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Senior Capstones Put U-Me New Media on the Map
Glimpse the future at the 2006 New Media Fair and Capstone reviews

This year's crop of New Media Capstones includes location-based music recommendation systems, Webcam screensavers, mobile graffiti and dance technologies, physical computing environments, machine-mediated musical compositions, and much more. Check out what U-Me's best and brightest have to show at April 27's public presentation:

New Media Capstone Fair
Thursday 27 April
DPC Atrium, 5-6 pm (fair)
DPC 105 and 115,  6-8 pm (presentations)

For a more inclusive and intimate glimpse into the final stages of a New Media Capstone, sit in on one or more of the final in-class reviews listed below.

Monday 24 April 2006
2-4pm
420 Chadbourne

Times are approximate:
2:10 Aerin
2:30 Sara
2:50 Tim
3:10 Dan
3:30 John


Aerin Raymond, Concert Experience
http://sato.asap.um.maine.edu/~myskad/cc/
Experience a concert before you buy the tickets! The Concert Experience is a community webspace for concert goers alike. Each user can review and post media from their favorite concerts, as well as read and view what fellow users experienced at other concerts. Finally, a place where fans can go and check out their favorite bands live, before they spend the cash.

Sara McCormick, CCM Connect
http://www.ccmconnect.com/
In a world where mainstream music reigns supreme, CCM Connect gives Christian music fans a place to meet each other and discover new artists.  Using Google's Mapping service, CCM Connect delivers an interactive map linking fans by location, favorite artists and style of music. With an internal mail system and links to the latest news in the Christian music industry, CCM Connect is the place to be for music fans everywhere.

Timothy Holt, The Graffiti Projection Project
http://www.graffitiprojection.com
When you think of graffiti, you tend to think of it as vandalizing or illegally marking a surface.  Does graffiti have to be illegal? Does it have to involve vandalizing property?  The aim of the Graffiti Projection Project is to move away from those stereotypes and to look at graffiti in a new and interesting way.  The project is an experiment consisting of a series of mobile projections (from a car) in which anyone will have the ability to contribute a piece of graffiti art.  Think of it as putting your mark on a building without the worry of getting busted for it.  The project will allow anyone to contribute, and will explore the different ways in which graffiti can be seen.   The whole idea of this project is to take this idea of graffiti to a new and interesting level.

Dan Griffin, Teaching Toddlers To Read
Today it is very key to teach your child how to read.  It is never to early to start and giving your child the basic background can lead to success in the future.  I have create a web page that I hope will accomplish the goals of getting children interest in reading, having parents spend time each day with their child reading, and provide the basic skills for reading.  My page focuses on toddlers to four year olds, but many of the tips can be used for a first time reader.

John Bell, Re:Poste
http://reposte.org
Re:Poste is a web service intended to bring academic-level standards of criticism and intellectual integrity to web-based mass media reporting.  It accomplishes this by creating a trusted network of academics, experts, and professionals who review stories in the media.  These reviews are to be rigorous applications of the reviewer's knowledge in their areas of expertise.  Re:Poste will gather all of these reviews into a single interface and make them available to the general public in the context of the original media article.

Wednesday 26 April 2006
2-4pm
420 Chadbourne

Times are approximate:

2:10 Austin
2:30 James
2:50 Adam
3:10 Lisa
3:30 Ian


Austin Soule, description to come

James Scott, Self-U-Mentary
My intent and purpose for this New Media project are to portray the life and choices of some college students that they have to make. Some decisions are easy while others touch upon serious topics. I will present this to the user with the use of a Flash interface where two videos are shown to the user each one will lead them down a different path. Choose carefully.  

Adam Dawes, description to come

Lisa Mitchell, Got Fears? http://sato.asap.um.maine.edu/~mitchell/fear.html
Life is about stories and relating on a personal level.  So why not create an atmosphere based on personal experience?  I have focused my attention on blending the creative writing process with personal experience.  I narrowed the experience to detail a time when one was anxious, nervous or fearful of possible results.  I think itís a chance for people who are aspiring to be writers or enjoy writing as a hobby to unite and relate on a personal level, on a topic that normally hides in the shadows.

Ian Marquis, The "One Note" Album
Sampling of music created by others has become commonplace in the music scene.  But where do you draw the line?  If you were to sample something and then take it through a series of transformations until it no longer resembled the original, would it still be considered a derivative work?  Where is the line between music and noise?  The One Note Album project addresses some of these issues. In transforming simple audio samples into pieces of music and then creating derivative works based on those pieces, it attempts to answer one of the most fundamental of questions: what makes music original?

Tuesday 25 & Thursday 27 April 2006
8:30-10:45am & 3:30-6pm
Location and detailed schedule to be announced.

Kristin Johnson,  Re-editing Editing
Why do we learn about the past?  Is it in hopes to make a better future?  With the new advances in technology are we forgetting to look at the past for answers?  The latest digital editing programs have made film/video-making more efficient and less costly.  But by making film and video editing all digital, could we be losing some beneficial knowledge that came from old film editing techniques?  With my computer program I am incorporating the metaphor of old film-editing techniques with the current digital editing software.  My hopes are that the program will give a well-rounded perspective of film and video editing.

