Michael is an Eagle Scout in the Boy Scouts of America. He graduated as a Joseph Wharton Scholar from the Wharton School at the University of Pennsylvania. He has pursued overlapping careers in home remodeling, art direction, small business consulting, systems administration, and data analysis. He also was a Mac Genius. Before pursuing his master's degree, he worked as an analyst for Meg Shope-Koppel, the Director of Research at the Philadelphia Workforce Investment Board. Michael graduated from New York University's Interactive Telecommunications Program in the Spring of 2011.

Michael's blog is located at http://neocyde.net. This is a link to his resume. He has two twitter accounts: @noisederived and @voxels. He has a vimeo channel. He can be reached by emailing 'voxels - a t - noisederived - d o t - com'.
Sir Francis Bacon's Four Idols in 2022

As part of a group project for our final in Art Kleiner's Future of the Infrastructure, I gave a speech in front of sixty or so people at ITP that was a reflection on the four idols introduced in 1620 by Francis Bacon in his Novum Ogranum. I chose to reconsider the four idols in terms of a scenario for 2022 defined by widespread real-time stream computing.

My midterm paper on "Nowcasting as a Driving Force for 2022" follows the transcript of the speech.

Real-time Data Visualization in 2022

In 2022, the lives of many who survive will be sufficiently different that it will be difficult to recall how we moved through life without real-time data. We have long welcomed the tools that will deliver this world to us. Our cellphones are a nest of analog sensors, as are our streets, our televisions, and our shoes, and yet these sensors have not fulfilled their most powerful promise. Sir Francis Bacon wrote with prescience opening his Novum Organum, originally published in 1620:

There remains but one course for the recovery of a sound and healthy condition – namely, that the entire work of the understanding be commenced afresh, and the mind itself be from the very outset not left to take its own course, but guided at every step; and the business be done as if by machinery.

Let there in short be one method for the cultivation Another for the invention of knowledge…

He chose to call these methods the Anticipation of the Mind and the Interpretation of Nature.

Real-time data integrates both the algorithmic Anticipation of the Mind and a shared Interpretation of Nature into the human condition. We will become new beings augmented by an understanding of the present moment that is fed by an awareness of disparate space-time that has never before been presented to a single perceptual construct. We will make decisions, for better or for worse, in a fundamentally different way than we do today. There will be rush of opportunity to manage the transition from our socially based economy to a data driven one.

The growth of the vitality of computing as it relates to economics, scientific study, and even personal enjoyment withers away the transaction costs of changing your mind. Computation combined with sophisticated storage and recall of information reduces the time, and as a proxy for time, the money, involved in trailblazing paths through complex decisions. Instead of detonating atom bombs, we simulate their detonation ad nauseum. Instead of cutting up strips of film we toss around light represented as a string of numbers.

For the most part, we in this room have spent much of our lives waiting in shrinking periods of time for a small group of people to dissolve the considerable friction along the route from data collection to data visualization. In the words of Montgomery Scott, “It’s like trying to hit a bullet with a smaller bullet, whilst wearing a blindfold and riding a horse.” In 2010, we approach the end of this tunnel. We see a world where data remains in motion from the sensory apparatus from which its gathered, through an arbitrary number of silos in which it could be interpreted, to the sensory experience of person who is also in motion. In 2022, we will have the horsepower in our media servers to hit that bullet.

The massive datasets that sit locked in the vaults of our decision makers who have no idea how to pull them apart will soon find connections to each other and outgrow their cages. Small vendors such as Mint.com will entice large vendors such as Mastercard to reinterpret the value of their services. The consumer will demand a way to opt in to systems that deliver their data back to them. Foursquare understands this model but is no match for your cell phone provider, who already knows where you are at any given moment without checking in. AT&T also happens to have access to the speed at which you walk, the number of times you check your Twitter, your burn rate on battery life, the ambient noise you’re surrounded by, and how many times you call your mother. In 2022, the providers of your mobile connection will be the first filter that skims off the data warning everyone of your impending heart attack. Your bank will engage with you based on whether you went to Starbucks at your usual time or six hours after that. Through data mashups, companies will excavate information about your behavior, and they will realize that they will lose you as a customer to anyone who can serve it up in a better way. Product lines and capitalism itself are about to evolve.

Patterns of human behavior emerge in the remixes of organic data, and these patterns are far more valuable to their creator than they are to the marketing MBA. As the transaction cost of calling up a data visualization at will approaches zero, we reap a cognitive surplus that is invested in the ideas which capture our interest. We will see choices for our cash flow painted on top our upcoming events when we’re actually thinking about them, walking from the subway to the office. We will rely on the automatic execution of small decisions, such as choosing a brand of milk based on the carbon footprint of a farming method, to feel better about our participation in society. We will have an elaborate scoring system attached to many types of decisions that will rank the efficiency of action, the relevance to a goal, the likelihood of a risk, the trust of a data source, the quality of the data, the accuracy of the prediction, the standard deviation from the mean of previous decisions, and the concurrency with your social network. The boundaries of a path set by series of fossilized choices – that have data streams which have not varied outside of a set range – will guide us into realizing what we truly care about.

