    We discussed our mapping session, and our planning for the next week. During the interim-presentation we want the concepts worked our, 1 style of drawings and 1 style of lay-out.

    Sietske
    We should use a clear communication; it helps exploring and the presentation would be more clear.

    Anchor(philipross)

    Expert meeting with Philip Ross 18-03-2005

    Present

    Philip Ross, LilianAdmiraal, JanvanderAsdonk, RutgerMenges, LaurieScholten

  • We first explained briefly what the project was all about. Although there remained some vagueness surrounding the actuall "thought" of the project, we got to a very fast informal meeting.
  • Philip Ross: Indutrial Designer from TU Delft, worked on a tangible ambient intelligent product which is located in the homelab.
  • He states that interactive movies have been done and we should not focus on the "movie"-part. These first ewxperiences with interactive movies did not work out that well. At the moment he is working in a group creating distance in theater and has a good inside on the possible hardware.
  • Next we explained the scenarios and concepts
  • He shows a clear liking for the more farfetched concepts with the Visor200 and the ShapeMachine. He states that most old techniques are limited.

  • He emphasizes on a clear interaction, and that the interaction is the starting point of the concept, not the TV. Innovation will only come when letting go of current thoughtlines and creating new interactive systems. At the moment he thinks that we worked too much on existing techniques and should work more on the outrageous ideas. This is justified by the fact that we choose to present 2 concept-directions to the client: the standard one and the more future-like one.
  • Look at projection methods on water, smoke and semi-transparent materials. He gaves us a book about Interactive Art, 'Sons & Luminieres - Centre Pompidou'. Although in French, the book covers some nice ideas and concepts about interactive art. Another possible link would be the IRCAM institute in Paris.

  • He can help us more with his expertise if we create more specific concepts.
  • Coach meeting both coaches 18-3-2005

    Present

    SietskeKlooster, JunHu, LilianAdmiraal, JanvanderAsdonk, RutgerMenges, LaurieScholten

    Discussion on the work we did

    • We linked the research points together via a schematic, which was later made digitally. The conclusion we drew from here is that activity, experience and the environmental change were the most important key elements to focuss on. The relations from the most important elements were noted and we wrote down all the conclusions from this. we discussed the scenarios we created with some of the concepts and showed all the input and output paterns we concluded to.
    • Jun noted that the technique for one of our concepts, the Visor2000, already exists in some way, with a pair of goggles and small screen attached to it.
    • Sietske noted that there was a project called Third Eye which worked as a VR-goggle, whch had some similar technique.
    • Rutger explained all the earlier concepts we generated when not working from a completely finisched research stand point.
      • intuitive ideas are no coincidence. They are often very valuable. But only if you are able to understand what the value is, how and why it arose, how it relates to your research, what the abstract basis it has. Combine intuition and research in creating. -- SietskeKlooster

    • Sietske noted that it will be important to have a clear link between the (earlier) concepts and the research to show the various thinking methods.
      • work on clear related and motivated tracks. It helps both the creative process and convincing communication of your work. -- SietskeKlooster

    • Jun noted that we should think of more other modalities but Rutger justified this by stating that we choose those modalities due to our opinions and the feasibility of these modalities, and some of them are already being considered. Jan talks about this new company being able to create 3D images in the air, but the precise details are unkown.
      • What I meant was that you should not be limited my the interactive moives as they were at the moment - they all used visual and auditory materials, even the latest AmbiLights. 3D images in the air - still something visual. -- JunHu DateTime(2005-03-22T14:50:02Z)

    Comments on the scenarios and concepts

    • Jun states that it is good to use the whole environment and not focus on single aspects. Getting different people to have different views is a good thing, it influences experience and perspective. The Visor2000 does not look very feasible but Jan states that there is a phone company that uses the same technique only more basic and not interactive. Rutger notes that on ICEC there was this camera which recorder the position of your hand which would, in turn, unfluence a video.
      • Good you already dive into the possibilities to realise your concepts. But before really diving into this, have your concepts very clear on an abstract level, with clear startingpoints. -- SietskeKlooster

    • Sietske noted that it is good to have all the directions coming from one point, keep using the space and nice to see how you think on influencing the storyline. Starting with a tv as the start point results in different ideas. What happens if you drop this thought, and focus on a empty space not based on the media center? Try to stream the concepts in 2 directions: near future and far future. We noted that this is also the way we wish to present the concepts to the client. One of the important things here is that we need to show clearly how the conecpts were generated and where they were based on.
      • these 2 directions seem to be parallel with a choice of
        1. concepts with one screen (Like tv) and nowadays interior as a central element (near future) and
        2. concepts that let go of this and can lead to totally new use of home space, influencing possibly the interior (far furure).

