Monday, 25 September 2017

Personal Testimony of Tristan Griffin

Personal Testimony of Tristan Griffin

The testemony of transformation is integral to the understanding of my practice, it is my motivation for creating, and central to my conceptual investigations.

In december 2005 I had neurological failure which resulted in multiple organ failure; liver , pancrease, spleen stopped functioning normally, and I had several minor heart attacks and seizures. I lost mobility due to nerve damage in my right leg and gained a sparadic tremmor in my hands. I was in and out of hospital for the next four years. My marriage broke down resulting in divorce, my wife at the time could not handle the lifestyle change and extreme physical transformation and presure.And I remember passing at one point at hospital. Ive since read many peoples near death experiences, for me, there was nothingness, i knew where I was and I knew that the life I had led up till that point had led me there.

By march 15, 2009 my health had declined sufficiently that the doctors said "theres no easy way to say this, you have three years to live.... You will need to get your affairs sorted out". Then discharged me for the last time. 

This news put everything into a new perspective for me. What is it that I wanted to do with the rest of my life. I left Lismore,  moving to grafton, and spent the next few months learning to walk again by first picking a coin up off the floor, then by walking to a corner store (50 meters away) then I purchased a bike and began to try and ride to the corner store. This was difficult as I also had middle ear damage which gave me constant vertigo (sensation of spinning around). During this time I also established a computer game company, working as a freelance programmer. 

Once I was able to ride a bike to the corner store, I purchased a car. And began driving around australia, financially I was able to work whereever there was an internet connection, usually a day or two at a time, and spent the rest sight seeing, and searching. This took a year and a half. It was on this journey that my lifes purpose was revealed. I took a bible with me, the  one I was given at birth.As my journey was coming to an end, I thought, what was next, what legacy am I leaving behind. I had lost everything, was homeless, living in the back of my car. It wasnt until I was camping on the cliffs of the nullabour plains, the moon was tipping just as the sun rose over the ocean. I took a photo. It just didnt do it justice. I wanted to be able to capture that momemt. To share that with other people.

I ended up rushing back soon after for the birth of my nephew, I visited my parents and needed somewhere to stay. So I drove through Kingscliff and saw a room for rent. Walked in, checked out the room. I was asked if I wanted it,  i said yes, and moved in that same day. The following day I went to the local tafe to see if there was an arts course, which they didnt have, but there was one in a nearby town of Murwillumbah and I could start the next day.

It is here that I ,met my now wife Marija, and a few weeks later we were dating, on the condition that I went to church. I had previously had negative experience with organised religion, after all they are filled with imperfect people. And it is here that I trully gave the remainder of my life to god. 
 Then fast forward a year and we were married, another 9 months and we had out daughter Belle. Now keep in mind  I have always believed in god, tho I had never actively participated in a church or ritual. So i was water baptised. When I rose out of the water world with new perception, I could see differently, the sun had a shimmer to its reflection and time was dislocated, i felt an intense disconnection to the now. It is during this time that I also received the baptism of the holy spirit. 
Without the baptism  of the holy spirit, you can be a christian, but never experience the giftings of the holy spirit, which is most noticably expressed through tongues.  
It was after this baptism that my life trully changed and can only be described as a rollercoaster. My arts practice instantly changed, my work taking on a deeper critical exploration. There is a yearning in the core of my being to express through the arts, the transendental.

FRONT end -AR butterfly

Rationale

It is important to note that the key to this work is the interaction process. Each iteration of the work (device dependant) is generated relatively to the geolocation coodinates of the participant creating a unique experience. The resulting work is determined by how the participant interacts with the software and their environment. Essentially making the 'beholder the artist' (Baumgartel 1999)This 'labyrinth' that the participant is navigating is intensely personal, just as is any journey of transformation. 

Once the initial site has been reached the map reveals the AR experience and participant are taken on a realitive gps guided walk. This augmented experience is guided along the path by an avatar(butterfly),  and as checkpoints are reached, the visualisation shifts through chromatic hue, saturation and contrast dramatically altering the visual experience.. An audio element of osillating theta wave frequencies and spacial audio of glossolalia accompanies the  work and can be listened to through mobile devices and headphones.As the participant moves within the location of the app, the spacial audio component orientates to the paths origin.
The fixed point audio is theta wave osilations; the spacial audio is tongues, as the participant turns their head the audios fixed point in space shifts from left to right. What the participant is hearing is an actual prayer. The theta waves portion is intended to induce deep meditation, which can be unsettling depending on the current frequency of the participants brain waves.   

 The technology used grew out of a previously developed web-browser based 3D art gallery that used gyroscopic feedback from mobile and tablet devices and pedometer feedback to allow users to move freely through a virtual gallery. This technology has been applied with the addition of  camera enumeration and the awe.js code set. Users will have the opportunity to view the professional catalogue in augmented reality environment, projecting the works into their immediate space.

The avatar's physical manifestation of a Monarch butterfly was chosen as the as it symbolises a deeper meaning then just being a beautiful creature. They are considered:

  •  Messengers of the spiritual and angelic world.
  • A Sign Of Rebirth And Transformation
  • A Sign From The Spiritual Realms 
  • Carrier Of The Spirits
  • A Sign Of Spiritual Transformation – if you are on a spiritual path, the monarch butterfly is an important sign. It is a sign that you achieved the transformation that you seek in yourself. 
The walk was recorded using the recording software developed with this project. Using the path of a previous chartres labyrinth work. This is then relatively scaled and positioned depending on the starting place and orientation of the participants mobile device.

Please refer to posts on:
  • Walk recording software 
  • The history of the pilgrimage and Labyrinth for more information regarding underlying walk rationale


Asset Production

List of assets:

ABOVE: main folder for Contemporary art project, below subfolder js content with the plugin folder containing dependencies



Theory of the code

To realise this project a rebuild of the original 3D gallery was required, particularly with added the webcam feed. By default when selected input devices the front camera on a mobile/tablet device is set, but selecting the rear camera is difficult as devices have various other inputs such as microphones, blue tooth etc. This issue was solved by intergrating the awe.js code set, which allowed access to the rear camera of devices (tested on andriod and windows devices only on chrome browser)

This is considered the front end of the project. The geolocation portion and the recording software were added to the index.html of this project.

This project is particularly code heavy with very few art assets being employed. The code for this project was written for mobile web based platforms. Code languages used for this application were HTML, javascript, css and jquery. NOTE: As of 2017 security limitations to accessing gyroscopic data and webcam video streams were established. Purchase of an SSL certificate for the host server were required.

Currently Apple products do not support WebGL nor Rear camera access. As a result a fall back in the code allows the walking to still be experience but without the AR portion of the project.

Build versions: excluding base code development

NOTE: Code is reference in individual files and annotated throughout the code filesGL . Please download and refer to individual files for more detail. This code is designed to work ONLY on mobile devices and tablets with a gyroscope. This project required direct editing on the server as it is a mobile web application, this process of debugging is difficult as developer tools can not be used for errors.
1. Build based on 3D gallery, www.artworkprocess.com/projects/3dgallery, gyroscope added and pedometer added for movement
2.My artworks added to replace defaults, default didactic panel removed
3.Content open in iframe
4.Clickable gallery linking
5. All art objects and links added
6. AR catalogue links tested and working , this method needs revision as fullscreener tabs cause errors
7.AWE.js added for AR camera enurmeration, rear camera access tested and working, issues with safari browser.

Further builds after initial development are as follows:


ARTIST STATEMENT

ARTIST STATEMENT

Interdisciplinary Sculpture 4 3345QCA
Contemporary Art Project


Working Title

Knowing

Augmented reality and the erosion of boundaries


Knowing considers the nature of augmented reality and its capacity to erode the limits of beurocratic process, conventions, physicallity, gender, geographic location, culture and language. This nature also allows for an exploration of transending the boundaries of the physical, digital and the spiritual, and focusing on the transendental concerns of the  human experience, transformation and divine guidance.
Beginning in twenty of the worlds leading gallerys (such as; The Louvre, Guggenheim,  Smithsonian and Tate Modern) participants are invited to engage with a mobile web-based application which employs emerging technologies such augmented reality, theta wave oscillation, relative geolocation placement and spacial audio.
  