But the future is not all tasty peaches. These peaches will ripen and might rot. There will be three pitfalls in data streaming: becoming obsessed with the past, the present, or the future. According to Frances Bacon, salvation lies in alternating between awareness of abstracted structures of data and understanding the particles which construct them. Subtlety in the ability to balance past observations with confirmations of nowcasts and weighted predictions of the future will be a way to gain advantage over your trading partners. You will be measured not only by the products you consume, but also by your contributions to data streams. The leaders of men and women will become those who are capable of manipulating the data stream to support their ideas. Some will thrive on amplifying grotesque ideas. Some will thrive on balancing the diversity in data sources. We as consumers will attempt to heavily filter information that we find tedious, but the suppliers of information will attempt to prevent us from doing so. The point for them is not to know the truth but to get as many people as possible to believe the same idea by reiterating selected evidence. The data streams will often become Ouroboros, the serpent eating its own tail. You will easily believe that the world is exactly as you are, but you will be wrong. You will find optimal solutions but then you will repeat them over and over again. This is the problem faced by the makers of Coca Cola, but their solutions often rely on their customer having less than perfect information or fairly bad information recall. There will be a tension between the feeling of control and the loss of control as the opportunity for real deviations from a highlighted chain of events are presented to you for the first time in your life.

The important thing to remember is that data streams can only be evaluated by experience. There will certainly be frustration around the limitations of the ability to measure things, the tendency to measure superficial things, and the gaps the exist between measurements. Furthermore, faith in the ability to make a useful decision out of real-time data relies on trusting three people: the person who defined the data, the person who cleaned the data, and the person who presented the data. Your social network is an excellent way to ground your data streams in trust, but because useful data inevitably comes from far flung sources, data streams should be treated with skepticism. Early predictions will likely fail until Adam Smith’s invisible hand steps in to correct them through feedback loops. This creates another kind of tension between the instinct to react to your sensory experience and the suggestions of a visualization giving contrary advice. Evaluation of the data stream can either become a reflection of self-awareness or a distraction from it.

A third kind of tension will arise between the demand to pay for information, the opportunity to steal it, and the Faustian bargain to accept a manipulated data stream in exchange for promotional awareness. The global economy will be modeled on creating barriers and artificial bottlenecks that monetize streams of data. Clearinghouses and packagers of information will become the definition of the first world. Ad hoc networks to transfer stolen data will be the third world. Many of these steams will flow through open source analysis. We saw an example of this last week, where a very vocal group of smart people insisted that Twitter was suppressing any trend of Wikileaks based on their observations of Twitter’s public data stream. Consumers will opt in to systems that compete on their granularity, breadth, personalization, and honesty. The most detailed streams will be proprietary, but leaks will counterbalance that model. Social class will be indicated by the quality of information and the aesthetics of a visualization. Too few streams will feel like poverty. Too many streams will feel like stupidity. Countries whose first networks are real-time networks will deliver subsidized streams that are diluted to the lowest common denominator. Villages where the closest stream is within walking distance will receive information, but information that is garbled through word of mouth. Many of us in the middle will be caught up in new types of depression and euphoria arising out of constant comparison to your friends.

Finally, real-time data will change the intimacy of your social network. Sharing data is a sign of intimacy. The lack of sharing is an obstacle to intimacy but perhaps a necessary one. You will accept a role in your household to pay attention to certain streams, much as one of the partners in a marriage pays attention to the checkbook, and you will negotiate with your family and friends about which personal data streams you will allow them to see. You will feel a stronger need to keep others unaware of certain details of your life, and yet you will feel a stronger temptation to break into the details of the lives of the people that you love.

Every so often, we may just need to go be alone. We may need to step out of the stream and rely on our unaided intuition or our prayer rather than our planning. And when this step occurs, we will know that real-time data is an inseparable part of us.

Nowcasting as a Driving Force for 2022

“We are as gods and might as well get good at it.”
Stewart Brand

Given the forces driving the expansion of access to information in the 12 years spanning 1998 to 2010, we can expect that progeny of these forces will affect our lives in 2022. In general, across the world but particularly in the developed world, it is predetermined that our ability to find information will increase. Whether increased access to information impacts our capacity for knowledge is uncertain, but it is likely that our access to information will have a deep impact on the ways in which information is used.

Four converging trends drive increased awareness of the immediate state of being:

  1. The volume of data and metadata on human behavior and activity is rising
  2. The willingness to collect, aggregate, and share many different streams of personal data is rising
  3. The cost of processing power and data storage is falling
  4. Predictive models of human behavior based on collected data are becoming more accurate

These trends converge in a future where the transactional cost, time, and complexity of decision making is reduced in accordance with our ability to eliminate latency in processing time and apply appropriate filters in visualization. Nowcasting – the accurate prediction and presentation of information representing the current state of being – lies near the center of our data informed lives. Real-time data lies at the center of nowcasting.

Macroeconomists developing econometrics have encountered frictions that might delay the widespread adoption of nowcasting. Dean Croushore, a macroeconomist at the Federal Reserve, defines real-time data analysis as, “research for which data revisions matter or for which the timing of the data releases is important in some way.” (Croushore, 2008) The transition from data that is repeatedly revised, such as GDP, to data that is immediately factual, such as clickthroughs, is met with several challenges. In a paper published before he was Chairman of the Federal Reserve, Ben Bernanke wrote, “Research departments throughout the Federal Reserve System, as in other central banks, monitor and analyze literally thousands of data series from disparate sources, including data at a wide range of frequencies and levels of aggregation, with and without seasonal and other adjustments, and in preliminary, revised, and ‘‘finally revised” versions.” (Bernanke and Boivin, 2003) The effects and predictability of data revisions are the chief investigation of macroeconomists exploring real-time data. The chart below demonstrates the movement in a single, common statistic published in 138 different vintages of data.

