A good point that Phil brought up came up again in my conversation today. I've really grown to liking the distinction between reactive and interactive installations, though I think it may be challenging to incorporate true reactive elements into my piece.
It's frustrating to know that my current project does not lend itself well to showing chaos as do similiar systems, such as two coupled pendulums released at the same time. I hope I am able to make the mapping in this project as obvious and simple as in the pendulum example.
Every idea I have though leads back more towards a game, towards mirroring screens, or perhaps towards replaying output several times over. The more I think about it, this is becoming two projects, and neither is interactive. One is reactive simply to allow users to play with the system (since people seem to enjoy it so much), and nothing more. The other doesn't even need to be real time or live; it can be a video of the wall of chaos, like what I currently have. I imagine my inclination will aim more and more in the direction of the latter, just because it's been so hard for me to part with the aesthetic and simplicity of the project in its current state.
This leaves mostly aesthetics to be improved, more on that later.
It's frustrating to know that my current project does not lend itself well to showing chaos as do similiar systems, such as two coupled pendulums released at the same time. I hope I am able to make the mapping in this project as obvious and simple as in the pendulum example.
Every idea I have though leads back more towards a game, towards mirroring screens, or perhaps towards replaying output several times over. The more I think about it, this is becoming two projects, and neither is interactive. One is reactive simply to allow users to play with the system (since people seem to enjoy it so much), and nothing more. The other doesn't even need to be real time or live; it can be a video of the wall of chaos, like what I currently have. I imagine my inclination will aim more and more in the direction of the latter, just because it's been so hard for me to part with the aesthetic and simplicity of the project in its current state.
This leaves mostly aesthetics to be improved, more on that later.
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