Year 1

Year 2

About

>>
:. Labyrinths
:. Intertext Explorer
:. Taking the Line for a Walk
:. tScheduler
:. Final Project: Eichstätt
:. Final Project: Tumtum Tree
:. Dissertation
 
>>

Labyrinths



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Duration: (a part of) 8 weeks
Tutors: Gillian Crampton-Smith & Ben Hooker
copyright©2000 William Ngan, all rights reserved.

I leave to various futures (not to all) my garden
of forking paths.
-- Jorge Luis Borges

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Theme:
A personal project to design tools for constructing and exploring interactive narratives.

Extracts from the brief:
"...to explore how computer technology can be applied to construct and present narratives, in forms that encourage new ways of reading and writing and make visible the multiplicity and complexity of the world around us."

Description:
Labyrinth v1.0 is a tool for authoring and reading interactive narratives of sounds and texts. After reading of Borge's short story The Garden of Forking Path, I was enchanted by the idea of narrative as "a labyrith of symbols" in "an invisible labyrith of time", "a growing, dizzying net of divergent, convergent, and parallel times." I wonder if I can express this idea in some way, and so decide to explore the different possibilities of making narratives with electronic and interactive media; the outcome is Labyrith.

Labyrith is a game-like tool (or tool-like game) which, like some Photoshop filters, you can play with as well as use. It is a tool for constructing and experiencing non-linear narrative, in which you can explore narratives in a space instead of line-by-line reading like a book. There are three major components in Labyrith: narrative space, narrative element, and narrative spot. In the narrative space the user can construct or explore a narrative; a narrative consists of narrative elements such as sounds and words; a narrative element is not active unless it is in the range of the narrative spot, which the user can move or adjust its range to explore in the narrative space.

By moving and adjusting the size of the narrative spot, by changing the position, the path, and the speed of different elements, and by adding new and subtracting old elements, the process of signification through such playful explorations is at least as interesting as the end result. The narrative contents in this labyrith of symbols and time are thereby dynamic.
 

Intertext Explorer



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Duration: (a part of) 8 weeks
Tutors: Gillian Crampton-Smith & Ben Hooker
copyright©2000 William Ngan, all rights reserved.

HAMLET: Words, words, words.
-- William Shakespeare

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Theme:
A personal project to design tools for constructing and exploring interactive narratives.

Extracts from the brief:
"...to explore how computer technology can be applied to construct and present narratives, in forms that encourage new ways of reading and writing and make visible the multiplicity and complexity of the world around us."

Description:
Intertext Explorer is intended for a more efficient as well as interactive reading of practical text. See an example of a practical text below:

"In user interface design, less is generally more. For example, you could get the user's attention with loud alarm sirens and big animated banners, but that would be just a bit over the top. Instead, Script 2.4 shows how to create a nice, tasteful alert window. Now you know why the authors don't work for Wired magainze."
--Tom Negrino and Dori Smith, Javascript for the World Wide Web, P15

Suppose a reader simply need the javascript code for making an alert box, all the information he/she will need in the paragraph above is simply "Script 2.4 shows how to create a (nice, tasteful) alert window." He/she may not have any interest (or time) to know the authors' preferences on interface design. In similar ways, you, the reader, may grow impatient reading this text!!

Well, dear reader, Intertext Explorer is a reading tool that allows the user to choose the "level" of reading a practical text. For example, the user may choose the level of "topic sentence", and can thereby scan through the main points of a text before choosing whether to read in detail. The "levels" are to be defined initially by the author or editor, and the reader can then use the different functions to set custom "levels", highlight keypoints, take notes, and search for keywords.
 

Taking the Line for a Walk



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Duration: 8 weeks
A project with Kyo Akabane
Tutors: Bill Gaver & Ben Hooker
copyright©2000 William Ngan & Kyo Akabane, all rights reserved.

...he taught us Drawling, Stretching, and Fainting in Coils.
-- Lewis Carroll

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Theme:
Computer techology as an artistic medium; an exploration of art-making and physical interaction.

Extracts from the brief:
"This project sets out to explore how computer can extend or change the ways we draw... explores new ways we draw as well as new tools we draw with, however, instead of creating an electronic paper or another Photoshop, this project will explore the interplay between the environment, user, and computer in the process, and take drawing from a piece of paper into the real and virtual space."

Description:
Kyo and I developed several electronic devices for drawing:

(1) Drawing with air: Blow-Interface: The user draw (as usual) with the awkward mouse, but blow a propeller or a tube on the monitor to change the brush, ie, a man-powered airbrush.

(2) Taking the Line for a Walk: the Drawing Robots: Initially we imagine this scenario: a cat chasing a mouse chasing a piece of cheese on a moving robot, and each of them as a pencil attached. (see the sketch) We wonder what kind of drawing will such interactions produce. We ended up making 3 robots (partly because the Work In Progress show at the RCA doesn't allow any real animal!), each of which can transmit as well as receive light. They are either attracted by light or afraid of it, and when they receive a light above a certain intensity, they draw by leaving a trail of their movements on the floor. While their interact with themselves, the user can also influence their behaviours by shining a flashlight towards them. Thus the resulting drawing is a product of behaviours, external information, and user interaction.
 

tScheduler



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Duration: 1 weeks
Tutors: Bill Gaver & Ben Hooker
copyright©2001 William Ngan, all rights reserved.