Real consumption growth for the second quarter of 1978 is not a number that remains stationary after its published but a number that is revised when new data becomes available or old data is reevaluated. The predictive power of current models is often based on the ability to separate “news” from “noise” in successive data vintages. Predictive models also face a ‘jagged edge’ problem defined as the loosely periodic release of different data streams at different times. For example, the table below describes the timing release of 35 different data streams relevant to setting monetary policy.

Understanding the timing of data releases helps to explain the motivations behind a decision made at a specific moment in time, as researchers often grapple with evaluations that contain more data series than data observations. Fortunately, many of the challenges with using real-time data have been overcome, or the power of the data despite the challenges has proven to be greater than traditional or simple models.

Macroeconomists commonly agree that manipulating highly varied real-time data can improve our awareness of the business cycle used to set monetary and fiscal policy. “We find, in brief, that the scope of the data set (the number and variety of series included) matters very much for forecasting performance, while the use of revised (as opposed to real-time) data seems to matter much less.” (Bernanke and Bolvin, 2003) Applying techniques such as averaging traditional and real-time forecasts or introducing noise reduction mechanisms such as the Kalman filter to real-time data produce more useful results than the best results the Federal Reserve Bank has customarily published in its Greenbook.

[T]here are substantial gains from the use of real-time data in the practice of nowcasting and forecasting, business-cycle dating and decision-making. Measured by a range of statistical criteria, the performance of the real-time model in revealing the current and future business cycle position was shown to be substantially and significantly better than the simpler models. This was true whether the analysis focused on specific variables (output or prices) or more complicated functions (involving gaps or other policy objectives). The result was found at all forecast horizons but was particularly strong for contemporaneous nowcasts. (Lee et al., 2010)

Nowcasts are immediately valuable in their ability to uncover recessions more quickly than information the National Bureau of Economic Research has often relied upon. Their accuracy may also rival the well-specified econometric models currently used to forecast monthly indicators (Castle, Fawcett, and Hendry, 2010). For example, Google has built a real-time price index that adds granularity to the US Government’s Consumer Price Index. The driving force behind using nowcasts in macroeconomic decision making seems to be building momentum, and we can easily imagine a future in which the application of nowcasts spreads beyond the Federal Reserve.

Hardware manufacturers and software developers have begun to produce robust products that overcome the barriers blocking production of accurate and relevant nowcasts. Foremost is the ability to move data as quickly as possible from collection to visualization, a process IBM describes as stream computing or “a futuristic technology that can detect insights within data streams still in motion, that is, before they are saved into databases.” (Rea and Mamidipaka, 2010) Stream computing is enabled by removing the bottlenecks along the paths of data and reducing calculation overhead by performing highly parallel computations concurrently on related streams, such as those informing a stock trade.

Stream computing offers a better way to conceive of gleaning information.

“Stream computing is a new paradigm. In “traditional” processing, one can think of running queries against relatively static data: for instance – List all personnel within 50 miles of New Orleans, which delivers a single result set. With stream computing, one can execute a process similar to a “continuous query” that identifies personnel who are currently within 50 miles of New Orleans, but get continuous, updated results as location information from GPS data is refreshed moment by moment. In the first case, questions are asked of static data, in the second case, data is continuously evaluated by static questions. InfoSphere Streams goes further by allowing the continuous queries to be modified over time.” (Rea and Mamidipaka, 2010)

Very low-latency systems are currently employed by financial services industries and used as competitive advantages among stock exchanges. The London Stock Exchange recently touted its 126 microsecond average latency as twice as fast as its main international competitors. IBM has deployed its stream computing solution, InfoSphere System S, in manufacturing, health monitoring, and energy trading experiments. ATI and Nvidia have invested in general purpose graphics processing unit (GPGPU) computation, a touchstone of stream computing that may bring it into the households of 2022.

Our world is being instrumented (Adrian, 2009). Many smartphone owners carry at least four more analog sensors with them than they did 12 years ago. The ability to run these sensors in the background without battery life concerns, along with other types of sensors, is predetermined for 2022. Increasing activity of self-published data is highly probable. The translation between silos of self-aggregated data into information motivating a single decision, like that of the stock trade presented above, is low hanging fruit. Applying this process to track consumption, like equating purchases to carbon footprints, are the most obvious but perhaps least interesting implications.

Given the right balance of filtering relevant to the current moment based on the methods being developed in macroeconomics, a stream computing solution that facilitates nowcasting will improve the interaction of a person with his environment. Rather than reducing the human condition to algorithms, algorithms will combine to improve the human condition in ways that are difficult to imagine (in much the same way that the uses of Twitter are difficult to define). Going beyond real-time platforms like Twitter, Facebook, Mint.com, Nike+, and others, stream computing will create a nowcast of hybrid information woven into a cocoon from which the possibility of acquiring knowledge may undergo a metamorphosis. Certainly, in 2022, we will use our increased capacity to monitor ourselves and decreased cost of remixing information to improve upon our mediated intake of data.

Bibliography

Background Notes

Behavior Visualization Front End

I developed an ambient form intended to communicate behavioral visualization of complex data sets. This project was my first exploration into the front end of my thesis at ITP, as well as my first foray into producing stereoscopic content. It took roughly two weeks to build, including the time needed to sort out the workflow. It was shown at the 2010 ITP Winter Show using a 3D Blu-Ray disc read from a Playstation 3 to a 3D Samsung TV.

