2014年6月22日 星期日

[Final] 機俠: Heros Ex Machina

You can find all of my notes at my RPOL forum.

m10215002 鄭期傑

(期末) METAL alien_ 陳敬恆 | 邱元貞 | 徐維聰 | 鄭群萌




事件

過去NASA曾經發送訊息(地球名片)到外太空尋找外星人,然而長久一直都沒有消息。

2014年底,這則訊息被克米里泥星人接收,以戰為本質的牠們誤以為人類邀請牠們以"拳"會友,於是隔年中便來到地球引發戰爭。不到一年人類在地球上的勢力已被大大減弱並正式宣告投降,而居留區域則逐漸移往尚未被攻擊的地方重新開發,2015年正式成立新的政府並且與外星人居住的區域區分為禁區。
2023年,牠們幾乎被地球上的文明洗禮,運用地球的資源做基底延伸出屬於牠們自己的文化。大部分禁區內的人類金屬迷逐漸與牠們產生共識進而共處。
2036-2048年,克米里泥星人與人類在地球上建立了宇宙最大金屬樂集合地,並且到處蓋起了展演空間,甚至吸引到其他兩個星球的外星人前往,第一支結合三個星球的跨種族死金樂團首次在地球公演,與當時的人類金屬迷共襄盛舉。禁區內的人類開始向外界傳達與外星人和平的理念以及牠們決定釋出善意的行動,期間禁區外的人類對此表示不滿引發了許多抗爭活動。
2073年,雙方政府訂定了多元文化條約,保障了所有種族的文化發展並和平共處,同時解除了禁區的限制。
2100年,人類與外星人已經完全融合同時建立高度完整的架構,也確立了"新人類"的時代開始。


影片

當時有一個三外星人組成的代表性樂團,首次以音樂的方式表達與人類和平的主張,也是第一次外星人嘗試以最接近人類的形象去呈現的MV及相關視覺。








2014年6月20日 星期五

Final - Apollo OS / 陳心昊







Apollo OS - We know you better than yourself



Apollo OS

是一個完全發展的醫療技術。器官是硬體,Apollo就是其作業系統。
Apollo 能偵測到身體器官所有的資訊,並進行整合,透過最完整的演算法,做最優化的管理。透過身體的運動建議、飲用水量、營養攝取管理,Apollo是你最好的健康顧問。
臨床實驗證明:使用Apollo可以減少70%的藥物使用,延長人類23%的壽命。





Nano Detector

Nano Detector是Apollo公司的人造微生物,可以偵測到實時的身體資訊,Nano Detector直接附著在人體的皮膚上,偵測各種身體諮詢如腦波、毛孔大小、皮膚含水量、脈搏、心跳,將資料直接傳送給Apollo OS。
市售的Nano Detector是以罐裝乳液的形式販售,Nano Detector附著在皮膚上的壽命大約為24-36小時,需要每天使用才能維持身體訊號的強度,讓Apollo提供最完整的解決方案。


Apollo Co.

Apollo公司以追求完全的了解人類機能為核心文化。以太陽神Apollo為命名,所有的生物現象都繞著Apollo公司尋找的真理公轉。
該公司主要產品:Apollo OS / Nano Detector / 客製化器官

Apollo 是一間位在地底下1000km的公司,主要以複製人運作,公司文化以創新為主打,公司文化類似2014年的Google 。Apollo實際上是在「種植」器官,透過Apollo系統監控複製人,收到器官訂單時再將複製人的器官取下。
Apollo會在地面上叫富有的區域施放毒氣,讓有錢人得到慢性病,增加更換器官的需求量。


主角 Sam / RD of Apollo Co.

Sam為Apollo 公司員工,複製人,公司讓複製人相信外面的世界已經進入冰河時期,複製人為「倖存者」,他們需要開發出讓人類更適應冰冷環境的DNA。但該技術實際上目前被用於器官運送。

Apollo OS - Sam的一天




Final - Ghata vs. MicroApple / designed by 劉知潔 陳柏英 陳漢

 【 Video 】




 【 Poster 】



 【 Tickets 】




 【 Timeline 】


 【 Postcards 】




【 Wallpaper 】



 【 Logo 】






【 Persona 】






期末所有作品資料連結:
https://drive.google.com/folderview?id=0B2c5zNqmvk50MFcwWFg3UGt4MUk&usp=drive_web

