MEDA301- Critical Analysis

Catwalk, Rivet and Vittra from Stigma to Style: 3D Printed Prosthetic Covers, 2016, UNYQ

The Exhibition visited in week 5 examined the place and impact of new digital manufacturing technologies. 3-D printing is a technology that has become more and more renowned as a new method to create art and art installations. Many of the works at Out of Hand: Materialising the Digital use this practice to design and build their works. UNYQ harnesses state-of-the-art 3-D printing and photogrammetry software in their exhibit Catwalk, Rivet and Vittra from Stigma to Style to create beautiful custom prosthetic limb covers that offer amputees unprecedented levels of protection and comfort. A selection of the covers were shown at the exhibition and they immediately stood out to myself as an interesting concept to explore.

UNYQ blurb

Catwalk, Rivet and Vittra from Stigma to Sytle: 3D Printed Prosthetic Covers, 2016, Artist Statement

UNYQ brah

Various options of fairings available, UNYQ, 2017

UNYQ’s founders, Eythor Bender and Manuel Boza met in 2003 while both working for Össur, a world market leader in prosthetics. Bender was the president Ossur America, while Boza was an engineer who specialised in above-knee amputation and was managing Ossur’s sales in Southern Europe when he became captivated with 3D printing. Boza became increasingly frustrated with the design options of prosthetics offered to himself and his fellow amputees, so he started researching the idea of prosthetic covers, and this was around the same time that 3D printing was becoming more known. The passion possessed by Bender to help people with disabilities or loss of limbs to regain mobility and healthy lifestyle led him to the position of Executive Director of the first companies in the world specialising in bionic suits: Ekso Bionics and Rex Bionics (UNYQ, 2017). These two worked alongside several engineers and designers to start creating the UNYQ Armour, that had a few of its styles on show at the Museum of Applied Arts and Sciences.

Ethor

Eythor Bender, CEO

Boza

Manuel Boza, CCO

UNYQ Armour is 3D printing technology, being used to create beautiful protective prosthetic covers that help restore symmetry to amputees’ silhouettes, and inspire confidence. By creating personalised and attractive covers, UNYQ is able to help shift the perception of a prosthesis as a reflection of tragedy to an expression of personality (Marshall, 2015). The prosthetic leg and arm covers can come in many different types of styles and colours. The idea is to have the person who will be wearing them, to design the cover that reflects them as a person. Every cover is designed to perfectly fit the wear and created using 3-D printing technology. The covers are made with a highly resistant polymer that ensures consistency and durability. The customisations they can make can also change the materials used such as leather, ballistic nylon fabric, chrome plating and tattoos. The covers, more commonly known as fairings are also extremely light, ranging from 400-640 grams depending on the requirements and the measurements of the persons prosthetic (UNYQ, 2017). The reason they would use such a light material is to increase comfort and range of motion, but these are also two main ideas that they wanted to build around as a company. They wanted to create unique, trendy looking fairings that not only turned heads, but actually improved your movement, comfort and well being at the same time. UNYQ covers are like tattoos. Tattoos are something that a person would get to express themselves and express their personality. The idea behind custom designed fairings was exactly the same thing, they wanted fairings to be a powerful way for someone who has maybe had problems expressing themselves due to there disability to be able to show off a part of them that they shouldn’t be ashamed of. The fairings give them a chance to tell their story. Katherine Crawford, an amateur actress, who’s career is built on their image said that “losing a limb can have a devastating impact on your sense of self esteem. 

UNYQ redhot

UNYQ Customer, Pinterest

UNYQ gives us the freedom to create our own fashion statements and express who we are with confidence.” UNYQ have recently added UNYQ Align, a scoliosis brace with the same intentions as their covers, but also have incredible health advantages too. UNYQ seem to have healthcare at the top of their list of priorities and that shows by using 3-D printing as their method of production as it has been proven to be at the forefront of the health industry with its advances in organ, bone and cartilage development.