Corona
Tools:
  • Processing
  • Cineform FirstLight
  • Adobe Encore

Video shot by Arturo Vidich and edited by Nisma Zaman.

My project development studio class focused on the pre-work and research for my thesis on developing a meditative state for data analysis. The thesis consists of three parts:

  1. Creating four dimensional ambient, light based structures to present the data
  2. Assigning characteristics from the data set to an behaviorally emergent system, such as a Reynolds flocking system.
  3. Create a gestural based system for manipulating the visualization.

This semester, I moved in incremental amount in all three areas. For my final, and for the ITP Winter Show, I pursued the front end of the visualization and learned as much as I could in two weeks about the workflow for producing 3D content to be displayed on 3D monitors.

The goal of this section of the project is to develop a structure that filters light in a way similar to the structures seen in the bottom of a pool or in very large clouds of gases in space. Although I had already developed a system to assign survey data characteristics to a flocking system, I chose to begin with a “blank” flocking system based on Daniel Shiffman’s Nature of Code examples.

The first step was to find a a balance of the weight variables that gave interesting results. I really enjoy this version of the sketches because they retain the graphite quality of the original drawings I made upon which they are based, but I then spent some time adding color. I had to debug the wandering algorithm used to give the structures a little more complexity. These were complimented by leaving out the background function in Processing (that usually clears the screen) and doing some rotation with the camera at increasing angles. Although I like this effect, I realized that I couldn’t keep it in the mix given the way I was trying to save the structures for later use.

The next step happened quite by mistake. I was trying to connect up the points to get some substance to the structure and happened to daisy chain them in my code in a way I didn’t intend. Fortunately, it was exactly what I needed.

The visualization attempts to include some meta-levels of flocking, implemented through using flocking systems as the control points for bezier curves between the paths found by the original flocking release. Several iterations were spent getting the balance of four flocking systems to gently produce some satisfactory curves. Once the curves approached a decent balance, I experimented with overlaying them into the first part. The thickness of the lines was a very delicate balance that had to be completely changed once I got them rendered in 3D. Thin lines do not show up well through the 3D monitors.

Finally, I returned to each point in the process and fine tuned them for my project development studio final presentation.

Machine Learning in a Three Space Visualization
The utility of octree distribution and a Kohonen self-organizing map are explored by assigning characteristics of the US Census Bureau's 2008 American Community Survey Public Use Microdata Sample for New York City to the behaviors of a flocking system.

The final product is a clustering of like citizens. The citizens seek out the cores which are most like them. They align to other citizens which are most like them. The separate from cores when they arrive (to avoid over clustering). They are cohesive with other citizens in their octree.

Visualizing the 2008 US Census American Community Survey for NYC
Tools:
  • C++
  • OpenGL

Most of the backend of the project was an exercise in finding objects which could move the data lightly through the pipeline without killing the frame rate.

The first challenge was to create a citizen object that could be displayed in over 65,000 instances if necessary but also move in real time. A tetrahedron was chosen because it had the minimum number of triangles to make a volume in OpenGL, but as Eric Mika pointed out, it later became a liability due to its alignment ambiguity.

The tetrahedron was given some substance, lighting and multisampling for antialiasing. The basic flocking behavior to seek a target was implemented in a small sample. Coloration was applied to the citizens to test possible category comparison. Octrees were added to reduce the computational load. The completed octrees were outlined and populated with a “core” which scored the characteristics of the citizens in its space and adapted to represent the populace.

The self organizing neural network was based on a Kohonen self-organizing map. The learning constant was changed repeatedly to notice its effect on the network. Noise was injected into the initial distribution to abstract behavior from beginning position. The learning constant works as a decaying radius. The initial radius is another variable which may be adjusted. In addition to the learning constant and the initial noise, the flocking behavior may be weighted to affect the final distribution.

Recontextualizing Foursquare Data

I took the top five locations from a fellow student's Foursquare check-ins in the East Village and calculated their geographic relationship to each other. Then, I took these paths into Google Earth and did flythroughs around various famous locations in the city. I recorded the places where each of the new points fell and wrote a short blurb about the type of person that might visit those locations. A “personality” seems to emerge from the visits even though they’re almost entirely arbitrary.

Orienteering in Space-time
Building the Map
Tools:
  • Processing
  • Adobe Illustrator

We were asked to take pictures for a week to create a data set that could then be visualized without the image data. I chose a compass as my subject and snapped a photo on my iPhone at noon, 3:00, 6:00; 9:00 and midnight. My concept evolved into orienteering through space-time by mapping the path that would take me back to the moment I began from. I created a Processing sketch from the raw data to map the distance and facing direction in cylindrical space. I brought this map image into Illustrator and put a front end on it, including a blend that shows what cone of space-time I tend to travel in.

Wikileaks' 9/11 Text Messages

Text messages from 9/11/2001 are visualized by a timeline depicting their concurrence with the events of the day. The music included is "Exogenesis: Symphony, Part 3 (Redemption)" by Muse.

Visualizing Data Final Presentation
Tools:
  • Processing

Wind and Visibility

A visualization of the weather in five cities described by live XML feeds provided by Yahoo.

Visualizing Data Midterm
Tools:
  • Processing

Theme and Variation

An ambient visualization of text. The changes in the projection matrix are based on the ASCII value of the character.

Visualizing Data Assignment
Tools:
  • Processing

The intention of this assignment was to abstract the meaning of text into a visualization in a classic Theme and Variation experiment. The texts used for visualization were the Preamble to the Constitution and the chorus to Madonna's Like a Virgin.