包括:
Slides / Pictures / Video / Persona / Artifacts

( 期末 ) 奧多比之死 Adobe's Dead _劉宥佳、徐笙洋、王柏皓、林浩翔

Poster





















 Time Line


  • 第一階段 2013 - 2018

    • adobe
      • adobe CC 上架
      • Adobe 申請併購 autodesk 集團,成為一個巨大的跨國際商業組織,擁有多項軟體專利,其商業授權軟體包含了設計、影視、娛樂、印刷、網路多媒體,幾近壟斷了整個產業
      • 開發硬體授權
      • 研發出專利材質"釔化銀",製作硬體設備 
      •  
      • 硬體綁定軟體 媒體稱Adobe帝國時代來臨
    • 商業組織
      • apple 旗下的手持裝置與系統,由 flash 開始,逐步封殺 adobe 的軟體產出物
    • 各國政府
      • 美國政府與歐洲亞洲開始反托拉斯調查,為2012友達光電、奇美電、樂金的面板壟斷案之後,史上最大宗、跨國際的商業壟斷調查案。

    • 民間
      • 樂見硬體授權,最適能硬體環境被捧為使用者經驗的關鍵。
  • 第二階段 - 軟硬體巨人 2019 - 2029

    • adobe
      • 一邊滅火一邊繼續進行硬體結合 逐漸擴張
    • 商業組織
      • Asus、Nvidia 推出結合釔化銀的硬體裝置,宣稱針對adobe其下軟體優化,而adobe CC的商業授權也逐漸轉為軟硬體的雙面授權機制。
      • 商用攝影機 Red Cam 於新型號的電影攝影機中置入 adobe 影像處理軟件,
    • 各國政府
      • 美國:在參議院的干涉之下,反托拉斯官司判決失敗
      • 北歐聯盟正式宣布於網路軟體產業脫離歐盟自治,斯德哥爾摩禁令正式執行。
      • 台灣:透過比較有智慧的政客,推出反授權的方案
    • 民間
      • 越來越多抗議的聲浪
      • 軟體解放陣線 ( software freedom front, S.F.F ) 成立
  • 第三階段 - 黑暗期 2029 - 2035

    • 民間
      • 軟體解放陣線 ( S.F.F )開發出針對釔化銀的人造合成病毒,並於美國好萊塢、中國北京影視特區、印度寶萊塢同時釋放、電影產業由後期製作公司開始,快速癱瘓
      • 全世界的電腦只要含有adobe硬體,都會失控,這些硬體會讓電腦失能、膨脹,放出有毒的瓦斯讓人死亡,各地民眾開始恐慌。
    • Adobe
      • 發表聲明譴責S.F.F. 行為,形容其 " 如同現代蓋達組織再現 " " 綁架人民的娛樂權力 " 
      •  
      • 試圖以硬體補救方式破解病毒,但病毒迭代更新程度太快 ( 傳言背後有白帽駭客與生物學家做支援 ),以致全面崩潰。
    • 各國政府
      • 韓國:為避免境內電腦硬體全面崩潰,實施 " 分區隔離政策 " ,試圖減緩病毒蔓延速度。
      • 美國:自美國加州產生第一起中毒而死的案例以來,整個娛樂產業發動罷工,一時民情激憤,當時美國總統克萊兒為其背後民主黨強行通過的數大爭議法案道歉。
    • 商業組織:
      • Samsung 與 Sony 兩大娛樂巨人不斷以抹黑、DDS攻擊、針對性病毒碼試圖癱瘓逐漸取而代之的各式軟體。
      • 據稱駭客團體 Anomymous 全體動員,為當時小眾、人力不足的開源軟體開發團隊阻擋各式惡意攻擊
      • nVidia 與 Intel 美西產線受損,非洲產線停擺,短時間內所有硬體廠商停止推出新品; apple 、IBM、 google 的開源伺服器架構無損,股價於一年內飛漲。
  • 第四階段 - 開源軟體全面勝利 2035 

    • Adobe
      • adobe 總公司不堪經營壓力,宣告熄燈
     
    • 各國政府
      • 美國眾議院麥基翁議員,大力支持商業授權軟體的法案,遭爆料受到遊說、收受贓款,接受聯邦調查。
    • 民間
      • 各個不同來源的開源軟體崛起,迅速取代原有adobe系列的功能,其不約而同的在圖示的右下角置入 " 倒A " 為旗號。
    • 商業組織:
      • GOOGLE 於ADOBE公司熄燈後十年,推出了紀念的DOODLE
 

Transmedia

Slide Show

Story map

https://mapsengine.google.com/map/edit?mid=zTvJKfjxOwpM.kleVY-fe0NBA






(期末) COITUS - 鄭宇婷, 李雅涵, 邱琦, 陳怡安, Nicolò Buzzaccaro






Abstract
2050. A Huge sexual virus caused the dead of half the earth population. The disease is almost unfightable since it's not showing any symptoms until after two years people get it. Thanks to that human population is living in the fear of having sexual relationship with their partners.