        Think of what timescale you think of. Also this could be an interesting issue for competency 5, to involve in concept development. -- SietskeKlooster

    • Jun stated that the lighting part is good, and that we need to broaden it because no one uses the light as an interaction method. And weraing goggles or special clothing will not be the future so he preferres to not see one of these solutions. It would be interesting to have something were all walls will be screens, this will be the future, bigger screens all around you.
    • Sietske reacts to this by stating that the walls are interesting because they give other directions and perspectives.
    • Jun says that it would also be intersting to have more split screens and show the interaction, Jan notes that it is something we did not think of; having multiple screens interact with eachother, and that they will not only be unfluenced by the users.
      • Try to not stick to and see your concepts literally as they are now. See the conceptual directions they fit in and what their joint abstract basis is. This will help deepening and broadening your concept development. -- SietskeKlooster

        • Agree. Sometime during the coach meetings some new ideas pop up - these ideas are often very concrete and down to the ground. Do not take these ideas literally and try to see whether these ideas point towards a new direction or a new aspect. -- JunHu DateTime(2005-03-22T14:56:17Z)

    Action points

    • Next week we will be deepening our concepts and take care of the starting points and the directions.
      • take care of balanced, equal development and presentation of different concept directions and concepts. This is to make them comparable. -- SietskeKlooster

    • Jun states that there should be clear links between the concepts and the research.
    • On thursday the concepts will be finished and we will work on the presentation format.

    add note sietske: also start creating. Make, represent, move, film your works, make it 3-dimensional, take your works out of the heads into the world, let us experience your process. Be creative, so think of and create a presentation that fits the character of this project.

    • Jun says it could be good to put a light here and "play" with it to get some first-hand experience.
      • look at the project of DC219; meeting duet. They worked with light as an activating, spatial and social means, arising an event. -- SietskeKlooster

    Coach meeting Sietske Klooster 7-3-2005

    Present

    SietskeKlooster, LaurieScholten, RutgerMenges, JanvanderAsdonk, LilianAdmiraal

  • We went to the ‘Omniversum’ which has a great effect on you because the screen is everywhere around you. The experience is much bigger than just at home before your little tv screen. When you look at the ‘Ambilight tv’ you see that just a little bit of light can also make a big difference and has a great influence on your experience.
  • Instead of making/designing an object we want to design an experience. One that also has influence on your senses. We want that you have to use your senses in a whole different way and that you will use them unaware, or that you have to use them as a surprise.
  • Together with Sietske we also spoke about our vision and changed this vision Dc222Home/OurVision.

  • Feedback meeting 11-3-2005 by Sietske Klooster

    Advice point of our meeting is to make a framework in which you relate the different research input and with that build concept directions. Being able to see relations, to make relations out of different research topics, actually is a creative process. It opens ways to conceptual thinking, to conceptual directions. Make sure your different concept directions come from a clear research-framework starting point and that they can be compared with eachother on this basis.

    An example, derived out of the moved research workshop we did. To give you an idea of what I mean with relating research findings into a conceptual starting point. You could derive this list of dimensions out of our moved research. -space -audience -social relations -senses -emotions -theme/story -involvement -possibilities to choose

    They all relate into a principle for mov’in experience:

    Audience is surrounded with space. Space can be used for the audience involvement. The audience members have sensorial directions. They have to choose direction in space in order to sense: You can hear and feel all around you, but watching has a clear bodily direction. To see what you hear behind you, you have to turn. This means a possibility to play with involvement through choosing direction.

    The audience will feel emotional reactions to what they sense. They can choose spatial position in relation to what they emotionally feel with their sensations; this way they can relate to what happens in the story. They can also literally choose what to follow in the story that surrounds them. Choose with direction of viewing. They can literally choose a perspective/viewpoint on what they see. Close by when curious, at a distance when wanting to know, but not being part. A space is around, so choices for what to follow and/or from what point of view to follow, based on how you feel related to it.

    An audience exists of more people. They are dependant on each other in choosing, because they are together in this one mov’in space of story. Here social interaction is of importance in the groups choosing involvement. Their spatial emotional, sensorial choices are of importance. Go through the story as a group, chosing differently as individuals, etc.

    This is an example principle of what could be a starting point to develop different concepts from and for. Concepts of actively being involved in a story to experience it. Techniques, projections, sensoring certain activity, personal devices etc. can be used and designed to play with such an active principle, to awaken it, to enhance it, manipulate it etc.


    Anchor(cm0403)

    Coach meeting Jun Hu 4-3-2005

    Present

    JunHu, LaurieScholten, RutgerMenges, LilianAdmiraal, JanvanderAsdonk

    Issues discussed
  • We did research at interactive media and interactive theatre.
  • Internet is also interactive media (looks like the newspapers, but then interactive). Movies can also be interactive media, but more passive than internet. We have to do more research at MPEG4 and at interactive movies.
  • We want to use more senses and get them to a higher level, which can help with the experience of things and how you will experience them.
  • The new everyday is a book that can give you a vision, but it doesn’t go in deep to our subject, it is hard to get a focus. It has to be ambitious.

  • We have to make a good conclusion about the research we have done, because we have nothing on paper so far, although we did some research.
  • Make the things we done so far visual; physical.
  • Our vision has to be our start point of our concepts and not, as it is now, our conclusion of our research. We first have to finish our research, because else we have no real end of our research or start point for our concepts.
  • Maybe we could see the report of the European topic with the Philips projects to get an idea what we can make, get inspired.
  • We also have to present our research visual and our intermediate results in-between and we will present our concepts on an abstract level.
  • Action points
  • Jun Hu has proposed a workshop so we would get familiar with URL, JAVA, HTML etc. We have to make a static web page with plaintext, editor (notepad).
  • Thursday 10th March we have to have made a simple web page in HTML and we will have a workshop in JAVA for 1,5 hours.
  • Next time we have to send an agenda before the meeting and prepare the meeting.
  • JunHu: Dc222Home/MeetingMinutes (last edited 2008-10-03 20:18:32 by localhost)