Implementation
All the visual side of the project was made using the Processing programming environment. Using algorithmic design and motion allows for convincing, real-time and ever changing nature of motion and behaviors, as well as interaction, among the creatures themselves, and also toward human visitors who observe them. The creatures resemble deep see organisms, with rather abstract shapes, bioluminescent traits and natural, organic motion. The choice to design deep sea creature allowed for more freedom of motion in all dimensions and the ability to portray abstract shapes that can still be perceived as living beings. The creatures are designed using geometrical shapes, in order to emphasize the question of them being alive while being computer generated objects.
Motion - The motion of the creatures is derived from several different algorithms, including calculations of physical forces to allow for more realistic spatial motion. The motion is also derived different behaviors and interactions between the creatures, as well as response to external objects (such as a human face in front of the exhibit). Using 'steering behaviors' (introduced by Craig Reynolds), the creatures can present different swarming and social behaviors, and respond to each other in motion and space.
The human interaction is implemented using computer vision through the openCV library, in openFrameworks. Utilizing face detection, and motion tracking, the creatures can have a metaphorical sense of vision, and know when and where they are looked at. The creatures may respond in different ways, according to traits that they posses, such as curiosity, playfulness, anxious etc.
There are two species presented in the exhibit -
Flitters (iactatus norris) - Small swarming and curious creatures, the flitters like to stick together and move as a group, some may be more curious than the others, which is expressed by their tendency stop and check interesting objects in their field of view (such as a human observer), they may even part from the swarm in order to satisfy their curiosity.
Meditating Morus (morus cogitare') - A larger more evolved organism, sharing many morphological similarities with the flitters (they share the same ancestor). The Morus has a unique behavior which is all about quiet observation (that gave the Morus its name). If a visitor is looking into the exhibit, without moving, the Morus will attempt to approach the observing person, and begin its own observation, and meditation. When meditating, the Morus displays different colors of bioluminescent patterns and pulses, on its 'head' and body. In a way, in order to make the Morus meditate, one must meditate with the Morus. Living in symbiotic relationship with the flitters, who get a sense of security from their larger relative, the morus may observe them as well, and meditate in the absence of human observers.
This kind of interaction is subtle, and meant for an immersive experience with the exhibit. The choice of computer vision as a means for interaction allows for a more natural response, with no need for any physical device or buttons to be touched or held, just like when looking at nature.
The Installation is made of a large black structure, with a glass window, into the inner space, were the creatures can be observed. Using a 'pepper's ghost' reflection of the image, the creatures seem to be floating in the center of the inner space, between sea plants and gravel, without any screen of projection surface. This optical illusion contributes even more to the magical experience of the exhibit.
The project was presented at the ITP thesis week of 2010 and is on display at the ITP spring show - May 9-10 2010.