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		<title>NBC Green Week: ONE SMALL ACT</title>
		<link>http://www.livelydisposition.com/nbc-greenweek-one-small-act/</link>
		<comments>http://www.livelydisposition.com/nbc-greenweek-one-small-act/#comments</comments>
		<pubDate>Sun, 22 Apr 2012 17:29:05 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Art]]></category>
		<category><![CDATA[Digital Portfolio]]></category>
		<category><![CDATA[Tech]]></category>
		<category><![CDATA[modelling]]></category>
		<category><![CDATA[real-time]]></category>
		<category><![CDATA[Unity]]></category>

		<guid isPermaLink="false">http://www.livelydisposition.com/?p=202</guid>
		<description><![CDATA[<p>I provided support doing real-time hyper-real plants for NBC sponsored &#8221;One Small Act&#8221; Earth Day campaign, a part of the Green Week initiative.  I was a large collaboration between web technologists, unity developers, and graphic designers to pull together a conversation pledge initiative across web and tablet that culminated in an installation in Philadelphia where each pledge [...]</p><p>The post <a href="http://www.livelydisposition.com/nbc-greenweek-one-small-act/">NBC Green Week: ONE SMALL ACT</a> appeared first on <a href="http://www.livelydisposition.com">livelyDisposition</a>.</p>]]></description>
				<content:encoded><![CDATA[<p>I provided support doing real-time hyper-real plants for NBC sponsored &#8221;One Small Act&#8221; Earth Day campaign, a part of the Green Week initiative.  I was a large collaboration between web technologists, unity developers, and graphic designers to pull together a conversation pledge initiative across web and tablet that culminated in an installation in Philadelphia where each pledge planted a digital seed that grew into life, projected onto the walls of an urban alley.  In addition to modeling  I supported the transfer of the painterly graphic style developed for the ad campaign, site and app to the garden environment with a combination of shaders and collaged image billboards.<br />
<br />
<iframe src="http://player.vimeo.com/video/45969640?badge=0&amp;autoplay=1" frameborder="0" width="700" height="393"></iframe></p>
<p>Additional Information:</p>
<p><a href="http://www.mpcdigital.com/NBC-Green-Week" target="_blank">http://www.mpcdigital.com/NBC-Green-Week<br />
</a><a href="http://www.candystations.com/portfolio/mpc-nbc-green-week/" target="_blank">http://www.candystations.com/portfolio/mpc-nbc-green-week/<br />
</a><a href="http://www.nbc.com/green/" target="_blank">http://www.nbc.com/green/</a></p>
<p>The post <a href="http://www.livelydisposition.com/nbc-greenweek-one-small-act/">NBC Green Week: ONE SMALL ACT</a> appeared first on <a href="http://www.livelydisposition.com">livelyDisposition</a>.</p>]]></content:encoded>
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		<title>The Creators Project: The Treachery of Sanctuary</title>
		<link>http://www.livelydisposition.com/the-creators-project-the-treachery-of-sanctuary/</link>
		<comments>http://www.livelydisposition.com/the-creators-project-the-treachery-of-sanctuary/#comments</comments>
		<pubDate>Sat, 17 Mar 2012 19:45:45 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Art]]></category>
		<category><![CDATA[Digital Portfolio]]></category>
		<category><![CDATA[Tech]]></category>

		<guid isPermaLink="false">http://www.livelydisposition.com/?p=436</guid>
		<description><![CDATA[<p>Artist Chris Milk, in collaboration with The Creators Project and Fake Love directed the creation of an interactive art installation where users were transformed, created and broken down into and by a flock of crows.  I was brought in by Fake Love to optimize and expand on the crow assets to improve the look and feel of the flocking [...]</p><p>The post <a href="http://www.livelydisposition.com/the-creators-project-the-treachery-of-sanctuary/">The Creators Project: The Treachery of Sanctuary</a> appeared first on <a href="http://www.livelydisposition.com">livelyDisposition</a>.</p>]]></description>
				<content:encoded><![CDATA[<p>Artist Chris Milk, in collaboration with <a href="http://thecreatorsproject.com/" target="_blank">The Creators Project</a> and <a href="http://www.fakelove.tv/" target="_blank">Fake Love</a> directed the creation of an interactive art installation where users were transformed, created and broken down into and by a flock of crows.  I was brought in by Fake Love to optimize and expand on the crow assets to improve the look and feel of the flocking behavior.  This involved constrained bone count and skinning optimizations executed conservatively to avoid resetting Unity&#8217;s skinned mesh component, as well as creating new animations to expand the range of poses especially in conjunction with the blend states.</p>
<p><iframe src="http://player.vimeo.com/video/50229394?title=0&amp;byline=0&amp;portrait=0&amp;badge=0&amp;color=ffffff" frameborder="0" width="700" height="394"></iframe></p>
<p>This installation debuted March 17 2013 at <a href="http://thecreatorsproject.com/events/the-creators-project-san-francisco-2012">Fort Mason Center at the The Creators Project event</a> in San Francisco and traveled across America and Europe.</p>
<p>Additional Information:</p>
