on Wednesday, 30 May 2012
Found a case study (PDF) online which talks about responses in light (visual), sound and scent (smell). The research is talking about how to develop an therapeutic interactive yoga system that could enhance yogic experience.As highlighted texts shown, the project is developed to provide user with appropriate visual, auditory(sound) and olfactory(smell) feedback to deepen the meditative experience of the users.


in order to produce smell, several components are required such as X-10 home automation system, aromatherapy diffusers. It seems like a complicated system and it's not easily approachable.



They have done user testing after the project is finished developing, and they received several comments in terms of different feedback including olfactory feedback. Most of the users said that they were unsure whether the aromatherapy oils enhanced their experience or not. It seems that users are still not sensitive to smell compare with visual and sound as people can differentiate things by looking and hearing. It could also show that the reason why there are less scent project is developing. However, this is very interesting as it gets to explore the smell senses and see how to make it better.

source: Responses in Light, Sound and Scent— A Therapeutic Interactive Yoga System


After I have done these researches, I was inspired to create an installation that integrating smell senses. Th objective is to explore how human interact with the smell and see how one can relates the smell to another thing as smell can trigger one's emotion and memory. The idea is to allow audience to visualise what they smell and express it through colours and moods and hence to form a data visualiser. It's a way to experiment the interactions between smell senses and the human and make it interesting and entertaining.

screenshot from note book which shows the idea/mindmap of this project:


on Saturday, 26 May 2012
I've researched into several scent interactive projects and found out how actually their projects are working and the objective of creating such projects. I've spent an hour researching on smell senses and topic-related projects.

SMELL SENSES
-----------------
http://www.youtube.com/watch?v=bJWiU0qsPfA  (interactive sound and smell installation)
-------
- it's an installation where audiences are able to smell things like candy, fall and fish which based on the interviews Gwenn-Ael Lynn was conducted with long term chicago residents.
- user's movement is tracked by hidden c-mos camera, which will trigger the smell difuser and also soundtrack.
- it's a simulation of Chicago for the users using of sound and smells.

|| found that the user in the video is rejecting the smell of "FALL"
|| it was unbearable for the user.
|| not every smell is acceptable by everyone. for example: petrol smell, smell of matches burning, etc...
|| interesting project to introduce Chicago through smell and sound instead of visual which is quite rare.


http://www.displaycult.com/exhibitions/odor_limits.html
ODOUR LIMITS
----------
- an installation that explores potential of smell in aesthetic experience. There are several installation which include: Smellscape, scents, trashcans,  and smell it.
Smell scape:
-created a unique arrangement of scents from a series of 'notes' found along the route of Philleas Fogg's circumnavigation of the globe, ranging from the pleasant to the unsavoury.
-The degree to which the various 'notes' are perceptible will vary according to each visitor's sense of smell and previous personal experience.

scents, trash cans
- users required to lift the cover of trash cans to inhale the smell and guess the distinctive odors of the residents in an apartment complex in northwest london.

Smell It: A Do-It-Yourself Smell Map, 2008.
- an interactive wall where visitors will be given a street map and then invited to walk around the neighborhood to record their olfactory experiences.
-viewers can add their odorous encounters to a wall-sized, collectively - drawn map to show the diversity of subjective responses to smell and shifting of the neighborhood's smellscpe from one day to the next.
- using smell experience to create a cartography.

|| shows that different smell brings different memory/relationship to a human, and different people have different memory towards the smell.
|| it's an interesting to see how the users visualise what they smell and what are their experiences.
|| it's also interesting to see how smells trigger one's emotion and memory as smell is the only sense that cannot be turned off.