Aim of the project

The intention of my practice in 2017 is to explore the capacity for New Media to express abstract concepts throught the cross polination of the physical, the digital and the spiritual.  Particular focus has been on browser based Augmented reality and Virtual Reality.
This exploration stems from an interest of where technology sits within the context of the traditional church, abrahamic religion and spirituality. Entering into a discussion regarding the dicotomy of the pricipal values of the church system and the nature of technology. 

The aim of this contemporary art project is to create a work that negates the  limits of beurocratic process, conventions, physicallity, gender, geographic location, culture and language. While creating the opportunity for the participant to be pushed beyond traditional interactions in the gallery environment. This has been achieved by using a modified google map interface, which contains user device translation and allow artworks to be placed and activated depending on their geolocation. 

Knowing is accessed via a geolocation augmented reality mobile phone application. The application is free and available from the website address and enables visitors to view and interact with the work.
The artwork has be realised by installing the artwork within major institutions around the world using geolocation placement. Initially particpants undertake a pilgramage to the geolocation sites, where the augmented reality experiences can be undertaken.

To achieve this use a geolocation AR interface allows users to find the nearest location of the artworks. With a distance to artwork included. While in this mode the user can choose which artwork/experience that they are journeying to. In essence the participant needs to undergo a pilgrimage.

 Once the initial site has been reached the map reveals the AR experience and participant are taken on a realitive gps guided walk. This augmented experience is guided along the path by an avatar,  and as checkpoints are reached, the visualisation shifts through chromatic hue, saturation and contrast dramatically altering the visual experience.. An audio element of osillating theta wave frequencies and spacial audio of glossolalia accompany the work and can be listened to through mobile devices and headphones.As the participant moves within the location of the app, the spacial audio component orientates to the paths origin. The fixed point audio is theta wave osilations; the spacial audio is tongues, as the participant turns their head the audios fixed point in space shifts from left to right. What the participant is hearing is an actual prayer. The theta waves portion is intended to induce deep meditation, which can be unsettling depending on the current frequency of the participants brain waves.   



Theoretical Framework
What was the motivation for doing the work?

The testimony of personal journey is the core motivation for this work, and my practice. In 2005, I had neurological failure, which resulted in multiple organ failure. I spent several years in and out of hospital, my first marriage failed, my health continued to decline. I remember passing at one point at hospital.  For me, there was nothingness, I knew where I was, and I knew that the life I had led up till that point had led me there. By 2009 my health had declined sufficiently that the doctors stated "theres no easy way to say this... you have three years to live.... You will need to get your affairs sorted out". Then discharged me for the last time. That 'knowing', shifts your perspective and your priorities.
Ive since travelled australia, met the woman of my dreams, have children and an amazing group of people in my life.Ive also since given my life to god. 
I have always believed in god, tho I had never actively participated in a church or ritual. So i was water baptised. When I rose out of the water world with new perception, I could see differently, the sun had a shimmer to its reflection and time was dislocated, i felt an intense disconnection to the now. It is during this time that I also received the baptism of the holy spirit.  It was after this baptism that my life trully changed and can only be described as a rollercoaster. My arts practice instantly changed, my work taking on a deeper critical exploration. There is a yearning in the core of my being to express through the arts, the transendental. This is why I am now engaging with New Media technology.  It gives me the possibility to explore and share an experience, to blur the boundaries of the physical, digital and the spiritual. While actively negating traditional beurocratic process, conventions, physicallity, gender, geographic location, culture and language. And the capacity for new media to create objects and vast spaces that are invisible to the naked eye draws paralleles to faith (definition 'to be sure of things hoped for and certain of things we cannot see' Hebrews 11:1 ).
The more I engage with programming language, applying realworld physics and formula, creating artificial intelligence and spatial calculations the more I realise the truth that "Numbers are as close as we get to the handwriting of God". ( Dr. Hermann Gottlieb 2013)

What is the issue or concern addressed in the work?

The primary focus of Knowing is to raise questions regarding beurocratic process, conventions, geographic location and physicallity, while additionally exploring the spiritual journey or transformation. 