<p><a href="http://www.thecreatorsproject.com/videos/chris-milk/media/ithe-treachery-of-sanctuaryi-2012" target="_blank">http://www.thecreatorsproject.com/videos/chris-milk/media/ithe-treachery-of-sanctuaryi-2012</a><br />
<a href="http://www.thecreatorsproject.com/videos/chris-milk/media/creating-ithe-treachery-of-sanctuaryi" target="_blank">http://www.thecreatorsproject.com/videos/chris-milk/media/creating-ithe-treachery-of-sanctuaryi</a></p>
<p>Bonus: <a href="http://www.festivalcollective.com/2012/03/treachery-of-sanctuary-chris-milks.html" target="_blank">Professional Dancer Playing with Treachery of Sanctuary</a></p>
<p><iframe src="http://www.youtube.com/embed/U3iWDqQNVIo?feature=player_embedded" frameborder="0" width="700" height="400"></iframe></p>
<p>The post <a href="http://www.livelydisposition.com/the-creators-project-the-treachery-of-sanctuary/">The Creators Project: The Treachery of Sanctuary</a> appeared first on <a href="http://www.livelydisposition.com">livelyDisposition</a>.</p>]]></content:encoded>
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		<title>Blub Redux: Dynamic Fish Animation</title>
		<link>http://www.livelydisposition.com/blub-redux-dynamic-fish-animation/</link>
		<comments>http://www.livelydisposition.com/blub-redux-dynamic-fish-animation/#comments</comments>
		<pubDate>Tue, 27 Jul 2010 23:29:50 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Digital Portfolio]]></category>
		<category><![CDATA[Tech]]></category>
		<category><![CDATA[Animation]]></category>
		<category><![CDATA[Dynamic]]></category>
		<category><![CDATA[independent]]></category>
		<category><![CDATA[Unity]]></category>

		<guid isPermaLink="false">http://www.livelydisposition.com/?p=60</guid>
		<description><![CDATA[<p>Based on the Blub project, this rebuilt version was developed to demonstrate an improved dynamic fish motion system without relying on motion capture for demonstration.  In addition to re-adjusting most of the joints in the the rig for improved movement and bounce, some finessed Perlin Noise is being applied to the large dorsal, ventral and [...]</p><p>The post <a href="http://www.livelydisposition.com/blub-redux-dynamic-fish-animation/">Blub Redux: Dynamic Fish Animation</a> appeared first on <a href="http://www.livelydisposition.com">livelyDisposition</a>.</p>]]></description>
				<content:encoded><![CDATA[<p>Based on the <a href="http://www.livelydisposition.com/?p=40">Blub</a> project, this rebuilt version was developed to demonstrate an improved dynamic fish motion system without relying on motion capture for demonstration.  In addition to re-adjusting most of the joints in the the rig for improved movement and bounce, some finessed Perlin Noise is being applied to the large dorsal, ventral and pectoral fins to mimic the muscular limb-like movement seen <a href="http://www.youtube.com/watch?v=NzzxOlFJtzg&amp;feature=related" target="_blank">here</a> in footage of Coelacanths.  Basic movement logic to approximate wandering in a bounded area with pauses, slow down and randomized target locations give the rig some exercise.</p>
<p>Below is a live Unity3D web-app that requires a plug-in.  Click on the player to install.  As a note Unity Apps tend to be grumpy in tabbed browsers, especially in a background tab, and tend to crash.  It&#8217;s not my code!</p>
<p><em>Please view the full post to see the Unity content.</em></p>
<p>The post <a href="http://www.livelydisposition.com/blub-redux-dynamic-fish-animation/">Blub Redux: Dynamic Fish Animation</a> appeared first on <a href="http://www.livelydisposition.com">livelyDisposition</a>.</p>]]></content:encoded>
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		<title>Master&#8217;s Thesis: Reactive Animation and the Play Experience</title>
		<link>http://www.livelydisposition.com/masters-thesis-reactive-animation-and-the-play-experience/</link>
		<comments>http://www.livelydisposition.com/masters-thesis-reactive-animation-and-the-play-experience/#comments</comments>
		<pubDate>Thu, 10 Jun 2010 16:08:50 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Design]]></category>
		<category><![CDATA[Digital Portfolio]]></category>
		<category><![CDATA[Research]]></category>
		<category><![CDATA[Tech]]></category>
		<category><![CDATA[Animation]]></category>
		<category><![CDATA[Dynamic]]></category>
		<category><![CDATA[Motion]]></category>
		<category><![CDATA[NYU-Poly]]></category>
		<category><![CDATA[Unity]]></category>

		<guid isPermaLink="false">http://www.livelydisposition.com/?p=149</guid>
		<description><![CDATA[<p>To complete my Masters degree in Integrated Digital Media at NYU-Poly I wanted to produce a Thesis that engaged a range of technical, design and art ability in service to research that serves as a foundation for my personal design ethics.  As an artist in the games industry and a gamer I&#8217;m often struck by [...]</p><p>The post <a href="http://www.livelydisposition.com/masters-thesis-reactive-animation-and-the-play-experience/">Master&#8217;s Thesis: Reactive Animation and the Play Experience</a> appeared first on <a href="http://www.livelydisposition.com">livelyDisposition</a>.</p>]]></description>