http://www.freeturbine.com/index.php/news/artists-news/item/peter-de-cupere-olfactory-art
A mini exhibition by Peter De Cupere
--------------------
- exhibition that showcases smell sense installations
- audiences are able to experience the smell of certain artwork in the exhibition such as smell of cigaratte, toothpaste, peppermint smell, strawberries, mushrooms, grass and more.
- different artwork emits different kind of smell.
- there is also a "smell me project" where people's necks are stamped with the words "smell me" and everyone goes around sniffing each other exploring others' scents and to see which attract and repel.
- besides, an installation called "olfactiano" is a piano-like instrument that emits different smells when played, which is called the 'scent concerts'

|| this exhibition shows that smell is another sense that helps human to know things better
|| sense of smell can also be transformed into art , interactive
|| smell sense project are rare compared with visual interactive projects. it gives a whole new experience to the users instead of using, sight or hear senses.
|| provide different experience to against stereotype towards certain thing. for example: trash can not necessary smells bad when you see it. it may have different kind of smell.
|| smell also helps in imagination


http://www.behance.net/KnutUlmer/frame/1261945
http://en.wikibooks.org/wiki/Advanced_Interactive_Media/The_Future_For_Immersive_Media


Besides, I have also found that there is a new digital scent technology which is able to bring smell from the computer to the users.

New technology: Smell senses
--------------------------------
http://sdmcse2006.pbworks.com/f/print1.pdf
-scentware (hardware and software) which will produce smell.
-iSmell digital scent technology is created by DigiScents which will enable scents to be broadcast from the Web.
-iSmell is about the size of a PC speaker that connects to a PC via a USB port. iSmell will emit smells from a "palette" of 128 chemicals stored in a cartrigde.
- it can be used in Marketing, entertainment, education and also medical especially perfume manufactures where they can send the sample of the perfume via email to the users/consumers.
- it also can be used in interactive game to enhance the user experience while playing through creating more realistic ambiance besides using sound and images. 
- "this digital smell will revolutionised the world, ANd at every place we will require this device, such as for scented mail, movies, songs..."
- "it will become our need in future"

Since digital smell is not popular yet and even most of the people are not aware about it. If this kind of technology is being popularised, I believe that users are able to fully maximise their experience while interacting with certain devices.






Research III

Found a few interesting interactive websites including games and mobile applications that are created to serve the purpose of raising awareness. Most of the interactive websites are done using flash. Due to the size of the graphics used in the websites, it took quite a long time to load a certain page.

Interactive website
-----------------------
Quit doing it
------
- innovative online tools to help people to quite tobacco, including the colorado, quitline and the all new fixnixer.
- user will be exposed to a simulation of a lab where there are 4 levels which are: research, development, result and lobby.
- user can also click on Quitline or Fixnixer as well as to send to the friend who is trying to quit tobacco.
//research level//
- users are able to know what are the substance that can be found in a cigarette. information about the substance are provided to the users after they move and drag the scanner and click.
-users also get to know the effect of the substance to humans
//development level//
- on this level, users are required to choose 3 excuses that they think they can't quit tobacco.
- after they have selected the most 3 excuses, the lab will start "blasting" ( kind of like destroy it) all these 3 excuses and give solution analysis to the users.
//result//
- users are lead to another level after they have went throught the development level.
- videos about fixnixer and quitline are provided for the users who wants to learn more about it.
- users who have already decided to quit are given link to join the quitline, or else, they can choose to go back to the 'lab' and explore more.
- users are also able to view testimonials that left by other users who have successfully quit tobacco and share their experiences.

|| not 100% helpful in quitting tobacco, but at least users will learn about the negative effects of tobacco in an interesting interactive way.
|| relaxing in terms of color mood where users don't feel stress or scared when they are navigating the website
|| impact is small

http://www.quitdoingitlabs.com/

HURT
-------
-interactive website to raise awareness of hidden domestic violence in women and children in Australia, which represents by a 3D house that can be explored.
-users click on the objects in the house to watch video clips of interviews with people who have experienced domestic violence.
- users can choose either they want to watch only men/women/children or all.
- there are 27 characters who are linked to over 100 videos in the website.
- different objects are linked to videos of recreated interview of different characters retelling their experience as it relates to that particular room or the object.
- this website is created to hope to increase attention to and outrage towards this prevalent.
http://www.hurt.net.au/about.htm -
-why are they using house  - play a significant role in the experience domestic violence in australia, to make bigger impact
-story based on real experience
-why they made it - because these experience in Australia can lead to extensive and pervasive long term consequences. // australia has also limited awareness about domestic and family violence, the power and control dynamic and how it affects people. to aim to draw attention to the issue, providing people with insight into horrible experience of domestic and family violence.

|| the 3d house looks normal which shows that people can't usually see what is happening from the outside of the house.
|| users get to know the insight of the house
|| is successful as it provides useful information about domestic violence
|| it's similar to eva/evie's project (Yap Ah Loy) which is created to educate people/ showing interviews in video clips.
|| not as much interactions.

http://www.hurt.net.au/hurt.htm






*http://www.studynet2.herts.ac.uk/ - server down.