Career and Technical Education Explorer

A tool that explores the relationship between technical education programs in selected high schools in the Philadelphia School District and projected employment in geographical areas surrounding Philadelphia, PA.

Philadelphia Workforce Investment Board
Tools:
  • Microsoft Excel
  • SPSS
  • Processing

The Career and Technical Education committee of the Philadelphia Youth Network asked me to build on some work that showed the employment outcomes for programmatic choices in the Philadelphia School District. Rather than create hundreds of bubble charts by hand, I decided to put my interest in Processing to the test and write an applet that would configure a graph based on the crosswalk between courses and occupations. The committee responded well to this initial work and asked for me to continue it. Over three months, as a side project to my daily work, I developed the CTE toolkit into an application, teaching myself the Processing language as I progressed.

The application helps the user navigate the map along several dimensions of information to find the right questions to ask when considering policy decisions. Information uncovered with the tool was included in a mandated report from the Philadelphia School District to the Pennsylvania Department of Education on Career and Technical Education High Schools.

Quarterly Report for the Mayor of Philadelphia
As the data analyst for the Philadelphia Workforce Investment Board, I worked under the Director of Research and the Vice President of the Board to produce statistics on the workforce system and reinvent a quarterly report delivered to the PhillyStat committee led by the Mayor of Philadelphia. In the draft presented here, I was responsible for creating the statistics from the raw data, visualizing the statistics, designing a style for the report, and laying out the report.
Philadelphia Workforce System
Tools:
  • Excel
  • Processing
  • InDesign

I produced many types of reports based on survey and census data for city and state officials while at the Philadelphia Workforce Investment Board. It was around this time I used Ben Fry's and Casey Reas' book to teach myself Processing. This report was one of the first data visualizations I made with Processing that was distributed decision makers. Another example of the research, analysis, and visualization I produced around that time can be seen in this brief on the retail sector that was part of an effort to qualify the recession in Philadelphia before data was available:

Retail Trade on the Eve of the Recession in Philadelphia

Mac Genius Performance Analysis
Applying data analysis techniques to improve the performance of repairs at an Apple Store.
Apple Store Suburban Square
Tools:
  • Filemaker Pro
  • Excel
  • InDesign

After automating many of my daily responsibilities as a Genius Admin in the Apple Store at Suburban Square, I used the free time to initiate a project that was the precursor to my work at the Philadelphia Workforce Investment Board and the Interactive Telecommunications Program at New York University. Over three months, I collected over thirty data points from every repair checked into the Genius Bar. I used those data to write a performance analysis report containing revelations about the kinds of problems we faced and our success in innovating. I presented the report to the head of service for Apple Retail during his visit to the store.

50 Hours for Hallowe'en
A time-limited capstone project demonstrating the basic ITP skillset.
2010 ITP Haunted House
Tools:
  • Illustrator
  • Photoshop
  • Processing
  • Plaster and Alginate
  • Nivo Slider

Inspired by the annual ITP Hallowe'en Haunted House, I committed to a quick but comprehensive project that could be documented for my portfolio. In 50 hours, over 9 days, I conceived and produced a capstone project that pulled together many of the skills I've gained at ITP, including interface design, physical computing, projection mapping, fabrication, and project collaboration. These are the results:

  • 3 hours - Initial concept sketches - Oct 20
  • 1 hour - Organizing the participants - Oct 22 - Oct 29
  • 1 hour - Gathering materials - Oct 24 and Oct 26
  • 5 hours - Creating the death masks with Chika Iijima- Oct 25
  • 16 hours - Designing the partial deal masks - Oct 25
  • 12 hours - Coding the interface and projection mapping - Oct 27
  • 5 hours - Dry run setup and break down
  • 7 hours - Final setup and performance

This project explored the concept of creating an oracle that was separated from its audience. In this case, a tarot card reading was performed for a visitor. The tarot cards were read inside a locked room with a glass wall that was filled with revelers acting out a stylized Samhain ritual. The visitor approached the outside of the room and asked a question, which was broadcast inside the room through a wireless microphone and a PA system. The three cards pulled were selected on an iPad running a VNC connection to a hidden Macbook Pro, which then projected the cards from above the visitor onto three death masks of the principle actors inside the room, thus delivering the reading to the visitor.

PS3 Move Interaction Test
A brief analysis of first impressions of the Playstation 3 Move experience.
Illusion of Authenticity
Tools:
  • Playstation 3 Move

Video gaming systems have long relied on simple sensors to translate user action into game action. Joysticks, buttons, and force feedback dominated the I/O for virtually every type of game. Although specific interfaces for one-off game series have appeared throughout the history of gaming (i.e. dance pads, surf boards, or driving wheels), the primary method of controlling a game did not change for more than 20 years. Nintendo's success with the Wii Motion Controller prompted Sony and Microsoft to ship some of their more interesting R&D efforts and perhaps will redefine the basic method of control internalized by new gamers. Capturing gestures seems to be more than just a passing trend in interaction. It may define a new relationship between the user and a CPU.

The Playstation Move controller system is an evolutionary step along the path that blends the real and virtual worlds of video games. Though the concept of a controller that follows the movement of the user was introduced with the Nintendo Wii, the PS3 adheres to Sony's implementation of deep technology to improve the experience of the user and moves beyond what is possible with the Wii. The ultimate realization of this transition may be realized in the Xbox Kinect system which forgoes the controller for a video based motion capture system, however, for now, the PS3 Move seems to set a new standard for a fresh type of game play.