				<content:encoded><![CDATA[<p>To complete my Masters degree in Integrated Digital Media at NYU-Poly I wanted to produce a Thesis that engaged a range of technical, design and art ability in service to research that serves as a foundation for my personal design ethics.  As an artist in the games industry and a gamer I&#8217;m often struck by how developers continue to struggle with the goal of effective realistic 3D representation of their characters and worlds.  Perhaps most notably in games like Oblivion or the recent failed Conan the Barbarian MMO it seems like the ease or accessibility of improving the texture and shader quality of a model far outstrips the quality of the animation and the capabilities of the engine to believably situate it in the world. So to some extent, the shaders are writing a check that the animation system can&#8217;t cash.  From the abstract:</p>
<blockquote><p>Video game graphics have come along way from the 8-bit era.  The added 3rd dimension, higher resolution potential and larger storage for art assets have lead many developers to pursue in the highest, most sensational graphic detail possible on their platform of choice.   This detail however begins to expose the gap between how the player as a resident of the real world expects characters to look and act and what the game as a simulation can actually deliver.  Specifically, no feat of animation prowess can anticipate all the possible combinations of characters, setting and environment afforded by interactivity.  This lack of situational awareness in game characters accounts for a portion of the gap, which could be referred to as the locomotion element of the classic “uncanny valley.”  This paper hopes to examine the intrinsic quality of believable characters both in the context of traditional animation practice and interactive games in order to evaluate the impact an dynamic animation system has on the players’ experience of a simple character based game.</p></blockquote>
<p>The full Thesis text can be found here: <a href="http://livelydisposition.com/docs/ChelseaHash_IDMI_MastersThesis.pdf"><span style="color: #000000;">ChelseaHash_IDMI_MastersThesis.pdf</span></a></p>
<p>Given that the games industry is a kit of parts and the answer is not just a simple, &#8220;Make better animations&#8221; &#8211; I wanted to start building a body of research that developers could refer to while prioritizing what tech they invest in depending on what outcomes they want.  Effort put into perfecting a static animation takes away from the flexibility of design but unpolished animations end up costing player immersion and juiciness.   This initial experiment was looking at how players react to an identical game with identical characters and animations &#8211; but using procedural animation technology to liven up the character; specifically, real-time environmental aware foot falls, leg orientation, head look, and inertia.</p>
<p>The study offered players 4 versions of a simple 3D item collection where in a paper crane roamed a paper-craft playground in the pursuit of origami stars.  One version a semi-procedural locomotion system (more on this later, but it was a really awesome Master Thesis project by <a href="http://runevision.com/" target="_blank">Rune Skovbo Johansen</a>) compared to the same character and canned versions of the animations.  Players also played control versions using a canned paper cube character both with canned animations and completely static.  I put all 4 versions in front of 25 different play testers, captured their performance (screen and face) via <a href="http://silverbackapp.com/" target="_blank">Silverback</a> usability software and in game metrics reporting, and a combination of questionnaires and post-study interview for ranking and insights into the gameplay experience.  The results were positive and somewhat surprising as the traditionally difficult behavioral results provided strong results and were backed up by overall rankings while the questionnaires intended to gain insight into why were inconclusive.</p>
<p>Players consistently ranked the locomotion version as their preferred version, backed up by statistically significant longer playtimes for the locomotion version.  I believe the lack of clear questionnaire results points to the idea that people know what they like but often can&#8217;t put it into words, especially as many users specifically said they couldn&#8217;t say what the difference was just that they preferred the version with locomotion.   From the full text:</p>
<blockquote><p>So, to conclude I believe that based on all collected data that reactive and procedural animation systems are a promising new technology to promote user engagement in interactive media.  Given the wide range of procedural and dynamic motion systems, the hope is that these results apply not only to large development houses but also small-scale independent operations. While by no means necessary for enjoyment, dynamic systems have the potential to increase player longevity and their perception of the game.  It also affects how they feel about the controls.  As the investment in a dynamic system can be applied to many future titles, where as the number of animations and time spent tuning individual characters is generally single-use, developers can be reassured through empirical validation that reactivity matters, even on a small scale game experiences like the one developed for this study.  Developers interested in developing games focused on good feeling avatar control should consider dynamic motion systems as a next step in the evolution of the pursuit of animated motion, and not as a gimmick with marginal appeal.</p></blockquote>
<p>I&#8217;d like to continue studies in this vein to expand on specific theories on &#8220;bang for your buck&#8221; in interactive development, specifically the point at which developers polishing the textures and detail of models stops helping the effect and starts hurting the overall product.  The differentiator in these studies are offering several different versions at the same time, and allowing each version to stand on its own.  As game testing is typically iterative it&#8217;s implied that each version is better than the last in every way &#8211; and the perception is warped by the investment of time and the &#8220;sunk cost.&#8221;  I am of the opinion that the player&#8217;s perception of realism of the characters in Oblivion would have increased merely by cutting the texture resolution down to stay in line with the animation quality.  Disney released a book in the 80&#8242;s detailing their accumulated techniques in, &#8220;The Illusion of Life.&#8221;  Procedural and other reactive animator technologies are expanding on these concept in the interactive space, and I feel that these improvements in motion and handing more control to the designers will lead to the greatest improvements in player experience.</p>
<p>None of this research would have been possible without Rune Skovbo Johansen&#8217;s original thesis available <a href="http://runevision.com/thesis/" target="_blank">here</a>.  For anyone interested in using the system themselves in a Unity project the resources can be found <a href="http://unity3d.com/support/resources/unity-extensions/locomotion-ik">here</a>.</p>
<p><em>Please view the full post to see the Unity content.</em></p>
<p>The post <a href="http://www.livelydisposition.com/masters-thesis-reactive-animation-and-the-play-experience/">Master&#8217;s Thesis: Reactive Animation and the Play Experience</a> appeared first on <a href="http://www.livelydisposition.com">livelyDisposition</a>.</p>]]></content:encoded>
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		<title>G4LI: Design for Learning CHI 2010 Publication</title>
		<link>http://www.livelydisposition.com/g4li-design-for-learning-chi-2010-publication/</link>
		<comments>http://www.livelydisposition.com/g4li-design-for-learning-chi-2010-publication/#comments</comments>
		<pubDate>Sat, 10 Apr 2010 19:58:15 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Digital Portfolio]]></category>
		<category><![CDATA[Research]]></category>
		<category><![CDATA[CHI]]></category>
		<category><![CDATA[Education]]></category>
		<category><![CDATA[G4LI]]></category>

		<guid isPermaLink="false">http://www.livelydisposition.com/?p=58</guid>
		<description><![CDATA[<p>While working as a Research Assistant at the Social Game Lab headed by Katherine Isbister, I conducted interviews with real Game Developers to collect practical real world design practice data for a project for G4LI (the Game for Learning Institute). G4LI is a Microsoft funded initiative with NYU to find better ways to provide education with technology, [...]</p><p>The post <a href="http://www.livelydisposition.com/g4li-design-for-learning-chi-2010-publication/">G4LI: Design for Learning CHI 2010 Publication</a> appeared first on <a href="http://www.livelydisposition.com">livelyDisposition</a>.</p>]]></description>
				<content:encoded><![CDATA[<p>While working as a Research Assistant at the <a href="http://socialgamelab.bxmc.poly.edu/" target="_blank">Social Game Lab</a> headed by Katherine Isbister, I conducted interviews with real Game Developers to collect practical real world design practice data for a project for <a href="http://g4li.org/" target="_blank">G4LI</a> (the Game for Learning Institute). G4LI is a <a href="http://research.microsoft.com/en-us/collaboration/institutes/gamesinstitute.aspx" target="_blank">Microsoft funded</a> initiative with NYU to find better ways to provide education with technology, especially overcoming the <a href="http://www.toontalk.com/English/easydoit.htm" target="_blank">bad name</a> that grew around educational games  in the 90&#8242;s.  This initial exploratory study was conducted to provide the academics that commonly receive funding for educational software the expertise from industry professionals unlikely to publish papers on the subject.</p>
<p>Below is the abstract and you can find the full text here: <a href="http://www.livelydisposition.com/wp-content/uploads/2010/07/isbister_flanagan_hash_CHI.pdf">Design for Learning PDF</a> or through the <a href="http://portal.acm.org/citation.cfm?id=1753637&amp;dl=GUIDE&amp;coll=GUIDE&amp;CFID=98352522&amp;CFTOKEN=76248960" target="_blank">ACM</a>:</p>
<blockquote><p>This paper presents insights about design practices that can lead to effective and fun games for learning, gleaned from interviews with experienced game developers. We based our approach on Schön’s notion of practitioners evolving shared ‘appreciation systems’ for discussing and critiquing work, and aimed to gather and share some of game designers’ ‘appreciation system’ for games and learning. The resulting insights provide valuable pointers to other designers in the CHI community crafting game-like experiences.</p></blockquote>
