QUICK LINKS: FALL 2009 | SPRING 2010 | ANIMATION

Wednesday, December 23, 2009

Thursday, December 17, 2009

Fall Final Evaluation Paper

Evaluation Paper

Download Here

Final Bibliography (above link includes bibliography. This is the bibliography alone)

Download Here

Breakdown Paper

Breakdown Paper

Download Here

Methodology Paper

Methodology Paper

Download Here

Domains and Precedents Paper

Domains and Precedents Paper

Download Here

Wednesday, December 16, 2009

Final Final Domain Maps

The room represents my thesis as a comprehensive package, while the components within the room serve as the domains (figure 6). The bookshelf is linked with “cultural narratives,” while the small table represents “educational narratives.” The desk is “language reference,” which is positioned diagonally across the room from “language education,” which is in the form of a bed.
The two narrative-based domains are built from dark, natural wood, which is in contrast to the linguistic components that are painted white. Furthermore, the green rug lying under the bed and table signifies that these domains are related to the functionality of the concept and the actions of the user, while the remaining two domains are based mainly on influential media and precedents (figure 6). In figure 7, the breakdown and division of domains is organized within a Venn diagram. The three basic domain categories are “language,” “Japan,” and “narrative.”
Within these groupings, we find the aforementioned domains with additional notation to specify how these parts fit together. “Japanese language” and “cultural narratives” share common ground within the “Japan” classification, as do “cultural narrative” and “educational narrative.” This quality is also true for “reference” and “Japanese language.” “Educational narrative” and “reference” are two halves of a mini-category, which highlights the fact that both domains are based on learning.


Impetus Paper

Impetus First Draft

Download Here

Domain Map - Draft 01


I have based my domain map on the “family tree” or “character map” found at the beginning of many Japanese comics books. The purpose of the character map is to explain to readers the relationships between all relevant characters. This variety of diagram is especially useful for readers who are continuing with a manga series after a considerable hiatus and need a refresher on the character dynamics.
The domains and subtopics related to my thesis concept stem from two sets of “Parent Domains.” The first of these two duos is composed of “Digital Platforms” and “Language Study.” “Digital Platforms” refers to the delivery of content by means of digital interfaces, specifically highlighting the use of interactive properties unique to this format.
As illustrated by figure 1, the aforementioned domain is “married” to “Language Study,” which embodies the dynamics, processes, and techniques comprising the study of a foreign language. The result of this combination yields the “Child Domain,” “Digital Language Reference,” which simply specifies linguistic reference material as the deliverable featured upon a digital device or application.
Shifting our focus to the adjacent set of parents, we find “Japan” and “Narrative” – two exceptionally broad domains. In an effort to narrow down the substantial components of these two areas, the child “Anime and Manga” is specified. This domain encompasses the aesthetics and themes found in anime and manga as well as the fan-base of said media both domestically and internationally.
The two families described above intersect with the marriage of “Anime and Manga” to “Digital Language Reference,” which yields “Educational Narrative.” At this juncture, an exterior bloodline is introduced with the interjection of “Personal Experience.” “Educational Narrative” and “Personal Experience” form the youngest merger of ideas, leading to three offspring domains: “Information Architecture,” “Narrative Immersion,” and “Personal Narrative.”
Sadly, these parents do not love their children equally. “Personal Narrative” is the clear favorite, while “Narrative Immersion” is dealt the most freedom and intellectual respect. This leaves “Information Architecture” with the dismal fate of frequent emotional abuse. Many falsely accuse him of being a bastard child – the result of a forbidden love affair between “Educational Narrative” and “Computer Science.” Both parties deny said claims.

Animated Demo - Draft 01

Floor Plan - Breakdown

an "exploded" view of the rooms within the floor plan

Floor Plan - Full Color

Full color draft of the floor plan - changes still to come

Thursday, December 10, 2009

Sunday, December 6, 2009

Recent Find - Anime Liquor Personification

OS Tans and Other Anthropomorphism/Personification

Among the anime-obsessed (Japanese and non-Japanese alike), the internet-specific fanatics form a specific group, whom collectively give substance to new trends, which find there way to mainstream otaku-cultural (otaku = anime obsessed)

Many of these trends born on the internet are anthropomorphism or personification of inanimate objects.

for example, someone, on the internet, began posting character designs for the various versions of Microsoft Windows.

Here we see Windows ME, Windows XP, and Windows 2000

Here's the most recent addition to the family, Windows 7

These characters do not have any other inherent narrative platform other than their specific character designs and illustrations of these characters...