Augmented reality is a relatively new technology with companies such as facebook, google and apple competing to establish patients. Over the past decades our fascination of a future exploring the frontiers of space has shifted to the frontiers of the Internet and the legal system is rushing to catch up. In 2016 Pokemon Go took the world by storm, but it left in its wake an intriguing question the legal issues of augmented reality and geolocation technologies. Some of the issues raised were, trespassing, liability and virtual space ownership.

Does placing an AR object on a person’s property, without their permission, affect their interest in exclusive possession of property?
Does owning property in “the real world” extend property rights to any geo-locative, intellectual property elements that may be placed on it?
Is placing an AR object on a person’s private property, without their permission, a creation of an attractive nuisance?(Lee 2017)


 Cases claimed that the real property 'owner' is also the owner of the virtual space occupying the property, a claim that is still in contention and who is liable for the trespass, the paticipant or the creator of the work (Ungar 2016).
When engaging with Knowing users will need to consider these issues, which also directly related to a spiritual journey. Wisdom needs to be used. Its probably not wise to walk onto a busy road, or to enter private property uninvited. 

A secondary issue with engaging with technology is in regards to the underlying spiritual conceptual focus. Over 50% of the worlds population, an estimated 3.6 billion people identify as adherents of an Abrahamic religion (Hunter 2017), Yet the use of technology as a vehicle for exploring connection to the divine has yet to be critically explored. This has be a result of the dicotomy of the pricipal values of the church system and the nature of technology. This being that technology is the new tower of babel, the self focus and seclusionistic.
After all the purpose of the church is to worship God (Luke 4:8; John 4:23; Rev. 4:10), study the bible (2 Tim. 2:15; 1 Cor. 4:6), pray (Acts 2:42), love one another (John 13:35; Phil. 1:1-4), help each other (Gal. 6:2), partake of baptism and the Lord's supper (Luke 22:19-20), to learn how to live as godly people (Titus 2:11-12), and to be equipped to evangelize the world (Eph. 4:12; Matt. 28:18-20). The church's very existance requires an active community. 
Trinity (Tristan Griffin, semeter 1, 2017) engaged with Virtual reality as a medium. This technology privileges the first-person point of view , the user’s experience is intensely personal. “VR is very isolationist,You put it on and you forget your surroundings; you forget the people around you.” (Planck 2015)  The fear regarding very nature of the technology is that it may amplify current cultural emphasis on the individual. 
But AR's nature is dichotomous to VR and the position of the 'church' regarding technology. AR has made significant changes to the way that we communicate, create, and share through social media. From snapchat and instagram filters to face swapping and pokemon go. AR pushes users into social situations rather than focusing on the individual (Mediakix 2017).


Studio Methodology

For more information regarding the studio methodology of each aspect of the work click the following links below

The AR butterfly
Artwork front end - MAP
Walk recording software
Location of artwork placement

The process of creating a digital work is, in my experience, vastly different from creating work in other mediums. You need to have a complete vision of what you want to create. How it will look, how it will sound, how it will function. You need to have assets created in advance (tho these can be substituted at a later date). The code you intend on creating does not have a lot of room for play, every detail needs to be mapped out in advance. It either works, or it doesnt. A colon(:) or semicolon (;) could be the deciding factor in success of failure. For artists we are always chasing that image in our mind, to express it as perfectly as we can in the physical realm. And this ability to spacially map out in your mind what you to achieve, aids you in mapping out the structure of your digital artwork. This method of visualisation also draws strong parallels to engaging in prayer, requiring disengaging with your physical environment, and engaging with the unseen.


Research
An understanding of AR technology grew out of semester 1 artwork Trinity which engaged with Virtual reality as a medium. This technology privileges the first-person point of view , the user’s experience is intensely personal.  the use of technology as a vehicle for exploring connection to the divine has yet to be critically explored. This has be a result of the dicotomy of the pricipal values of the church system and the nature of technology. This being that technology is the new tower of babel, the self focus and seclusionistic.
 But AR's nature is dichotomous to VR and the position of the 'church' regarding technology. AR has made significant changes to the way that we communicate, create, and share through social media. From snapchat and instagram filters to face swapping and pokemon go. AR pushes users into social situations rather than focusing on the individual (Mediakix 2017). Instead of creating a seclusionist environment, AR instead suppliments the environment that the user is in and creating new ways in which they can engage with it.

