Travelogue 2011

Investigating the ‘enigma’ of artificial life through the creation of a generative world and documentary recorded by an artificial filmmaker. We unpack the human endeavor; life as it is and life as it can be.

travelogue

Travelogue: A Recording of Minute Expressions, 2011

Mark Guglielmetti in collaboration with Indae Hwang, software and code (VVVV).

Memory Room (2015)

Indae Hwang, Sample room (2015)

Memory Room is an interactive tool that allows visitors to create a three dimensional image of a room based on their selection of emotive images. Memory Room also prompts the user to write a short narrative about their generated room. In doing so, this project seeks to build a conversation about home as a genre of storytelling, to broaden the scope of how memories attached to the familiar, yet uncanny landscape of home are described, and to create a sense of inclusion as boundaries between people and place merge on a shared public platform. Also on exhibition, My Make-believe Room is an interactive tool that generates a virtual image of a child’s bedroom guided by the child with many of the same features. The child is presented with a panel of twenty colourful images. They are instructed to select five images that they like. Based on their image selections, a three dimensional image of a room is generated. They can add shapes, windows and doors to further personalise the room. Based on age-level, the child is prompted to write a short story about their room or a story will be automatically generated based on words programmed with the image selections. This project aims to engage children to respond in real time to the creation of a new image of their imagined bedroom; to promote family conversation about home and imagination; to foster curiosity, discovery, play, and reflection.

15 September – 15 December 2015 Library at The Dock, 107 Victoria Harbour Promenade, Docklands

MADA lecturers Pamela Salen and Indae Hwang have collaborated to create Memory Room, an interactive touchscreen experience for Library at The Dock.This interactive system is programmed with VVVV.

X-milieu ( 2008)

  xmilieu picture-25 xmileu

Monash University (Australia)

x-milieu is an interactive installation that explores the communities that emerge in the public space of Federation Square’s Atrium via an abstract digital visualisation. The work is a real-time visualisation of an ecosystem made of digital particles. Motion sensors track the flow of people entering and exiting the space, particles are added to or removed from the visualised ecosystem accordingly.

Artists: Troy Innocent, Mark Guglielmetti and students Indae Hwang, Joel Collins, Vanessa Riley.
  • In this project I programmed graphic and animation with “Processing “

N2 Monash (2010)

DOBA_N2-03
Photography: Dianna Snape

N2 Experimental teaching space with embedded digital technology.

The N2 space was jointly commissioned by the Faculty of Business & Economics and the eEducation Centre at Monash University who wanted to encourage an experimental approach to learning, enabled by embedded digital technology. Although highly educated, graduates often lack social skills necessary for the workplace, so the conceptual generator for this project became a space of negotiation that promoted interaction and awareness of others. Our design approach is always collaborative, so the outcomes have evolved out of a prolonged process of creation, elimination and negotiation. With the stakeholders we set out to explore the possibilities of trans-active space, based on the premise that a mutually transformative relationship can only emerge between the occupant and their environment, when that relationship is no longer passive. Because N2 has been designed for future adaptation, the space was entirely pre-fabricated off-site. Material selection was finally determined by its suitability for pre-fabrication and ease of assembly/disassembly, meaning that future technological or teaching needs can be accommodated without destroying the existing fabric of the space. The most exciting aspect of this project is that the built outcome does not represent the end of the process. The way in which the space has been constructed means that it can be adapted as the needs of the occupants become apparent over time.

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In this project I developed the interface for LED system with processing.  

Posting Sample P5JS

show code

// Global variables
float radius = 50.0;
int X, Y;
int nX, nY;
int delay = 16;

// Setup the Processing Canvas
void setup(){
  size( 400, 400 );
  strokeWeight( 10 );
  frameRate( 15 );
  X = width / 2;
  Y = height / 2;
  nX = X;
  nY = Y;  
}

// Main draw loop
void draw(){
  
  radius = radius + sin( frameCount / 4 );
  
  // Track circle to new destination
  X+=(nX-X)/delay;
  Y+=(nY-Y)/delay;
  
  // Fill canvas grey
  background( 100 );
  
  // Set fill-color to blue
  fill( 0, 121, 184 );
  
  // Set stroke-color white
  stroke(255); 
  
  // Draw circle
  ellipse( X, Y, radius, radius );                  
}


// Set circle's next destination
void mouseMoved(){
  nX = mouseX;
  nY = mouseY;  
}

Noemaflux 2010-2011

21069764658 20607858784 neomaflux

Troy Innocent & Indae Hwang 2010-11 Ogaki, Istanbul, Adelaide

corflute, AR markers, mixed media, software and custom mobile device with sound In noemaflux, we are interested in creating new experiences of urban space and different ways of seeing the city. The title expresses this meaning. ‘noema’ relates to the ‘act of perceiving’ in phenomenological experience. ‘flux’ refers a state of constant shift and change. This term expresses the experience of being in a mixed reality where perception is changed via digital interventions into the real world.

Players use mobile devices to explore streets and laneways and find augmented reality (AR) markers integrated into the urban environment. These act both as signposts that indicate the space of the work and as gateways into the artificial world. The symbols themselves are both elements of an invented language (that of the Micronation of Ludea) and machine-readable AR markers, thereby have dual meaning. By interacting with the work, players enter into a symbiotic relationship with the artificial lifeforms in this world. In noemaflux familiar urban spaces are reinvented and inscribed with new meaning via a mixed reality. In this new space, the main street and adjoining laneways of the city of Ogaki are populated by media creatures from the Micronation of Ludea. Discover these creatures by finding AR markers hidden in the streets. As you move about the city you carry digital seeds that pollinate each site creating a crossmedia ecology that connects people, urban spaces, signs and digital systems. The work explores the connections between artificial systems such as language and natural processes abundant in life.

In this project i programmed augmented reality (AR) with Processing