Ardestan Visual Programming Language
Member(s): Hiroki NISHINO
Ardestan is a visual programming language (VPL) for Arduino that is currently under development.
The language is specifically designed for art and design students who are novice programmers.
Multitasking and event scheduling are essential for interactive prototypes, but novice programmers often struggle with implementing these features. By borrowing language design from Pure Data, a VPL for interactive music, Ardestan makes it easier to implement multitasking and event scheduling.
Additionally, it generates C++ code for a standalone Arduino system.
These features would be beneficial for supporting prototyping activities by art and design students in undergraduate interaction design courses.
LC: A Computer Music Language with Three Core Features
Member(s): Hiroki NISHINO
LC is a new computer music programming language that has three main features:
(1) prototype-based programming at both the level of compositional algorithms and sound synthesis.
(2) the mostly-strongly-timed programming concept and other features related to time.
(3) the integration of objects and functions that can directly represent microsounds and the related manipulations for microsound synthesis.
These features address issues in computer music language design that have been raised by recent creative practices. As such, the language design can benefit both the research on computer music language design and the creative practices of our time, serving as a design example.
High-Low Tech Ombro-Cinéma
Member(s): Noguchi WAKASA, Hiroaki BANDO, Shunta SAKAUE, Mao KOZUMA, and Hiroki NISHINO
Ombro-Cinéma is a toy animation display developed in 1921 in France, which utilizes a barrier-grid animation technique. By rotating the attached hand-crank, it presents a scrolling animated story to viewers, the narrative of which is tightly associated with its mechanical structure.
We re-invented this obsolete animation display device with high-low tech approach and extended its expressibility with sound and lighting effects, which can be synchronized with the progress of a story.
We also explored the design space of this ‘High- Low Tech Ombro-Cinéma.’ with two example works for educational and entertainment purposes respectively.
While such re-invention of an obsolete device with digital technology opens an interesting design space for artistic exploration, it may also provides a valuable opportunity to reconsider the association between the narrativity and interaction design, particularly in tangible interaction.
Published as:
Wakasa Noguchi and Hiroki Nishino. 2022. High-Low Tech Ombro-Cinéma. In ACM SIGGRAPH 2022 Posters (SIGGRAPH '22). Association for Computing Machinery, New York, NY, USA, Article 16, 1–2. https://doi.org/10.1145/3532719.3543225
Expreiments in Hybrid Moving Images
Member(s): Hidetaka Okumura and Hiroki NISHINO
Hybrid Image is a type of image that is generated by synthesizing two different still images into one, in a way that the interpretation can change with viewing distance as either of these two images. However, current hybrid image techniques are only applied to still images and the application to moving images is largely unexplored. Therefore, researching hybrid moving images has great potential to contribute to both research and artistic practices. We developed software to create video clips with hybrid images and conducted a preliminary investigation into hybrid moving images. The results suggest that hybrid moving images share the same characteristics as hybrid still images to a considerable degree, but they may also impose some extra restrictions on the source images to effectively provide the visual illusion of a hybrid image.
Member(s): Shunta SAKAUE, Taijyu KIMURA, Katsumi UTOH, and Hiroki NISHINO