Interactive Week 7

This week P’Ohm begin class by showing us many clip video about interactive work and ask us to present what work we are interesting whether it can be real or not.
I like the work that P’Best shown to us. It’s called water light graffity.
http://vimeo.com/4709546
And it seem that most of my friend like it too. Because it is a water, so I think it can attract many users to play with it.
Another one that I like is a water speaker. There was a real product sold in many store. But I think if I can make it in my own step. How cool is it?

After everyone show their own video P’Ohm let us discuss about what we gonna do in mini project. We form a group of six and discus. When we finish our discussing, we agree to do an interactive table like this one.

Interactive Week 6

Interesting Technology
– Motion Detection (in Avartar movie) : Motion detection is the process of detecting a change in position of an object relative to its surroundings or the change in the surroundings relative to an object. Motion detection can be achieved by both mechanical and electronic methods. When motion detection is accomplished by natural organisms, it is called motion perception.For the example of Avartar movie, the concept is to make an avartar without using human makeup into blue alien but really want to use human. see how can he solve this problem.

They were also in security work too.

Nowaday, most of all organization try to mix museum are learning station(สถานการเรียนรู้) integrated in one place to stimulate people in learning.

– Physical computing: tangible like whole body interaction (all kind of ICT stuff)

Knowledge
– Cognitive science: the interdisciplinary scientific study of the mind and its processes.
– Neuroscience: the scientific study of the nervous system.

ICT and Museum Learning: ICT come from information communication technology
– Google trend try to bring the intelligent like robot that going to be an ubiquitous technology

Lifelong learning:
the “ongoing, voluntary, and self-motivated” pursuit of knowledge for either personal or professional reasons. Therefore, it not only enhances social inclusion, active citizenship, and personal development, but also self-sustainability, rather than competitiveness and employability.

Learning In Museum
Question
– ask your self when you are design how learning in museum are differ from learning class
– How to promote lifelong learning
– role of the object, how to link that digital media

P’O
ก่อนที่จะเริ่มทำอะไรต้องลำดับความคิดขึ้นมาก่อน ถึงของจะกากๆแต่คอนเซปดีมันก็ดูดีได้
ความคิดสร้างสรรค์ทำให้สิ่งของดูมีมูลค่าเพิ่ม
– Glow Pillow
เกิดจากการที่มีปัญหาในการอ่านหนังสือตอนกลางคืน
เอาLEDใส่เข้าไปในหมอน เพื่อให้อ่านหนังสือได้ตอนกลางคืน มี2โหมด ไฟส้มอ่านหนังสือกับไฟฟ้าทำให้น่านอน
– Monome: can’t explain in word  I’ll let you see from the video

And when we cover with the music~

Whole Body Interaction

Introduction
What is “Whole Body Interaction”:
The integrated capture and processing of human signals from physical to generate feedback for interaction in a digital environment

Challenges
1.Design for Whole Body Interaction
2.Engineering of Interaction
3.Research Philosophy

1.Design for whole body interaction: In the past we use our bodies to do things such as walking, lifting. Nowadays technology are evolved, we can use our bodies to interact with the electronic device.
Start with the premise that all aspects of the human user are involved in interaction and elements removed are not required. Next, specify how elements are integrated. The interaction design with the individual elements will be expanded. The design process would be iterative for discovering more information about the users. For the example of
– Multi-user air guitar: We are able to play(control) guitar by standing in front of the camera without using the real guitar. User can use floor pads to produce effects by changing the pressure of the pads. Optical flow will measure the speed of hands across the string to produce musical notes.
12.Engineering of Interaction For the example of
– Wiimote from Nintendo or the Microsoft Kinect
to use in non-gaming domains.we need at least four points of reference on the body whether from sensors or cameras. We also require the processing and feedback of signals to be in real time.

