IDEA 1
"LED dice" is an interactive installation designed for the public to engage with the element of chance. Participants physically interact with a large, visually striking six-sided die equipped with LEDs. They press a button to initiate the roll, and the LEDs display a random result, adding an element of excitement and surprise. This installation is ideally placed in a vibrant urban square or a community center, encouraging spontaneous participation. Its visual appeal and accessibility make it a focal point for people of all ages to gather and share moments of chance. Participants approach the giant LED die, feeling a sense of anticipation. They press the button, and the LEDs flicker rapidly before settling on a random number. The immersive experience replicates the thrill of rolling a physical die but adds a visually captivating dimension. "LED dice" draws inspiration from the idea of blending the analog and digital worlds. It explores how technology can augment and enhance everyday experiences, transforming a simple act of rolling dice into an engaging communal event. This project aims to rekindle the joy of serendipity in our increasingly digitized lives.As an artist, I'm intrigued by the fusion of technology, chance, and communal interaction. "LED Serendice" resonates with my artistic practice, which often delves into the intersection of the digital and physical realms, offering moments of joy and connection.
Materials Needed:
6 LEDs (representing the six sides of a die)
6 current-limiting resistors (one for each LED)
1 or 2 555 timer ICs (or a microcontroller like Arduino for simplicity)
Push-button switch Breadboard or PCB (to build the circuit)
Power source (e.g., a 9V battery or a USB power supply)
IDEA 2
The pet feeder I've designed is intended to provide a convenient and automated solution for pet owners to feed their pets. The primary intended interaction mode for members of the public (pet owners) is through the use of a button press or automatic dispensing based on specific time intervals. Pet owners can press the button to dispense food for their pets when they're away or allow the feeder to operate automatically, ensuring their pets are fed regularly even when they're not present. The intended sitting for this digital pet feeder is within a pet owner's home, specifically in areas where pets are typically fed, such as the kitchen or a designated feeding area. It's a household appliance meant to seamlessly integrate into the daily routines of pet owners. The intended experience for the audience, in this case, the pet owners, is one of convenience, peace of mind, and care for their beloved pets. They can interact with the device through the button press, but the primary experience is the assurance that their pets are fed on time, promoting the health and well-being of their animals. The theoretical underpinning of this idea lies in the intersection of technology and pet care. It addresses the practical need for automated feeding while aligning with the broader trend of smart home devices. The idea stems from a desire to provide pet owners with a reliable and efficient way to care for their pets remotely, utilizing logic gates and automation to achieve this goal.
Materials Needed:
Linear actuator or any other motor for dispensing
A microcontroller (Arduino)
Push-button switch
Timer module (RTC)
Breadboard or PCB (to build the circuit)
Power source (e.g., a 9V battery or a USB power supply)
IDEA 3
"Emodifier" is designed to engage members of the public in a highly interactive and emotionally resonant experience. As viewers step into the installation, they become active participants, each influencing the artwork's visual and auditory output through their emotional states. They are encouraged to explore and express their emotions freely, creating a shared emotional landscape within the space.This piece of work is ideally situated in a spacious, immersive gallery environment, bathed in controlled lighting to accentuate the visual effects. The product acts as a mirror to their inner states, transforming and amplifying their emotions into a multisensory spectacle. The users create their own environment based on their mood. By moving the slider on the product it would change color. It encourages self-reflection and connection with others as emotions converge and diverge, forming an ever-evolving symphony of human expression."Emodifier" was born from a fascination with the interplay between emotion and perception. It draws inspiration from emotion theory and psychology, particularly the idea that emotions are not solitary experiences but rather a collective force that shapes our surroundings. This installation explores the fluidity and interconnectedness of emotions, seeking to create a tangible representation of their transformative power. As an artist, "Emodifier" reflects my ongoing exploration of the intersection between technology and human emotion. It embodies my belief in the power of art to evoke emotional responses and connect people on a profound level. "Emodifier" serves as a testament to the beauty and complexity of human emotions and our ability to shape and be shaped by our emotional landscapes through interactive art.
Materials Needed:
Multi colored bulb or any light source that flashes different colors
A microcontroller (Arduino)
Slider button
Breadboard or PCB (to build the circuit)
Power source (e.g., a 9V battery or a USB power supply)
Based on my initial ideas, I thought creating something interactive would be an interesting experience to perform and practice logic gates.
A two-player digital Tic-Tac-Toe game on a grid of LED lights, where players take turns to press the button, and the game logic ensures that a player wins when they get three in a row, column, or diagonal.
When player 1 presses the button the corresponding LED lights up as red. When the 2 player presses the button the corresponding LED lights up as blue. The LED lights alternate each time the button is pressed representing a different player.
In the winning case when the play gets three in a row the entire board lights up in the color of the winning player.
In the case of a draw the game stops and the LEDs blink in the same state, resetting afterwards.
Using AND gates to represent the three-in-a-row win and using XOR gates to show that there can be ONLY one combination for a winning case in each game.
Assuming that the winning combination is A,B,C and player 1 wins on his 3 turn ; since it is a two player game we know that the other player has played two turns. Given this infromation there are fifteen possibilities for player 1 to win with A.B.C combination.
Assuming that the game is played entirely and that there are 9 inputs, thus there are 2^9= 512 combinations possible in the entire tic tac toe board.
A two-in-one device. It acts as a fidget toy for an individual and can also become a two-player digital Tic-Tac-Toe game with a grid of LED lights. The players take turns to press the button, and the game logic ensures that a player wins when they get three in a row, column, or diagonal.
The LED lights alternate between red and blue each time the button is pressed either representing a different player or just an indication for fidgeting.
The reset button on the side clears the board, i.e. all the lights go off and the device is set to the default state.
This is a portable device that can come in your backpack. The fidget toy is a visually captivating and tactilely stimulating gadget that offers relaxation, stress relief, and sensory engagement.
Tic-Tac-Toe with red and blue LED lights offers an entertaining and challenging gameplay experience engaging the players. It's a modern take on a classic game that can be enjoyed by people of all ages.
When player 1 presses the button the corresponding LED lights up as red. When the 2 player presses the button the corresponding LED lights up as blue.
Result:
In the winning scenario, when the player gets three in a row the entire board lights up in the color of the winning player.
In the case of a draw, the game stops, and the LEDs blink in the same state, resetting afterward.
Word Equation:
Using AND gates to represent the three-in-a-row win and using XOR gates to show that there can be ONLY one combination for a winning case in each game.
Truth Table:
Assuming that the winning combination is A,B,C and player 1 wins on his 3 turn ; since it is a two player game we know that the other player has played two turns. Given this infromation there are fifteen possibilities for player 1 to win with A.B.C combination.
Logic Diagram: