#nicehashtag – Building a data-driven sculpture

Since early fall 2014 I’ve been working on a data-driven sculpture for HLN called “#nicehashtag” that is now installed in the CNN World Headquarters in here in Atlanta (if you take the Inside CNN tour you’ll see it outside Studio 7). Programmable Hue bulbs change color to reflect realtime sentiment analysis of Twitter. The algorithm accesses Twitter every few seconds and pulls the most recent tweet into its program, determines whether the tweet is positive, neutral, or negative, then compares it to previous tweets and converts it into a percentage that it stores in memory. When that percentage reaches a certain threshold, the color changes. My goal with this project was to consider how we use technology to interact with each other, and how that affects our emotional connections. Screens have enhanced and expanded our communication capabilities enormously, but there are still concerns about what it does to our ability to empathize with others. #nicehashtag is a physical representation of internet emotion, at least within the Twitterverse. The challenge with any technologically-enhanced artwork is that the novelty of the tech will overpower the concept that (hopefully) supports it. Using tech in art just because it’s there is seductive but also dangerous for the above reason.

New Semester–Same Exciting Projects

Hey Guys! *long sigh of relief* Finally on the other side of a flu storm that started last week. The other good news is that I get to give you guys some updates on all the projects I’ve been working on. Let’s start with the Digital Signage Project: I turned in a final prototype for the Digital Signage Project to the Exchange to start the process of getting it on campus. It’s been a long road with that project but it’s worked out great! Both hands can be used to interact with the objects, but only the right hand can interact with the arrows that cycle through the different models. It will be very easy to add more models as we need them–I just need to drop a few files, add a few lines of code, and recompile the project to a flash drive. The colors and fonts used in the project are all official Georgia State University colors and fonts, and we even have our own official logo for the SIF program! If you guys get a chance, go play with this project at the Exchange and send in any feedback! It’s a basic prototype right now, but with time it can be expanded to do more! My main focus the past few weeks has been split between the 3D Atlanta project and the new NextEngine Scanners we have at CURVE. NextEngine Scanners: These things are great! They do a great job at getting small objects scanned in at … Continue reading

Hole in History

As you all may know, I am a part of a team of awesome SIFs who are working on an educational, innovative project. The project is aimed towards recreating an interactive virtual 3D model of the intersection of Decatur St. and Ivy St. (now Peachtree Center Ave.) in what it would have been like in the 1930s. Working on this project for the last semester has shed light in the fact that the project has taken a lot more time and energy than expected, while also hitting several bumps on the road. To me, that’s no problem as I know that all great masterpieces (not implying that our project will live up to the word “masterpiece”) take hard work, time, and dedication. Currently we have been at a standstill with the project because of one fact: there is a lack of pictures of the street during the 1930s. In order to resolve our problem, My job for the project was to search the internet inside and out for any pictures of buildings, preferably head-on shots, that would aid in recreating the building in a virtual 3D model as accurately as possible. Another SIF was setting up the 3D world in the game engine called Unity. As the search continued and the results were very disheartening and minimal, we decided to look to outside sources for help. One of our project supervisors heard that Emory was attempting to recreate the city of Atlanta into virtual 3D model in a similar project. … Continue reading

Making Things From Discards – Vintage Craft Book Inspires Hi-Tech Art – Part 1

To continue from my previous post, I’ve been working on artwork that explores the relationships between craft and art as viewed through modern technological tools, specifically 3D-scanning and -Printing, and what that means in terms of gender roles and identity. I’m choosing vintage craft books and executing the “creative” projects they contain in step by step instructions, but substituting computers and digital production methods for scissors and glue. My first project comes from the book, Making Things From Discards by Hazel Pearson Williams, first published in the mid-1960s. The book was targeted toward “housewives,” and indeed the introduction page is rife with outdated attitudes toward labor and gender roles, placing an excess of leisure time as a primary obstacle to be overcome through craftwork. This got me thinking about what type of craft is socially acceptable for each gender to assume as their leisure work, both then and now. How have these attitudes changed, or have they? In the mid- to late-20th century, women, as this book illustrates, can be seen to acceptably occupy themselves with what to me seems like “soft” craft: sewing, knitting, scrapbooking, floral arranging, etc. While men are confined to “hard” craft: woodworking, metalsmithing, automotive repair, etc. Women decorate; men build. These social attitudes are built upon the notion that women are somehow less than men, inherently. For a man to perform a woman’s craft or work is seen as being “unmanly,” and confers a lesser status upon that man (again according to prevailing social mores). … Continue reading

Archaeology and Cartography: Why Theory Matters

Maps are graphic representations that facilitate a spatial understanding of things, concepts, conditions, processes, or events in the human world. [Harley and Woodward 1987:xvi, quoted in Crampton and Krygier 2005:17] Maps and archaeology have a long history. Heinrich Schliemann produced many maps and plans through the course of his excavations in what he deemed ancient Troy (Schliemann 1884). Spatial interpretation at all scales has long been part of the archaeological discourse (Ashmore, 2002; Ebert 2004). Ashmore (2002:1173) states “Myriad scholars, in the United States and elsewhere, have long sought to reconstruct social (or societal) organization from the archaeological record, as viewed through artifacts and features mapped across space (e.g., Chang 1958; Childe 1951; Fox 1932)”. Trends in archaeological cartography have followed those broader themes in archaeological theory as well as in cartographic, geographic and social theory. The “completion” of a map of Teotihuacan in 1970 (Millon 1970) after 8 years of work beginning in 1962(Millon 1964) is a great example of the state of spatial archaeology prior to the advent of Geographic Information Systems (GIS) Technology. This project can be seen as a processual consumption of what Crampton and Krygier term “Scientific Cartography” (2005:20). That is, the use of techniques, method and theory for creating more accurate maps developed during and after the Second World War for the purposes of archaeological research. Million (1964, 1970) describes the project in detail, the methodology used and the attention to detail and accuracy by the project members in the creation of the map. … Continue reading