The application of AR technology enables an exploration into the transendental, going from simply discussing what cannot be seen and allowing the visualisation. Bridging the gap between the physical, digital and spiritual. Admittedly Knowing is an initial offering into a potential for future research. 

The supplimentation of geolocation, relative location and auto traslation allows the artwork to be placed anywhere in the world, in this case in major galleries. This shifts the curatorial process away from the gallery and instead empowering the artist. Tho this does raise issues of virtual space ownership, which inturn breaks down the limitations of physicallity. Simply by having Knowing accessible from multiple locations simultaniously erodes the boundaires of geographic location, which often limits the viewablility of traditional art mediums and auto translation allows the same work to be viewed at all locations without modification or reinstallation eroding the boundary of language. The final boundary of culture is eroded with the simple application of the flying butterfly and visual filter shifts, the symbolism of the butterfly is diverse as is shifting 'perspective', the abstracted concept explored is subverted to allow the viewer to read depending on their cultural background.  


The research for project focused primarily on artists who engage with the internet as a medium. 
Eva and Franco Mattes explore the interplay between the global and the local, identity and ethical issues that arise through their works No fun  and their second life performance Reenactments:Impoderabilia. Through the nature of the internet as a medium "the beholder becomes an artist and the artist becomes a beholder: a powerless witness of what happens to his work" (Baumgartel 1999). For the Mattes these concepts of interactivity suggest that the virtual space is comparable to the localised space and visa versa as one decided what space to view and when. 
Deborah Kelly's work tank man tango: a tiananmen memorial (2009) mirrored the conceptual outcome of the Mattes's work. It was not simply art, an exhibit, but an interactive work that people all over the world learned to make their own, to share and perform collectively as protest, or as vigil, from instructions on youtube in english.
While Stelarc explores this interplay with issues of bodily boundaries, the obsolence of the body and the resulting identity issues. In fractal flesh the body is no longer bound and limited by its skin and nor is it limited to the local space that it occupies. The body, currently know as Stelarc ,due to the nature of prosthetic, muscle-stimulation and internet connectivity has been converted into an avatar for the multitude of manipulators (Stelarc 2012). 
Lastly Marina Abramovic's The Lovers performances is not only a symbol reflecting their time together but also the beginning of two new and different paths that they will follow separately and that find their analogy in the hike as a tabula rasa, an inner catharsis for new experiences. Which is a key parallel for the underlying concept of the 'walk' withing Knowing.

Conclusion
Two versions of this project have been developed, one for critique which has modified GPS coords to allow for testing in the university environment, the second for international distribution.
The final work was inline with the original set out outcomes. Knowing successfully navigates the limits of beurocratic process, conventions, physicallity, gender, geographic location, culture and language.
The scope of this project development far exceeded original estimation but many of the technical hurdles were overcome in a timely fashion. The intention during critique is to take the opportunity to test the software and resolve any unforseen issues before the graduation exhibition.
There are issues in this project regarding compatibility with apple mobile products as they have limited support for WebGL and rear camera access for browser based applications. 


Reference list

Baraibar, Aitor. 1999. “Stelarc's post-evolutionary performance art: Exposing collisions between the body and technology” Women & Performance: a journal of feminist theory 11(1): 157-168. doi: 10.1080/074077099 08571320.

Hunter, Preston 2017.  "Major Religions of the World Ranked by Number of Adherents". Adherents.com. Accessed  31 May 2017 url: https://www/Adherents.com

Poteet, Rev Mike 2016. "Christians and Virtual reality" UMC.org. Accessed  31 May 2017 URL: http://www.umc.org/news-and-media/blogs-commentaries/post/christians-and-virtual-reality

Plank, Mark 2015. "Oculus' next big move is to make VR a social experience" Engaget . Accessed 31 May 2017. URL:https://www.engadget.com/2015/05/25/oculus-social-experience/

Fampeople 2012. "Mark Rothko : biography" fampeople.com. Accessed 27 May 2017. URL:http://www.fampeople.com/cat-mark-rothko_5

 Miller, David Ian 2008. "LSD Helped Forge Alex Grey's Spiritual, Artistic and Love Lives". San Francisco Chronicle "Finding My Religion" series.

