Tuesday, December 15, 2015

Projection Finale

Well our projection mapping was a success!(from last week) And the projection videos were all so good. It's been a great semester, hope everyone has a good break

Tuesday, December 1, 2015

Pre-Finale: Logo animating

https://www.youtube.com/watch?v=nzgBdToCqW0

I'm working on animating the logo for studio. Right now it's a gray, but I'm going to make it just spin only and change the color as the gray may not show up on the water tower. It needs to be ambient and bright and colorful to show up on the water tower. I have accommodated by creating different versions and will test them tonight.

Tuesday, November 24, 2015

Update: Mid-Stages

In preparation for the projection mapping today, we have changed a few things. We finished what we wanted at the end of the animation after the climax and some roles have changed. Michael will be doing the animation for the canyon and I'll be doing other stuff like the rocks. The files are up on the drive

Canyon | To do


3D Models

Rocks for Canyon
Hallway and cylinder for the end
Distorting Object


2D Animations

Character Animations
Walking, Jogging, Running
Floating
Falling
Jumping
Looking around


2D Plants
Natural
Geometric
Growing


3D Animations

Distorting object turn into doorway
Canyon Animation


Rendering

Canyon with animations, separate renders for each wall. Correct camera motion, low and close to character


Distorting object doorway

Flash: Plant animation


It was my first time using flash animation but Michael requested if I had the time to go and do the plant animation too since he was getting a bit worried that Jacob didn't show up last Thursday. I have finished it, now to just put it in the video and see how well it goes. Also we're probably going to do another logo, the HEB one since one group is behind. 

Thursday, November 19, 2015

Finished canyon animation

I finished the canyon animation, well most of it. Michael is helping tweaking it a bit so that looks all neat and clean. Since I have extra time I'm doing a 3D model of the VIZ logo and someone else on the team will do the animation Not sure on how far Jacob is on the 2D animation since he wasn't here today but I will be helping doing the 2D plant animation in flash. I will be done in a flash over the weekend.

Tuesday, November 17, 2015

Update: Distorting object

As of today I have finished most of the distorted object at the end but I just need to tweak some parts becauce I can't get the animation where I want it at

Tuesday, November 10, 2015

UPdate over the weekend

This is the canyon wall all together, from right to left, 100% poly, 66%, 33% with the subdivision reducing from 3 to 1 on the last wall. We are now proceeding to the animation stages where we will animate transformations, Michael did some testing at https://www.youtube.com/watch?v=ozuuHzd4McM

Thursday, November 5, 2015

Modeling:Troubles in houdini

While Houdini is killing my processor, I have managed to make 3 canyon wall differnitating on how real, unreal and midreal. It should be done and exported by Tuesday and I will upload it on the drive.

Thursday, October 29, 2015

Initial Stages: Modeling


Made using Houdini, I still need to make it look more like a canyon wall. Right now it looks just like a rocky terrain but we'll get there by Thursday. Definitely. 

Tuesday, October 27, 2015

New CONCEPT: Schedule

https://docs.google.com/spreadsheets/d/1LvrQ93fp6Bsqqoykoiaf3ZaIH5PdfuMrSY7OV60kiCo/edit?usp=sharing

Projection concept

Theme: Transform
Focus on Rhythm, Color, Animation

The concept we thought up with is to perhaps make a internactive game and level during the projection. With using Unreal ENgine and going through different pathways as the environment distorts and transform till they reach from Point A to Point B. It'll be one level that we create but we need to discuss with the professor on how to get that to work.

Projection Mapping | Idea Description

Concept

An interactive projection mapping where the player controls a character in a 3D space. The setting will be a canyon at night, the player will be drawn forward by a bright object in the distance that appears to be changing and morphing continuously. As the player gets closer to the morphing object the canyon walls will narrow and begin to deform and act in erratic ways. The end of the experience will happen when the player reaches the morphing object and becomes engulfed within it. At which point an animation of the object will play and lead to a fading out of the experience.

Implementing

Camera Considerations -  To have projection mapping work effectively the camera will be stationary and not track to player movement, instead the player will move around the screen and then choose the path they want. Once a trigger has been set off the camera will cut/transition to a new position. This also assures that players will only move forward in the level.

Game Engine - We will probably want to use Unreal Engine 4 because it has a lot of built in functionality we can use to quickly get a prototype working. It also has a really good lighting system which will help our project’s look.

Other Things - Creating a character with animations
Deforming shapes
Animated textures and particle effects
Figuring out how to stream gameplay into madmapper

Reference

The end of journey has a similar feel to what we want to accomplish











Possible style for level








Glowing plants




Shape at End


Projection Mapping Excersise

Here it is https://www.youtube.com/watch?v=Un0VvcqlNqU

Wednesday, October 21, 2015

Inspiration for Final Project

https://vimeo.com/49960413
It was really cool to see the transformations, from the slow start, to the yellow and blue combining and then the nature scenery. Also the music reminds me of Secret of Mana

https://vimeo.com/32756536
I like the futuristic and mysterious effects they used. The enclosed tunnel gives the audience the feeling that they're actually within the projection mapping especially when it switches to the outer space effects. It blends really well especially since the tunnel is enclosed and it's already night.