Out of Hand: Materialising the Digital features works that framed by seven themes. The work by UNYQ proudly uses all of these to show how they are materialising the digital. The first theme is Analog to Postdigital. Catwalk, Rivet and Vittra from Stigma to Style displays this as prosthetics and fairings were not always built with 3-D printers, they were built by machines and engineers with much higher labour and costs. The second theme is modelling nature, and this one is pretty self explanatory as the developers and designers are creating limbs and body parts, i.e modelling the natural human form. New geometries is the third theme and this is referring to the advancement in the computers understanding and visualisation of the mathematical form. UNYQ is using new and innovative technology to create their fairings and is constantly searching for better ways to do so. The fourth theme is Rebooting revivals. This speaks about the reference to historical artworks and past designs. Although every cover they make is UNYQ, they are still drawing their inspiration off past prosthetic designs, and past fairing designs. They are also rebooting the use of art and self expression to combat an issue. Pattern as Structure is the fifth theme and it relates to the human urge of creating patterns and to identify patterns, whether it be in art, design craft and even scientific investigation. UNYQ uses patterns to help design their fairings both mechanically and aesthetically. Digital advances have inspired a re-examination of the body and the representation of the human form in art and design, which leads into the sixth theme which is remixing the figure. UNYQ’s products are doing exactly that, they are taking the human form and remixing what would conventionally be a source of anger and shame and turning it into something of pride and dignity. Finally the last theme is process, and this I feel is the most important one due to the perfectionistic approach to creating their products. UNYQ design every single fairing unique to their buyer, making every product different, but every process the same. They take several images of the prosthetic and using the information gathered create a uniquely designed fairing for the buyer.

UNYQ wat wat

Example of the variations to choose from, UNYQ App

UNYQ are producing quality products designed to help people both physically and mentally, along with being flooded with artistic praise due to there sleek design and attractive attributes. When it comes to innovating through digitalised medicine, UNYQ is not alone. There is a wave of initiatives to harness 3D printing and new materials to create prosthetics for fingers, arms and legs. What’s exciting to see is that the aesthetics are becoming just as important to designers and amputees as the function. We are no longer leaving people with an incomplete sense of self (Marshall, 2015). UNYQ are constantly advancing their abilities to materialise the digital for not only the purpose of stretching the creative bound of 3D printing, but to help people grow confidence and self worth through expressing themselves with their own piece of art.

References

Halterman TE, 2015, UNYQ and 3D Systems Join Forces to Develop 3D Printed Orthotics & Prostheses, 3Dprint.com, date viewed 28th of April 2017, <https://3dprint.com/55551/unyq-3d-systems-join-forces/

Marshall J, 2015, The History of Prosthetics, UNYQ.com, viewed 29th April 2017,<http://unyq.com/the-history-of-prosthetics/&gt;

Pangburn, DJ 2015, 3D-Printed Covers Bring a Stylish Touch to Prosthetic Limbs, Good viewed: April 19th 2017, https://www.good.is/articles/unyq-3d-printed-prosthetic-covers

Whittaker M, 2014, The history of 3D printing in healthcare, The Bulletin Archive, date viewed 29th April 2017,<http://publishing.rcseng.ac.uk/doi/full/10.1308/147363514X13990346756481?

Information Sources

http://unyq.com/team/

http://unyq.com/faq/

https://www.fundable.com/unyq-funded

DIGC310 Game Pitch

Initially for this project, I had planned to create a smart phone gaming application using the infinite runner concept to build my game around. After many difficulties and many crashed applications I decided that it would be to complicated due to the time restrictions and my prior knowledge to game development. Although I chose to throw away my app idea, I still liked the idea of an infinite runner, and how I could possibly translate that over to a board game. Most of the board games that are seen are set out for you already; they don’t have any randomness to them. An infinite runner, such as the incredibly addictive Doodle Jump, are programmed to give you a different course every single game, therefore making no game of doodle jump the same. I liked this concept and tried to research for board games that every time you played, you played a different course or board. Obviously there are games such as Game of Life and Monopoly, which you can follow a different career or invest in alternate properties from one game to the next, but it is always on the same board. Therefore I came up with the concept of Green Out, Green King, King Green… Something to do with green, I haven’t really decided on a name yet.