3.Research Philosophy: Human Computer Interaction is a multidisciplinary subject. Much of the work in Whole Body Interaction takes place in cross-disciplinary contexts.Whole Body Interaction is in one sense a reaction to that fragmentation and attempts to bring us back to the user as central in our design and research thinking. We need to raise questions about our research philosophy and methods.
Motion capture: the process of recording the movement of objects or people. It is used in military, entertainment, sports, and medical applications, and for validation of computer vision and robotics. In filmmaking and video game development, it refers to recording actions of human actors, and using that information to animate digital character models in 2D or 3D computer animation.


– Physical interaction

Whole Body Interaction in Abstract Domains
– Conceptual Metaphor Theory
posits that human capabilities for dealing with abstract concepts are always grounded in a small core of universal sensory-motor abilities, together with their associated low-level inferencing capabilities. Conceptual metaphors can be applied in two different ways: as grounding metaphors, and in conceptual blends
Grounding metaphors enable the simplest abstractions to be grounded directly in physical experience
Conceptual blending works by allowing two or more conceptual metaphors to be used to create new expanded or composite metaphors by processes of composition, completion and elaboration

– A Complex Abstract Domain: Tonal Harmony
Tonal Harmony concerns the organisation of multiple simultaneous pitch sources, for example, two or more singers, or instrumentalists, playing independent but coordinated melodic lines. To see how this relates to whole body interaction and conceptual metaphor, it will help to briefly consider two related theoretical perspectives, namely Sensory Motor Contingency Theory and Dalcroze Eurhythmics
Sensory Motor Contingency Theory: Sensory motor contingency theory shows that in order to learn to organize. And respond appropriately to sensory input in a new domain or context in which it is. Important that the actions of one motor with the power to affect . Relationships observed in domains in that situation. There are a variety of specific types of reviews and . Experience is the lack of ability to be treated to failure of development principles. Trained singer And play audio out only once. May be able to work together musically . May be due to lack of experience in controlling its use.
Lessons from Dalcroze Eurhythmics: Dalcroze Eurhythmics, applies to musical rhythm rather than harmony, but shares key issues with tonal harmony. In order to encourage competency in enacting rhythms, particularly ones involving multiple streams, Dalcroze invented a system of rhythmic ‘gymnastics’ or ‘eurhythmics’. We propose that these insights from Dalcroze Eurhythmics can be applied fairly straightforwardly in principle to tonal harmony.

– Harmony Space – A System for Exploring Tonal Harmony
Harmony Space is an interactive digital music representation system designed to give beginners and experts insight into a wide range of musical tasks ranging from performance and analysis to composition. When combined with whole-body interaction to create the Song Walker version , Harmony Space allows users to enact complex harmonic phenomena physically via mappings between (a) bodily movement and (b) conceptual metaphors and blends for musicalabstractions.

– Conceptual Metaphors and Blends in Harmony Space
Harmony Space exploits a set of conceptual metaphors that link concepts in tonal harmony to spatial concepts.  Harmony Space in a combined technical, and cultural process in three stages, as follows.
1.Harmony Space introduces and embodies a set of metaphorical blends in whichthe basic conceptual metaphor of pitch interacts with itself in a series of layers.
2.The interactive digital nature of the tool facilitates the visual plotting of diverse music from the repertoire in spatial terms. This process affords reflection by interested users and music analysts on the emerging patterns and their musical meaning.
3.From the above technical and cultural process, new ways of discussing the technicalities of harmonic phenomena have emerged using a spatial, movement-based vocabulary as an alternative and complement to symbolic technical terms.
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Whole Body Large Display Interfaces for Users and Designers
Ever since the introduction of the mouse and the WIMP (windows, icons, menus,pointers) model of human computer interaction, users have been required to use computers in the same consistent manner, regardless of the task at hand. Work and interaction in the physical world is much more flexible, fluid, and dynamic than work that is constrained by the limitations of a traditional desktop computing system.
Large display devices offer benefits for interaction. The form factors of such displays mimic the properties of large physical work surfaces, such as whiteboards and tables. As with whiteboards and tables, large displays can foster collaboration and support tasks such as brainstorming and casual data reference.
From a designer’s viewpoint, body-centered interaction eases development, and helps the designer keep the user central to the design process. We examine both of these viewpoints, with a particular emphasis on interaction techniques for large displays.

