A New Vision in Interactive Art: An Investigation of the "Creator" Space in the United States

The term "maker" comes from the English "Maker", which refers to those who turn ideas into reality. Their ideas are: innovation, practice and sharing. In recent years, the “Makeup Movement” has flourished, which not only changed people's ways of learning and creation, but also promoted the rise of new education and training models. As the forefront of interactive art and creative industries, the Massachusetts Institute of Technology, the Parsons School of Design in New York, the University of New York, the University of California at Berkeley, and Stanford University have all opened innovative education laboratories or “creator spaces”.

Technology is not only used to make products

During my visit to New York a while ago, the author had observed the ITP winter show at New York University - a winter semester exhibition. ITP is a graduate education program at New York University's Tisch College. It is a two-year program designed to explore how to use communication technology to enhance, improve and delight people's lives. The project was founded in 1979. Students come from a variety of fields, including art, information technology, politics, and economics. They have different backgrounds, but the biggest challenge for everyone to participate in curriculum and design is how to communicate and share freely. To solve this problem, ITP mostly uses open activities and discussion spaces, and is equipped with movable tables and chairs that can be flexibly arranged according to the needs of the course.

Today, ITP has evolved into an experimental space where technologists, engineers, designers, and artists break the boundaries between real and virtual space. The philosophy is that technology is not only used to make products, but also to express themselves and build with the public. Connect and have fun in the interactive experience.

Western designers pay more attention to space and structure

ITP has two exhibitions a year, and the summer semester exhibits more of the graduation works of the designers, so the scale is even larger; the winter exhibition is closer to the mid-term report of the art university, but some more will emerge. The work of the designer's art “ingenuity” has something to be “small and beautiful”. The winter exhibition that I have watched, the interaction between sensor application and 3D vision is still the mainstream, but the part of the viewer experience has been promoted to an important position. It is worth mentioning that the design of young designers from China has made a big splash on this ITP design. For example, a Chinese male student who graduated from the Department of Physics and Quantum Mechanics made a micro-robot with acrylic material, which can imitate the gestures of the viewer. The designer said that many years of physics learning gave him the idea of ​​"changing". So I signed up for ITP, designing the robot is his "game", bringing him ease and happiness. A Chinese girl adopted the famous sentence of Wen Tingjun's "Shangshan Morning Trip", using the artistic conception of "Chicken Maodian Month, People's Trail Bridge Frost" as a display interface, making a Chinese character into a stamp, and each cover of the experience is covered. A corresponding pattern appears, slowly forming the entire frame. The designer of the work "Fog Mountain" is a girl from Hangzhou. She uses the audio of the guqin strings to control the distant spray effect. Under the effect of multimedia light and shadow, it seems like a distant mountain with clouds. The whole design is from From element to presentation, they all have oriental meanings. Many Western experiencers have shown great interest in the oriental situation of this “mountain flowing water”.

Compared with the oriental culture, Western designers pay more attention to space and structure, and more fully use "virtual reality (VR), which is related to the differences between Eastern and Western philosophy and thinking habits. The work of a Nordic designer is carried out in a closed eaves. The designer lets a ballerina do the high-altitude tumbling. The audience can hear the changes in her heartbeat frequency from the headphones, thus enhancing the mentality beyond the visual sensory experience. Contact for a full range of perceptions. The inspiration for "How to Train Your Dragon" comes from the movie. An Indian-born designer designed a realistic dragon. The audience took VR glasses and rode the dragon to enter the 3D space to experience the scene of Pandora in Avatar. The most scientific and technological imagination is a work called “parallel time and space”. You can take a picture in front of the camera. After the computer completes the transmission, you can find a picture on the Internet. However, after careful reading, you must have some similarity. . This simple experiment is actually the most intuitive interpretation of the globalization era and the concept of "parallel universe."

From "virtual reality" to "augmented reality"

From "virtual reality (VR)" to "augmented reality (AR)", people continue to make technological breakthroughs in breaking the boundaries between real space and virtual space. Whether it's the Samsung Gear VR helmet, Google Glass or Microsoft's HoloLens (mixed reality head-mounted display), from VR to a fully immersive experience, to AR covering virtual 3D images in the real world, in fact, the focus is on One question: In the future, do people like the experience based on reality, or the experience based on the virtual world and completely separated from reality?

Recently, an AR mobile game called PokemonGo ("Pokemon") has become popular all over the world. Developed jointly by Nintendo, Pokemon and Google's NianticLabs, Nintendo's market capitalization increased by $62.1 billion over three days, and its popularity has brought the concept of AR (Augmented Reality) to unprecedented attention.

In terms of interactive experience, VR puts users in an imaginary or replicating world, but users need to wear a fully enclosed helmet when experiencing VR, limiting the experience to a fixed space; AR is a computer-generated virtual The picture is embedded in the real world, that is, adding the imaginary world of numbers to the real world, without being limited by the screen, truly realizing "putting the whole world in your pocket."

In fact, PokemonGo is not really AR, just an AR-like application. Such applications have been around for a long time in China. For example, the "Little Bear Neo" early education card type AR game launched by the Central Digital Culture Company uses this principle. Therefore, the maturity of technology does not mean a true understanding and acceptance of its application.

I have interviewed a young “Maker” student who showed me her AR work: you just scan an icon with your phone and an avatar appears on the icon, which is then loaded into your real world. For example, if an overseas student misses a family member, by scanning a digital photo tag, the scenes that you and your family have gathered together will appear in front of the avatar. These warm memories become real and sensible.

This is the most important and very human characteristics of the AR experience: it focuses on the emotional connection of people, and the starting point of design is to think about the relationship between human emotional needs and virtual images and marks. Just like before the digital age, we all have photo albums, we will collect some old photos, but after the digital photos appear, because it is so convenient and fast, we rarely look at the albums. In a sense, AR technology helps us to restore the richness and virtuality of numbers to a real thing that can be touched, helping us reconnect with this real world. This point is precisely the interaction design of the "makers" constantly surpassing the true point of pure technology cool.

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