Interactive
Coding
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Animation <Interface
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All
coding for The Body Malleable was done by Casey Rice
via a Max patch Casey wrote to implement the interactivity. Early tests
indicated that with an appropriately-set screen refresh-rate, a sequence
of stored images in a variety of compressed formats could simulate animation
at variable speeds as directed by an external controller. The functionality
of Casey's MAX patch with the i-Cube configuration proved very stable
and accurate. Again the process and effect required was simple - to
simply have the finger movement inside the orifice's colon-chamber scrub
back-and-forth a series of stored Quicktime frames - but the authoring
and coding neccesitated a lot of tweaking in relation to the physicality
of the internal mechanisms of the pod interface - how smoothly the fader
travelled, how hard one's finger pushed at the end of the colon, how
long before a sequence was switched when once removed one's finger from
the orifice, etc.
This process entailed a major revision and modification to the various
‘patches’ (custom programmed/coded directives and actions
authored in MAX) which Casey had first assembled for testing purposes.
IT was through this part of the project that a greater realization as
to how to move from sequence to sequence was gained, which consequently
determined modifications to the internal mechanisms off the physical
interface. With these changes in place, a near-to-final MAX patch was
developed. As more sequences were added, this patch was further modified
to achieve greatest flexibility in movement and stability and evenness
through each sequence. Finally, a special self-calibrating function
was written to allow for changes in tension of the physical interface’s
internal mechanisms across a day’s use.
Casey’s early findings on the instability of the data being sent
from the fader to the I-Cube were the primary and initial means by which
problems were located in the pod’s internal mechanics. While up
to this point, the feeling and motion of the user’s finger inside
the pod orifice was agreeable and acceptable, it was not until serious
MAX coding was undertaken that problems became evident. The ‘slop’
or sway in the various pressure points inside the Physical Interface
and how its components connected to the fader needed to be altered in
order for a consistent flow of data to be sent from the fader to the
I-Cube unit.
Following Anthony Kitchener’s proposed re-design, Casey was able
to rewrite the MAX coding. This became a very involved process, as Casey
had to author a series of text-patches to figure out the best way to
deal with the incoming signals from the hall switchers as well as how
the fixed distance between the start-point of the fader the end-point
of the fader could be recalculated to match the many differing number
of frames in each animation sequence. Once the new Physical Interface’s
internal mechanics were completed as a prototype, Casey was able to
focus on the suitable MAX patches for the interaction between fader,
I-Cube and the animation sequences.
Following an assessment of how the newly authored MAX module handled
the animation sequences, testing was carried out to see how the MAX
coding handled the MIDI data. Following the securement of an exhibition
for THE BODY MALLEABLE @ ACMI, discussion centered on appropriate ways
to run the interactive in such an environment. After numerous meetings
with ACMI technical staff, it was agreed that (a) the Physical Interface
should not require any manual calibration (as we had employed up this
point); and (b) a complete self-start-up sequence should be enabled
as part of the MAX module coding. Casey undertook the writing of this
code in his studio and onsite at ACMI. This involved quite extensive
modifications to the MAX module.
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Design