 

It is a four player board game, in which you build your board the way you want, creating chances for you to receive more points then the other players. The items you will need are; 4 coloured tokens, 8 sided die, 24 dark green tiles, 24 green tiles and 22 light green tiles.

To begin the game, all players must place the all tiles out randomly until this arrangement is completed. (pls note that all colours must be random to prevent any advantages.)

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After all tiles are place out, the players then roll the dice to decide who starts the game. The player who starts chooses which corner they would like to begin from, with the following players choosing after. They first player will then roll the die, depending what number it lands on, to make this easier to understand we will just say they rolled a 7. This would mean that that player has 7 moves to use. They can move their token, or they can move tiles. The moves can be split between the two options, but they token must be moved first. Before any moves have been made, the player must elect a colour in which they will be receiving points off. If they player selects dark green and moves across 3 dark green tiles, they will receive 3 points for their turn. Each player will have their turns until one player reaches the end amount of points.

 

RULES

– A player cannot move tiles before they move their token

– A player cannot break the connection between tiles (there must always be one big island, corners don’t count)

– A player must use all of their moves

– A player cannot go back on the tiles they or any other player had been on in the last round

– A player cannot move a tile that another play is currently on

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This picture above may be an example of what the board may look like after a few rounds of turns(not the tokens, just the board).

 

These board games materials will all be kept in a what will look like a smaller deck of cards to make it more accessible for people to play whenever they feel the need!

 

The game mechanics that this game is based around is the concept of building because it requires you to create the highest scoring options for yourself. It also goes on the concept of chance/luck, with the element of dice rolling. I chose to use an eight sided die so they players would have more moves to use, hopefully making it a better flowing game. The middle gap of tiles at the beginning is to entice players to work towards the empty space at the middle, not just building their paths around their starting point. I hope to try and get this game to bring out the forward thinking ness of the players, but also I hope to see how willing the other players will be to sabotage their opponents by taking the tiles close to them. All of these thoughts I will be able to develop further after I begin to start play testing this game, and see what needs to be improved.

MEDA 301 Wk 6

PROJECT PITCH

After spending the last six weeks researching my practice, and working towards trying to come up with an idea that demonstrates materialising the digital. After choosing photography as my practice, I felt like I wanted to choose a certain niche of photography, so I chose motion blur photography. This type of photography has always peaked my interests as to me it’s a smoother and more aesthetically pleasing way to capture a moment in time. So I had my practice, now I needed to do some research on where it all began, and how it as a practice and as a profession has evolved over time. With all this information, and research done for my practice I came up with an idea for my project and a second possible idea due to a slight adjustment.

In a black box room in the gallery space I will set up a digital camera sitting atop a tripod in the middle of the room facing a white wall. Next to it will be a table with a laptop and a projector facing the black wall behind the camera. As the audience member walks in front of the camera, it starts taking photos every 1-second and sends it immediately to the computer which is linked to the projector which projects it straight on the wall in front of them. By doing this every one second, it will give a slow shutter effect and hopefully make an aesthetically pleasing effect.

Now with a simple adjustment, a second possible idea arises that adds another element to the project. Projection mapping is when an image is specifically ‘placed’ or ‘mapped’ onto the features and contours of an object. Projection mapping can be achieved by projecting the image that was just taken of the audience member, back on to the audience member. Obviously the participant would have to wear protective goggles and would not be able to see the art work they are in, it will give the rest of the audience an interesting perspective of ‘live projection mapping’.

Either if of these works would be a recreation of other works such as the work being created by Urban Projections, an idea started by Multimedia experimentalist Rebecca Smith. From lo-tech pieces of string and cardboard to the latest audio-visual applications and hardware, they specialise in combining hands-on creative activities with cutting edge multimedia application, to deliver stunning mixed media experiences. This is one example of the projection work that they do. Its from a series called Future Curious. iOn their website, Smith talk about what inspires her to do this and she says, “Inspiration comes from the really mundane things, or from the want to make someone smile. Friends and other artists that I meet, and then collaborate with, also play a big part in my creative process.   I’ll see someone’s work, and then get a spark of inspiration for how it might collaborate into a new piece.” This is why I want to create this work, I have seen the work being done at Urban projections and think I can recreate it with my own touch.