Mobile application
-----------------
iCondom
-------
-partnered with MTV staying alive to launch a mobile app to help raise awareness of using condoms among teens.
-gather crowd source information to create a source of information about retailers and machines that stock condoms.
- users are able to receive information about where their nearest stockist is on a map by using GPS location technology in the app.
- users are also able to learn practice safe sex.
- this app relies on sources from other people to update whether the machines are out of order or shops have run out of stock.
- it's a user generated map.

|| it can be not reliable as the information given by people may not be accurate
|| it is interesting as most of the teenagers nowadays carrying their smartphones everywhere they go. || they are able to get information fast and easy. therefore it may help to increase the usage of condoms among teens.

http://itunes.apple.com/us/app/icondom-your-condom-dispenser/id397179684?mt=8&ign-mpt=uo%3D4


Heart4life
--------
- mobile app to raise awareness on the importance of heart health such as blood pressure and cholesterol level.
- it keeps track of your cardiovascular health through videos and information directories.
- quiz
-the objective is also to encourage users to start aware and prevention at home.
- users are enable to learn CPR throuhgh an animated video as Professor Terrance Chua mentioned that there are not enought people who are trained in CPR / comfortably with administrating CPR.
- therefore, this app could help users to learn to do CPR

|| this app is launched by The Singapore Heart Foundation
|| this is quite helpful as people usually want to know about their risk of heart disease. thru this app, users are able to assess their own risk of heart disease from simple quiz.
|| hence, it helps to create awareness of ppl on the importance of heart health.

http://www.myheart.org.sg/heart-safe-singapore-2/mobile-cpr-download/ 


The Gay History project
----------
- based on providing LGBT history to the users to spread awareness about LGBT.
- it features personal stories by Clevesy and any contributors who wish to share their experience.
- news can be posted from anywhere the user has service
- users receive up to date news regarding gay, lesbian, and bisexual and transgender people.
- users are also allowed to ask questions and to be answered by other users regarding anything
- users allowed to share their own experience/story to receive support from others.

|| not much interactions, not in depth interactions, just the history of LGBT
||users might tend to get boring as there are alot of reading to do
|| some users might not get interested in this topic by using this app.
|| but it could be useful to people who want to learn more about LGBT

http://itunes.apple.com/us/app/gay-history-project-for-ipad/id368028686?mt=8


Games (website)
----------
The End
-------
- a interactive game that provide self- discovery that integrates strategy, puzzles and questions into a world which the user explores a range of commonly or less commonly bout death
- help to explore beliefs about life, death and other people. it's also a platform for users to experimenting with different combinations and approaches to see different outcome.
- this game is targetted to 14 - 19 years old teenagers
- at the beginning of the game, users are allowed to customise their own avatar which will be representing themselves throughout the whole journey in the game.
- along the way, users will encounter questions and are required to solve several puzzles in order to continue the game.
- after the avatar is created, the profile is created as well. the profile of the user will be shown in the webpage with objects they have found, stars and trophies they have collected and also total play time
- users are able to log in to Facebook to check out friend's score and to see the answers that their friends have chosen.
- users will see the 'key of knowledge' during the game when they 've collected the key. there are usually quotes about life, death from well-known people
- users will come across the 'doors of decision' where they have to answer a philosophical question about life.

|| interesting as the user has their own profile . this helps the user to know themselves better as things will be recorded along the way they play.
|| interesting games such as puzzles allow users to think and come out with a strategy in order to defeat the enemy (instead using violence as we always see from other games)
|| instructions are provided along the way to help users to navigate in the game (incase they have forgotten how)
|| not really challenging except for the puzzles quiz

http://www.playtheend.com/

Research II

on Friday, 25 May 2012
Today I started researching on the topic-related projects which is project that raises awareness to the people about certain campaigns or it can be some advertisements. Most of the installation projects are related to environmental and health.


