Click the button above to view my 3D design for a pencil/pen/tool holder for my boyfriend (JE).
I settled on the design after considering that I wanted something that could serve multiple purposes, and could be used at work and at home. My boyfriend works as a CAD drafter for a small engineering company, so he tends to have materials and pens laying around a lot. With this device, he should be able to hold a few small items - in the head, box, and even the hand. I added ball point joints to the panda's body, so that it could be manipulated and hold pens or pencils. Though it is expensive to have devices printed and mailed, I may have it completed as a gift. Once printed, I would paint the object into the colors of a panda. I found this project to be fun and a great example of thinking outside the box with the SAMR model. My project above is very meager in comparison to what we discussed in class and in the article, but I have certainly learned there are SO many uses for 3D printing today. 3D printing now has the capibilities of doing more than just that - Organs, food, fossils, and even models of ancient artifacts can be easily replicated with the use of 3D printing. The article briefly discussed art education and 3D printing, but they neglected to discuss the potential 3D printing could have on saving money for school supplies. Imagine how much money could be saved in the long run if a teacher was able to 3D print extra supplies or tools, like paint or clay. 3D printing art would also challenge students to use the SAMR model by making them think more critically about the materials they use, and consider how their project will turn out if they use X material instead of Z. Future 3D printing could also open doors to granting teachers access to museum databases, and allow students to see paintings from musuems across the globe. 3D printing has been a game changer for all fields of education, and I am excited to see where it will lead.
0 Comments
Here are my erasure images. Clicking the image should open up the gallery and make the images larger. My post is still in progress, and being typed through MS word
ERASURE ----------------------- ORIGINAL Follow the links below to see videos of the device in action, and view close up photos on how it was developed.
I developed an exfoliating device, for facial or body cleansing, as my Little Bits project. In preparation for the project, I hand sewed a silicone facial cleansing pad from walmart ($2) onto a exfoliating cloth cut to the shape I desired. I followed by handsewing the rest of the product, but left enough space for a hand to fit inside. The small pocket inside the cloth was added afterwards, in effort to make space to fit the Little Bit pieces. It took a lot of tinkering to find the right pieces and make them fit, but I was able to effectively connect the battery with pieces for a LED light and vibration with a button and switch piece, to turn the device on and off. I fit them all inside a small pocket, as you can see in the photo below. The button is hidden behind the silicone cleansing pad, and when pressed, the LED light flashes and the product vibrates. . Digital communities such as Little Bits serve as tools for educational purposes when the work is shared, or "published". Sharing work grants others access to see what you have done, which can be another fun component to a project. Sharing work can also be beneficial in that others in the community can help you when you run into problems. Modular electronics improve current technology through its use of customization - people no longer have to settle for mass produced electronics that are close to what they want. ... With Little Bits, they can make the product themselves, and customize it to fit their needs. The customization and open source technology features of Little Bits also make it a form of new media art ; this technology was not around until recently, and it can be used to create art alone or supplement past works of art by adding new features ( buttons, LED lights, vibration, sound). Little Bits is a great way of challenging young kids and teens, and has so many uses! Please follow the link above to read the first part of my video game controller posting. The first portion answers questions and discusses interative video game controllers, while this post primarily discusses my project.
I was able to fix some bugs in my game this week, add a ton of new coding, and perfected the basics of my game. I also added a ton more sprites, who get sick by touching each other. The characters go through three stages - being healthy , infected, (incubation period) and then sick - in effort to show the stages a disease goes through. . I am still manipulating the main character (blue) but I have made it so that he can cure others by touching them, but he also puts himself at risk of getting sick doing so. I made it so that not all sprites can be cured , to help show the three possible outcomes of a pandemic : 1. we get sick and get better 2. We get sick and die 3. We never get sick (by never catching, or through DNA mutation). My video game controller is a large square white box, with large red "x"s and "+" symbols. The colors and symbols were chosen to make it appear as something for a medical hospital. The buttons on the device are made of clay, and shaped as syringes for medical purposes (vaccines, blood, medicine, etc.). The syringes have bare metal wires, and connect to the makey makey device (inside the box) through holes. To help conceal the exposed wire, I created buttons in the shape of red blood droplets, and placed them over the metal. I will create icons within the game to further connect my controller with the game - 1 icon of a syringe to symbolize those cured, and a large red X to symbolize those that are sick. Here are some clips of my controller in action. I have provided two clips in effort to show the controller from different perspectives, and ensure the audience can see the game controller being played. 1 PV stands for First Person View 3 PV stands for Third Person View Hey Everyone, Here's the glitch art I've made. I had a lot of fun toying around with images. I have tried to follow a theme of obscure and well known scenes or images from my favorite horror films and tv programs,Below are some of my favorites I've made. The Friday the 13th Image (Row 6) and second image from Nightmare on Elm Street ( Row 7) are examples of how abstract glitch art can be. They are not the strongest examples, but I thought they were still intriguing from an art perspective. CLICK IMAGES IN GALLERY BELOW TO ENLARGE Images are from : Halloween (1978) , The Shining (1980) , Twin Peaks (1991), Freaks (1932), Friday the 13th (1980) and Nightmare on Elm Street (1984) gLITCHED ------------------------orIGINALOnto the rest of my post :
In short, glitch art is the practice of manipulating digital image coding to create a "glitch". Class today centered on review of the past two asychronous online class meetings. The past two assignments involved creating "glitch art" and "erasure art", as well as leaning how to use and tinker with "Little Bits".