 

 

Bibliography

Urban Productions, 2016, date accessed 03 April, <https://www.urbanprojections.com/about&gt;

MEDA 301 Wk 5

My initial idea for my project was quite simple but if done correctly would be very aesthetically pleasing. By slowing down the shutter speed of a camera, you get a motion blur effect, meaning anything that was moving during the time the shutter was open, would be blurred. Examples of this can be seen in my previous blogs from artists Michael Kenna, Timothy Hogan and Jim Richardson. My project was going to be a series of images, with the motion-blurred effect, telling a certain story.

This appealed to myself as it created another element to photography that gave it more of a natural feeling. When an image is taken with a fast shutter speed, there is no movement shown, which can be a good thing sometimes, but for the purpose of my practice I wanted to explore motion and explore the idea of capturing time within an image.

My research began with exploring the technical aspects of capturing such an image. What settings on a camera were required to take such photos, and how does changing one setting on a camera affect another. Luckily for myself I have had a little bit of history with photography and consider myself pretty handy with a camera, but I still researched the methods, as it could only be more beneficial for my chosen practice.

After talking with others in my class and brainstorming, I decided to try something else, still within the strains of capturing motion, but adding another digitalised element. My idea was to set up a camera in the gallery that captures an image of a person as they stand in front of the camera or walk past, and then have the image projected on a screen in front of them. To achieve this I needed to understand the process of live video projection.

Tethered shooting is a process that I looked into which essentially uploads the photo straight to a computer via a corded connection. This seemed like the most logical way to achieve what I wanted as I could just connect a projector to the laptop, giving me live projections of the images I am taking.17792585_10212607736738039_1249687745_n

MEDA 301 Wk 4

As of right now I have made several student films and stretched my photography abilities and am constantly updating my knowledge of films, film production and photography. Sitting at the top of my goals is to write and direct a large budget film. To reach this goal is not going to be easy, firstly I must get my foot in the door, therefore my best chance is to get involved in my Aunt’s work. Felicity Packard is screenwriter in Australia and has worked on several projects such as the Underbelly series, Anzac Girls series and the new Wolf Creek series.

unde mv5bmzc5ndm3mze5ml5bml5banbnxkftztgwmzq2otk0ode-_v1_uy268_cr30182268_al_Photo by Matt Nettheim

As an aspiring filmmaker and photographer, the opportunity of having such an established mentor would be incredibly beneficial to reach my goals. Felicity would not only be able to guide me with my writing, she would also be able to introduce me to more people in the industry with more of a closer association to film production, i.e. Directors, Camera Operators, Producers etc.

Another possible mentor is Arthur Hill, who works as a television producer and camera operator for the Australian Broadcasting Corporation (ABC). Arthur has worked for the ABC for the past 20 years, improving his knowledge of both live and pre-taped television. While Felicity could help me with more of the theory elements of my practice, Arthur would be able to help me with the more practical elements of it.

As for the photography side of my practice, a friend of mine, Scott Ruzzene, whom I met while working in a café in Wollongong has shown himself to be a very talented landscape photographer, especially taking photographs with different shutter speeds, capturing motion blur. Just by shadowing Scott on some of his shoots, I would be able to learn more about photography and pick up different skills that would help me improve my abilities.

By having these three possible mentors, all in different fields but still relating to my practice, would be incredibly beneficial for myself. While felicity would help me with my writing and getting my foot in the door, Arthur would help me develop a better knowledge of producing and operating television and film quality cameras, and finally Scott would help me develop a stronger familiarity with the skills required to be a talented photographer and a better understanding on how cameras work.

MEDA 301 Wk 3

Peter Lik is a Melbourne born artist who has made his name in landscape photography. Lik has been capturing landscapes from as early as eight years old when he received a Brownie Kodak for his birthday and photographed a spider web in his garden. After this moment, Lik spent the next 30 years stretching the boundaries of landscape photography and fine art.