Installation // Exhibition
------------
EGF environmental awareness interactive roadshow
-----------------------
- a waste management roadshow titled "a virtual journey" launched from dec 2007 - 2011 in Portugal.
- it's a exhibition which showcases different kind of interactive media to raise public awareness towards environmental issues related with waste management and recycling.
- the location of the roadshow is actually a 85 square meter of the inside of a truck, turned to become an immersive learning experience. >> better learning atmosphere, audience absorb knowledge/message faster and easier.
- the interactive media includes:

1. Landfill x-ray which shows the inside view of landfill's functioning ( a rectangle transparent glass is provided on the screen which allows user to slide from left to right to view it)

2. Interactive table which shows the location tracking of waste after its disposal ( Users clicks and select the location, related information pops up)

3. ymagic book which is a interactive platform that provides general information about EGF (client) and the roadshow. (user's hand gesture is detected by the hidden camera in the device inorder to go the next page)

4. Another interactive table: separate the waste in a triage station simulation ( user clicks and view the process, user drags the waste into correct places)
5. treatment processes: allows user s to learn about different waste treatment processes. (interaction: clicks; show animation/slides)

6. MINI recycling game: users required to put the waste into correct container. (user controls the direction of object using a controller: move left or right to choose correct container)
7. participation tool: allows users to leave messages about the roadshow using a virtual keyboard (users tap on the virtual keyboard on the screen to key in message)

8.  waste id: tangible user interface. user take object and learn about how to recycle the project.

|| it's interesting way to educate people about waste management
|| the interactions are designed based on the activity of humans such as flipping a book, using a magnifier glass.. these gesture/actions are familiar to the users.

http://www.youtube.com/watch?v=CVkUXhRdj1s

Microsoft Kinect Installation
-------------------------------

- an advertisement (one of the innovative ways)
- an installation created to raise awareness about the challenges of parenting a autism in children which the main sign of the disease can be children avoiding eye contact
- sensors on the kinnect were used to demonstrate that in this visual installation featuring a virtual girl who refuses to look users in the eyes.
- computer-vision algorithms is developed that can detect more subtle indicators of autism spectrum disorders, like a child¡¯s ability to follow an object with his eyes
**autism: developmental disorder that appears in the first 3 years of life, affects the brain's normal development of social and communication skills.

http://www.technologyreview.com/printer_friendly_blog.aspx?id=27842 - david Zax
http://www.youtube.com/watch?v=UqHrRIwlVm4

|| personally think that this gives a strong impact.
|| it's simple yet easy to understand (as if the audience are interacting with girl on the screen in real life)
|| makes audience to understand about this disease.



InterANTARTICA
--------------

- an interactive art installation created at University of Sydney in 2009 to raise awareness about Antartica's climate changes and created behavioral changes in the audience that benefit the environment.
- this is interesting because it creates a simulation which the users will experience as if they are in the situation itself that resulting the climate changes in antartica.
- multiple channel video to create an environment which includes video footage : antartic ice cliffs ( melting at an alarming rate as a result of climate change)
- this installation includes visualizations of greenhouse gas emissions as interactive tools by moving one of the tangible interface objects, the visualisation reacts and changes the graphs projected in the installation.
- also includes interactive sound generated by the real-time movement and gestures of users.
- the creators of this installation claimed that it was a success in terms of usability, interactivity and the creation of awareness as they interviewed and observed a wide variety of users that visited the installation and most of the users understood the purpose of this exhibition.
- "the viewer is surrounded by a three-screen video installation of the Antarctica landscape. The viewer hears Antarctic compositions, created by other viewers in real-time audio interaction. InterANTARCTICA relies on viewer-interaction, where the viewer controls and creates sound. By creating sound the viewer engages in an additional interaction by modifying a visualization. From the use of Tangible User Interface (TUI) technologies, InterANTARCTICA helps viewers understand critical scientific data through a multi-sensory experience (sound, sight, touch)."
- this project's concept and idea is similar to my final project that i am planning to create.