The Playstation Move System maps actions onto two types of controllers. The Playstation Move Controller contains a three axis accelerometer, a three axis gyroscope, and a LED lighted ball which is tracked by the PS3 Move USB Camera. The Playstation Move Navigation Controller is a companion which carries over the joystick available on the customary Sixaxis controller. The sport-based games included with the Move bundle offer the ability to use two of the Move Controllers in each hand. The Navigation Controller seems to be implemented in role playing games which require the character to move through the environment. The controllers connect through bluetooth, and they interpret gestures suggested to the user by the game designers. The authenticity of the gestures create an interesting cognitive map onto which players can find their way into the heart of a game. Martial arts are no longer expressed by pressing the right four-button combination, but by moving the body in a power stroke that might be more familiar to the user. A reanalysis of the authenticity of gameplay is warranted.

On October 1, 2010, four gamers arrived at a Williamsburg apartment to spend time with the Playstation Move. The apartment's occupant, Natasha Eng, is full time freelance producer in her mid 20s and has played with the Move since its release. She is the niece of Wendy Muñoz, a first generation Chinese American in her mid 30s employed by the New York Times as a graphic designer. Wendy's husband Glen is also in his mid 30s and is a first generation Cuban American. Much of Glen's career has been spent managing ad placements at AOL. Neither Wendy nor Glen knew about the PS3 Move existence before their first interaction with it. "Drummer Dave" is an old friend of Natasha's, in his mid twenties, and has considerable gaming experience but no experience with the Move.

The group played multiplayer versions of gladiator, archery, ping pong, volleyball, and bocce. Knowledge of the system seems to be passed around the group from those who have played it before or through a realization from watching the game. Natasha acted as a coordinator for the group, stepping them through the setup process, while Dave and Glen often commented to the others when they discovered a new gesture. Clark Kent, the house pit bull, was underfoot most of the time, and attempts at ignoring him humorously failed.

Several important observations were separately made by all of the gamers. Calibration and depth perception were the two primary design flaws tearing noticeable gaps within the illusion of authenticity. Despite these frictions, the gamers universally acknowledged that gesture based control improved the enjoyability of the experience and suggested that they were more engaged by the interaction.

Calibration was a constant problem. The system needs to capture several points of reference before game play can begin, and sometimes it captures these points several times in a row. Calibration consists of connecting the controllers to the CPU, standing in front of the camera in the proper position, tracing three points of a triangle across the body, and holding the controllers a certain distance apart when two controllers are needed. Any time a new player rotates into the game, the calibration becomes an issue and the process must be repeated. The line between a gamer's ability to play and the effect of calibration on the game play is extremely blurry, and gamers often resort to fixing the calibration first when their skill seems subpar. Positioning in the camera's view and between the controllers seems random and hard to find. The process was frustrating enough that several times the entire group cheered when a calibration step was completed. Methods such as holding the controllers at a slight angle to the vertical axis were discovered to speed up the process, but throughout two hours of gameplay, calibration was consistently the sticking point in enjoying the game.

Within both ping pong and volleyball, the players also complained of their ability to understand the depth of the motion of the ball. The games depend on the timing of the swing, and sometimes the players could genuinely not tell what side of the net the ball was on. Rather than being a fault with the gesture, this problem seems inherent in the two dimensional surface projection. Sony seems to be aware of this problem and has already begun releasing 3D games, although the games themselves require a monitor capable of projecting 3D images.

Natasha experienced game play with two motion controllers for the first time. Initially she said she liked having only one controller, because she could "hold a beer in the other hand." She thought having two controllers was harder to use, but also later commented that two controllers were more engaging. Natasha gravitated towards archery and volleyball, but when faced with fierce competition, shot back, "let's go to the pool table," where she plays in a several real-life leagues.

Natasha was the first to point out that her arms got tired quickly playing the Move, a sentiment echoed by all of the players. As opposed to typically controlled game play, the Move system encourages body movements that require muscular stamina across the arms. Maintaining skill through an archery match requires holding both controllers out and horizontal throughout the game. This is a far cry from holding the controller at rest in your lap and much closer to holding an actual bow. All of the gamers took breaks in between matches explicitly because they were not accustomed to the physical effort involved in playing the games. Natasha kept saying that "she would give up after this," but then continued to jump back into the game, saying "It's so much better than the Wii.. The articulation is better." She noticed the greatest difference in articulation in ping pong, although in all games for all players, understudying how to aim the ball towards a goal became a quandary.

Wendy's first try with the Move resulted in a complaint that the controllers were not built for her hands. She thought the buttons were ill placed for the size of her hands and also that the aim was not what she expected. "How can I miss? I have such perfect aim." She was surprised by the workout induced by the games, but then suggested that they buy a system for her parents so they would "get buff." Wendy agreed that "calibrating was more of a challenge than anything," but seemed to feel the game designers intention of authenticity. Playing archery, she claimed that "something about the motion feels like the tension of the string." As she got more comfortable with the system she became more bold. About to play volleyball, she asked, "can we set it so that it's harder… Not that I'm better." Wendy was a volleyball player in high school, and played the Move volleyball as if a real-life match occurred. Wendy grunted as if she was actually hitting a ball. She became out of breath jumping around to dive for a ball, when in actuality the system only required that you point the controllers in the direction of the dive. She said she liked volleyball the most of all of the games because of her experience playing volleyball in high school, which may indicate that the game achieved an enjoyable level of authenticity.