In the meantime technology evolved from now, in particular the Brain Science made big steps forward, now we are able to recreate any feeling just with the right impulses to specific areas of the brain. Moreover, nowadays it's much easier to create a perfect virtual 3D model of anybody just with few pictures.

In the 2055 CoITus was established. It's a virtual company with not just the aim of making sex safer for everyone. But also with the goal of giving the possibility to have sexual relationships with an infinite number of partners and with whoever people wants. In the 2088 they have been able to produce the perfect service that is solving all these problems.

Their product is really easy to use. First you need to search pictures of the partner you want to have sex with, after finding few of them the user is uploading it to the program which is automatically recreating a perfect and imperialistic 3D model of the human. Once finished the first step the client is attaching two stickers in a precise area of the neck. They are brain stimulator, people just need to close their eyes and they will feel exactly the same experience as having a sexual relationship with the person they chose.


過去2014年隨著facebook、google的興起,
開始出現盜版、破解下載、網路照片流竄、詐騙電話等等,
引起民眾對於個人資料外洩的疑慮,
在2030年,網路遍及各種產品(IOT世代)與每個人隨身攜帶連結裝置的趨勢,
網路已經完全融入在每一個生活片段中,虛實已密不可分,
同時,電子晶片超級微型化的技術成熟,
過去概念影片中的高科技隱形眼鏡與眨眼拍照,
已經完全成為2030年人們必備的隨身裝置之一。

儘管社會上開始出現對於這項科技產生反信任感與隨時被監測的不安感,
甚是希望政府更加保衛人民的個人資料,但是效率與便利性的高幅度提升,
仍使人們不斷使用,並且防不勝防.....。


而後,2050年一間美國私人的生技實驗室大爆炸,
不幸散播出超級病毒:SEXND0304,導致全球的恐慌,
SEXND0304是一個超級性病毒,擁有極速的感染力,
當人體與人體之間進行性行為時,會瞬間感染局部皮膚,中毒休克身亡。

2050年全球陷入一陣黑色憂鬱潮,以及瞬間驟降的出生率,
「性慾」徹底脫離人類的生活,變成一種無法獲得的飢渴,
即便「性」代替品的產品提高銷售量,人們仍無法獲得實際接觸的快感,
但是病毒的竄行,人與人之間簡單的肌膚碰觸甚是都感到無比害怕與不安,


COITUS 解救全球飢渴,
SEX終於返回生活,成為另外一種娛樂

2055年,世界終於出現救世主:COITUS,
透過電子傳導神經的技術,達到腦部幻覺能夠完全取代真實感受的高科技,
徹底解決人們飢渴的問題,COITUS表示最早於過去的2014年6月18日曾經提出過第一次的概念設計,這項科技甚是結合拍照客製的上傳概念,為你的愛人上傳特製「性形象」,在家在外都能隨時真實享受。





2089年 | COITUS_YOUNG 的建立
COITUS建立第二支品牌形象,開創年輕人的「性娛樂」的新天地/市場,
打破以往黑色調高時尚的風格,開啟COITUS_YOUNG,
充滿陽光、活力的「健康、快速、安全」的親民服務,於2089年6月發佈的第一支廣告,
運用過去紅一時的SUBWAY飲食,轉化強調客製化專屬的「性口味」,
Enjoy your days & Enjoy your meals。



2090年,COITUS 提供的服務除了在家享用外,另開出如同過去KTV的娛樂包廂,
提供年輕人先行嘗試娛樂服務,可進入包廂點播自己的性對象進行享用。
(詳細可閱ppt 服務流程)

COITUS 的宣傳海報



2080 - 2090年 | 在未來這些「性」解放的年代


Of course this invention shocked the world in many ways. At first some people felt their intimate privacy in huge risk and they started to delete every single picture of them in the social networks. Moreover, they started to wear dresses that cover almost every part of the body, in order to make impossible for anyone to reproduce their model. On the other side other people felt impossible to preserve their nudity without compromising their freedom and happiness and they started to walk around naked, without hiding their body anymore.




But this invention had a big impact also in the human interactions. People started to search for a partner just for the intellectual qualities, because now sex it's seen just as a sport or a hobby. Couple are lasting longer but the downside is that children now are born mostly in vitro.


It's not clear yet if this new technology had more positive or more negative consequences, but definitely the impact that had in the everyday life of the people is something never experienced before in the human history.


