Evelynn Zhang Creative Technology Portfolio

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C R E A T I V E T E C H N O L O G Y P O R T F O L I O 2 0 2 2 E V E L Y N N Z H A N G

S Y N I M M E R S I V E

#1

M.ARCH THESIS DESIGN PROJECT

FOR BARTLETT SCHOOL OF ARCHITECTURE (2022)

Exhibited: Ars Electronica ‘22 (Austria), London Festival of Architecture ‘22

Software Input: Unity (Central Processing Plat form), HTC Vive (Motion Capture System), Arduino (Wearable Devices)

Syn-, “acting together” or “united”, presents an immersive dreamscape in which the experience and data analysis of togetherness are explored.

Guided by a system of interactive lights and the ambiguous presence of a performer, participants are prompted to engage in synchronised movement in order to trigger the release of oxytocin, a hormone proven to elevate self-other awareness.

Utilising this method of empathy enhancement, the performance aims to blur judgements and pre-conceived social boundaries, while guiding participants through three stages of cognitive awareness.

TEAM MEMBERS: COURTNEY KLEIN, EVELYNN ZHANG, KIKI LIN
FIREBEETLE BOARD 1 // RIGHT ARM LED DATA RECEIVER VIVE TRACKER 1 // RIGHT ARM POSITION SENDER VIVE TRACKER 3 // CENTRAL AXIS REFERENCE POINT FIREBEETLE BOARD 3 // RIGHT LEG LED DATA RECEIVER VIVE TRACKER // LEFT VIVE TRACKER 4 // RIGHT LEG POSITION SENDER 1 2 3 4 5 6 7 8 0 8x Neopixel LEDs// Lighting sequence as numbered 1 0 2 3 4 5 6 6x Neopixel LEDs // Lighting sequence as numbered
FIREBEETLE BOARD 2 // LEFT ARM LED DATA RECEIVER SENDER VIVE TRACKER 2 // LEFT ARM POSITION SENDER FIREBEETLE BOARD 4 // LEFT LEG LED DATA RECEIVER TRACKER 5 LEFT LEG POSITION SENDER 1 0 2 3 4 5 6 1 2 3 4 5 6 7 8 0 // 6x Neopixel LEDs Lighting sequence as numbered // 8x Neopixel LEDs Lighting sequence as numbered FULL BODY SUIT // TOP + BOTTOM 28 NEOPIXEL LEDS FINAL CUSTOMISED PERFORMER WEARABLES
SYN_ARM_
= TRUE PARTICIPANT 90º 45º 5º
BOOLEAN
SYN_ARM_ BOOLEAN TRUE PERFORMER 135º 120º 90º Diagram: Explanationofinteractionbetweentheparticipantandperformer’sresponsiveLEDwearables
GND Data VCC A1 A2 A3 A4 B1 B2 B3 B4 C1 C2 C3 C4 C5 A1 A2 A3 A4 B1 B2 B3 B4
Explodeddrawingoftheparticipant’sLEDglove
Diagram (Right):

AREA

stage_3 stage_2 stage_0
PERFORMER’S
STAGE_1 Diagram (Left): Exploded axooftheimmersivespatialset-up
MY ROLE: INTERACTION DESIGNER (Vive VR System - Unity) REAL-TIME DATA VISUAL EFFECTS DESIGNER (Apple Watch - Unity) WEARABLE ELECTRONICS DESIGNER (Neopixel & Conductive Thread) CHOREOGRAPHER SPATIAL DESIGNER DANCER Image: LivevisualisationofaparticlesystemcreatedinUnitythatchangescolourfrombio-data collectedbytheAppleWatch Image: Arduinoasaninterfacebetweenreceivingdata fromUnitytosendingcommandstotheLEDwearables

Image: Sceneoftheparticipantinteractingwiththelivedatavisualisationofhisheartratevariability

S T A R R Y N I G H T

#2

Software Input: Unity (Central Environment with MediaPipe Blaze Pose), Cinema4D (Animation)

Inspired by the same canvas of night sky people experience despite be ing physically apart, ‘Starry Night’ is envisioned as a collective virtual space where users are able to connect with family, friends, or strangers.