Nevertheless, these characters generate a huge following...

Iteration 06 - Style Frames

Taking certain instances from the flowchart, I have created basic style frames of what the visuals would look like at that point in user interaction...


Iteration 06 - Flowchart

Here is a flowchart of interaction for the current model of the website

Iteration 06 - Axonometric Characters

Creating axonometric character, which match the perspective of the floor plan has proved difficult.

After having difficulty making progress on the computer, I moved back to paper and used tracing paper to build up the characters (or in this case "character" - singular - at this point I have only worked with Michiko's character design). I tried to reference a sculpting technique in working out the details given the drawings are meant to reference three dimensions, not two.

unfortunately, the resulting character was not axonometric-proper and I needed to start over, this time working digitally keeping in mind what I had learned from working by hand.

Iteration 06 - Floor Plan Drafting

With the wireframe completed, I've begun converting the hollow floor plan into an illustrated-style composition.

At this point, each room has been separated into its own folder of layers within a photoshop document for the sake of organization and streamlining the design process.


At this stage, as depicted above, only the bedroom portion of the floor plan is colored and edited so that objects are given a hierarchy of distance from the viewer.

Iteration 06 - Character Lineup

Here we can see character height reference.

Iteration 06 - Character Design

The character design process for each of these characters started on paper and were later translated into vector graphics using Adobe Illustrator





Each character was given a 2D design in addition to a personal item with which the user interfaces with the character. Each of these items are presented within the above profiles with the character.

Iteration 06 - Floor Plan 3D

In order to bring the floor plan into 3D, I used axonometric projection, which is a simple technique that takes a 2D shape gives it a 3D feel.


This is a wireframe version of the floor layout at a 45˚ rotation. From this point, I need to separate each room into a series of layers and reference which lines and surfaces block out ones behind them.

Current Iteration (iteration 06)

Initial Floor Plan


I began this iteration with a single floor plan, with unknown intentions, yet a keen interest in giving it functionality with a narrative bend.

Iteration 05 - A Japanese Ghost Story

Iteration 05 - week 9-11 (early and mid November)
"A Japanese Ghost Story"




Brief:
This iteration took the form of a traditional, linear narrative, which told the story of a Japanese girl who dies at a young age and finds herself a wondering spirit who possesses an American boy. She influences the boy and imparts upon him the inclinations of a young Japanese girl. This piece was planned as an animated short done in a 2D anime style. The conceptual idea behind this narrative was to create a personal allegory, which offered an explanation as to why I am the way I am (obsessed with Japanese with an appreciation for the daily life of Japanese school students + "cute Japan")

Results:
After showing my first pass at story-boarding the entirety of the narrative arc, my feedback focused primarily on my lack of consideration regarding structure. According to my storyboards, the animation would follow a very literal path along each characters life - the girl dies, she is brought to the US via a Japanese traditional box, a boy receives the boy, he becomes possessed, he begins to love anime and study Japanese. These events lead to an ending, which deliver the girl's spirit back to Japan. The lack of structure hinted at a larger problem, which dealt my personal grasp on the story and my impetus for creating this animation in the first place. This prompted me to revisit my objectives and expectations for my work in a very general sense.

Iteration 04 - Experimentation...

Iteration 04 - week 8 (late October)
"Japan Room" - an exercise in something "completely different," but not completely...



Brief:
This iteration was based on a studio assignment, which asked the students to explore our ideas and concept in a form, would would be different than the work to date. I did so, by taking my interest in Japan and Japanese visual themes and creating a small room, which embodied a certain aspect of this passion of mine. The room held no specific functionality, other than its role as an enclosed space and the interior design being that of Japan.

Results:
At the time, this iteration allowed me to think in a different way, taking into considerations of physical production that I had not previously considered. Also, it brought to light my attention and appreciation for Japanese spaces and architectural design. Although I was confused at first, by the results and my personal inclinations following this mini-project, this exploration of design proved useful in creating my most current iteration (as have all my other previous iterations mentioned here). I realized the impact of creating a space or even referencing a Japanese inspired space, room, layout, home, etc...

Iteration 03 - Narrative iPhone App

Iteration 03 - week 5-8 (early - mid October)
"Narrative iPhone App"




Brief:
A comic book inspired narrative iPhone application, which would feature two sets of written dialogue - one in English and the other in Japanese. The user could swap one dialogue file for the other at any point via a popup menu. My objective with this proposal was to combine narrative structure, with Japanese language text in a form, which would function as an opinionated and non-comprehensive guide to my experience in Japan. The guide-like qualities would be manifested within a transparent overlay, which would provide facts and data relating to settings and situations presented in the narrative.

Results:
This proposal reached a "paper" level of completion - the interactive properties were detailed in flow charts and schematic diagrams, while the visual form and information layout were conveyed through style-frames. My lack of programming skills proved to be an unavoidable obstacle at this stage, once again; however, my impetus posed far greater complications. I was in the market for an academically viable thesis project, yet personal motivation and creative output were not compatible elements within my current body of work.

an early demo animation of the basic concept

Iteration 02 - Typo Dict

Iteration 02 - week 3-4 (mid September)
"Typographical Dictionary"


Brief:
The unique qualities of this reference tool are found in its layout and presentation of information. Geared towards English-speaking students studying Japanese, not visa-versa, this dictionary would provide large, bold typography of the foreign spelling of the word to boost visual retention. Meanwhile, the English components would be smaller and less striking, given the user's preexisting ability to identify and comprehend English words. Lastly, the first three results from Google Image Search (provided the user is online) would be presented as thumbnails on the bottom left of the layout. Every property of this concept is designed to improve the visual retention of desirable information.
level of completion: style frame

Results:
Initial user testing yielded promising results; yet, given the level of completion consisted of a single style-frame, a genuine user-experience could not be determined. Thus, I met with a computation student to evaluate the programming and code libraries required to complete a working prototype. His outlook on this concept was promising and led me to explore the use of databases and PHP to create a usable form of this proposal.

Saturday, December 5, 2009

Iteration 01 - Folk Tales

Iteration 01 - week 2-3 (early September)
"Learning Through Folktales"



Brief:
"Learn Japanese by reading real Japanese texts."
This concept relies upon a preexisting tool called "Rikaichan," which is a plug-in for the Mozilla Firefox browser. This tool provides the user with a simple popup translation of any Japanese text the mouse cursor hovers over. Rikaichan's elegantly minimal presentation of material proves incredibly effective for anyone viewing Japanese language material on the web.

the idea at work here is to use rikai-chan as instant reference, while reading narrative Japanese texts, such as in the example, which is a transcription of one of Japan's most famous folk tales "Momotarou".
link to transcription can be found here
The objective was to learn and practice Japanese, while reading enjoyable, narrative forms of the language.

Results:
My users explained that any words translated by Rikaichan were then thought of in terms of English and the Japanese counterparts were forgotten. They remembered where the word was in the story and could, therefore, reread the word and translate it; however, if presented the Japanese word out of context, they could not recall its meaning. These results proved a valuable point concerning instant and effortless reference - it offers a drastically less substantial imprint on the student in comparison to laborious reference efforts, which involve multiple steps and interrupt workflow.

Thursday, December 3, 2009

Friday, November 13, 2009

Thursday, October 22, 2009

Monday, October 19, 2009

Monday, September 21, 2009

ppt 02

http://docs.google.com/present/edit?id=0AWV5t4VI3L3qZGRiY3Q0cmdfNjBnNWdma3Fmcg&hl=en

Sunday, September 13, 2009

8-bit style precedent!

great "8-bit" Japanese style RPG looking graphics with town and er'thing!

Friday, August 28, 2009

Interesting Independent Material

fellow created his own kanji learning "book" for common kanji
http://www.hellodamage.com/kanjidicks/main.htm

"So far, all kanji books have been written by people that are language experts and professors. It turns out that professors are the people least-qualified to teach kanji. (well, second only to Japanese people). Here's why: By the time some dude gets a PhD. In Japanese, he has totally forgotten the basic problems that drive students crazy. He's all into the 2,000 year old etymological roots of “cow” (牛)instead of remembering that ‘cow' looks exactly like ‘noon'(午) and what a pain that is."
-Quote from the site and a great point
- something that boosts the credibility of my efforts given I am NOT a fluent Japanese speaker

he combines the student prospective, with logic, mnemonics, humor, and bad language...
"Don't be fooled by my hype, though: even with my awesome system of jaw-dropping logic, kanji is still a motherfucker."

Thursday, August 27, 2009

Super "Japanese" World

WORLD MAP


+



+

intro narrative

+

Japanese Language Content

Saturday, August 22, 2009

paper

concept attributes:
immersion + media + narrative + user-interest + technology (the glue) +

crucial elements of language learning:
1. immersion (culturally and linguistically)
2. content put into context, which is interesting to user/student
3. translative resources (i.e. quick reference and quick-ACCESS dictionaries and grammar resources)
*paper dictionary is a quick-reference, however "rikai-chan" - a firefox plug in - provides instant definitions upon hovering over a given word....

Wednesday, August 19, 2009

domain list & map draft 00

DOMAINS:
- Japanese Language
- Japanese Culture
- Language Education
- Visual & Narrative Mnemonics
- Cultural Immersion
- Immersion Through Interactivity

Monday, August 17, 2009

prototype proposal redraft

01 - straight forward framed "visual dictionary" - emphasis on memorization while studying

02 - simplified "visual dictionary" with isometric "stages" for each word/term - emphasis on memorization upon quick reference

03 - system/network of animated bubbles, each filled with "relevant" vocab and grammar. interactive.

Wednesday, August 12, 2009

visual dictionary idea...


isometric images, left corner english - right corner japanese. click it to hear pronunciation. scene above illustrates word

Tuesday, August 11, 2009

two prototypes

two planned prototypes, under-development:

PROJECT ONE:
Projected Animated Character: A Japanese speaking, animated character will (somehow) appear in the room with the user and will (ideally) interact with the user, providing an entertaining, unique, and engaging exposure to spoken Japanese language and, depending on the character's design, a glimpse into Japanese culture and media...

PROJECT TWO:
Narrative Dictionary: A Japanese language dictionary, which features quick-reference capabilities as well as a brief, comic (manga) style narrative to enhance memorization of vocabulary and usage (and potentially grammar). Not only will the narrative serve as a mnemonic device, but it will also offer an example of the word in a sentence...

more thought equations

idea: bringing animated characters to life in a real setting (via projection?) for the home or office, I'm thinking...

The character would speak entirely in Japanese and could potentially/ideally possess interactive properties...

For example, in the kitchen, the character could be preparing a bento lunch box, speaking to an actual person in the room about what the person would like.

so that wasn't much of a thought equation, but there should be more of those to come...

The use of animated characters prevents some of the awkwardness and unnatural-ness of having a video taped person projected. The character would be more versatile, would bring an element of Japanese media and pop culture into the scenario, would enhance the level of entertainment (potentially) versus merely simulating a human to human interaction.

Monday, August 10, 2009

More Japanese Language Precedents

http://www.guidetojapanese.org/blog/ - a good internet resource for language studying techniques relevant to Japanese

http://www.popjisyo.org/
- Give it a Japanese URL and it will provide roll over definition in English of words and phrases

http://www.polarcloud.com/rikaichan/
- a plugin for firefox that has the same functionality as the above link, but built right into the browser's interface

Remote Cultural Experience - pt2

So I've established what I don't want

what about some ideas towards something that might work, something to prototype?

What are the elements of cultural immersion that make it so valuable for learning a language?
- hearing and seeing the language in context, in abundance
- deprivation from native language
- offers/forces linguistic interactions, which reinforce speaking and listening skills in relevant, practical situations

lets evaluate some ideas that serve as alternatives to the previously mentioned VR idea


japanese media on-line + [?technology?] = idea?

japanese media on-line + game system + [?delivery?] = idea?

japanese media on-line + animation + game system = idea?


Making a game out of the concept brings into the question of whether the level of immersion the user will experience

- if the project brings cultural immersion to the user's everyday life and alters his or her typical surroundings (i.e. some sort of augemented reality setup), the user will gain some element of the "forced" nature of listening and reading when actually immersed in the foreign culture.

- if the project is a game, in which the user must set aside time to sit down and engage in the narrative, then the project lacks integration into the user's daily life and produces a "shallower" immersive experience. The user can always save and exit the digital environment whenever he or she pleases...

- (which is true for the previous scenario, yet the idea would be to bring the game to other, realworld activities so the user would not have to quit the game to be productive in some other field.)

Remote Cultural Experience

some thoughts:

The reasons for pursuing Remote Cultural Experience should be fairly straight-forward; however, I completely lack a concept or a means to achieve this solution

My initial thought was to incorporate some form of virtual reality.
The idea would be to
*dump some VR helmet on the user and barrage him or her with a POV video of Tokyo, complete with someone talking at you, people talking near you, Japanese writing everywhere.