For fun (I just thought it was entertaining and neat to do in such a small office)- https://vimeo.com/43239312

Monday, October 19, 2015

Documentation video and Finale

It's posted on the facebook, but just in case I need to post it here...

https://www.youtube.com/watch?time_continue=3&v=37be8kNAnpc


Short summary:
Our wearable game controller is designed for team coordination while using stretches to move Mario to bring about a collaborative experience. We created stretch sensors and sewed them onto knee pads for the Arduino to pick up and press on the keyboard. A switch pressure sensor is created to switch the controls between players so they can take turns when one gets tired of doing the jump. As the controls are dived to movement(moving left or right) and jumping(pressing S). The for use scenario is ideally for older people who want to get in shape with a friend while having fun coordinating.

Thursday, October 15, 2015

Wearable Game Controller: Finis

Our power point @ https://docs.google.com/presentation/d/1o75k0vc8mMf_Rr7uFS9kbo3WFj_OFpDHlEc57X6kO1M/edit?usp=sharing

Michael will put together the documentation video from the picture and video Jacob and I took. We will be done by Tuesday as scheduled.

Tuesday, October 13, 2015

Final Stages Costume Creation

We created our click on the socks and saunder the wires together and put it in the jacket. WE're almost done getting the big stuff out of the way. Just need to test it out and put the other sock click on s and then more testing and the powerpoint presentation

Friday, October 9, 2015

Final stages: Program works

Great news the sensors work, I may need to fix the stitching on the sensors to make sure they stay on and at least stretch. So there's some more work for me. We need to test it a bit more. We need to get LED and stuf fon the headbands.


Playtested during class

Tuesday, October 6, 2015

Inital Stages: Updates

Michael finished setting up the programming, all we gotta do is test it after we set up. I fixed the socks to make them look neater, and am stitching the knitted sensors onto them. Jacob is still knitting, he has one more sensor left to do. We are abandoing the glove idea of the fireball, but everything else like LED, wires, Headband, knee socks is still in place.






Tuesday, September 29, 2015

Initial Stage: Begining

Today our group knitted(Jacob) some sensors out of conductive yarn. Then we manage to get the senor to work to go right and left. We also gathered all our materials today and learn saunding. Next is to fix the program, stitch the knits onto the socks and more testing.

Wednesday, September 23, 2015

Concept: Research

Jacket uses

Sound uses: with the Arduino

Light sensing LEDs

Sound sensors in Arudino
http://arduinobasics.blogspot.com/2013/05/sound-sensor.html
A bit hard to emulate since this also requires a device that cost about 100 to use. It is simple not feasible or within any budget.

Pressure Sensitivity?
Yes the Arduino has pressure sensitivity. As shown in the tutorial in class, where we adjust the analog and the light from the blinking thing was brighter the closer you were to it. It adjusted accordingly when you move farther away from it.

Wireless?
Unless you buy/make a wireless Inventor shield(which is a hassle) or Arduino wireless Shield that communicates with Zigbee.

 Concept:
Our controller is going to be used with an old version of super mario. To make the experience more performative and engaging we are going to distribute the control of mario to two players. One player will control left and right movement, while the other player will control jumping and the shooting of fireballs. This setup will force cooperation and communication between players in a game which typically can be successfully controlled by one player. At certain points throughout a level the players will be prompted and the controls will swap, this will keep the players on their toes while also increasing the amount of cooperation necessary.

Participants will be wearing 80’s workout clothing, the hope is that the inherent goofy nature of the clothing will encourage users to more expressive with their actions and movements. The costume will include a headband, jacket, single glove, and knee pads.

Sensors will be inserted into the knee pads and glove. The knee pads will have bend or pressure sensors that react to the bending of the knees, this will control walking and jumping. The glove will also have a bend or pressure sensor that reacts to the closing of the fist, this will activate the launching of a fireball. The jacket will function as the hub of the costume, all wires will flow to the jacket and then be wirelessly transmitted to the computer. The headband will be used to give feedback to the player in real time, this will be done through small headphones or speakers.

Tuesday, September 22, 2015

Reading Summaries

Envisioning the Future of Wearable Play

There are two problems with interactive gaming, and it's not the technology. Rather it is the design use that is lacking. The first problem is that most of the games designed with interactive technology mostly work well for mini games which is just lacking in terms of taking full advantage of the technology. The second is that we need to come up with new concepts on interactive uses. The article provides three solution to the problem. It proposes usages of props, equipment or clothing to be used with gaming. The clothing concept is an interesting one because it would make the player feel like they've become the character as clothing defines a lot about a person. Another proposal they offered to solve the problem was to use the whole body as a switch for the controller. Many of the concepts the article offered as a solution often uses theatrics and psychology.