Your machinery is too much for me.
-- Allen Ginsberg

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Theme:
A scheduler as a critique of schedulers, for a one-week pressure project.

Extracts from the brief:
"The aim of the project is to reconsider the way in which we structure the events in our lives to make them more meaningful and poetic. We are not looking for designs that offer ultimate functionality, but more an original and elegant solution."

Description:
My personal response to this project is that scheduler, in my project, is indeed a tool with which "we structure the events in our lives", but a tool that make our lives less meaningful and poetic. Schedulers divide time into cells in which we assign tasks that we are obliged to do, and thus it deprives us of the ability to act according to our feelings and thoughts, and even to forget.

Hence I do not wish to cover such high practical tool with a "poetic" skin, instead, I set out to design a scheduler which is also a critique of schedulers; above all, I intend to expose the virtue of schedulers -- its functionality and precision -- to an extent that it is also laughable. The poetics and meaning will then derive from its absurdity.

I come up with a scheduler which is similar to a Turing Machine, model of a universal computer which consists of a "black box" and a long paper tape. Schedules are recorded as symbols onto the paper tape, and at each time interval the black box reads a symbol for the tape, and display accordingly the schedule the symbol represents. I make it so accurate that you can assign every second of time with a task, which the black box will display on time, with eerie mechanical sounds. The user of schedulers may then find some similarities between himself and the mechanical black box while laughing at it.
 

Eichstätt



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Duration: (a part of) 10 weeks
Tutors: Bill Gaver & Ben Hooker
copyright©2001 William Ngan. all rights reserved.

Are you the leaf, the blossom or the bole?
-- W.B. Yeats

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Theme:
Digital plants that half exist in the real world, and half in the virtual world.

Extracts from the brief:
"This project consists of a series of playful studies that explores the divergence and convergence between nature and technology... that apply concepts of the natural world into interaction design... For the final show, I propose two pieces of interactive objects to illustrate the eccentricity of the synthesis of nature and machine."

Description:
Eichstätt is an environment for growing plants that are half in real world and half in "virtual" world. Six transparent jars allow the user to choose a specific "seed" by plugging a cable into it; the other end of the cable is attached to a suction cup, which the user can place onto the computer screen. The computer then finds the position of the suction cup (by performing a "matrix search" and communicating with the microcontroller), and grows a virtual plant in that position.

The Garden at Eichstätt, a 17th century botanical book, provides the elements for the diversity of plant forms. Flowers, fruits, leaves, stems, and roots are first digitally scanned and stored individually, and later on to be recomposed dynamically using algorithms. Algorithms for branching, flowering, and decay regulate the growth of the plant. Shaking the monitor, the plant trembles and its leaves and stems will fall; plugging into different jars, the virtual plant transforms to different species; taking the suction cup off screen, the plant drops and is destroyed.
 

Tumtum Tree



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Duration: (a part of) 10 weeks
Tutors: Bill Gaver & Ben Hooker
copyright©2001 William Ngan. all rights reserved.

What branches grow out of this stony rubbish?
-- T.S. Eliot

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Theme:
A robotic pet that tilts your beloved pot-plant to the maximum light source in the environment.

Extracts from the brief:
"This project consists of a series of playful studies that explores the divergence and convergence between nature and technology... that apply concepts of the natural world into interaction design... For the final show, I propose two pieces of interactive objects to illustrate the eccentricity of the synthesis of nature and machine."

Description:
Tumtum Tree is a "dynamic pot" that helps the pot-plant achieve motion and seek "food". The pot actively looks for the brightest light sources in the environment, and then by moving its three legs to appropriate angles, tilts the pot-plant towards the light sources. The pot thus forms a special kind of symbiosis with the plant, constantly maximizing the rate of photosynthesis of the plant.

A weird ancient Greek philosopher once argued that anything that moves has a life: so, in motions too, The animated pot-plant becomes more "alive". Other possibilities, of course, include ritual dances and pollen dispersion by taking a stroll in the park!
 

Dissertation


adobe pdf
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Duration: a summer holiday while working full-time
Tutors: Nic Maffael
copyright©2000 William Ngan. all rights reserved.

By this art you may contemplate the variation
of the 23 letters...
-- Robert Burton

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Theme:
A brief study on computer as an artistic medium

Extracts from the essay:
Computer technology, even with its great power in manipulating information, transforming reality, and offering new modes of interactivity, acts only as a potential medium for artistic creations but does not automatically generate great art by itself. In fact, the artistic process usually involves not only a deep understanding of the medium but also of the essential qualities of an era and humanity. (...) A better understanding of computer as a medium will allow the artist to utilize it in more effective and meaningful ways, but it is only through the artist's perceptiveness and judgements in the dynamic of social influences, cultural and historical contexts, technological advances, and the many factors concerning humanity, that the goal and content of an artwork can be defined.

Description:
This essay examines the different properties and characteristics of computer and information technology,and taking into account the peculiarity of our postmodern and technological age,it also suggests different ways of how artists and designers can harness the power of technology and discover its poetic qualities.