Lik spent over two decades travelling in between Australia and the United States of America, discovering his talent for the panoramic camera format, honing his craft and establishing his prominent position in the world of fine art photography. Lik has taken photos of many different things but mostly focusing on landscapes. In the late 90’s, Lik began his project ‘Spirit of America’. Lik travelled over fifty thousand miles across America, using more than a thousand rolls of film. This project consisted of landscapes of all 50 American states.

lik 1Canyonlands National Park, Mesa Arch.

Lik really became more of a household name after 2011-12 due to the success of ‘Ghost’ and ‘Inner Peace’ being displayed at Smithsonian National Museum of Natural History in Washington D.C. NBC would later produce his own television series “From the Edge with Peter Lik” which featured Lik travelling to all sorts of areas of America, battling disruptive weather and uncooperative climate to chase the ‘Perfect Shot’.

lik 2Inner Peace, Oregon

After three solid decades in the Photography industry, Lik had his greatest triumph in 2014 when his photo ‘Phantom’ sold for a record breaking $6.5 million USD, making it the most expensive photograph in history. Along with the sale of his other works ‘Illusion’, ‘Eternal Moods’ and ‘One’, Lik holds four spots in the top 20 of highest selling photographs.

Lik 3

Phantom, Antelope Canyon, Arizona

The thing that is still driving Peter Lik, is his chase for the ever elusive ‘Perfect Shot’. When asked which of his photographs is his favourite, he replied “I haven’t taken it yet”. To me this is a perfect hero to look up to, because after 30 years of great success, he is still just as driven to better his practice then when he first picked up that Brownie Kodak when he was eight years old.

 

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Pictionary – A Game of Quickdraw

Every Christmas, my extended family come together for a day of great food and great competition, none more so then the battle of bragging rights over the game of Pictionary. Pictionary is a board game first developed back in 1985 by Robert Angel in his Seattle apartment, developed under Western Publishing before being bought by Hasbro in 1994. The game has developed immensely over the past 30 years to now being in the top 10 highest selling board games of all-time.

pictionary_ori

Pictionary is a game based off the always-popular ‘Charades’ but instead of acting out the clues, you must draw them. It is a 2-4-team game, with up to 16 people being able to participate. The aim of the game is to win rounds, moving your token around the board to the finish line before all the other teams. The rounds can be decided in two ways, the first being an individual team round. This means that the team that one the previous round must roll the dice and draw whatever colour they land on corresponding subject. They will then have 1 minute to draw, while the rest of their team tries to guess. The second way is if the previous round winner lands on an All-play, this means that all teams will draw the same thing with the first team guessing correctly winning the round. The possible clues to draw are a Person/Place/Animal, Object, Action, Difficult (hard to draw) and All-play. If the clue has an side arrow before it, it is also an all-play.

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Obviously, over the years the games design has changed, the classic old black box and simple board (refer to first pic) is the edition that I own and can only be bought second hand. The current edition is far more colourful and playful making it more appealing to a younger demographic. One of the new editions (featured below), has evolved from the standard pencil and paper, to have markers and erasable whiteboards, meaning you wont have to waste your time running around the house looking for old pencils and paper, because lets face it, we are in a digital age now where pen and paper are dying. 91RmiIcPRxL._SL1500_.jpg

I believe the reason Pictionary has been so long lasting and a standard board game in everyones home is because it is just so simple. Any one can play it, because anyone can pick up a pencil and draw, no matter how bad of artist you are. In fact, I feel that talented drawers are disadvantaged due to the detail they go for in their drawings. Its a game of quick draw, not a game of who can draw. The only real issues I have ever come across playing this wonderful game are some of the clues. The Hasbro edition of the game states that the game can be played from the ages of 12+, yet how can you trust a 12 year old to know what ‘virtue’ or ‘prophet’ are, let alone draw them. In my house, if we ever come across a word that someone doesn’t know, we either try explaining it to them, or we just draw another card. Another option of course is the ‘Junior Pictionary’ edition, which was released by Mattel Games, and has an age range of 7+. Although the clues such as ‘banana’ and ‘pig’ may be to simple for the adults.