Movement Guidelines


The article is a guideline when thinking of creating games that involve movement, that have been examined and refined by 14 experts. The process to design button game design and interactive movement games are vastly different and it's important for game designers to know that. The guideline aims to be in the middle between broad and specific after many iterations from experts. In general simple gestures are better to communicate to the technology and games that respond to a player's movement gives a positive experience. Designers should focus on the body while keeping in mind the player's fatigue and safety hazards. A lot of the guideline's rule could be broken or interpreted in a lot of ways, and that the researchers want to publish the guideline after a few more iterations.

Monday, September 21, 2015

Cool Technology

Stanford Emotional Detecter Controller
This is a cool device attached to an Xbox controller where it measures how the player is feeling with from sensing their physiological status and adjusting the gameplay as needed to the person's psyche.

Playstation VR

Announced just recently at TGS 2015, the Playstation VR immerses players into the game's world by putting on a Headgear and then feel like their actually in the game by viewing in first person and enjoying the game's graphics not on a TV screen but right in front of you. Giving gaming users a new sense of immersive experience.

Wearable ArmBand Controller

Again this was shown in class, but I still think it's pretty cool. Being able to just wear this and work technology without having to move around much. It could be useful for people that are like disabled or people that can't move around much.

Edit: Just notes to myself on some ideas

Mario-> Gestures

Singing Idea? -wear scarves
-Sing Low/High Oooohh to go L/R
-Sudden octave AH to Jump
-Slur Ooooh....AH to Fireball

Swimming gestures: armband/gloves?
-Freestyle/Backstroke to go L/R
-Breaststroke up to Jump
-Butterfly to Fireball

Hand Gestures-Gloves
-Clap in quater notes to run, clap 2x as fast to go left
-Snap to Jump
-Rub hands to Fireball

Thursday, September 17, 2015

Tuesday of Presentation



So on Tuesday we presented our Dream Pillow to the class. It was a success, the buttons work with the embroidery and conductive thread! Though the touchboard was put outside of the pillows because there was some trouble hiding it in the pillow sheets. Other than that, it turned out great!

Tuesday, September 8, 2015

Update on the Dream Pillow

https://drive.google.com/open?id=0B3FJJj4UAuHVYmc5dGFMOWJCRDA


New link to our concept of the Dream Pillow after we met up on Tuesday. I added the MP3 tracks onto our SD card, only missing one cause it was too big(The sleep ambient music) but Josh said he will take care of it. He is also brining in the buttons, Valerie is going to be stitching the conductive thread and the symbols for it on the pillow, I will bring the pillows(again), and the pillow case.

Monday, September 7, 2015

Exercise 1

Title of the project: Pillow Relaxer(Name subject to change)
Concept Description: the concept is to relief stress by relaxing the user with music when they sleep on the pillow. There will be about 2-4 pillows and each uses different sounds to stimulate the mind. 
Concept Drawing
Materials: Wires, pillows, fabric(cotton), touchboard, music(sound)
Space or Wearable Design: Able to sleep on it


Notes: Track000-Rain
Track001-Wave
Track002-Rainforest
Track003-Music

Wednesday, September 2, 2015

Portfolio Post

Portfolio Slideshow link
Now I did have it as a PDF file but I have no idea how to upload the file onto Blogger, so I'll just show a link to the google drive link. IF anyone knows how, please let me know.

Tuesday, September 1, 2015

About Me



Hello I am Wenny Ngo. I am a senior at A&M University majoring in the Visualization undergrad program. Originally I was a Biochemistry major but I switched in the summer before my Sophmore year. I have had experience with digital art for a while, messed around in a lot of programs too. So I've used Photoshop, Illustrator, InDesign, Corel Painter 12, Paint Tool Sai, Clip Studio Paint, FireAlpaca, and Painter Pro. Most of this resulted in me switching from a PC to a Mac, and Sai's pressure point on my tablet wasn't compatible. So for a long time I was just looking for something that could work as a substitute for Sai, and I found my love with Clip Studio later.

For my 3D skills, I am most certainly lacking in that department. I only know how to use Maya, but even then I don't know how to model much. I've made like simple objects, and a Snake for a class but I still need to work on my skill set. Also I really suck at programming, unless it's like HTML or CSS which I don't really consider as programming since it's more visual based than algorithmic based.

Some side stuff I like I guess. I am a huge anime, and JRPG(Japanese Role Playing Game) fan. I haven't had time to watch some anime these past few months, but a few of my favorites are Steins:Gate, Madoka Magica, Attack on Titan, and Pandora Hearts. Favorite games are mainly from Final Fantasy, Tales of series, and Persona. When I'm not doing nerdy stuff I am surfing the net, baking, reading or looking up gameplay videos from Splatoon.

FYI, I am part Chinese and Vietnamese, but was raised and born in the US so my English is pretty good.