For the past few weeks, I had been playing around with various images and glitching them, in effort to make (find?) the best work.. I have tried to involve the theme of my favorite horror films and TV programs, and tried to glitch the images in ways that protected at least one key element for identifying the original image. I tried to use relatively obscure scenes; such as ones that people would not immediately recognize or recognize as being from a horror film.. In the end, I was able to produce some great images using that concept, but did have to compensate and also use famous images from horror films. I am still in the process of developing my errasure images, but am not concerned about the project. During my undergraduate degree at Columbia College, I took a course in computer design and typography, which taught me the basics of Adobe photoshop, Adobe Illustrator, and Adobe InDesign. Through the course, I learned how to manipulate images to make them obscure, disappear entirely, or simply unidentifiable. . As for the Little Bit modular electronics part of class this week, It was a learning experience, but I had fun tinkering with the products. Initially, I had a lot of trouble coming up with an idea for my project. Through discussion with the professor, I settled on making a exfoliating device that vibrates. For those unfamiliar with skincare or exfoliation, exfoliating is the process of using something (usually with a gritty texture) to help scrape dead skin cells away, to help cleanse skin deeply. Advances in skincare research and technology, we now have the option of using water proof/resistant electronic devices in our skincare routine. Many of these products are expensive ( $200+ for some), so using Little Bits would be a more affordable option in the long run. Materials such as silicone or plastic would be great material options to make the device water resistant. Since it will not be sewn shut, my device will not be water resistant. Little Bits is a great use of integrating technology into the classroom, and using the SAMR model. The devices - little pieces that connect magnetically, and work together to create electronic devices - are so simple and easy to use, and challenge the user to think critically about what they want in a product, and how to make it happen.. Thanks to Little Bits, it can happen. People have created so many innovative devices and projects using Little Bits - even schools! While scouring the Little Bit community website, I came across one Star Wars themed project contest done by a school. The professor challenged his students to use Little Bits to move a light saber (paper image) without touching anything. The video was a great example of the potential the device holds in a classroom, and how easy and fun it can be. Unfortunately, it appears the video was taken down due to copyright infringement, since they used images of the products used within the movie. With Little Bits being so open ended, there are SO many projects that can be done to further benefit the art process. Heres two other videos that help show how versatile Little Bits can be. The first video is also part of the Bit Wars contest, and is essentially a more high tech version of the video I first discussed. The second video is from a classroom in Peru, in which two young girls made an alarm clock with Little Bits. I included this video to help show how schools across the globe are using little bits. The video includes a great example of student assessment - the teacher interviews the students about their project, and asks what they did, and how they feel about the assignment. Here is a video about the Stikbot Zanimation Studio, made by ZING. I used the Mega Box set for my project, and loved it. This would be such a great tool to use in a classroom ! It incorporates green screen technology, music/sounds, and ghost images to help keep track of placements, to make stopmotion videos through a free smart phones/tablet app. Video game consoles have advanced in many ways over the years, and have become increasingly more interactive and group-friendly. As of October 20th, 2016, Nintendo announced their newest system, which will bring this same interactivity and game play to handheld consoles. In the article this week, we learned about what an impact interactive controllers can have on a game. Similar to how music and sound effects affect game play and overall enjoyment, interactive controllers help lull the player into the fantasy world they are playing. Up until the recent Nintendo announcement, interactive controllers had been a gimmick for solely for at stationary video game consoles - not handheld consoles. A factor that makes it work for the switch is that its not just one device either; it is considered to be a hybrid game console - a hand held console, stationary home console, and tablet all in one. But was this a good idea? As a fan and consumer of nearly every Nintendo handheld console, I am not so sure. Nintendo did not take into consideration a large portion of its fanbase purchase the handheld consoles for their portability. They also failed to take into consideration how their video games will adapt to such a interactive controller - most of the video games released on handhelds do not mesh well with interactive controllers, like the Wii or Wii U. I applaud their creativity in how innovative the controller is, but they also failed to take into account that the Wii has been the only interactive controller they've developed that was a legitimate success. Virtual Boy, the Wii U , and the initial release of the 3DS serve as proof of this history. Each of those devices were considered to be a massive failure upon release.