<p>Over 40 interviews were conducted including the efforts of researchers at <a href="http://www.tiltfactor.org/" target="_blank">Tilt Factor</a> with Mary Flanagan.    I personally was involved with the filming of just under 25 of them, including some well known Industry figures like game design legend Warren Spector and indie developer Steve Swink.  We asked interview subjects a series of questions including personal best design practices, the role of the educator and specific things to avoid in order to make a successful video game.  I participated in the transcription and annotation of the interview videos, producing data on recurring themes and notable quotes.</p>
<p>Katherine Isbister presented the results with the paper <a href="http://portal.acm.org/citation.cfm?id=1753637&amp;dl=GUIDE&amp;coll=GUIDE&amp;CFID=98352522&amp;CFTOKEN=76248960" target="_blank">Designing Games for Learning: Insights from Conversations with Designers</a> published in the proceedings of <a href="http://www.chi2010.org/" target="_blank">CHI 2010</a>.</p>
<p>The post <a href="http://www.livelydisposition.com/g4li-design-for-learning-chi-2010-publication/">G4LI: Design for Learning CHI 2010 Publication</a> appeared first on <a href="http://www.livelydisposition.com">livelyDisposition</a>.</p>]]></content:encoded>
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		<title>Snip!: iPhone Dynamic Environment Game</title>
		<link>http://www.livelydisposition.com/snip-iphone-dynamic-environment-game/</link>
		<comments>http://www.livelydisposition.com/snip-iphone-dynamic-environment-game/#comments</comments>
		<pubDate>Tue, 26 Jan 2010 22:57:41 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Art]]></category>
		<category><![CDATA[Design]]></category>
		<category><![CDATA[Digital Portfolio]]></category>
		<category><![CDATA[Dynamic]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[iPhone]]></category>
		<category><![CDATA[NYU-Poly]]></category>

		<guid isPermaLink="false">http://www.livelydisposition.com/?p=115</guid>
		<description><![CDATA[<p>Snip! is an iPhone game developed in a 3 person team for a class project in Mobile Application Programming I took at NYU Polytechnic Institute in Fall 2009.   I was responsible for the game concept development and art direction.  I created all art assets and UI layouts and some episode/level design.  Primary development lasted [...]</p><p>The post <a href="http://www.livelydisposition.com/snip-iphone-dynamic-environment-game/">Snip!: iPhone Dynamic Environment Game</a> appeared first on <a href="http://www.livelydisposition.com">livelyDisposition</a>.</p>]]></description>
				<content:encoded><![CDATA[<p>Snip! is an iPhone game developed in a 3 person team for a class project in Mobile Application Programming I took at NYU Polytechnic Institute in Fall 2009.   I was responsible for the game concept development and art direction.  I created all art assets and UI layouts and some episode/level design.  Primary development lasted 3 months and the game was released in January 2010.</p>
<p>The goal of the project was to design a game with the potential for longevity and expansion with a long tail of updates.  Although the team dispersed after the course ended and only 5 episodes were produced I included the following features in the design to promote long term flexibility for the game experience:</p>
<ul>
<li> UI dynamically expands &#8211; levels are &#8220;moons&#8221; that surround the &#8220;episode&#8221; planet</li>
<li>&#8220;Flow&#8221; style slide navigation add as many levels as needed</li>
<li>Paper Cut art style supports fast prototyping, programmer &#8220;art&#8221; skills and the straight cut game mechanic</li>
<li>Level art draws from a library of textures like a scrapbook &#8211; textures mix and match for new environments</li>
<li>In game Facebook and Twitter score post</li>
</ul>

<a href='http://www.livelydisposition.com/snip-iphone-dynamic-environment-game/snip5/' title='snip5'><img width="150" height="150" src="http://www.livelydisposition.com/wp-content/uploads/2010/08/snip5-150x150.png" class="attachment-thumbnail" alt="snip5" /></a>
<a href='http://www.livelydisposition.com/snip-iphone-dynamic-environment-game/snip4/' title='snip4'><img width="150" height="150" src="http://www.livelydisposition.com/wp-content/uploads/2010/08/snip4-150x150.png" class="attachment-thumbnail" alt="snip4" /></a>
<a href='http://www.livelydisposition.com/snip-iphone-dynamic-environment-game/snip3/' title='snip3'><img width="150" height="150" src="http://www.livelydisposition.com/wp-content/uploads/2010/08/snip3-150x150.png" class="attachment-thumbnail" alt="snip3" /></a>
<a href='http://www.livelydisposition.com/snip-iphone-dynamic-environment-game/snip2/' title='snip2'><img width="150" height="150" src="http://www.livelydisposition.com/wp-content/uploads/2010/08/snip2-150x150.png" class="attachment-thumbnail" alt="snip2" /></a>
<a href='http://www.livelydisposition.com/snip-iphone-dynamic-environment-game/snip1/' title='snip1'><img width="150" height="150" src="http://www.livelydisposition.com/wp-content/uploads/2010/08/snip1-150x150.png" class="attachment-thumbnail" alt="snip1" /></a>

<h3>Below are some of our marketing materials:</h3>
