Sunday 13 November 2011

SWOT Analysis - Arduino Light Sensor Feed

This feed displays light input data ranging from 0 to 1023, as collected by a light dependent resistor within an Adruino scheme. A high value currently represents low light intensity, and a low value represents high intensity. These values are translated into an angle value from 0 to 90 degrees which informs the rotation of one or more servos. These servos power circular shutters which block circular openings in a facade system during periods of high daylight intensity, and unblock the openings during periods of low intensity. In this way, the facade is able to maintain soft natural internal lighting at all times.

Strengths:

Clever servos mechanisms allow a drastic improvement in energy management of lighting. These servos are circilar shutters which "block circular openings in a facade system during periods of high daylight intensity, and unblock the openings during periods of low intensity." This prevents any excessive use of energy intended for lighting as natural light is being used in the daytime.

Weaknesses: 

These functions may be void depending on the season and weather, e.g. Rainy weather would require the rotary mechanisms to unblock and eventually be relying on artificial lighting anyway. Therefore this would be unreliable and a fragile system at certain times.


Opportunities:
This system has portental for saving a significant amount of energy in terms of heating, lighting etc. Therefore this could be implemented in a much larger scale, and more publicly used buildings.

Threats:

Possible threats would include a lack of emergency backup in case of system failure shutdown. While the system is extremely innovative, in chance of system failure these rotary systems and all its benefits would be rendered useless and void.


PACHUBE GRAPHS





ANALYTIC ENGINE BRIEF & VIDEO CLIP


ANALYTICS ENGINE BRIEF

The main concept behind my Analytics Engine was a light sensor feed that saves energy used in light through sparing use of artificial lighting and maximum use of daylight. This went under the premise that the more daylight there is the lesser amounts of artificial light, and the less daylight there is the more artificial light is needed. This helped me to shape my whole concept of my Crysis environment and Sketchup models, as I used lighting and shadow as a key motif.

My surrounding claw like walls are all uniquely opened and therefore allow light to shine through them creating unique shadows within the entire structure. This entwined with the no physics entity sphere capsuling my cubes, created amazing shadow art. While the cubes contributed to the lighting part of my concept, their main purpose was to cater for my spatial porosity complex. It is a common architectural fact that through creating clutter within a space expresses a more populated feeling. These cubes allowed me to uniquely and diversely section off my open space, which links back to the definition of porosity.

The bottom level was also filled with the recurring motif of cubes although since it is underground and covered in darkness, this allowed me to implement the artificial lighting concept of my Pachube Feed. My analytics engine was also located here as it seemed suitable to act as a sort of destination for my crisis environment.

The main idea behind the video motion and editing is to firstly concentrate on the way the light interacts with the structures to create an immense and unique art form. This caters to the fact that porosity is the “unique reconstruction and reimagining of spatial properties.” As the group of cubes break up it actually creates several spaces within this big open field and space. This linked perfectly with the Pachube feed as the light and space concepts integrate almost perfectly, and are commonly combined concepts in basic architecture.


3x30s



Sunday 11 September 2011

DOCUMENTARY



This video entails a short documentary style demonstration of my main concept behind my level. (read "Conceptual Link" post for further detail.) But this video mostly includes visual demonstrations of LUDOLOGY vs. PURE WAR, and the immense defence systems of a PURE WAR society.

Conceptual Link

My main concept linking pure war and real-world sensors, was basically creating a strategic and futuristic technological defence basis. As Crogan states that Pure War is a constant “preparation and anticipation of actual warfare” this would only require immense weaponry and defensive support. My Pachube Research of a city in Japan exposed to sever nuclear exposure, is entied to my main concept of pure warfare. As my pachube research indicated the level of nuclear exposure attributed to Japan's incidents in war and their level of power plants this links with my idea of anticipation and preperation for warfare at any cost (despite the clear dangerous risks of nuclear exposure).

However, after studying ludology in-depth, it had come to my attention that efficiency was not enough and I had to provide some creative conceptual defence mechanism with well-considered design aspects to it. This had spawned the idea of a maze/puzzle blockade that would actually entrap the opponent ultimately leading to their inevitable death. However, I had also created a route for non-enemies, which would still be almost impossible to survive in the real world.

I had also made sure to include the main colours of white and red within this experiment. As red is symbolic of danger, war, emergency; whereas white is the opposite and is symbolic for safety. This not only helps stimulate my design concept of “Pure War” but also creates an obvious and realistic sense of urgency and danger within the level.

CUSTOM FLOWGRAPHS

The custom flowgraphs that I have used in my experiment were mainly used to convey my sense of urgency and danger within a world undergoing “Pure War.” I had achieved this through swift moving physical entities often hidden to cause surprise within enemies. However I also used incorporated the “real world sensor’s” aspect within my “Pure War” microcosm, evident in my recurring glowing path theme – which glows upon the player’s close proximity. This was not only to indicate the player’s physical location, but also was used to convey danger as I had manoeuvred the tiles to flash if the player is in danger or heading in a wrong direction. If the player was heading to the right direction, these lights would not flash, but provide a peaceful white glow.  


Movement Flowgraph

Object Glow 

PACHUBE RESEARCH



Geiger Counter Feeds from Fukushima,JAPAN

Base: N37.557608,E139.853178
Fukushima Daiichi Nuclear Power Plant: N37.421009,E141.034219
Kashiwazaki Kariwa Nuclear Power Plant: N37.431387,E138.60137
approximately 105km(65.2mi) from Fukushima Daiichi Nuclear Power Plant to the west.
approximately 112km(69.6mi) from Kashiwazaki Kariwa Nuclear Power Plant to the east.
Update every 1min.
The conversion coefficient from CPM to uSv/h is 0.00833.
Normal value(Background):0.04-0.05uSv/h.
Weather http://www.jma.go.jp/en/jikei/313.html
Geiger Counter: Strawberry-linux geiger counter.
Sensor model: LND-712 (LND Inc.)
In The room.
With an opened window of 1m(40in) in height.
********** Thanks to help from around the world. **********
福島県会津坂下町 放射線量・放射能 ガイガーカウンター・リアルタイムモニター
(個人計測)

TAGS

LOCATION NAME

Aizubange Town,Fukushima Prefecture,JAPAN

LOCATION MAP

Map data ©2011 Europa Technologies, Geocentre Consulting, Google, Mapabc, SK M&C, ZENRIN - Terms of Use
Map
Satellite

LATITUDE

37.5577104682266

LONGITUDE

139.85312461853

ELEVATION

182

EXPOSURE

Indoor

DISPOSITION

Fixed

DOMAIN