*To bump up the level of interactivity and, therefore, enhance the level of immersion for the user, the video could be one
component to a VR game, in which the user could speak or carry out actions necessary to complete a level...

This all seems some what heavy handed, like cutting down a tree by driving a truck into it. Sure the tree will come down, but at what cost? The VR idea sounds costly, too literal, "un-clever", and at the end of the day, who wants to put that whole getup on?

Not to mention, would it even prove affective?

Japanese Language Precedents

JIM BREEN'S "EDICT" and JMDICT" projects

http://www.csse.monash.edu.au/~jwb/edict.html - EDICT
http://www.csse.monash.edu.au/~jwb/j_jmdict.html - JMDICT

http://www.csse.monash.edu.au/~jwb/japanese.html - Jim Breen's "Japanese Page"

EDICT & JMDICT are both public domain Japanese dictionaries in the form of plain-text and XML documents. EDICT is Japanese to English, while JMDICT is Japanese to multiple languages, including English.

EDICT has been utilized in many dictionary-type projects, including popular study resource for Japanese language students jisho.org

http://jisho.org/

Jisho.org is a well-structured website offering a straightforward English-Japanese (and visa-versa) dictionary interface in addition to sample sentences for many words, effective Kanji dictionary (Kanji characters are Chinese characters used in Japanese context), etc

Saturday, August 1, 2009

NEW CONCEPTS

New Ideas:

*A 2-MODE VISUAL GRAMMAR DICTIONARY FOR JAPANESE
- we have plenty of dictionaries for quick or direct reference, but grammar patterns always require lengthy explanations and complex, chapter-long demonstrations

- the idea of a grammar dictionary (which already exists in title, but not in concept "http://www.thejapanshop.com/product.php?productid=16170") ditches the lengthy explanations and provides a single sentence, "equation style" ( [noun] + blah blah blah + [noun]: comparison between nouns) definition for immediate reference

- USES: translation work, reading, and viewing Japanese media. The viewer/reader does not face the daunting task of whipping out a massive textbook in order to learn from exposing his or herself to Japanese media.

- Aids in the use of Japanese media as a means of study, which is always perferable given it provides an entertaining, often narrative, platform for cultural exposure and linguistic practice.

- 2-MODE: A "Quick-Reference Mode" is available as well as a "Study Mode"

- "Study Mode" makes use of different concepts and a more involved layout, which presents the user with the lengthy, "text-book style" grammar explanations IN ADDITION TO a small, narrative animated sequence to serve as a mnemonic device.

- When studying abroad in Japan, I found that grammar patterns, in addition to vocabulary and Kanji (Chinese characters used in Japanese text), were easier to memorize if I drew a small one or two panel comic using the linguistic properties at hand.

- I use this small narrative element as a means of assisting students in memorizing the given material. Having a visibly tangible narrative to latch onto will put the grammar in context in addition to adding a personal, visual element to the lesson.


* REMOTE CULTURAL IMMERSION
- All I have is the above title.

- I have no idea how to achieve this. I know what I do not want to do though.

- I do NOT want to merely put a user in a virtual environment. I do not think virtual reality setups are practical or reasonable at this stage of technological accomplishments or societal-usage of said technology



Another idea, is there a way to make virtual reality tech more usable? wide spread?

Wednesday, July 8, 2009

rewind

kanji world and laundry room are not worth prototyping

that leaves 1 and 1/2 prototypes.

Saturday, July 4, 2009

'Growing Up' - 'Falling' Precedent

Growing Up from Jr.canest on Vimeo.

Studio 4°C - Kung Fu Love

Passage

Passage:
http://hcsoftware.sourceforge.net/passage/

precedent to "Falling concept"
• non-linear, yet rigidly linear at the same time
• explores the passage through life

Friday, July 3, 2009

summer production calendar 01

JULY 19-25th:
• visual focus: experimenting with polished, high quality visuals / animation effects
• Little to no narrative experimentation
• action-oriented / highly - dynamic character motion + camera motion

JULY 26th-01st:
• narrative prototyping and storyboarding for "falling"
• organize phases, styles, and narrative elements

AUG 02nd - 08th:
• eval. "falling prototype"
• begin "Kanji World" development
• write ups for "Kanji World" concept/purpose

AUG 09th - 15th:
• Begin working on "Laundry Room" concept...
• Storyboarding, art, a title...

AUG 16th - 22nd:
• POLISH AND ORGANIZE

AUG 23rd - 29th:
• PAPER
• Organize

Monday, June 1, 2009