– Large Surfaces and Large Displays
Large physical surfaces play an important role in supporting everyday tasks. As such, they ought to be a critical component of the whole workspace “toolbox”. Whiteboards and tack-boards are widespread in homes and offices, and play quite different roles from desks, due to their vertical orientation.
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– Body-Centered Interaction
There is a rich history of work investigating the relationships between human bodies and virtual interaction techniques, both within and outside of the research community. Artists have often been at the forefront of this exploration. A very early example of this is the VIDEOPLACE project by Krueger et al., which made use of a shadow embodiment of the user to mediate interaction.
5Why Body-Centered Interaction
•Display surfaces scattered about the room.
•Easy reach of the hands instead mouse or laser pointers.

– Interaction Spaces
: It is believed that interaction in personal and peripersonal space is more optimized than interaction in extrapersonal space, because most of our real world interaction experience is inside the bounds of peripersonal space.
Personal space: Occupied by the body
Peripersonal space: Region within easy reach of the hands
Extrapersonal space: Whatever lies beyond peripersonal space

– Social Conventions
One important aspect of social interaction is the notion of private space, as described by Felipe and Sommer. Private space is the region around a person’s body outside of which they attempt to keep other people during normal interaction. As described by Sundstrom and Altman, private space is more complex than simple private/non-private, and changes fluidly depending on the situation.
For example, a system could use proximity information to determine when different users transition between close collaboration and independent work.

– Example Interaction Techniques
Based on our knowledge of interaction spaces, and the scale of interaction for large displays, we have developed techniques in which users interact with the display through a virtual shadow proxy.
Body-based tools:  allows users to select interaction modes by reaching to predefined body locations. This approach relies on the power of proprioception, making mode selection a personal operation, and thus avoiding the need for public tool bars and menus that clutter the workspace.
Sharing protocols: in which real-world physical actions result in the copying of virtual data between users’ personal data stores. The protocols involve users directly handing virtual content to one another.This incorporates common social conventions directly into the process of sharing digital data.

Body-Centered APIs
Application programming interfaces (APIs) allow developers to create software applications without requiring knowledge of the low-level details. It follows then that body-centric development should be supported through the use of a body-centric API, or BAPI. A properly designed BAPI allows developers to query the state of users, including the locations and limb poses of individual users, and relationship between users and devices, displays, and each other using a single model of the entire scene.

Capacitive Sensors for Whole Body Interaction
Capacitive sensor:
measure changes in capacitance between a sensor antenna and its surrounding. Capacitive sensors offer a cheap, robust, and flexible way of prototyping and implementing sensor systems for Whole Body Interaction.
Three different capacitive sensing techniques:
loading mode, transmit mode, and shunt mode.

– Related Work
Probably the first use of capacitive sensors for primitive Whole Body Interaction was in 1907. German physician Max Cremer put a living frog between two capacitor plates. By measuring capacitance changes he could observe the frog’s heartbeat.
In 1919 Leonid Termen presented the Theremin, a musical instrument using two capacitive sensing antennas for controlling pitch and volume of a tone . The Theremin is played by hand movement near each antenna. Termen used the same sensing principle for tracking body movement Recently, capacitive sensors have been used in a variety of human–computer interfaces. Rekimoto determined hand poses by capturing the wrist shape using a wrist band containing capacitive sensors.
Taylor and Bove equipped a baseball with a capacitive sensor matrix which allows to determine how the ball is being held.
Valtonen et al. track users by equipping floor tiles with capacitive sensors. By embedding sensors into furniture, one can unobtrusively capture everyday actions.

