UAL伦敦艺术大学MSc Creative Computing毕设展全面发布,15组超炫设计作品不容错过!

受疫情的影响皇艺、伦艺、罗德岛、代尔夫特等海外名校纷纷发布了线上毕设/设计展,以展示学术研究成果。近日UAL伦敦艺术大学MSc Creative Computing正式发布了毕业展,UXD将对本次毕业展进行全面报道。
以上为参与展出的学生名单
2020 UAL伦敦艺术大学MSc Creative Computing专业共有15组展示的设计。同学们可以通过欣赏这些作品了解海外最新设计动态、寻找设计灵感、了解设计先锋趋势,不断提升自身设计水平。以下为本次毕设展全播报,扫码可领取完整15组高清设计大礼包。

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01

Major Project - Bystander

Harry Hallows

The project tries to display why certain male bystanders don't get involved into situations and how their thoughts and processes work. This game also tries to create an awareness of sexual harassment with a focus from male towards female. This decision was made due to the statistics showing that this is the most common form of that harassment which takes place.
02

Future Botanical Garden

Yunhan Wang

I have been working on a game project to explore the futuristic direction and possibilities of the relationship between plants and humans, providing a new perspective on the possibilities of future botanical gardens. I have done a lot of research to understand the growth factors of plants and the relationship between humans and plants, which ultimately determined the form of my work: immersive game experience and interactive interface art. I have made a lot of efforts to express my ideas in a better way, letting people experience the fun of the work and relax in the process of the game, and inspiring people's imagination of the future of botanical garden. The game is divided into a main scene, four rooms and a physics model. I combined both virtual and physical environment so people who experience it have a more intense interactive experience. These rooms bring different interactive experiences. I want people to visualize the future as they experience the game. I reckon that my concept will have more possibilities in the future.
03

On the Creation of Interactive Documents

Mark Kvetny

Nowadays, text is ubiquitous. Whether digital or analogue, text mediates almost any part of our experience in modern society. This trend has been especially amplified with the rise of computers, whose native language, the computer program, is itself a text.
Interactive documents are a type of text that is native to the computational medium, one that blurs the line between prose and code and reacts dynamically to the reader in ways that traditional text can't.
The work tries to answer the questions: What the types of experiences that interactive documents enable? And how can the act of authoring interactive documents be made as accessible as possible?
A live version can be found under: https://interactive-documents.vercel.app/
04

SWAP

Anna Tsuda

SWAP is a recipe website that helps you with your plant-based diet cooking. This platform specifically and only recreates vegan versions of recipes that are traditionally cooked and baked with animal products to demystify the common notion that "plant-based dishes are not as tasty"! This platform was designed and built as a research tool to examine the following question: What role does language play in nudging individuals towards ethical dietary choices?
05

CHAOS

Xiaojie Lin

GAME available here.
In our digital age, we are becoming more and more reliant on reinforcement from technology to tell us how we "should" feel and what we "should" need and care about. Don't know which product to choose? The online shop will give us opinions based on our preference using AI technology. But it is a sloppy and irresponsible way to find answers to questions only from the technology. In fact, only our internal emotions and feelings can truly guide us towards the answers to all the questions.
In my concept, this game uses technology as a medium to inspire people to rethink about their own emotional statement which can help them understand themselves. The main thing is to aim on internal emotion rather than the outside world, and to feel the outside through the deep understanding and experience of innermost being.
Players can have an immersive experience in the virtual 3D world. The changes of graphics, music and color in this virtual world embody the unpredictable and powerful emotions as well as their great impact on people.
06