Forrest Grant,  Real Time Location Technology
As culture evolves so does the educational model through which we create and contribute to this culture. Todayís classroom works to coalesce the traditional education methods and new technology, in an environment that exhibits awareness of the continuously changing enculturation systems of this Information Age.
The classroom underscores being aware of the moment we are living in, and learning from that.  Using the tools and knowledge we are given in order to develop an understanding of the environment(s) and event(s) surrounding us.  Moreover, the classroom provides a responsive and interactive forum in which multiple experiences and views can exist and react to one another.  It is a place of sharing, growing, and developing new experiences.

This project researches the implementation of physical computing in combination with traditional teaching methodology in order to control new media objects in an engaging and active learning environment.  As a critical model analyzing the affects of the transition between traditional media and new media, this project exhibits the potential for new teaching and learning constructs, while also offering a critique on current educational practices.

Jonathan Allen,  Inhuman Creation Station
The ICS uses the max/msp programming environment to simulate music improvisation.  Though the system is not designed to be a strict songwriting entity, it explores the concept of creativity in humans vs that in computers.  The user is prompted to input certain musical parameters such as tempo, chords, and leads, and the program will improvise a musical passage.  The user will be able to record the performance and play it back for future use in their own musical compositions.  It must be noted that the ICS is not meant to compose a complete song, but rather to generate musical ideas during the creative process.  Because the system does not have personal preference the way human players do, the resulting compositions have limited stylistic bias.  This allows the user to modify the ideas created by the ICS stylistically while keeping the influences of the program on himself/herself limited.

Nathan Horn,  A Prototype For Future Connectivity
In the modern world our lives are saturated with technology.  As a population the idea of interacting with technology is something that we don't think about even though we spend a great deal of time learning its various functions.  This prototype addresses the inherent need for a simplification of our interaction with the technology we use in our daily lives.  Designing an inconspicuous device that acts as a common link to a variety of other technologies through an intuitive graphical user interface is the means by which this is accomplished.  My presentation focuses on the aesthetic design as well as the technology needed to create the functional device in the near future.

Kat Taylor,  Digital Media Library
The Digital Media Library (DML) is an online media library designed for students and faculty as a study tool and project database. Accessible exclusively by UMaine members and controlled by a collaborative community, the DML will contain digital media in the form of video, image and sound with search, storage and sharing capabilities supplied and controlled by members. The DML allows viewing and/or download of media for projects via a web browser. Images can be viewed in several viewing sizes with customizable backgrounds or downloaded for use. Members can create custom collections of favorite media to share with other members. An online editor and flash preview conversion tool converts all uploaded video to FLV files for fast, high quality preview and permits online capture and conversion of selected video for download.  Sound files are available for listening or downloading for incorporation into projects. Whether course related, personal interest or public service, members will be able to search for, preview, upload, download and/or use an online editing tool to appropriate specified content and convert it to a usable format.

Gayle Roughton,  Self Versus Repetition
The way an audience learns the ideology that consumption is the gateway to personal happiness is through repetition.  Television is a medium that allows this to happen easily because of its ability to deliver this message through advertisements over and over again.  In order to eliminate the pervasiveness of the message and uncover this ideology for the audience, video will be projected onto a mirror so that the viewer might see themselves in relation to the repeated media.

Tamara Jones,  The Monhegan Art Exploration
Monhegan Island, a rustic coastal community with raw landscapes, has provided thousands of artists with inspiration for over a century.  It has served as an especially open aesthetic environment where different artistic approaches, styles, and theories could exist.  However, there is no general information made available to where particular pieces of artwork were created, nor is an art interpretation of the island offered to its visitors.
   
By creating an interactive guided art exploration, visitors to Monhegan can discover about its artists and artwork in a new and unique way, as well as experience an interesting perspective of traditional art.  Through the use of GPS location-based technology, participants will discover specific pre-determined "hot spots", displaying particular images of artwork, text, and audio information through a hand held device.  This will allow people a chance to compare artists and artistic interpretations along the island's trails.
   
The Monhegan Art Exploration not only reinforces the growing trend of GPS integration and location based information, but it also attempts to develop a different and additional experience to traditional art viewing.

Carleton Neil,  Online Collaborative Sound Database
As computers and the Internet continue to permeate society, so too does media content shift from an analog to a digital form, making it more flexible and more transferable.  As such, the ability exists to connect manipulators of media, particularly those who work creatively with sound.  What happens when those creators lack the inspiration, skills or resources to bring their sonic ideas to fruition?  What kinds of barriers stand in their way toward creating someting new?  What is the result of working within these constraints and what are the consequences of a disjointed creative field?

Through a study of the creative process, and of user interaction and creative collaboration within a system, including research into the origin of sound and song, a system can be built that would resolve these sort of questions.
   
The construction of an Online Collaborative Sound Database would provide those who work with sound a hub to submit and use royalty-free content, and connect with other creators for collaborative purposes.  The gathering of users as a field can evaluate others' work to determine its creativity (or lack thereof).  Providing such a system can substantiate the idea that any recorded sound can then be edited, transformed, and used in a creative way.