Ungar, Daniel 2016 "Pokemon GO went, but not its legal implications". Accessed September 25 URL:https://www.linkedin.com/pulse/pokemon-go-went-its-legal-implications-daniel-ungar

Lee, Keith 2017 "Is PokemonGo Illegal?" Accessed 25 september 2017 URL:http://associatesmind.com/2016/07/11/is-pokemongo-illegal/

Stelarc. 2012. "Fractal Flesh  — Alternate Anatomical Architectures Interview with Stelarc”. By Marco Donnarumma. Econtact , 15 September. http://econtact.ca/14_2/donnarumma_stelarc.html.

Sunday, 24 September 2017

Nature of AR vs VR

The Nature of AR vs VR

Augmented reality is a relatively new technology with companies such as facebook, google and apple competing to establish patients. Over the past decades our fascination of a future exploring the frontiers of space has shifted to the frontiers of the Internet and the legal system is rushing to catch up. In 2016 Pokemon Go took the world by storm, but it left in its wake an intriguing question the legal issues of augmented reality and geolocation technologies. Some of the issues raised were, trespassing, liability and virtual space ownership.
  • Does placing an AR object on a person’s property, without their permission, affect their interest in exclusive possession of property?
  • Does owning property in “the real world” extend property rights to any geo-locative, intellectual property elements that may be placed on it?
  • Is placing an AR object on a person’s private property, without their permission, a creation of an attractive nuisance?(lee 2017)

 Cases claimed that the real property 'owner' is also the owner of the virtual space occupying the property, a claim that is still in contention and who is liable for the trespass, the paticipant or the creator of the work (Ungar 2016).
When engaging with To Know users will need to consider these issues, which also directly related to a spiritual journey. Wisdom needs to be used. Its probably not wise to walk onto a busy road, or to enter private property uninvited. 

A secondary issue with engaging with technology is in regards to the underlying spiritual conceptual focus. Over 50% of the worlds population, an estimated 3.6 billion people identify as adherents of an Abrahamic religion (Hunter 2017), Yet the use of technology as a vehicle for exploring connection to the divine has yet to be critically explored. This has be a result of the dicotomy of the pricipal values of the church system and the nature of technology. This being that technology is the new tower of babel, the self focus and seclusionistic.
After all the purpose of the church is to worship God (Luke 4:8; John 4:23; Rev. 4:10), study the bible (2 Tim. 2:15; 1 Cor. 4:6), pray (Acts 2:42), love one another (John 13:35; Phil. 1:1-4), help each other (Gal. 6:2), partake of baptism and the Lord's supper (Luke 22:19-20), to learn how to live as godly people (Titus 2:11-12), and to be equipped to evangelize the world (Eph. 4:12; Matt. 28:18-20). The church's very existance requires an active community. 
Trinity (Tristan Griffin, semeter 1, 2017) engaged with Virtual reality as a medium. This technology privileges the first-person point of view , the user’s experience is intensely personal. “VR is very isolationist,You put it on and you forget your surroundings; you forget the people around you.” (Planck 2015)  The fear regarding very nature of the technology is that it may amplify current cultural emphasis on the individual. 
But AR's nature is dichotomous to VR and the position of the 'church' regarding technology. AR has made significant changes to the way that we communicate, create, and share through social media. From snapchat and instagram filters to face swapping and pokemon go. AR pushes users into social situations rather than focusing on the individual (Mediakix 2017).


Hunter, Preston 2017.  "Major Religions of the World Ranked by Number of Adherents". Adherents.com. Accessed  31 May 2017 url: https://www/Adherents.com

Lee, Keith 2017 "Is PokemonGo Illegal?" Accessed 25 september 2017 URL:http://associatesmind.com/2016/07/11/is-pokemongo-illegal/

 Miller, David Ian 2008. "LSD Helped Forge Alex Grey's Spiritual, Artistic and Love Lives". San Francisco Chronicle "Finding My Religion" series.

