Curious Cube: VOSKEPAR
Case Study
Case Study
An in-depth look at my approach and results in this project
Time: 1 month
Tools: Arduino Nano Iot 33,
2 Proximity Sensors, Tone,js, p5.js,
Materials: Wood, Color spray,
Wood Glue, Wires, Micro USB,
Breadboards
2024
Overview
The idea for this project emerged during a challenging period when, after relocating to New York for studies, the conflict in Armenia erupted in 2020. This tumultuous time saw the loss of our land, Artsakh, and the tragic loss of many lives. Amidst the turmoil, focusing on classes and plans became arduous as concerns for my homeland weighed heavily on my mind. This project responds to personal experiences and global events, aiming to help people express their inner thoughts and foster connections.
In a world marked by ongoing challenges and increasing social disconnection, the importance of meaningful communication has never been more evident. My project serves as a beacon in addressing this contemporary dilemma, striving to draw attention to the vital role of human connection.
Presented as a solo experience, this piece is part of a larger project. It invites individuals to confront their inner conflicts through a unique interactive encounter. By engaging with the melody and soothing color gradients, participants embark on a journey of introspection, navigating their inner landscape and finding solace in self-expression
This tactile interaction enhances the immersive experience, allowing individuals to delve deeper into their emotions and discover a piece of themselves within the music. This project is a small part of a larger creative endeavor aimed at fostering connection and understanding in an increasingly disconnected world.
Technical Functionality
User Interaction: When people approach or interact with the proximity sensors installed in the system, they trigger the sensors to measure the distance between the sensor and the object or person.
Sensor Data Acquisition: The Adafruit VL6180X sensors capture this interaction by utilizing a tiny laser source and a matching sensor to detect the "time of flight" of the laser light, which essentially measures how long it takes for the light to bounce back to the sensor. This data is converted into distance measurements.
Arduino Processing: The Arduino Nano IoT 33 microcontroller receives the distance measurements from the sensors through the Inter-integrated Circuit (I2C) protocol. It processes this data in real-time.
Data Transmission to p5.js: Custom programming within a p5.js sketch enables it to establish communication with the Arduino Nano IoT 33. The p5.js sketch receives the processed proximity data from the Arduino via the established communication channel.
Dynamic Visual Response: Based on the received proximity data, the p5.js sketch dynamically adjusts visual elements such as colors, shapes, or animations. These adjustments are visible in real-time on the display connected to the system.
Audio Feedback with tone.js: Simultaneously, the system generates audio feedback using tone.js. Each proximity event triggers the generation of a specific musical note, enhancing the interactive experience.
Projection Mapping: The visual output generated by the p5.js sketch is projected onto the surface of a box using a projector. This real-time projection mapping allows users to interact with the visual elements on the box surface.
Visual Concept and Design Rationale
The visual aspect of the project draws heavily from the concept of distance. My initial research into the idea of distance led me to explore various representations, one of which was tango dancing. Tango inherently involves a delicate balance of distance and closeness between partners as they move. This inspired the idea of a shape that exists between two people, representing their interaction and distance.
Initially, I considered two forms: a plate that moves closer or farther as people interact, and a box that sits between two individuals. The final choice of the box came from a previous project titled "Curious Cube," which had a significant influence on my decision.
Symbolism of the Cube
Symbol of Personal Space: The box represents personal space, with its inside symbolizing a person's inner thoughts—akin to a brain encased within walls, protected from the outside world.Interactive Nature: When someone waves their hand, the box reacts, symbolizing the human tendency to respond to gestures of interest, support, or care. This interaction mirrors how we often need an initiating gesture, like a smile or wave, to bridge the distance between us.
Prototyping and Testing
I developed the code for my project, focusing on integrating multiple time-of-flight sensors into a single microcontroller. This required precise synchronization to ensure accurate data collection from each sensor.Once the sensors were connected, I utilized P5.js to create the visual animations for the interactive box. These animations responded dynamically to the data received from the sensors, enhancing the user interaction.
In addition to the visual components, I integrated sound using tune.js. This involved selecting and refining sound nodes to complement the visual interaction. I collaborated with musicians from my class to ensure the sound elements matched the intended experience. The sound nodes were synchronized with the color choices, creating a cohesive and immersive experience.
During the development, I tested various distance and proximity sensors. I selected the sensor that provided the optimal range for my project while minimizing sensitivity to surrounding movement. This choice was crucial in ensuring the interactive box responded accurately to intended gestures without interference from other movements.
Code Development and Sensor Integration
Upon completing the code, I began the fabrication phase by creating several cardboard prototypes to determine the optimal design and size. After experimenting with various dimensions, I found that a size similar to a MacBook was ideal. This size was chosen because it provided the best distance between the sensor and the user’s hand, making it comfortable for someone to interact with the box alone, standing in front of it.
Following the initial prototypes, I conducted a series of tests with classmates to gather feedback and refine the design. The feedback highlighted the need to make it clear that the object was intended for use by two people, not just one. This insight influenced adjustments to the height and visual cues to better capture and direct user attention.
Additionally, the testing revealed that the interaction could be enhanced by allowing users to engage with the prototype using their entire bodies, not just their hands. This led to a significant change in the presentation of the prototype: instead of placing it on a table, I decided to use a stand of the same size. This setup allowed people to walk around the object, activating the sensors and triggering interactions as they moved closer, thereby creating a more immersive experience.
The prototyping, testing, and feedback process was iterative and rapid. I conducted small, quick iterations daily, continuously refining the prototype based on real-time user feedback.
The prototyping, testing, and feedback process was iterative and rapid. I conducted small, quick iterations daily, continuously refining the prototype based on real-time user feedback.
Building & Material Choice
When I began the fabrication phase, I faced time constraints. Even with ample time, I realized that the simplicity of the shape meant that the concept was more important than the actual material used. Given the straightforward design, I initially opted to construct the project using thick paper. This decision was inspired by Es Delvin’s exhibition at the Cooper-Hewitt Museum, where her maquettes showcased the elegance of simple forms.1. Assembling all cube parts for cohesion. 2. Sensors organized inside the cube
3. Assembled and colored cube. 4. Tested sensor placement prototypes.
This material was particularly advantageous for prototyping, as it offered the opportunity to refine the design through multiple versions. I specifically created two versions: one as a basic prototype and another designed for use with a laser cutter.
Finished Touch & Presentation
When everything was ready, I had the opportunity to present my project at the ITP Spring Show 2024 at NYU. The preparation for this event was meticulously planned, incorporating feedback received during the prototyping phase. I placed the project on a stand. Given the numerous connections, a wireless setup was not feasible.
Therefore, I designed a solution to hide all the wires, using white tape to secure them, and positioned the stand at a distance from the table to attract attention. I also placed a sign on the floor to draw people in as they walked by, and I was pleased to see that this effectively engaged the audience.
Initially, the sound was projected from a side speaker, but I realized that the crowded venue would make it difficult for people to hear. Consequently, I installed a speaker inside the box, which not only made the sound more accessible but also enhanced the immersive experience and gave the object a distinctive characteristic.
The Spring Show allowed me to gather extensive feedback from attendees and observe how they interacted with the installation. This real-time engagement provided valuable insights for future improvements and reaffirmed the project's success in creating an interactive and immersive experience.