Wednesday, September 28, 2011

Third Experiment

Infographics:
The use of colour in this info-graphic could translate quite easily into a crysis installation, simply change colours depending on a variable. The tree structure would be more difficult, but could theoretically be achieved using a large number of objects, possibly stored in an xml file for batch-like analysis.
This could become an interesting experiment with actual crysis multiplayer levels, in which the map is divided into grids, and then an analysis of the time players spend in each of the grids creates an object at the center of the grid sized to the amount of time.
A more difficult concept to create, but lines linking various objects with lines coloured according to some variable and potentially varying the thickness of said lines in accordance with the linked objects proximity.





A simple test of changing the colour (Actually the material) of an object depending on a variable, here's the flowgraph which controls it:


Tuesday, September 20, 2011

Second Experiment



The video showing the flowgraph from todays task.

Images of the flowgraph (Click to enlarge them):

Ideas for implementation:
If the incoming data is updated too rapidly (In excess of once every two seconds or so) the averaging technique in the flowgraph above could be used to provide a slower, smoother transition between lighting levels.

Brief:

My idea is to use the lighting data from the pachube feed, and represent it in a similar way as the student who created the feed, but on a grander scale. She used a series of blocks covering a window, I plan to use a series of blocks covering the entrance, or inner section, of a cave. Instead of having the blocks rotate to let more light in, my idea is to have the blocks literally explode out of their locations onto the ground, possibly accompanied by a sound effect, as the amount of light outside increases, as though the light itself was a force. As the light decreases, I'll attempt to make the blocks float back into place, but may end up just teleporting them back.


I'll also include a light meter inside the cave, behind the block-wall, to allow the viewer to see what's happening in a more quantitative fashion, which, when combined, should give an easily accessible interpretation of the data feed to the casual observer.

Thursday, September 15, 2011

First Experiment


A simple experiment using XML files to find the average facing direction of the player. (Z-direction only)



I chose to look at the light sensing data feed here: https://pachube.com/feeds/35524

S.W.O.T Analysis:
Strengths - Fairly reliable data, unlikely to be too affected by unwanted entities. Easy to represent light variation in the environment.

Weaknesses - Stream is not operating very often and I suspect will be completely gone by the time the assignment is due.

Opportunities - An opportunity to understand the way lighting works to a higher degree in the Crysis environment

Threats - It may not have an easily identifiable maximum value which would be necessary to implement my idea in Crysis.