Plank, Mark 2015. "Oculus' next big move is to make VR a social experience" Engaget . Accessed 31 May 2017. URL:https://www.engadget.com/2015/05/25/oculus-social-experience/

Ungar, Daniel 2016 "Pokemon GO went, but not its legal implications". Accessed September 25 URL:https://www.linkedin.com/pulse/pokemon-go-went-its-legal-implications-daniel-ungar

The Labyrinth

When we contact the Light within, we can become entangled in darkness because our shadow emerges and we are unprepared for its impact. Curiously, for most people who have a profound experience in the labyrinth that involves confrontation, it happens in the most loving way. The person is able over time to integrate it without much conflict. Such is the grace of the labyrinth.
Reverend Dr. Lauren Artress 'ritual of moving through labyrinths as transformative spiritual experiences'

Image source: https://commons.wikimedia.org/wiki/File:Labyrinthus.svg

Unlike mazes, which consist of a series of forking paths and dead ends, a labyrinth is a unicursal winding path that leads to the centre of the circle—a centre that sometimes represented heaven or Jerusalem as the final destination in the Middle Ages. The development, popularity, and complexity of the symbol in the Middle Ages seems to show the labyrinth’s ability to represent medieval ideas about redemption, devotion, and faith. Very little evidence or documentation exists to demonstrate the overall purpose of medieval labyrinths on church walls, manuscript leaves, and paves stones, though they may have had multiple uses as a symbol of redemption, place of spiritual reflection, space for prayer, or a site for learning matters of the soul.3 Many medieval labyrinths, such as those found at Chartres, Amiens and Reims, were designed as paths for personal meditation. The labyrinths marked in manuscripts and pavement stones may reflect a bounded space in which to contemplate the path of the soul through life.


This labyrinth depicts a typical eleven-ringed circuit path around the circle—a striking characteristic of medieval labyrinths, though some paths can range from six to fifteen circuits. The four-fold symmetry and oscillation along the path as you move form each area of the circle shares this construction with some older, simpler Roman labyrinths as well. In the ninth century a monk named Otfrid took the classical seven-circuit labyrinth pattern and added four extra circuits, creating the more complex eleven-circuit labyrinth design known as the “medieval labyrinth.”2 His drawing in the end leaf of his Book of Gospelsbecame a base for the development of a number of later thirteenth and fourteenth century labyrinths found in cathedrals and churches across Europe. The spread of the eleven-circuit design in France and its construction on the pavement floor of Chartres Cathedral in 1201 attests to its significance as a religious symbol in the Middle Ages. In fact, the “Chartres Labyrinth” is one of the most walked labyrinths in the world, and the labyrinth found in the manuscript is almost identical.

http://sprightlyinnovations.com/leafandleisure/2013/05/10/meditations-on-a-medieval-labyrinth/


Artess, Lauren. Walking a Sacred Path: Rediscovering the Labyrinth as a Spiritual Tool. New York: The Berkeley Publishing Group, 1995.
Bandiera, Nancy Ann. “The Medieval Labyrinth Ritual and Performance: A Grounded Theory Study of Liminality and Spiritual Experience.” Unpd dissertation. University of Texas at Austin, 2006. PDF.



ABOVE: The chartres labyrinth was converted from circular to square using a maze maker produced earlier this semester. Click the following link to view the maze maker in fullscreen
http://artworkprocess.com/projects/mazemaker/

Tuesday, 19 September 2017

Walk recording software

Please note, the following links are password protected, password: admin62   Username:admin
https://artworkprocess.com/projects/walk/walklist.php
https://artworkprocess.com/projects/walk/walkeditor.php
The above links are intended to be viewed on chrome browser, with optimal viewing on desktop or tablet devices.
https://artworkprocess.com/projects/walk/walknew.php
This above code is designed to work ONLY on mobile devices and tablets with a gyroscope and rear camera.

Rationale

Purpose of this portion of the work is to capture data from a mobile devices as a participant goes on a walk. This data is then sent to a server, which can be retrieved at a later data using an API allowing users to create artworks using this data. 
The recording process captures step count, geolocation coordinates, gyroscopic data and left/right turns. These are captured in events which are triggered depending on your preference ie . data is captured every 10 seconds OR after 10 steps OR after 10 meters etc, or a combination.
The 'walk' is saved in real time to a server,  which also has a back end interface. You can login and view/edit/delete the walks.