<p>Cat stuck in a tree? Boring. Space cat stuck on a cactus about to be crushed by a boulder? Awesome. Cut through vines, trees, rocks and practically everything else to help the cat get safely back into its bin. Who knew cutting stuff could be so much fun.</p>
<p>Follow us on <a href="http://www.twitter.com/snipapp"><img src="http://twitter-badges.s3.amazonaws.com/twitter-c.png" alt="Follow snipapp on Twitter" /></a></p>
<h2>Features</h2>
<ul>
<li>Fully cuttable environments. Cut anything, anywhere.</li>
<li>Realistic physics engine simulates gravity, friction, and loads of other physical forces.</li>
<li>Super cute 2d graphics.</li>
<li>Intuitive touch control scheme lets you cut with ease.</li>
<li>20 challenging levels (spanning 4 different worlds) with tons more on the way.</li>
<li>Local high scores. Keep track of your best snips.</li>
<li>Facebook integration. Let your friends know how well you can snip.</li>
</ul>
<p>The post <a href="http://www.livelydisposition.com/snip-iphone-dynamic-environment-game/">Snip!: iPhone Dynamic Environment Game</a> appeared first on <a href="http://www.livelydisposition.com">livelyDisposition</a>.</p>]]></content:encoded>
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		<title>Blub: Live Fish Motion Capture &amp; Dynamic Re-animation</title>
		<link>http://www.livelydisposition.com/blub-live-fish-motion-capture-dynamic-re-animation/</link>
		<comments>http://www.livelydisposition.com/blub-live-fish-motion-capture-dynamic-re-animation/#comments</comments>
		<pubDate>Mon, 14 Dec 2009 10:00:36 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Art]]></category>
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		<category><![CDATA[Animation]]></category>
		<category><![CDATA[Dynamic]]></category>
		<category><![CDATA[MoCap]]></category>
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		<category><![CDATA[Unity]]></category>

		<guid isPermaLink="false">http://www.livelydisposition.com/?p=40</guid>
		<description><![CDATA[<p>Blub captures the motion of a live fish in a tank and uses the data to guide a procedurally animated ancestor in a 3D environment.  A server takes live video data and with algorithms developed in conjunction with the OpenCV library, scrubs the data to generate a clean 3 dimensional point tracker.  Unity3D uses a [...]</p><p>The post <a href="http://www.livelydisposition.com/blub-live-fish-motion-capture-dynamic-re-animation/">Blub: Live Fish Motion Capture &#038; Dynamic Re-animation</a> appeared first on <a href="http://www.livelydisposition.com">livelyDisposition</a>.</p>]]></description>
				<content:encoded><![CDATA[<p>Blub captures the motion of a live fish in a tank and uses the data to guide a procedurally animated ancestor in a 3D environment.  A server takes live video data and with algorithms developed in conjunction with the OpenCV library, scrubs the data to generate a clean 3 dimensional point tracker.  Unity3D uses a custom plugin to pull position data from the server and apply it to a target for the fish model to track. The model is rigged with 1 procedural rotator joint and a  physics enabled skeleton that mimic the bend of the spine and fins.  This generates a swimming motion that blends and responds to the captured turns and direction changes in real time.  Additionally, the alpha of the fish&#8217;s skin is driven by a shader that slides between opaque and transparent, revealing the skeleton, suggesting the predator that circles the ghosted position of the living fish.</p>
<p>This project was completed for Integrated Digital Media Studio, Fall 2009 at NYU Polytechnic Institute in collaboration with Ulf Schwekendiek.  I was responsible for the project design, graphical environment and the fish rigging and animation Unity3D.</p>
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<p>The post <a href="http://www.livelydisposition.com/blub-live-fish-motion-capture-dynamic-re-animation/">Blub: Live Fish Motion Capture &#038; Dynamic Re-animation</a> appeared first on <a href="http://www.livelydisposition.com">livelyDisposition</a>.</p>]]></content:encoded>
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		<title>Motion and Emotion: Wiimote Gear</title>
		<link>http://www.livelydisposition.com/motion-and-emotion-wiimote-gear/</link>
		<comments>http://www.livelydisposition.com/motion-and-emotion-wiimote-gear/#comments</comments>
		<pubDate>Tue, 27 Oct 2009 19:50:28 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Art]]></category>
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		<category><![CDATA[Emotion]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Motion]]></category>
		<category><![CDATA[NYU-Poly]]></category>
		<category><![CDATA[Unity]]></category>

		<guid isPermaLink="false">http://www.livelydisposition.com/?p=86</guid>
		<description><![CDATA[<p>During my time at the Social Game Lab we ran a series of experiments on the concept of emotional contagion, how the motion control in games creates an emotional response connected to the style of movement the game inspires. The wii remote motion controls can be augmented to apply to the whole body when mounted in clothing. [...]</p><p>The post <a href="http://www.livelydisposition.com/motion-and-emotion-wiimote-gear/">Motion and Emotion: Wiimote Gear</a> appeared first on <a href="http://www.livelydisposition.com">livelyDisposition</a>.</p>]]></description>