Interactive data visualisations

Katharina Botel-Azzinnaro

This showcase features four projects that I created during the MSc course. As part of the subject Advanced Physical Computing I developed the “Boris Bus” installation protoype. It refers to the UK's EU membership referendum back in 2016. Particularly the Vote Leave campaign's red bus slogan which claimed that the UK sends £350million to the EU a week – a figure which turned out to be factually incorrect. The “Boris Bus” installation with LCD display invites people to “Take back control – create your own slogan!”. It features a button, which - when pressed - Boris Johnson sound bites provide random comments. The installation is designed to be a light-hearted approach to “taking back control” of the current messy state of UK politics.
My second project is the Bug Splatometer. A survey of insects hitting car windscreens in rural Denmark revealed a huge decline in numbers - an interesting article I’d read earlier this year, which was my inspiration for creating an interactive visualisation of the data.
For our subject Advanced Visualisation and Computational Environments I produced a 360 degree video about life on one of the most remote islands in Europe, Hallig Hooge, in the German North Sea. The video documents the story of its geographical isolation and how residents are getting ready for rising sea levels, resonating in times of Covid-19 and climate change.
My final project brings past experience in journalism and international relations together with my interest in creative computing. UN road-trip is an attempt to demonstrate a merger of the principles of newsgames and characteristics of news features, creating a proposed new subtype: news feature games. The news feature game serves as a civic communications tool for investigating the extent to which a videogame is a suitable medium for showing several different types of data and information in an engaging and more interactive way than with other types of media. It also gives the opportunity to research whether it can afford a new perspective on political and social issues. Play the game here
07

Healing Orb—A Smart Lamp for Digital Wellbeing

Moritz Salla

The introduction of new tools has frequently caused injury to humankind. The agricultural revolution reduced average life expectancy by 50% per cent, causing human teeth to grow crooked and fall out due to the softer, more sugary diet.
The internet is a tool. As human brains have evolved very slowly over the last 2000 years, it has been hard for us to catch up on the enormous technological advancements of the 21st century. The blisteringly fast speed of technological evolution, combined with the stigma which mental health continues to have in society, makes many of tech's symptoms go unnoticed.
The Healing Orb is an exploration into how Internet of Things (IoT) can help us create digital wellbeing. By storing and analysing the content we browse with natural language processing, a branch of machine learning, it can judge the healthiness a user's content. The Healing Orb, a wireless smart lamp in the shape of an orb, visualises health levels by fading between user-defined colours. By flawlessly blending into existing furniture, it provides a less obtrusive interface for self-monitoring.
08

My Graduate Showcase

Josh Murr

A selection of works from a year spent studying the Creative Computing MSc at the Creative Computing Institute.
09

CUBe

Chong In Lei

CUBe is a digital installation that allows you to take control over shapes and structures. I am hoping to bring out the concept of medium that was introduced by Marshall McLuhan in the 1960s, the time before digital games and the TV were just introduced to the public. Feel the control you have with the shapes and feel the message from the twisted textures over the shape.
The concept of this piece is to split a cube into 3 equivalent parts, representing fragments of the content we receive in daily life. This piece aims to visualise how information is being reshaped into different forms when you interact with the 3D models. The different combination is generated from the cube, the substance is the same but is transformed, and visual is different from the original cube. So as the media we get in touch, a movie transfers a book into moving images that express differently on screen; a book transforms the speech we say or our imagination.
To download and play: https://muzitua.itch.io/cube Windows Only
10

Time Machine for Painting

WEIXUAN CHEN

Outstanding painters and artists are sharing their drawing process on internet. There are thousands of painting styles and techniques when different artists create the same scene or object. Although creating one’s own art style and drawing habits is important, many new beginners start their career by imitating famous artists’ drawing approaches and techniques. However, what if those artists didn’t share any information about their painting or illustration techniques? Would it be possible to use machine learning method to predict the inverse process, and reveal aspects of their potential technique from a single finished image? Given a certain finished image, how will another artist recreate this work? If we can train a model which can predict the problems mentions above, it will be helpful for those beginners who want to learn the potential techniques and approaches they might take when attempting to construct an illustration and explore more potential possibilities of the whole process.
11