You can currently buy Pictionary for $34.99-$40.00 AUD from many of Australia’s retail stores and I encourage everyone to do so. This game is perfect for a quiet night in with the family, or over some drinks with friends. It takes teamwork and a great deal of patience, but the rewards of bragging rights will make it all worth it.

Will Packard

 

MEDA 301 Wk 2

Compile a list of five contemporaries in your field or who might inform your research either practically or conceptually.

  • Jim Richardson
  • Michael Bosanko
  • Tyler Westcott
  • Timothy Hogan
  • Michael Kenna

 

Find one work each from three of these contemporaries that resonates with your project. 

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Michael Kenna –Chateau Lafite Rothschild

This work by Michael Kenna is a great example of motion blur. Although it doesn’t feature to much, just a tree line with what looks like a church steeple just poking through, this image reflects the idea of time and just by looking at it, it makes you feel like you are just watching time go by. The black and white effect also adds to that dreariness, sort of like you are stuck in a loop.

Screen Shot 2017-03-06 at 9.22.37 amTimothy Hogan

This work by Timothy Hogan is also a great example of motion blur, but unlike Kenna’s work which sort of gives off this depressed, dreary feel. Hogans work on the other hand is more cheerful and more colourful. You don’t feel like you are getting stuck looking at it. The image features an orange cocktail being slid across a table, capturing the movement from one side to the other. This image just looks a lot faster than Kenna’s, Time is moving quicker.
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Jim Richardson – Celtic Realm

Unlike the other two images used, Jim Richardsons ‘Celtic Realm’ features a person as its subject. I find time to be moving quite fast in this photo due to all the movement, and motion blur in the image.

 

Historical timeline of Photography and Motion Blur

  • Joseph Nicephor Niépce in the late 1830’s used a portable camera obscura to expose a pewter plate coated with bitumen to light.
  • The development of the Daguerrotype in 1839
  • Emulsion plates replacing Daguerrotypes due to the dramatically reduced exposure times.
  • Kodak was founded in the 1880’s by George Eastman, developing cameras that everyone can use.
  • The first Polaroid was released in 1948, giving the photographer what was referred to back then as an ‘Instant Camera’, due to the picture printing out immediately.
  • In the 1950’s, Asahi released cameras allowing the photographer to have a more advanced approach to the image control.

Identify 5 academic articles.

  • Lee, M., Photography Salem Press Encyclopedia, January, 2016
  • R, Hariman, J L Lucaites, Photography: The Abundant Art, Photography and Culture, Volume 9, 2016 – Issue 1 April, 2016
  • A, Azoulay, What is a Photograph? What is Photography?, Philosophy of Photography, Volume 1, Number 1, March 2010, pp. 9-13(5)
  • Bull, S 2010, Photography / Stephen Bull, n.p.: London ; New York : Routledge, 2010., UOW Catalogue, EBSCOhost
  • Modeling of image shutters and motion blur in analog and digital camera systems’ 2009, 2009 16Th IEEE International Conference On Image Processing (ICIP), Image Processing (ICIP), 2009 16Th IEEE International Conference On, p. 3457, IEEE Xplore Digital Library, EBSCOhost

MEDA301 Week 1

What is my Practice?

Capturing motion using film and photography

Do you see yourself or your learning situate in an existing field? (e.g. communication and media studies, creative practice, screen or moving image, media arts etc.)

Photography and Film

Write down some key words that describe this field, actions or tasks related to this field (e.g. Image-making, material investigation, social media, research etc.).

Motion Capturing, movement, still, video, shutter speed

Look through the projects that you created in the past (academic or outside of university), find one that interests you the most. Describe the project in one or two sentences.

In the past I have done a few series of photographs, altering shutter speeds to give altered effects on the images. As for videos I have created in the past, several short films and multiple experimental films that explore the many aspects of film.

Aspects I wish to pursue.

With this project I hope to explore the relationship between still images and moving images and how they differ and how the relate.

Write down five of the most important skills and knowledge that you consider vital to your learning in your field of practice.

  • Camera Skills
  • Post production knowledge
  • Researching for scenes to shoot
  • Lighting knowledge
  • Improving and adapting from the last image