Michael Webster,  ISave Screensaver
The ISave Screensaver is a combination of old and new technology.  It combines screensavers (a thing of the past), with cameras and networks, to create a unique program that connects people in many different ways.  The program uses a home camera (webcam, video camera, etc) to take stills or video clips throughout the day.  These clips then can be replayed on your computer, shared with friends, or shown across the globe.  ISave is an attempt to utilize computers while they are normally just idling (when a screensaver is on).  It puts a very different concept behind screensavers while connecting users at the same time.

James McClay,  Second Language Acquisition and New Media
Communication is the basis of New Media as well as the most important aspect in learning a new language.  Can the internet and digital media be used to successfully augment the classroom learning process?  I support the opinion that, yes, these technologies can be used in a highly successful way to motivate and reduce the anxiety of the learner.  There are three focuses; learning, practicing and testing.  Users should be able to learn by reading, watching and listening.  Then they can practice by chatting in video, audio or text.  Finally they can test themselves to see how they are doing.

Tim Croce,   USEI  (User Sensory Enhancement Interface)
The purpose of my capstone is to create an interface that will cater to an individual whose job it is to overlook one or more environments which needs to be secure.  The Interface is designed to keep the users senses sharp and to cut down on indolent reactions due to overworked eyes.  In order to accomplish this goal the interface will use a combination of movement detection, sound, peripheral ques and color to stimulate the user to do his or her job better.

David Gordon,  D(A\V)E - An exclusive Digital (Audio\Video) Event
The essential idea behind this project is to utilize a variety of skills contributed by multiple performers as a true multi-media event. It is a showcasing of uniquely talented individuals using a collaborative effort in conjunction with entertainment. Each of these related components working together allows for a richer experience for the viewers. The idea is to constantly be distributing focus throughout the event, no one person is in charge. For this particular project, we will be joining efforts from several disc jockeys, video performers, and visual artists to bring live entertainment to the local crowd as well as the world. Music and video being the primary focus, this event will also have the added versatility of being broadcasted live via streaming media for anyone physically unable to attend.

The showcase itself is a great way for each of these artists to share their individual interests as well as complimenting each otherís skills. In order for this to be successful, the event was carefully developed and adjusted according to local input, available resources and time constrains. As each performers needs are unique, each and every factor at work required individual consideration and careful planning. As a whole, the vast procedures too lengthy to mention presented great challenges but overall will be worth the effort when the event is held as planned.

Aaron AJ Muffett,  Immersive Sound
An expirement with surround sound to make the sound environment more realistic to heighten the the film experience. Sound plays a major role in bringing the audience into a film.  As of now we have surround sound where speakers circle the audience, however all speaker heights are the same.  Because of this sounds are not as specific as could be.  I am going to expirement with more channels and speaker placement to create a more realistic sound environment.  This sound environment should help immerse the audience in the film even further.

Matt Mroz and Justin Taylor,  Club Suit
Club Suit is a wearable interactive environment.  It is a concept developed to create a wearable computer system, portable music player and immersive environment that recreates the stimulations of an electronic music dance club.  Its goal is to simulate the experience of being in a club while eliminating the inconveniences of such an atmosphere.  Ideally, the suit will afford the user the networking and social considerations of the club space and minimize the typical discomforts that arise from it.  This tool will also offer some interesting views on the culture surrounding electronic music and the social effects that may take place upon the implementation of such a tool.  From the drafting of possible technologies to be incorporated, to the questioning of possible social impacts that this tool would have, Club Suit has become a concept to not only provide a user with a completely unique musical experience, but also to test the social impact and cultural exchanges that would take place not only between users, but non-users as well.  What would happen if a group of people gathered on the sidewalk, silently dancing to some mysterious sound that was inaudible to the general public?  How do the individual users gather together to form a network?  Who controls these groups, if anyone?  These are just some of the ideas and questions that Club Suit looks to raise and address in its creation and implementation.

David A. Johnson,  MELobster
The lobster, one of Maine's well-known natural resources, has provided a living for small coastal communities and their resident fisherman for many years.  In the past decade, federal laws have restricted the lobster industry in numerous ways such as the number of traps allotted to a lobsterman, requiring declaration of certain fishing areas and restricting the fisherman to that particular area.  These restrictions have led to a more competitive market in which a businessman is always searching for that competitive advantage.  I propose an on board electronic tool to the competitive fisherman which I call MELobster.  MELobster will provide a systematic way of recording and storing valuable data that fishermen can use to make more efficient decisions when lobstering. The MELobster functions by tagging the GPS coordinates captured from the boats GPS receiver with data significant to lobstering.  The collected data is the count of keepable lobster, water depth, water temperature and ocean terrain. This tagged data will be stored in a database, available for assessment in real time and can be viewed on the device's screen.  The combination of fisherman intuition and the MELobster will help the fisherman make a substantial living and the sufficient funds to remain in their coastal community.

Updated: 2006-05-02 by Jon Ippolito
Posted 2006-04-25 09:39:18 by Jon Ippolito
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