Game Controllers Built from Capacitive Sensors
The games’ concepts and graphics were kept very simple in order to reduce confounding variables and provide a coherent feel across the three games.
MoveBall:  A computer screen showed a 2D, top-view arena with a randomly placed ball and a randomly placed hole. By approaching one of the sensors with the hand, the user could move the ball in one of the four directions. In each round it was counted how many times the user could move the ball into the hole within 1 min.
HitBall: The user stood on a large sensor plate. Two antennas were placed at arms length to his/her left and right. A red circle appeared randomly at the top, left, or right edge of the screen. Depending on its position the user had to reach out towards the left or right antenna, or jump. In each round it was counted how many times the user “hit” the correct target.
WalkBall: The goal was the same as with MoveBall. The user could move the ball forward by walking in place. the user could change the ball’s direction. In each round it was counted how many times the user could move the ball into the hole within 1 min.

Conclusion
Due to some unique properties, capacitive sensors are especially suited for Whole Body Interfaces, especially for game controllers: Robust hardware, Flexible placement and layout, Friendly but challenging behavior.

 


Interactive Week 5

TCDC[Thailand Creative & Design Center]
2Mission:
TCDC’s key focus is to create an opportunity for Thai people to access source of knowledge for their new inspirations. TCDC will provide them with an opportunity to experience and absorb of new creativities by learning from success and achievement of all famous artists and designers worldwide.
TCDC in cooperation with private sectors, SME entrepreneurs and designers aim to raise public awareness of using design to add value to their products along with helping Thai designers work gain visibility in the local and global marketplace.

Description: “Dance with your imagination and change your life” “โลดแล่นไปกับจินตนาการเพื่อเปลี่ยนชีวิตคุณ”

TCDC is an interesting museum that we should visit once. We plan to go there after midterm examination.
If you want more information further, Take a look at
http://www.tcdc.or.th/index.php
http://www.youtube.com/tcdcthailand

Design and Development Process(Continue)
3.Developed design:

4.Detailed design:
5.Production & Installation:
6.Commission & Testing:

Technology1
– LED Panel: An LED display is a flat panel display, which uses an array of light-emitting diodes as a video display. An LED panel is a small display, or a component of a larger display. They are typically used outdoors in store signs and billboards, and in recent years have also become commonly used in destination signs on public transport vehicles or even as part of transparent glass area. LED panels are sometimes used as form of lighting, for the purpose of general illumination, task lighting, or even stage lighting rather than display.

– Most of museum based on object content

Knowledge
– Viral marketing(on facebook): SEO[search engine optimization] using computer social media to promote
Facebook
More…..Viral marketing, viral advertising, or marketing buzz are buzzwords referring to marketing techniques that use pre-existing social networking services and other technologies to produce increases in brand awareness or to achieve other marketing objectives (such as product sales) through self-replicating viral processes, analogous to the spread of viruses or computer viruses (cf. Internet memes and memetics). It can be delivered by word of mouth or enhanced by the network effects of the Internet and mobile networks. Viral marketing may take the form of video clips, interactive Flash games, advergames, ebooks, brandable software, images, text messages, email messages, or web pages. The most commonly utilized transmission vehicles for viral messages include: pass-along based, incentive based, trendy based, and undercover based. However, the creative nature of viral marketing enables an “endless amount of potential forms and vehicles the messages can utilize for transmission”, including mobile devices.