Glen picked up the motions more quickly than his wife, but when asked about it, stated, "I did what it told me to do. Once I can do my own thing I'll see if it feels ok." His comment might open up a separate discussion of whether authenticity is achieved when the system sets up the expectations of the player differently in the virtual world than those developed in real-life. Glen seemed to have a more intuitive understanding of the system as he figured out how moving the controllers into close proximity at the beginning of an archery stroke allowed the user to draw more power behind the arrow. Glen has used a bow and arrow in real-life, and said the Move system did not provide the "feeling of tension in the line." He agreed that it gets tiring to play for extended periods but in a good way. Glen liked the Robin Hood-esque music, was surprised that the game showed the path that the ball would take in ping pong, and said that the "Slo mo stuff is freaking me out." Glen also figured out that actual jumping isn't necessary. All of these observations may indicate that Glen looked behind the surface level presentation of the designer's intentions and found them mostly acceptable.

Dave was not worried about going through the learning tutorials of the game because of his past gaming experience. He said he would "figure it out," but Dave also had the most trouble calibrating the system, perhaps because of his height in relation to the camera. Dave initially thought the system was "weird." When asked why, he said it was because the aiming for archery was off. In fact, Dave initially had to point the controller at the ceiling to bring the aim of the bow up even a little bit. We adjusted the angle of the camera and Dave agreed that once he got the hang of it with the calibration fixed, archery was fun to play. He was surprised when he noticed the arrow trail after sitting down to watch others play. It was not something he saw when he began playing. His observation may suggest the utility of watching others play, a characteristic that seems emphasized by using a gesture based system rather than a button controller. The entire group seemed particularly engaged as an audience to other games - more so than watching a group play a game like FIFA soccer a few years ago. Dave said that ping pong made his arms hurt because he was trying to swing the controller with a lot of force. He was "trying to really hit it [hit the ball hard], but it wasn't making a difference," perhaps suggesting that there was a failure of authenticity.

The strong intensity of engagement between the players and the games cannot be denied and seems dependent on the introduction of a gesture interface. If fun is a proxy for authenticity, then the PS3 seems to have achieved a deep level of both that goes beyond its current competition. True mimicry of real-life movements seems to be held out of consideration, as movements that are "good enough" provide an enjoyable experience. Indeed, real life mimicry seemed to wear out the players more than they were comfortable with accepting, at least at the novice level. In any event, the players seemed to pick up on the gestures quickly and incorporate them willingly into their conception of game play, which may define its own vector of authenticity.

People Directory Proposal
A sketch of mobile web technologies assembled to replace the aging ITP People Directory.
Device Independence for the Mobile Web Final Project
Tools:
  • Illustrator

For my final in Device Independence for the Mobile Web, I proposed a redesign of the ITP People Directory for a more mobile/social experience.

The ITP People Directory has a lot of potential when it comes to strengthening the Alumni body, but its functionality is rather limited at present. I want to create an umbrella under which some of the major activities of student and alumni interaction sit, such as archeology, payment transfers, presentations, and S.O.S. requests.

The ITP Mobile Directory has six functional areas that operate off a simple interaction model:

  1. Feed
  2. Threads
  3. Pile
  4. Community
  5. Archeology
  6. Settings

A dashboard drops down, much like the Mobile Safari chrome, to navigate through the application.

kiln02

The model centers around a searchable "Pile," in which the user adds any of the elements she wants to keep handy, kind of a like the Newton soup. To add to the pile, one would swipe left on the div. To delete the item, one swipes to the right. Drilling down or causing an action to occur is triggered by a tap. Pinching a list in will apply a filter that restricts the information to the user's class or favorite users list. Pinching out will remove the filter.

The feed is a place for a news cycle of five types of information:

  • Twitter
  • Blog Blender
  • Calendar
  • Requests
  • Media Links

The intention is to provide a continuously updating and brief summary of current activity. Twitter statuses (and perhaps Foursquare) put you in touch with your friends. The blog blender showcases the current projects documented by students. The calendar is an outreach tool for the staff. A student can request help or compatriots for food. Finally, media links are provided for entertainment.

kiln01

The student and alumni lists are explicitly sectioned off to provide some regulation on the information flow. In this case, they would be threaded as well as provide some ability to post A/V items. Tapping on a thread count opens the thread. Tapping on a content item allows you to reply. Shake to undo. Buttons are provided for undo and creating a new thread.

kiln03

The pile is simply a blend of all of the items that are saved by swiping left in the Feed, Threads, or Community Profiles. The pile is generated by a local storage list. The content could be stored in an offline database to facilitate faster searching.

kiln04

The community is explored through constellations. Each user creates a profile that is then augmented by picking out a core group of associates as well as a natural language search of blog linking and perhaps class linking to suggest additional relationships. A sorted scroll might also be provided, but the point is really to provide a web-like linking of individuals.

An additional rating system might be implemented to categorize the types of work students and alumni are involved in. Generative keywords could be visualized based on the content of blogs, media links, and associations with other community members.

When a user is selected, their personal feed of links, blogs etc. will show up in a cordoned section at the bottom. Finally, a link through the Paypal API is provided to facilitate shared ordering of parts, food, etc. by tapping on the user's contact information.

kiln05

The archeology section, not pictured here, is a gateway to past work, the itpedia, the physical computing reference, and other resources. I hope that this section would give more substance to the collective memory of the student body and provide platforms for truly innovative work.

The final section is a list of settings that would customize the program.