http://www.interantarctica.com/
https://sites.google.com/site/ve11bien/blog/interactiveinstallationsaroundtheworld-jilliansauer


Interactive installation creates awareness for threatened Cape Leopard
-------------------------------------------------
- an installation created to raise awareness about threatened cape leopard
- the result is an interactive wall projection loops realistically rendered animations of Cedearberg landscape including 3 different sets of day and night scenes.
- user steps in front of the wall and the virtual avatars appear on the screen. it's a multi-user interactions
- this installation shows information about leopards and conservation. users are required to find out the information themselves which they can move freely across the floor to trigger different hotspots on the screen to uncover the information.
- users are also required to find hidden leopards by moving to trigger a camera flash and shutter sound together with footage and description of the animal. ( not only to find leopards)
http://www.youtube.com/watch?v=XcFbq5WRmVo

|| people tend to get boring as there are mostly text.
||because for me, i would prefer to have more interactions such as game instead of reading as too many reading will get bored.
|| if i were the user, i might forget the content/information that I've just read. Or maybe only remember particular parts that i find interesting.

Research I

on Wednesday, 23 May 2012
Meat Consumption causes Global Warming

[[ http://www.newscientist.com/article/dn16573-eating-less-meat-could-cut-climate-costs.html ]]
-The researchers involved say that reducing our intake of beef and pork would lead to the creation of a huge new carbon sink, as vegetation would thrive on unused farmland.
-The model takes into account farmland that is used to grow extra food to make up for the lost meat, but that requires less area, so some will be abandoned. Millions of tonnes of methane, a potent greenhouse gas, would also be saved every year due to reduced emissions from farms.

[[ http://science.howstuffworks.com/environmental/life/zoology/mammals/methane-cow.htm ]]
-A significant portion of these emissions come from methane, which, in terms of its contribution to global warming, is 23 times more powerful than carbon dioxide.
-The world's 1.5 billion cows and billions of other grazing animals emit dozens of polluting gases, including lots of methane. Two-thirds of all ammonia comes from cows.
-Cows, goats, sheep and several other animals belong to a class of animals called ruminants. Ruminants have four stomachs and digest their food in their stomachs instead of in their intestines, as humans do. Ruminants eat food, regurgitate it as cud and eat it again. The stomachs are filled with bacteria that aid in digestion, but also produce methane
- produce methane dragon

[[ http://www.telegraph.co.uk/earth/earthnews/7797594/Eat-less-meat-to-save-the-planet-UN.html ]]
- solution to the problem : The focus of confronting climate change, he said, should be on smarter farming, not less farming
- The group of international scientists said the greatest cause of greenhouse gas emissions is food production and the use of fossil fuels.
But while the use of coal and oil could be gradually replaced by renewable energy sources like wind and solar, the world will always need to eat.
As the world population increases it is feared that the production of food will become the main cause of climate change and environmental degradation.
The International Panel of Sustainable Resource Management pointed out that agricultural production accounts for 70 per cent of global freshwater production, 38 per cent of land use and 19 per cent of the world's greenhouse gas emissions.
The report, that will be presented to world governments, said the only way to feed the world while reducing climate change is to switch to more a more vegetarian diet.

[[ http://www.meatfreemondays.com/helptheplanet/ ]]
- Most of us eat more meat and other protein rich foods than we need to stay healthy. In 2007 the World Cancer Research Fund report recommended limiting the consumption of red meats such as beef, pork ad lamb because of a ¡®convincing¡¯ link with colorectal cancer. Links have also been found between high meat diets and obesity and heart disease.
Remember also that climate change is a threat to our future health. As the world warms up it is likely that levels of air pollution, and thus allergies and respiratory diseases, will rise, as will the rate of infectious diseases.