List of assets:

This particular project has over 140 code assets supporting the front end, the following is a shortended list with subfolders:




Theory of the code

The code for this project was written for mobile web based platforms. Code languages used for this application were HTML, javascript, css and jquery. NOTE: As of 2017 security limitations to accessing gyroscopic data and webcam video streams were established. Purchase of an SSL certificate for the host server were required.
To realise this aspect of the project many prior code projects were pulled together. This includes : LIST


To realise this project a rebuild of the original 3D gallery was required, particularly with added the webcam feed. By default when selected input devices the front camera on a mobile/tablet device is set, but selecting the rear camera is difficult as devices have various other inputs such as microphones, blue tooth etc. This issue was solved by intergrating the awe.js code set, which allowed access to the rear camera of devices (tested on andriod and windows devices only on chrome browser)


The Recording software

This portion of the software has been designed and tested to work on andriod devices OR devices with chrome browser. There are known issues with the safari browser, particularly accessing the rear camera of a mobile/tablet device.

STEP 1:creating the walk file (https://artworkprocess.com/projects/walk/walknew.php)
load the create walk page (note you may be asked for username:admin and password:admin62). Enter a file name, this is where the walk data will be saved. And click next. 






STEP 2: Event trigger settings
Now set the trigger settings, ie what will cause the data to be saved into the file.
In the below example the data is saved every 5 seconds.


STEP 3: Graphic User Interface (GUI) options
Now select Edit GUI. The options can be toggled on and off Once you have the desired settings click 'save and close' to begin the recording process. 


STEP 4: Recording interface
This is the recording graphic user interface. 
The top right hand corner shows the current data that will be saved when an Event is triggered.
Top left hand corner contains a gear icon. Clicking this icon will pause the recording process and open the GUI options and Event Trigger options. Users are able to dynamically alter the Event trigger conditions and gui options
The bottom left icon pauses the recording process and opens a manual Event trigger button. Pressing the 'Manual Event trigger' button will record the data at that set time.
The bottom right icon ends the recording process, a window opens to confirm that the current session is to end






Backend
(note you may be asked for username:admin and password:admin62 when accessing the links).

https://artworkprocess.com/projects/walk/walkeditor.php
This portion of the software has been designed and tested to work on windows operating systems OR devices with chrome browser. 









ABOVE: Walk list (https://artworkprocess.com/projects/walk/walklist.php) 
This allows users to open, read and modify previously created walk data. Click on an item from the list, then click open. This will then open the editor (BELOW: https://artworkprocess.com/projects/walk/walkeditor.php) The selected file will then be opened and its data populated into the editor. This is particularly useful to check for errors in recording and while developing an application which accesses the data. For marking purposes the editing options of add and delete have been disabled








The API

Accessing the data from the walk has been simplified.Just call any of the following javascript functions:

  getLongitudeData(num,last) 
  getLatitudeData(num,last) 
  getStepcountData(num,last) 
  getTimefromStartData(num,last) 
  getAlphaData(num,last)
  getTurnData(num,last) 
  getEventCount() 

Making sure that the following is also added to the  beginning of the .php file that runs the application:

<?php function getMenuList() {$myfile = fopen("../data/Mickey.dat", "r+") or die("Unable to open file!");$list = fread($myfile,filesize("../data/Mickey.dat"));echo $list;fclose($myfile); } ?>

<script src="api.js"></script><script>var list = 0; list = "<?PHP getMenuList() ?>";var EventData = list.split("|"); </script>

The above code will open the file name ( bold) in this case Mickey.dat and allow you to access the data.

Build versions: excluding base code development

NOTE: Code is reference in individual files and annotated throughout the code files. Please download and refer to individual files for more detail. This code is designed to work ONLY on mobile devices and tablets with a gyroscope, geolocation and camera. This project required direct editing on the server as it is a mobile web application with SSL encryption, this process of debugging is difficult as developer tools can not be used for errors.