A coder becomes a creative coder

Stuart Leitch

Before coming to UAL, I did not consider myself a creative. I came in a coder, a tried and true programming problem solver. I come out... still that, since those skill never go out of fashion. But on top of those skills, I developed a confidence in exploring a wide range of applications of software, far beyond my wildest expectations.
For my very first project I built a Thinking Cap, which used an EEG reader to sense whether its wearer was focused or not - and delivered this information via Slack to an accompanying robot boss. If the wearer worked hard, the robot boss would be green and happy. Otherwise... red and angry.
I've had a chance to build a choose your own adventure story, exploring the extension of a filter bubble into the physical world through AR glasses. What if you could blur out physical advertisements, and never see another ad again? What if you could simply not see anything you didn't want to see?
Together with my classmates, and led by our course leader Phoenix Perry, we put together an installation at Wellcome Collection called Forest Daydream, using a dozen or so Arduinos and about 10 million LEDs connected to buttons. It was a hit - among the elementary school crowd.
Hot on the heels of Wellcome Collection, Tate Exchange invited us to take over. I built a real-life demo of my prior filter bubble project, which attempted to remove people visiting Tate Exchange. Or at least removing them from a livestreamed video of it.
As a class, we worked on Deep Dream and GANs and Pix2Pix and all kinds of creative machine learning applications.
Finally, for my final graduation project, I researched and developed a Chrome Extension which uses machine learning to detect controversies, and warn users when they're about to enter a controversial conversation. The idea is to stop adding gasoline to heated conversations, to stop people from attacking the other team or defending their own. Instead of reacting with tribal instincts, users can look away and feel less stress, and be less divided by the media, corporations, politicians and other division-wielding bad actors.
12

Space, Engagement and Dynamism

Yilin Zheng

The concept of Forest Daydream VR was to create a VR experience that originates from a physical interactive exhibition Forest Daydream. The Forest Daydream Exhibition was created Phoenix Perry, Fede Fasce, Robin Baumgarten, Ben Kelly, and Matt Jarvis in collaboration with MSc students from UAL's Creative Computing Msc program and Adelle Lin. The VR game I developed tried to interpret the interactive and immersive forest-like atmosphere of the exhibition into virtual reality. This VR version of Forest Daydream aimed to interpret the key features of the exhibition while redesign it to allow more freedom and possibilities. For more information about Forest Daydream exhibition, please visit this page. To download the VR game, please visit this page.
13

4104 frames

Aleksi Halttunen

Exploring ways in which we can gain control over artificial intelligence, imagining a future in which the role of the machine is that of a camera, paintbrush or chisel.
4104 frames (2020) is an experimental video exploring nature, architecture and life through the lens of a machine learning algorithm trained only to understand faces. It is an attempt at revealing the inner workings of a traditionally 'black-box' machine learning model. This results in scenes of human faces deteriorating into environments as part of a delirious exploration of the farthest edges of a model’s latent space. A demonstration of a novel use case of generative adversarial networks (GANs) for video manipulation.
14

Pocket Zoo

Lan Yang

Before doing this project, I had been looking for an interactive game for children with educational purpose. Therefore, from the perspective of AR technology and aiming at popular science animal knowledge, I developed an application prototype called "Pocket Zoo". This interactive game has three functions. Firstly, the camera can recognize the corresponding animal when the child is holding the picture of the animal, and then the screen displays the graphic knowledge of the animal. By clicking in the picture, the game will show the corresponding animal video. The second function can show the animal model; if you click on the animal's head, the animal will perform some body movements and interact with the child. The third function is to take photos with animal models. The rapid development of technology enables AR to be practically applied in the educational environment. However, the AR application which I developed still has a lot of room for improvement; but I hope to develop more functions and improve the interface design in the future to make the application more sophisticated and practical.
15

Emotion,Face,

Communication, Computing

Xiangsong Yang

Click for video demo.
In recent years, more work and communication happens on computers and screens. People felt negative emotions in these activities.
To explore this area and solve the existing problems in remote communication, Xiangsong had developed an emotion visualization system based on facial expression by using interactive machine learning. Participants can choose what do they can see on the visualizer for a specific mood. Xiangsong also designed a concept-prove experiment for this system that involve participants in role-play session via remote video-based communication.
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本文素材来源:https://graduateshowcase.arts.ac.uk/c/university-of-the-arts-london-ual-creative-computing-institute-msc-creative-computing
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