The backend of the application is a collection of HTML5, CSS3, PHP, Javascript, JSON, and RSS. A simple, but central database acts as a blender and filter of information served based on the login. Preliminary diagrams are provided below.

wf1
wf2

Countrytime Lemonade
An LED waterfall controlled by a Monome.
Physical Computing Final
Tools:
  • Monome
  • Arduino
  • Processing

I was inspired by Matt Parker's lumarca which itself was based on another designer's dream of suspending light in space using relatively cheap materials. Matt uses string suspended vertically to catch the light of a projector that has an image screened at the lens. I want to improve upon this by placing photons in space directly on moving objects. So that, with the right timing, you could fake a pretty dense object. I suspect a voxel could be created by dropping water, or some more refractive liquid, and shooting red, green, and blue lasers through it.

Initially, I took some high speed photography of a falling drop of water in front of a ruled cutting mat to measure the rate of descent. Shortly after that, I attempt to shut off a stream of water using a servo. Getting positive water shut off was difficult because of the way the tube deformed when pinching it. I bought some cheap solenoids and tried those. I also tried making some electromagnets out of wire and nails to see if I could operate a valve.

Releasing a single drop of water was the major problem to solve. Dan Burciago suggested that I use a weed eater primer bulb as a pump, and it seemed like a big part of what I was missing. After ordering 1 and testing it with some tubing, I thought they might work out well and ordered 16 more. Using an Arduino Mega and a cheap bipolar stepper motor, I had hoped to suspend a motor on a platform and use the screw post to descend and ascend through a hole into the top of the bulb. I quickly learned that the motor could not overcome pressure against the end of the post and began thinking about ways to turn the motion of the stepper into a squeezing motion.

After a number of tries, I resigned to the fact that the stepper motors I ordered were not up to the task of compressing the primer bulb. I tested a piston model and found the force caused the motor to jump back rather than continue around. Changing the size of the cam didn't seem to help. At this point I was coming up on the day of the presentation so I got a bit more radical in my experimentation. First, I abandoned the idea of using the primer bulbs and built a pulley system that would raise and lower a tube above and below a reservoir to let gravity do the work. I continued to have trouble with the torque of my motors, however, and eventually moved on from those.

As I considered the problem, I began building the fountain housing with some finished wood materials from Home Depot. As I ran around the city for parts, I began to realize that my project was developing into a commentary on the fuzzy line that exists between digital and analog objects. The Monome, on one end, was essentially a digital object controlling an analog response (the simulation of rain). I thought, perhaps, an analog object performing very digital actions would compliment the monome, so I went to the pet store and bought a fish tank. My intention was to repurpose the primer bulbs into switches that caused the fountain to give specific feedback. I created a new hood for the top of the fish tank with the primer bulbs and Eli Horne helped be attach the tubing. The tube was cut to draw water from the tank and spit it back in, where fish floating in the tank would presumably be disturbed (again, a very digital switch affecting very analog fish).

Part of the fish tank experiment was an attempt to detect the release of the water using infrared switches. If successful, I hoped to use this method to trigger the release of light down the road. Unfortunately, water did not change the voltage of the infrared switch, even with corn starch added, and I did not pursue the idea very far because of the approaching deadline.

I briefly considered running an electrical current through the water in the tank itself to see if I could get the switch to connect as water ran through the primer bulb, although, after moving both power and ground into the bulb itself, I realized that the switch was not even 75% reliable and pushed the whole effort to the side.

Having abandoned both the motors and the primer bulbs on the night before the final was due (which happened to be my 31st birthday), I realized that the easiest thing to control that I had available to me were the hundreds of LEDs left over from my monome mistake. I set out to create strands that I could wire to the Mega. Stuffing the LEDs in the plastic tubing was both painful and poor design. I ended up wiring the LEDS into icicle-like strands using some conductive wire I had from Radio Shack and a bit of plastic glitter string I got from Blick Art Materials.

Finishing touches on the project included antique pool tiles from my grandmother's house with some change thrown in to make it a wishing well. I wanted to make it into a planter, so I bought a wicker basket and some small plants to bury with it. (I realized at school that if I put the plants in the dirt for the presentation, it would be a disaster to carry home, so I saved that bit for later). I also had some bags of lavender for smell and a small rock-like piece of pottery with a genuine birds nest placed inside (with hatched eggs!). Also, a wooden carving from an artist in TN.

Building a Monome
Building the versatile controller from a kit and creating a custom case.
Super Mario Block
Tools:
  • Monome Kit
  • Arduino
  • Monome Serial

As a side project to my physical computing final, I got drawn into building a Monome The inventor of the Monome, Brian Crabtree, came to school and gave an hour or so on the design. While watching him give a short demonstration, I realized that he was kind of bent over the table. I wanted my device to face the user while seated, so I built a box that angled the surface up slightly. The faceplate was laser cut our of plexi with a design by Ithai and Arturo at NYU. Eventually I went to Bella Tile on 1st Ave to purchase tile to finish the rest of the box. All put together, it weighs probably over 35 to 40 pounds and looks like one of those brick boxes that Mario destroys in Super Mario Brothers.

Ambient Sound

A collaborative sound project with Tamar Ziv.

Dia:Beacon

I took an an M-Audio recorder and a shotgun mike to Beacon, NY. Almost all of the sounds except for the drum beats were taken from that day, including the sound from the Dia:Beacon that goes along with the water. Tamar Ziv provided the expertise in post-production in Reason. We had a great time working together.