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"Inside the Mind" is a virtual reality experience that transfers the viewer into a mindscape. In the mindscape that is represented as a bedroom, the viewer can explore the elements that make up the mindscape to discover more details about who this mindscape belongs to. The viewer is not manipulating this mindscape but is merely acting as an observer. Utilizing the themes of uncanny valley and absurdity with audio and visual elements, the identity of this mindscape can be explored. “Inside the Mind” was created in fufillment for the MFA Trandisciplinary New Media Program at PCA.
Programs utilized: Autodesk Maya, Blender, Unity, Adobe Photoshop, Adobe Substance |
My drawing practice has always been entirely digital and never have I brought it into the physical world. Using the AxiDraw, I will be taking drawings that I created digitally and recreate them into the physical world. Usually, people start with physical art and then transition into digital art. Starting digital art at the age of 11, I have always been more comfortable with digital art. I’ve found it more malleable and easier to explore than physical art.
There is a difference between the art pieces in the digital and physical. Knowing that there is no way to make the art exactly the same, I explored different colors and brush techniques for both the digital and physical art to create unique pieces. The ending sets of drawings are both related in content, but can stand alone as both physical and digital pieces separately. In the end, they are not copies of each other. They are unique. Programs utilized: Adobe Photoshop and Inkscape |
In a world where the digital presence is just as relevant as a physical presence, I am representing one's online persona's in three ways: high polygonal, low polygonal, and non polygonal. These three figures represent the anonymity, or lack thereof, of one's online presence in various contexts. The participant is the final element to these figures, representing their offline (and, in theory, more authentic) self.
Programs utilized: Autodesk Maya, Blender, Adobe Substance 3D, Unity |
Flawed Distinction is, rather than the promise of technology, a specific restriction as a simulation of technology, or the question of "how do we relate to technology." A machine gesture in physical reality is ascribed to the shape of human gestures in Virtual Reality (VR), which are applied to a virtual space and then brought back to the material realm, via calculations and restrictive qualities that offer the relevant by robotics.
This project was a collaboration with Onix Manuel Nieves-Vanga and Crispin Suminski. Onix Nieves-Vanga created the concept and built the hardware, Crispin Suminski coded, and I created the VR space. Programs utilized: Unity |
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Working with Esther Ubong-Abasi, we used Arduino boards to create an interactive house plant toy. We used an ultrasonic distance sensor, tilt sensor, and we made our own humidity sensor. The concept of this piece was to create a children’s toy called “My First House Plant.” This was in reference to children’s baby dolls that talk and interact with the child.
Programs utilized: Arduino |
Using Artivive, the collective TNM 306 created an augmented reality art exhibit based upon the theme of body, drawing inspiration from Jean-Luc Nancy’s "Fifty-eight Indices on the Body," and Michel Foucault’s "Utopian Body." Titled “Is this Still Moving?”, we explored the combination of 3D, AR, sound, and video to turn the concept of body into a creative art form.
6 still images were printed in a large format and displayed at Nuit Blanche 2021. Each image could be scanned with the Artivive app to reveal a corresponding video overlaid on top of the original printed image. The TNM 306 Collective is made up of the following artists: Xingman Cheng, Kirby Mealer, Owen Moran, Onix Nieves-Vanga, Jeremie Queyras, Mckinley Streett, Leonor Tapia, and Esther Ubong-Abasi. My person contributions include: 3D modeling, rendering, print, and set-up at Nuit Blanche 2021. |