I fully acknowledge and agree with the results of the study on interactive video game controllers, however I think they failed to discuss why such controllers are not more popular. Gimmicks such as an interactive controller may have a big impact on enjoyment, but how does it affect sales? Historically, video game consoles with interactive controllers have been massive failures. The Wii is the only console with an interactive controller (for all video games) to date that was a legitimate success. Virtual Boy, the Wii U , and the initial release of the 3DS serve as proof of this history. Each of those devices are considered to have been a massive failure upon release. Why? I theorize society interest has simply not caught up with technology. Consoles with Interactive controllers, and features such as 3D, are more often than not more expensive than their counterparts, and can confuse consumers. A common criticism of the Nintendo 3DS was the safety of the device, which has the capability to show 3D without the use of glasses. Ironically, the Nintendo Virtual Boy, developed in the 1970s, and had similar capabilities but displayed 3D images with glasses, was met with similar criticism. The interactive features were ultimately what led to their demise. What I stated above also relates to video game controllers that may metaphorically extend the theme of an art game. The gimmick may make it more enjoyable to some degree, but It will most likely not support sales enough to be successful. The creators used the SAMR model, but not to its fullest in that regard. Below are photos of the video game controller I developed for my Scratch video game. Please follow the link below to see my other blog post, which features more information about the controller, and a few videos of it in action. Week 8 - October 14th, 2016 Week 8 of ARTE 543 centered on discussion of how to bring video games into the classroom. In preparation for class, this week's reading was: Teacher's Perceptions of Video Games: MMOGs and the Future of Preservice Teacher Education (2006) Written by P.G. Schrader, Dongping Zheng, and Michael Young Technology has advanced a lot in the decade since the article was posted, as Professor Leonard stated in class today. The discussion of bringing video games into classrooms reminded me, this is already a reality in many Chicago Public Schools. I was placed into a 3rd grade general education classroom at a CPS school for clinical experience at Northeastern Illinois University in the fall of 2015. Chicago Public Schools had made many adjustments to curriculums, in effort to meet the standards of Common Core, the state, and beyond. One such change, involved the integration of games such as ST Math and websites like Khan Academy for learning centers. I was able to witness first hand as a preservice teacher how much of a difference these programs and games made. ST Math is essentially a video game, with graphics reminiscent of well known application games like Candy Crush Saga , that helps tutor children on what they know, and gradually introduce them to new content. These programs allowed the teacher to challenge and motivate every student with minimal effort or additional support. This was a big feat, considering there were 30 students in the classroom, many of whom were struggling English language learners, and only the teacher and I to help struggling students. ST Math is geared towards children, with games and tests to meet the educational needs of kindergarten through eighth grade, but they do include a bridge to help support struggling high schoolers. Khan Academy, on the other hand, can be used to tutor, test, and teach virtually (no pun intended) any subject and grade level - Kindergarten through college level. Both ST Math and Khan Academy were developed by scholars in education, seeking to do exactly what was discussed in the article we read this week. Please refer to the youtube videos below to see the game, ST Math, in action, and the history of the website Khan Academy. To access the websites directly search ST Math in the app store or visit their website www.web.stmath.com, or play a free demo of the game at mind research.org . To access Khan Academy directly, visit the website www.khanacademy.org . Here is a link to my current game, to view it at the moment. My game idea was originally centered on the concept of trying to avoid a disease/plague, and trying to infect others once its too late. The game is inspired by the game Plague Incorporated , and a course In epidemiology that I took during my undergrad at Columbia College Chicago. Plague Incorporated is a smartphone/tablet app game that allows players to create their own virus, bacteria, or disease, and watch it spread across the world. Throughout the game, the player gets updates on the status of the world , current events that happen as result to the disease, and whatnot, as they wait to see the fate of the world . During my undergrad at Columbia College Chicago, I took a course in epidemiology that ignited my interest and fascination in the field , and the history behind it. This fascination is largely why I am a fan of games and phone apps like Plague Incorporated . I plan on trying to make my game as realistic as possible, and will thus acknowledge the three possible scenarios in plagues : 1. the individual gets sick, and gets better 2. The individual gets sick and dies, or 3. The individual never gets sick - but that can also refer to immunity from DNA mutation. Though my project is simple at its core, there are many aspects (stages of virus, timer, sounds) that will complicate the project. In the end, I did stray from my orignal plan. I realized many video games have already covered the concept of trying to infect or avoid a large population of people. But what about the opposite? a game in which you tried to cure the sick? In my research, I was unable to find many pieces that covered that scenario. I adapted my video game as such, and simplified the game as needed. The final piece includes a timer and counter for the number of people saved. It is a basic game, and I struggled a lot with figuring out coding. This project took me several weeks to complete, and I now recognize I should have taken advantage of the in class support more frequently. Please click the link below to see the completed video game and blog post. |