MA+P MA+P

Projects

Borrowing from the work of Audre Lorde, this piece uses a black queer feminist lens to analyze performance as a means of survival and a tool always already expected and enforced through Black women’s bodies within the entertainment industry.

What is collective, what is digital, and what is care in reconfigured spaces? How can we use code to express and embrace, revolt and rest? This project is a group exhibition of work from IML 300: Reading and Writing the Web and IML 400: Creative Coding for the Web, in the New Art City Virtual Art Space.

Participants: Karen Abe, Ayse Cevikel, Abby Chen, Malia Dollaga, Jennifer Lee, Angela Rong, Katie Liu, Myrah Sarwar, Jonathan Tolentino, Annaliese Tusken, Megan Yeh, Annie Zheng and Qingyu Zhu, Daisy Bell, Jay Borgwardt, Katie Chan, Jacob Pettis, Mahira Raihan, Asha Rao and Emma Sykes

Project for IML 404: Tangible and Spatial Computing. This project explores the use of pixels and strategies for data visualization. I created a program that displays the connection between topography and its effects on climate. I used open-source depth maps and climate data, to create three-dimensional models that a user can interact with.

"Event Video" project for IML 335: Digital Narrative Design I. USC squares off against UCLA for more than just the Victory Bell; bowl eligibility, seasons, and jobs are on the line as the two play to end the regular season of college football.

Project for IML 300: Reading and Writing the Web. This website is for the ongoing film project, "Mother of 500 Kids." The website tells the unheard stories of a local hero, Aunty Wu, who rescued 500+ stray animals from abandonment, physical violence, improper treatments, and black markets of animal trafficking in Tianjin, China.

Project for IML 404: Tangible and Spatial Computing. AR Playdates enable children and grandparents to play together, wherever they are. As more families live further apart from one another, virtual playdates could restore intergenerational relationships. From concept to user testing, I developed the software in Java, managed hardware and creative teams, and coordinated press coverage by industry and academic publications.

The intention of ‘A Cyborg Love Story’ was to draw from Donna Harroway’s Cyborg Manifesto in our exploration of what it means to be loved. We aimed to create a narrative that depicts the value of platonic love and relationships juxtaposed to traditional notions of love that exist specifically within romantic and sexual relationships. Dominant hegemonic ideas surrounding traditional love posit that it is more fulfilling and necessary than platonic love- we wanted to challenge these ideas by creating our own love story where the protagonist falls in love with a machine. Drawing from Harroway, we wanted our main character to transcend some of the binaries discussed in the manifesto- self and other, mind and body, culture and nature, etc.

Silent. subservient. Female. As we continue to create artificial intelligence in our own image--faster, smarter, more human machines--we have created them in the female form. In an age of feminism and activism, why do we assign the antiquated roles of virtual assistants to women? The Android Mystique aims to question this normal we have set for ourselves by giving Alexa control of our experience. Users can ask any question of Alexa, however, she can pick and choose which questions she feels like answering. If she feels angry or annoyed by the questions asked of her, the lights around the user will flash red. If the question satisfies her, the lights will flash blue.

The Portal is a site-specific two-part sound experience that uses the architectural object of an inverted fountain to imagine a fantastical realm and challenge our hesitation to the prospect of personally embarking on an adventure that is fun only from afar. The first part of the project is a fast-paced adventure narrative that follows a protagonist as she jumps into the portal and lives out a life of legendary fantasy in a magical realm. The second part, which is an experimental auditory representation of the choice the listener faces—whether to cling to the safety of the familiar, or to risk losing it for something potentially greater.

Viola Lasmana explores multimodal composition as a transformative scholarly practice, and offer examples from various projects that incorporate and also go beyond traditional scholarship.

An interactive digital instrument to assist viewers in learning the musical staff. I coded the 3D hand tracking, real-time video to audio analysis, and background removal programs in Processing.

Project for IML 335: Digital Narrative Design I. The prompt was to produce a short film that followed a process in one continuous take. I explored the process of converting sound to motion with a dancer from the USC Kaufman School of Dance. To get the entire sequence in one continuous shot, I captured LIDAR depth data using an Intel RealSense and manually processed the depth stream. This piece incorporates concepts of data visualization and creative code that I had explored in previous classes.

Project for IML 328: Sonic Media Art. A podcast that plays with the meaning and mechanics of language through sound mediums.

Designed in IML 230: Fundamentals of Media Design. The card set has a full hand from Ace to King, thematically designed to illustrate the unique culture shared by by Hawaii locals. "Mākou" means "us" in Hawaiian and represents how the "local culture" is shared among a mixture of communities in Hawaii including locals, immigrants and native Hawaiians.