[[ http://www.ciwf.org.uk/includes/documents/cm_docs/2008/g/global_benefits_of_eating_less_meat.pdf]]
[[http://www.reportlinker.com/report/best/keywords/meat?v=4&utm_source=google&utm_medium=cpc&utm_campaign=Food&gclid=CJSx06On-a0CFch56wod0x3otA ]]
[[ http://www.ewg.org/meateatersguide/a-meat-eaters-guide-to-climate-change-health-what-you-eat-matters/climate-and-environmental-impacts/ ]]
Americans are eating less and less meat >> Brad Plumer, Washington (11/01/2012)
 http://www.freerepublic.com/focus/f-news/2831810/posts
http://www.time.com/time/health/article/0,8599,1839995,00.html - bryan walsh 2008

http://51percent.org/
The main sources of GHGs from animal agriculture are:

Deforestation of the rainforests to grow feed for livestock.
Methane from manure waste. ¨C Methane is 72 times more potent as a global warming gas than CO2
Refrigeration and transport of meat around the world.
Raising, processing and slaughtering of the animal.
Meat production also uses a massive amount of water and other resources which would be better used to feed the world¡¯s hungry and provide water to those in need.

-meat free mondays

http://www.ifrj.upm.edu.my/15%20(3)%202008/13.%20Tey%20Y.S..pdf
-shows that msian has reduce the intake of rice, and rather increasing the intake of meat (livestock)

The research i have found show that how meat consumption can cause climate change and global warming. Basically, the main cause of global warming is the gases emitted from the live stocks. Once the meat consumption is increase, the number of live stocks production also increases, and hence more gases are produce that will pollute the environment and some case study also show that methan gases that emit from the animal is 23 times powerful than the carbon dioxide. This is a serious matter that the public needs to know.

There is a research shows that cows pollute as much as cars:

Agriculture is responsible for an estimated 14 percent of the world’s greenhouse gases. A significant portion of these emissions come from methane, which, in terms of its contribution to global warming, is 23 times more powerful than carbon dioxide. The U.S. Food and Agriculture Organization says that agricultural methane output could increase by 60 percent by 2030. The world’s 1.5 billion cows and billions of other grazing animals emit dozens of polluting gases, including a high level of methane. Cows emit a massive amount of methane through belching, with a lesser amount through flatulence. Statistics vary regarding how much methane the average dairy cow expels. Some experts say 100 liters to 200 liters a day (or about 26 gallons to about 53 gallons), while others say it’s up to 500 liters (about 132 gallons) a day. The level of methane produced by cattle is comparable to the pollution produced by a car in a day. Additionally, two thirds of the world’s ammonia emissions come from cows.


Inspiration || Idea

on Thursday, 17 May 2012
Talk about my inspirations:

1. Meat consumption
During semester break in April, one of my high school friends contacted me and we discussed about what is her final project going to be. She is a degree student who is majoring in Graphic and Visual Communication Design in Singapore. She has a theme for her final project which is "sustainability". We discussed and searched for ideas and topics, eventually we found this interesting topic = Meat consumption causes global warming.

She was required to do a campaign that talks about sustainability including design a poster. We discussed about the poster and I found that it is very hard to visualise everything or information that I want to tell in a piece of paper. It is very challenging too. This inspired me to think of using interactive media to let the audience to know about the message. I was thinking it would be much easier to use an interactive media instead of a static media to deliver message yet it is entertaining

Her project theme and the usage of poster and interactive media inspired me to create some sort of awareness campaign to the public. I find it interesting that actually most of the people are not aware of the fact that meat consumption can be harmful to the environment as well as our health. And this would be a great opportunity for me to explore and create such awareness campaign for my final project to show effectiveness using interactive to raise awareness. 


2. Smell senses
Integrating smell senses into my final project?
It is very interesting as I realised that there are not much projects that focusing on smell senses and this made me wonder how multimedia can do with smell senses. There was one time that I wondering why can't we get smell of the perfume from the internet, as I was browsing through a perfume website. The design of the bottle  and the description are attractive, but how about the smell? What if some of the people do not go to the shop personally, how would they know the smell of the perfume, and how do they know whether it is suitable for him/her?






























All these questions inspired me to do an interactive artwork that related to smell senses for my final project. It can be a piece of interactive work that helps audience(users) explore the smell of perfume, it's quite challenging but interesting. Or I was thinking is it possible to emit smell through mobile devices or laptops? A lots of research need to be done in this case.