Screen Shot 2557-02-13 at 10.19.47 PMDevelopment Process
– Conceptual Phase: Must understand what is your content, what is the main idea, mission, schedule, resource
Product-Oriented: collect ideas-most ideas come from other ideas
– Development Phase: setting the goal of exhibition…
– Content Development: write report in every state to collect the knowledge and then pick the right data(extract data) for user(or for the one who use data next to us) in order to write the story line
– Production stage: construction process, launching process
– Functional Phase: evaluated process, collect result weather you hit the goal
– Terminate stage: return collection to the original source
– Assessment phase: report back to organization
Screen Shot 2557-02-13 at 10.25.52 PM Screen Shot 2557-02-13 at 10.25.59 PM Screen Shot 2557-02-13 at 10.26.07 PM Screen Shot 2557-02-13 at 10.26.16 PM Screen Shot 2557-02-13 at 10.26.25 PM Screen Shot 2557-02-13 at 10.26.38 PM Screen Shot 2557-02-13 at 10.26.48 PM Screen Shot 2557-02-13 at 10.26.56 PM

Different between:
– Exhibition plan: ex. Floor plan, material
– Educational plan: knowledge, data, what kind of message and activity that they using to communicate
– Promotional plan: how to promote

– Goal exhibition of dialog in the dark is คนตาบอดก็ใชีวิตปกติได้ they need a place to stand, opportunities

– ICT ane museum learning

Interactive Week 4

Dialogue in the Dark – an exhibition and workshop to explore the unseen The concept of Dialogue in the Dark is simple: visitors are lead by blind guides in groups through specially constructed dark rooms in which scent, sound, wind, temperature and texture convey the characteristics of daily environments – for example a park, a city, a boat cruise or a bar. The daily routines become a new experience. A reversal of roles is created: people who can see are taken out of their familiar environment. Blind people provide them with security and a sense of orientation by transmitting to them a world without pictures. The tour itself lasts for about one hour but the effects can last a lifetime.
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International Museum & Exhibitions

– The Fundació Joan Miró, Centre d’Estudis d’Art Contemporani (Joan Miró Foundation) is a museum of modern art honoring Joan Miró located on the hill called Montjuïc in Barcelona, Catalonia.
2The idea for the foundation was made in 1968 by Joan Miró. Miró formed the foundation with his friend Joan Prats.Miró wanted to create a new building that would encourage particularly younger artists to experiment with contemporary art. The building was designed by Josep Lluís Sert to ensure that this work could also be made available to the public and exhibited. He designed the building with courtyards and terraces and to create a natural path for visitors to move through the building. http://www.youtube.com/watch?v=Vaayenk9meY

– Melbourne Museum is in the Carlton Gardens in Melbourne, Australia, adjacent to the Royal Exhibition Building.(add interactive around the museum)
3– MOCA[Museum of contemporary art]
http://www.mocabangkok.com/museum_tour.php
You might wanna take a look!!

Bernstien Zimmer: known as “amber room” it was destroyed in the past and then restored by using computing to design details of this room.

Interactive Technology in Museum & Exhibitions: This is an example of interactive technology. As we can see that those innovation don’t always have to be computers.
– Interactive Navigation
4 56
– Digital Display
-Audio message display: Made for blind people to be able to understand contents.(Example of red building elevators)
– Model: Projection on the floor or some kind of plane material

Interesting technology7
Augmented reality (AR) is a live, copy, view of a physical, real-world environment whose elements are augmented (or supplemented) by   computer-generated sensory input such as sound, video, graphics or GPS data.
8Virtual reality (VR) or also called Immersive Multimedia is a computer-simulated environment that can simulate physical presence in places in the real world or imagined worlds.

– Green computing, green IT or ICT Sustainability, is the study and practice of environmentally sustainable computing or IT. San Murugesan notes that this can include “designing, manufacturing, using, and disposing of computers, servers, and associated subsystems—such as monitors, printers, storage devices, and networking and communications systems — efficiently and effectively with minimal or no impact on the environment. *เอาของเก่ามาใส่เทคโนโลยีใหม่เข้าไป ทำให้มันเป็นretro
9Physical computing, in the broadest sense, means building interactive physical systems by the use of software and hardware that can sense and respond to the analog world.
– Location-based services (LBS) are a general class of computer program-level services used to include specific controls for location and time data as control features in computer programs. As such LBS is an information service and has a number of uses in social networking today as an entertainment service, which is accessible with mobile devices through the mobile network and which uses information on the geographical position of the mobile device.