				<content:encoded><![CDATA[<p style="text-align: left;">During my time at the Social Game Lab we ran a series of experiments on the concept of emotional contagion, how the motion control in games creates an emotional response connected to the style of movement the game inspires. The wii remote motion controls can be augmented to apply to the whole body when mounted in clothing. This also eliminates the ability to &#8220;cheat&#8221; the motion controls with wrist flicks and allows researchers and designers alike to achieve better controlled movements and less noisy motion data. The Wriggle Project makes use of hats originally knitted by Jennifer Ash, I re-designed and fabricated a new set of more durable and structurally sound set from fleece. A spiked and smooth styled versions connect players to the spikey and marshmallow shaped game avatars.</p>

<a href='http://www.livelydisposition.com/motion-and-emotion-wiimote-gear/wriggle_closeup2_web/' title='Wiimote Spike Hat Close Up'><img width="150" height="150" src="http://www.livelydisposition.com/wp-content/uploads/2010/08/Wriggle_closeUp2_web-150x150.png" class="attachment-thumbnail" alt="Wiimote Spike Hat Close Up" /></a>
<a href='http://www.livelydisposition.com/motion-and-emotion-wiimote-gear/wriggle_closeup_web/' title='Wiimote Round Hat Close Up'><img width="150" height="150" src="http://www.livelydisposition.com/wp-content/uploads/2010/08/Wriggle_CloseUp_web-150x150.png" class="attachment-thumbnail" alt="Wiimote Round Hat Close Up" /></a>
<a href='http://www.livelydisposition.com/motion-and-emotion-wiimote-gear/wriggle_round_front_web/' title='Wiimote Round Hat'><img width="150" height="150" src="http://www.livelydisposition.com/wp-content/uploads/2010/08/Wriggle_round_Front_web-150x150.png" class="attachment-thumbnail" alt="Wiimote Round Hat" /></a>
<a href='http://www.livelydisposition.com/motion-and-emotion-wiimote-gear/wriggle_round_top_web/' title='Wiimote Round Hat'><img width="150" height="150" src="http://www.livelydisposition.com/wp-content/uploads/2010/08/Wriggle_round_Top_web-150x150.png" class="attachment-thumbnail" alt="Wiimote Round Hat" /></a>
<a href='http://www.livelydisposition.com/motion-and-emotion-wiimote-gear/wriggle_spike_front_web/' title='Wiimote Spike Hat'><img width="150" height="150" src="http://www.livelydisposition.com/wp-content/uploads/2010/08/Wriggle_spike_Front_web-150x150.png" class="attachment-thumbnail" alt="Wiimote Spike Hat" /></a>
<a href='http://www.livelydisposition.com/motion-and-emotion-wiimote-gear/wriggle_spike_quarter_web/' title='Wiimote Spike Hat'><img width="150" height="150" src="http://www.livelydisposition.com/wp-content/uploads/2010/08/Wriggle_spike_Quarter_web-150x150.png" class="attachment-thumbnail" alt="Wiimote Spike Hat" /></a>
<a href='http://www.livelydisposition.com/motion-and-emotion-wiimote-gear/wriggle_spike_top_web/' title='Wiimote Spike Hat'><img width="150" height="150" src="http://www.livelydisposition.com/wp-content/uploads/2010/08/Wriggle_spike_Top_web-150x150.png" class="attachment-thumbnail" alt="Wiimote Spike Hat" /></a>
<a href='http://www.livelydisposition.com/motion-and-emotion-wiimote-gear/wriggle_round_quarter/' title='Wiimote Round Hat'><img width="150" height="150" src="http://www.livelydisposition.com/wp-content/uploads/2010/08/Wriggle_round_Quarter-150x150.png" class="attachment-thumbnail" alt="Wiimote Round Hat" /></a>

<p>The hats were used on project Wriggle! which I worked on towards the end of the project cycle, making some UI updates and packaging it for submission to CHI2010 and Unite 2009, Unity3D&#8217;s conference competition.  Below is a video demonstration of the hats in action.</p>
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<p>The post <a href="http://www.livelydisposition.com/motion-and-emotion-wiimote-gear/">Motion and Emotion: Wiimote Gear</a> appeared first on <a href="http://www.livelydisposition.com">livelyDisposition</a>.</p>]]></content:encoded>
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		<title>SimVeillance: San Jose</title>
		<link>http://www.livelydisposition.com/simveillance-sanjose/</link>
		<comments>http://www.livelydisposition.com/simveillance-sanjose/#comments</comments>
		<pubDate>Sun, 13 Aug 2006 16:38:40 +0000</pubDate>
		<dc:creator>admin</dc:creator>
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		<category><![CDATA[TheSims]]></category>

		<guid isPermaLink="false">http://www.livelydisposition.com/?p=22</guid>
		<description><![CDATA[<p>SimVeillance was a collaborative project lead by  Katherine Isbister and Rainey Strauss and designed for ISEA, the International Symposium of Electronic  Arts Festival in San Jose, Ca.  As an undergrad at RPI I provided the  technical elbow grease to produce all of the Sims 2 mods, including custom wallpaper and clothing textures to some more [...]</p><p>The post <a href="http://www.livelydisposition.com/simveillance-sanjose/">SimVeillance: San Jose</a> appeared first on <a href="http://www.livelydisposition.com">livelyDisposition</a>.</p>]]></description>