 「可能被偷拍被人製造成性對象」的恐慌,社會出現兩派:包裹很緊和裸露自己的兩大族群。



備註:網友替 COITUS 私自上傳一部廣告,講述性將成為一種全新的運動。 










COITUS 的歷史檔案

COITUS的顧客投訴信

COITUS的歷史顧客影本


期末-Fictions Design Final-D10210102

期末-Fictions Design Final-D10210102
https://drive.google.com/file/d/0B-xtMdve9FFfSy1CeU5qNzRBUzQ/edit?usp=sharing

EX7 research design fiction 鄭宇婷

We present criminal-like characteristics as a speculative interactivity model for future products that could be more speculative, prejudicial and challengeable.
We investigated this issue by designing XD-10269,
a criminal-like interactive Water Dispenser.


Criminals' emotional and behavioral characteristics were applied to a product concept in the design development process.


The main features of XD-10269 include
i) emotional expression of anxiety through stealing something(making harm to) from people,
ii) On and Off interface are simulate with people's fear of criminal, and
iii) continuous dynamic interaction for long term product attachment.


Preliminary evaluation has showed that users perceive XD-10269 to be alive and to support prejudicial and speculative interaction.
This research provides a new perspective on the development of complex and intelligent products,

and this model can be used as a design method for considering different social class and associated characteristics.




2014年6月10日 星期二

week 16. preparing final exhibition

Final project details:
time: 2014/June/18
place: RB 4F

Each group should present the following items:

0. presentation slides structure according to http://designfictions2013.blogspot.tw/2014/05/week-14-research-fiction.html

1. Poster (movie style)
    abstract of 200 words
2. Hi-resolution Photos of artifacts
3. Videos (or trailers)
4. Character setting (naming, nationality,...)
5. others, logo, flag, magazine...


Please upload to the blog for sharing.
 

2014年5月27日 星期二

week 14. research fiction

reading:

Research through design fiction: narrative in real and imaginary abstracts



Practice:
  Write your own "research through design" fiction according to Blythe's proposal.

Final Project Discussion: (Next week, June 4, 2014)
1. Propose your final project (transmedia project) according to the "Near Future Design" process"  (http://www.artisopensource.net/2013/10/28/near-future-design-the-perception-of-a-new-possible-and-a-new-role-for-design/)
2. "Ghost in the Shell" or "Old man's war" scenarios are mostly welcome; also you can use any other scenario settings.
3. Your slide should include: Story setup, and Problem-space framing.
4.  Your final reports should include: (each group, complete version: June 18, 2014)

  • Define topic areas of interest
    • the output of this stage is a visual representation of the research domain, along with its extended documentation;
  • The Future World Map
    • the output of this stage is a visual map, a report and an extensive knowledge base, which can assume different forms, depending on the context and circumstances;
  • The Story Setup
    • its output is under the form of a narrative, expressed in visual and textual terms;
  • The Concept(s)
  • The Story Functions
    • the output of this stage consists of the list of kernel events for each story, as well as a diagrammatic representation of their relations and of the relations running among the different (and alternative) storylines that are being developed;
  • The Event Maps
    • the output of this stage is constituted by the Event Maps diagrams and by their documentation sets;
  • The Story Maps
    • the output of this stage is constituted by the sketches and by their documentation;
  • The Design Fictions
    • Simulacra
      • the objective of this phase is to create a simulacrum, a credible, possibly functional, “prototype from the near future” (a pre-totype), through product design and communication design, working across different media;
    • Transmedia Narratives
      • the output of the Design Fiction phase, thus, is constituted by a set of Transmedia Narratives implementing the simulacrum for the story

2014年5月20日 星期二

week 13. transmedia & near future design

http://www.artisopensource.net/2013/10/28/near-future-design-the-perception-of-a-new-possible-and-a-new-role-for-design/



"This is what we have defined as Near Future Design.
A performative dimension in which the observation of the state of the arts and technologies meets anthropological and ethnographical observation."
"
  • The Design Fictions
    • Simulacra
    • Transmedia Narratives "
    • the output of the Design Fiction phase, thus, is constituted by a set of Transmedia Narratives implementing the simulacrum for the story;
    • the Transmedia Narrative is a multi-modal storytelling technique which is able to move and combine the effects of multiple media, from physical objects, to websites, urban interventions and more."

"If, as suggested by Baudrillard, we were to simulate as closely as possible a fake holdup, we just would not be able to do it, because the people and, in general, the “machine”, the process through which people constantly interpret the reality they have around themwould not be able to distinguish the signals of what is real and fake/simulated."

Transmedia Narratives

a transmedia story represents the integration of entertainment experiences across a range of different media platforms
Henry Jenkins, 2007