Good design is to:
– Thinking about product design or formal design to make it integrated with the interactive you made.
– Font เป็นหนึ่งในตัวการสำคัญเพื่อให้คนสนใจอ่าน
– Use real object to make it noticeable.
– Think about brightness and location

Vocab: Curator = ภัณฑารักษ์(ผู้ดูแลพิพิธภัณฑ์)

Compare between exhibition design and search engine
Example of Google(info seek) same as exhibition design
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**The more you simplify the more user that would like to access(make it simple)

Key word: สื่อสาร(communication), กระตุ้น(motivate), แบ่งปัน(sharing)

How?: make it simple(easy to play around), fun, remember(น่าจดจำ)

1.Communication: communicate between audience and designer Show ของ: ของทั่วไป เทคโนโลยีต่างๆ, Show สมอง
2.Motivate: แบบสนุก, ได้ค้นหา, มีส่วนร่วม(participate)
3.Sharing: ไม่เน้นอ่าน, ไม่เหมือนท่องเน็ท, สัมผัสได้ที่นี่เท่านั้น

Design and Development Process
Screen Shot 2557-02-13 at 8.35.15 PM
1.Conceptual framework: what kind of museum is it, who is your audience, what kind of media, exhibition concept, topic of exhibition, visitor flow, sketches
2.Conceptual design: project administration, story-line development(workshop) to understand the topic, design brief, visitor flow, conceptual floor plan layout, preliminary design similar to prototype
3.Developed design: …..coming soon

Interactive Week 3

Developer: each person can do one or more roles. For the example.
– Designer
– Technologist
– Learning Scientist

Concept of interactive work is to combined sound, light, technology to make your job seem interesting.

Design and development process: similar to software development life cycle.

Convivial Activity: Design interactive computing technologies for people to be fun, happy and WOW!!
Some works may have ulterior purpose that try to communicate with us by using interactive technology.

Universal Design For Learning Guideline[UDL]
– Representation:
the way we shown our work to make people recognize.
– Expression:
the way we act to make people interest.
– Engagement:
to make people interest and feel bound with our work like the word engage which is translated as คู่หมั้น.

Image

http://llsafell.files.wordpress.com/2014/01/udl-infographic.jpg

World Expo: good example of interactive.
A world’s fair, world fair, world exposition or universal exposition (sometimes spelled expo for short) is a large public exhibition. These exhibitions vary in character and are held in varying parts of the world. The next World’s fair will be Expo 2015 in Milan, Italy.
More about World’s Fair: http://en.wikipedia.org/wiki/World%27s_fair

 

And the last…. THAILAND Yay!!

Walk Through “Thai Health Promotion Foundation”

Vision: “Everyone in Thailand has capability, and is living in a society and environment conducive to wellbeing.”

Mission: “To promote initiative, enthusiasm, coordination and mobilization among individuals as well as various organizations in all sectors so that they have capability to form a society conducive to good health.”

First I will talk about the sculpture

image          As you can see the white deer on right hand side. This sculpture name “Friends” placed at center of first floor. Concept: A relationship that is believed to interplay of human, animal, tree, sky, earth, water and air.

The second one is the birds sculpture.(On the opposite side of deer). They all have 365 in 3 color- orange, green and white.
Concept: 365 day of happiness.
– Orange mean knowledge
– Green mean nature
– White mean everybody

There were 10 sculpture but we saw just 3 of them.

They have 4 main hall

1.IMAG1036Start with ME: We saw 2 interactive computing. One is เหยียบพื้นแล้วมีไฟตามรอยเท้า. Another one is when you touch the wall it will show you some information about  “To listen or not listen-To believe or not believe-To do or not do” that is the aim of this room.