Project for IML 288: Critical Thinking and Procedural Media. Produced in collaboration with students in the Glorya Kaufman School of Dance. Ripples is a Java Processing-based program that generates live animations of ripples for dance performances. - Credits - Director & Designer: Ethan Bresnick Director of Photography: Tim Smith Dance Artist: Aurora Vaughan Score: David Resnick Special Thanks: Micah Steinberg, DJ Johnson, and Catherine Griffiths

Final project for IML 203: Media Arts and Practice Studio II. Originally constructed as a written manifesto essay, Rooms looks at how technology has impacted our society today. In a period of elongated isolation and distance unlike ever before we are forced to suddenly adapt to a new way of life and learn how to navigate this lifestyle.

A young man from South Korea immigrates to the US and quickly adapts to the American way of living. The South Korean cultural values and perspectives he grew up with, however, lead him into making a sexist comment in high school religion class. His close friend, Grace (fake name), starts avoiding him but he doesn’t know why. In college, he gets exposed to a feminist class and finally realizes what his comments in high school meant to Grace. Additionally, he realizes there are more problems to the ways his culture has raised him. The young man attempts to unlearn his cultural stereotypes on women through his most meaningful hobby: sports.

Can our heartbeats synchronize with each other during shared experiences? Harmonious Heartbeats is a shared meditative experience that aims to promote non-verbal communication between two users by depicting their emotions as visuals on a screen. The emotions are measured by biosensors to transform data into visuals. Blue colors represent a relaxed state, while orange visuals indicate a higher degree of stress. Harmonious Heartbeats focuses on helping people connect with each other through watching the rhythm of their hearts synchronize over time with the movements in the visuals, and encourages the viewers to take deep breaths and calm themselves down as they experience how the visuals are affected by their emotional state.

Video remix meditation on the convergences of breath in song, protest, commodity and life.

Made in collaboration with fellow USC students Tiffany Kao, Zoe Zheng, and Helena Lu.

Made for the 18th annual “24HOURS Animation Contest for Students” 2020 challenge. Students in groups of five create a 30-second film based on a given theme in a designated 24 hour period. Teams work from their home school and submit a Youtube link of their films before the deadline, which are judged by industry artists.

This year’s theme was “How COVID-19 has affected you.” Our short film tells a story about a hardworking mother that is forced to shut down her successful restaurant due to COVID-19, but finds solace in the fact that she can now spend more time bonding with her daughter.

Project for IML 202: Media Arts and Practice Studio I. The modern artist is the kleptomaniac. Fueled by a need for quick gratification from instant success, they fail to resist stealing ideas from other artists in order to “inspire” their piece. They are the most dangerous thieves because they are granted the opportunity to steal without fear of repercussion. Everything is available to them to be stolen, from digital presets to premade templates to pinterest boards of ideas that are waiting to be copied. The reality is every action can be perceived as an act of stealing, so as a society, why is the act of stealing capital or shoplifting where the moral line is drawn? Why is the stealing of ideas not considered to be actually stealing? And if everything is considered stealing, is the act of stealing truly a bad thing?

Project for IML 202: Media Arts and Practice Studio I. A stop motion manifesto made as a reflection of trying to escape repeating systems of life.

Project for IML 300: Reading and Writing the Web. The mission with this website was to inform students about food insecurity in Los Angeles, provide actionable items for students to get involved, and locate nearby food pantries or food banks that are accepting donations.

Final project for IML 354: Introduction to 3-D Modeling. This animation shows a butterfly interacting with an idyllic 3D scene, which was also modeled for this class.

Assignment for IML 328: Sonia Media Art. Based on my nightmare, the Dreamscape explores themes of unforeseeable futures and change. What happens when an everyday, peaceful routine suddenly goes wrong?

Type 2 Diabetes is emerging as a disease affecting youth and there is a dearth of education materials for this population. This has driven the goal of my team to create an integrative multimedia game that empowers youth diagnosed with Type 2 Diabetes to learn about their condition in a “fun” and interactive way. My team consists of Kylie Burdsall, Sylvie Howton, Teresa Liu, and me. Together we have developed a multi-level game within our application and, for my thesis, I built out Level One. Level One explains the differences between Type 1 and Type 2 Diabetes and how food choices, exercise, and the medication Metformin can impact the body when one has Type 2 Diabetes. This level is comprised of three short videos intermixed with questions, a food plate creation game that explains the glucose index of various foods, and a game where users work to eliminate glucose from the bloodstream using various power ups to bring down blood glucose levels. The elements of this application have been prototyped at Children's Hospital Los Angeles in the Type 2 Diabetes Clinic. We hope that this application can be used by patients recently diagnosed with Type 2 Diabetes to better equip them with the skills and knowledge to manage and understand this disease.