				<content:encoded><![CDATA[<p>SimVeillance was a collaborative project lead by  <a href="http://socialgamelab.bxmc.poly.edu/" target="_blank">Katherine Isbister</a> and <a href="http://whirligirl.com/" target="_blank">Rainey Strauss</a> and designed for ISEA, the International Symposium of Electronic  Arts Festival in San Jose, Ca.  As an undergrad at <a href="http://www.rpi.edu" target="_blank">RPI</a> I provided the  technical elbow grease to produce all of the Sims 2 mods, including custom wallpaper and clothing textures to some more ambitious custom object models for outdoor public art and custom character meshes for differently shaped San Jose Citizens.  The end result recreated the exterior and courtyard area of the San Jose Museum of Art (pictured above).</p>
<p style="text-align: center;"><img class="aligncenter" title="SimVeillance Screenshots" src="http://www.livelydisposition.com/wp-content/uploads/2010/07/simVeillanceArtStrip.jpg" alt="SimVeillance Screenshots" width="699" height="170" /></p>
<p>The project overview as listed on the projects <a href="http://www.simgallery.net">website</a>:</p>
<blockquote>
<p style="padding-left: 30px;">SIMveillance: San Jose elicits the viewer’s consideration of a normally fleeting urban phenomenon: the passage of strangers through a public space. Who are these people and where are they going? How does their traversal affect one’s perception of the vitality and nature of a place? This project seeks to make the viewer more aware of this phenomenon, as transmogrified when viewed through the lens of a computer game. By repurposing surveillance footage of a real-world place very close to where the viewer will be experiencing the work SIMveillance also asks the viewer to consider the increasing presence of recording devices within the urban landscape, and the possibility of leaving traces that linger in unexpected ways.</p>
</blockquote>
<blockquote>
<p style="padding-left: 30px;">SIMveillance brings the local urban population back into the show in a unique way—locals may be able to see themselves as captured in the prior month. Whether or not a viewer catches a glimpse of his/herself, s/he is bound to reconsider the impact of wandering the urban landscape. The project seeks to evoke feelings of curiosity, voyeurism, discomfort, and a jolt into the perspective more typically inhabited by city planners or sociologists. The work also explores the territory in which simulated-avatars co-mingle in the landscape with “the real” to produce a hybrid community with potentially unexpected results.</p>
</blockquote>
<p style="text-align: center;"><a href="http://www.livelydisposition.com/wp-content/uploads/2010/07/simVeillanceInstallation.jpg"><img class="aligncenter" title="simVeillanceInstallation" src="http://www.livelydisposition.com/wp-content/uploads/2010/07/simVeillanceInstallation-e1278718995987.jpg" alt="" width="699" height="205" /></a></p>
<p><a href="http://www.livelydisposition.com/wp-content/uploads/2010/07/simVeillanceInstallation.jpg"></a>Down to the brass tacks,  we used captured footage from CCTV cameras we had mounted on the exterior of the actual museum to create &#8220;simified&#8221; versions of passersby to populate the virtual museum space.  During the actual Festival, both the live CCTV footage and the real-time simulation in the Sims 2 were on displayed next to each other inside the museum proper, giving the audience an alternate perspective on their visibility in the public space they had just traversed.  The project description from ISEA&#8217;s <a href="http://www.urban-atmospheres.net/ISEA2006/selections_all.htm" target="_blank">website</a> :</p>
<blockquote>
<p style="padding-left: 30px;">Are you being watched as you travel the streets of San Jose? Probably&#8211;our everyday lives are increasingly captured by cameras in public spaces. Simveillance:San Jose puts a spin on this phenomenon, using footage from surveillance cameras mounted in a San Jose public square as the basis for crafting &#8216;sim&#8217; people that wander a virtual version of the same square, within the game The Sims 2. You might find yourself on screen, as the artists will update the piece to incorporate people who&#8217;ve passed by during ISEA. Consider the implications and come find your Sim self!</p>
</blockquote>
<p>Overall the piece was well liked and approachable, even by passers by unintentionally taking part in the City-wide open air Interactive Arts festival.  It was recognized by Adobe with an Honorable Mention in the Emerging Artist Category as well.  What means the most is that it operated well and the causal observer could readily recognize the space and live nature of the cameras and feel some natural affinity as opposed to the somewhat elitest or at least obscure nature of many Interactive Media Experiences ™  For reference, here&#8217;s an additional views of the installation.</p>
<p><a href="http://www.livelydisposition.com/wp-content/uploads/2010/07/simVeillanceInstallation2.jpg"><img class="aligncenter size-full wp-image-14" title="SimVeillance San Jose Museum of Art Installation" src="http://www.livelydisposition.com/wp-content/uploads/2010/07/simVeillanceInstallation2-e1278723993685.jpg" alt="" width="700" height="332" /></a></p>
<p>The post <a href="http://www.livelydisposition.com/simveillance-sanjose/">SimVeillance: San Jose</a> appeared first on <a href="http://www.livelydisposition.com">livelyDisposition</a>.</p>]]></content:encoded>
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