2.Together WE can: In this room we’re watching 2 movie about นายโสภณ ฉิมจินดา a disabled photographer Who never give up in his disability and continues to bring smiles to the society.
The interactive one in this room were probably the camera.
IMAG1038

The concept of this interactive is: To let us see the earth widely.

We take a picture by standing on the floor(earth), look up on the top and when you ready just click on the button on the wall
Cheeze!!. Your picture will show up on the wall.

3.Let’s go GREEN: Yes concept of this room same as it’s name. It’s about green environment.

This room was my favorite one. They give us an information by using electronic book, it have about 11 pages you can change page by swiping your hand in the air. Very cool right!! That made people interesting in those boring stuff.

     

Another technology in this room are Light Pipe, table that made from the milk carton and the idea that let the light pass through the basement to show the concept of green environment.

4.ThaiHealth and well-being: “Possibly you… can create healthy society” These inspiring you to living with a happy life as a fourth dimension- Body Mind Intelligence Society. ปลุกพลังบวกในตัวคุณ(ME), ส่งผ่านสู่ครอบครัวและคนรอบข้าง(WE), สานพลังเพื่อร่วมสร้างสังคมสุขภาวะ(Society).

There are 2 things in this room that involves with interactive computing, that is Sound Dome and Smart Table.

 

Interesting Things
Solar Cell on the roof top: Saving 3% of energy for this building.
Automatic Fin: Help control the amount of light and reduce the heat that enters the building.
– Green Roof: Organic Farm
Building Automation System
– Carbon Dioxide Sensor: Help get rid of dust and bacteria in the air.
– Low Emission Mirror: Protects against UV and the amount of heat that enters the building.
– โถงกลางของอาคารเปิดโล่ง: Reduce energy consumption in buildings.
– โถงบันไดเปิดโล่ง: Encourage people to use the stairs
– Water management systems: Support water and wastewater treatment systems to be used in buildings and plants in the garden.
– Green Terrace: Master of non-smoking building.
– Recycle Material: example of table that made from the milk carton.
– Light Pipe: Renewable electricity in the basement.
– ช่องนำแสง: Replacement of lighting in the basement.
– Light Shelf: Reducing the glare and heat from the lighting in the library.

Interactive Week 2

Today Aj.June begin class with the meaning of “Interactive” and some computing technology that was a combination between art and science. She introduce us to see the mobile application call “Mahidol Channel” (It also available on a cable TV as well)

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In a TV program part, It has an article call “DeScience” (Came from Design + Science). They have some VDO that used interactive design.

This is an example.

Another thing that teacher talk about is “Pichet Klunchun – Chang Theater” I was very amazed when I know that Chang Theater located at Prachauthid 61, (not far away from here but we didn’t know..)

Everyone calls me “Khon Dancer”. In the foreigners eyes, I like a dancer that act as symbol of Thailand. Everyone thought I was a conservative but in the eyes of Thailand I was a scorer – a cultural attack. Because Instead of a mask that is filled with colorful vestments, and costumes of characters “Ramayana” or ”Aunkrut” presented by the Fine Arts Department. Pichet uses silver and black mask with a set that contains only black pants, male buttocks and chest strap silver sequins . under the name of ”Black and White Khon” Khon dancers of 40 years believes that the only way to help the dancing art of Thailand back to society is to search for old knowledge and then reused with the creation of new knowledge.

Even he was rejected by some group of Thai people but today Pichet are invited to join the international performing arts festivals from around the world.

 

Software Development Life Cycle [SDLC]

3

Today Vocab
– Iterative: the act of repeating a process with the aim of approaching a desired goal.
– Recursive: the process of repeating items in a self-similar way.
– Pervasive Computing: the idea that technology is moving beyond the personal computer to everyday devices with embedded technology and connectivity as computing.
– Ubiquitous Computing: an advanced computing concept where computing is made to appear everywhere and anywhere.