Using real-time body pose tracking through the computer’s webcam, distant users will unified under a virtual dark dome once they put on their VR headset. They are only able to view their own, as well as other user’s head, both wrists and both ankles represented as glowing stars. Users are prompted into interacting with one another by collectively partici pating in choreographed movements to position the stars into specified targets set out within the Unity environment. Once all stars are locked in place, a star constellation will be projected into the sky, lighting up the dome.

Project Duration: 3 Days

Image:

EnvironmentbuiltinUnityand

TEAM MEMBERS: ADAM BRAUN, EVELYNN ZHANG, KIKI LIN, MARY JANE MOUSSA Display(right)ofthe
theuser’strackedhandsintheformofaglowingsphere. anduploadedtoOculusQuestVRheadset. Image: Display(left)of BlazeposeMotionTracker, operatedfromthecomputer’s webcam.DataofthebodyarecollectedandinputintoUnityasdesignparameters. MY CONTRIBUTIONS: UNITY SYSTEM SET-UP IDEATION BLAZEPOSE MOTION TRACKING C4D - UNITY IMPORT
#3

E M B O D I E D S O U N D

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Software Input: Abelton (Audio Processing), Touchdesign (Visual & Audio Interaction), Microsoft Kinect (Motion Tracking)

‘Embodied Sound’ is an interactive audio-visual per formative piece influenced by the current embod ied experience the pandemic has imposed on us.

The performance relates the physicality of social distancing measures ‘choreographed’ upon bodies to the urban soundscape created by the constant announcements of reminders which people have grown so accustomed to as part of their day-to-day lived life.

Improvised movements created by the dancer di rectly trigger and influence the sound played in the space. As the dancer’s body interprets and orches trates a series of audio in real-time, a dialouge starts to emerge between the body in motion, the sound scape created, as well as the visual representation of the moving body and sound particles through space, resulting in a engaging interactive mode of performance.

Project Duration: 3 Days

TEAM MEMBERS: ALEX WARD, DAPHNE CHU, EVELYNN ZHANG, TAFARA MANIKA
MY CONTRIBUTIONS: IMPROVISED PERFORMANCE IDEATION DANCE

TOUCHDESIGNER MICROSOFT KINECT DANCE

Image: TroubleshootingofAbeltonintheprocessingofsound,whichcanbe manipulatedbythedancer’smovement.

Image: Touchdesignerasthecentralplatformfortheinputofmotioncapture data,musicmanipulationandoutputof aresponsivevisualprojection.

INTERACTIVE PROJECTION

LEFT: P5 JAVASCRIPT

LEFT: P5JS

S E L F P O R T R A I T

This p5 sketch paints a live por trait of anyone that sits in front of the computer with a webcam enabled.

The expressionistic strokes gen erated via the code updates the canvas with the palette of colours captured by the camera as it re sponds in real-time to the chang ing motion of the subject, giving it an intimate interaction between the painter (which is the comput er in this case) and the painted (can be human, objects or space in general).

Located in the center of a constantly the station master who oversees the

The station is a place for the convergence serving the little inhabitants of the city. elevated central platform rotates dynamically a fine piece of clockwork - responding as they alight from one transportation into another.

#4
T O R A C E N T R A L E X C H A N G ( S K E T C H W O R K)
RIGHT: CINEMA4D

#5

ABOVE: RHINO, GRASSHOPPER

P A R T I C L E F I E L D

This short exercise on grasshopper experiments with the creation of a dynamic morphing gemetrical space through the usage of several changing parameters.

The final visuals are generated primarily from both ‘Spin Force’ and ‘Point Charge’ functions.

Econstantly rotating platform, Tora Robotto is Tora Central Exchange Station.

convergence of different transport systems city. Located on top of a sky tower, the dynamically - almost representational of responding intelligently to the little passengers transportation mode, transit through and departs

#6
/ INTERACTION DESIGN / CREATIVE MOVEMENT TECHNOLOGY /

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Evelynn Zhang Creative Technology Portfolio by Evelynn - Issuu