03 | Character animation and rigging in Cinema 4D – 1. Introduction and basics

What this blogpost is all about

Great, but how does it work?

Simple joint and bone rig using both forward and inverse kinematics

Fan joints and fan bones are a form of controller – more on controllers will be explained in a later blog post – that basically are a smaller bone and / or joint. These joints, while being the child of another joint and being zeroed-out towards it – meaning it shares its parent’s location, rotation and scale – , act as a support, that blends the rotation of two joints together. It does so, by using a rotational constraint (rigging tag), where the rotational strengths of the two joints can be set. The blending between the joints is dependent on the strength set. This may seem confusing at this point, but its purpose will become clear in later entries. All that is important at this point is to know, that fan joints / bones exist and that they can blend the rotation of two other joints together.

Fan bone sticking out of a simple rigged pipe

  • Connecting the created skeletal rig to the character model / geometry
  • Parent – based rigging vs. point – weighting and binding
  • Edge flow and topology and why it’s important
  • Constraints and controllers

1. Petty, J.: What is 3D Rigging For Animation & Character Design? , n.y.,
https://conceptartempire.com/what-is-rigging/ online in: https://conceptartempire.com/ [16.01.2024].
2. Maxon Training Team.: Intro to Rigging in C4D: Part 1 – Fundamentals of Rigging, https://www.youtube.com/watch?v=rN_5weIhiMY [12.01.2024].
3. Maxon Training Team.: Intro to Rigging in C4D: Part 2 – Point Weighting, https://www.youtube.com/watch?v=oiEUwM7vdCg [12.01.2024].

#01 | First Aid Assistance for Chronic Diseases

Chronic diseases, such as diabetes, heart conditions or epilepsy, represent a significant and increasing health problem globally. While some of these diseases can lead to a seizure, providing first aid is very important. As the amount of chronic diseases seem to be infinite, first responders can’t be prepared for all of them when a seizure takes place. This is where a technological solution might come in.

This research project aims to come up with research findings leading to a digital / hardware solution for a certain type of disease using a user-centered approach.

My personal motivation lies in the special context of usage. During a seizure event, immediate actions are required, every minute and every second counts. As chronic diseases are becoming a growing societal challenge, first-aid has high relevance for affected persons and their relatives. In conducting research and coming up with a design solution I hope that I can make a contribution to this topic.

https://avive.life/blog/chain-of-survival/

Research questions and expected challenges

Since the scope of my research topic is still widespread, the following questions could be addressed:

  • How might we support first aid actions through technology? Where is a technical solution necessary?
  • How might we prepare first responders for first aid incidents? Is a preparation needed if technology assists users?
  • What challenges, needs and expectations are first responders confronted with?
  • How must the interface / interaction be equipped for a specific incident?
  • When do medical professionals need to take over?

In the course of research, I expect challenges that need to be overcome:

  • The chosen topic could not provide room for innovation / design solutions due to technological or legal restrictions.
  • There might already be many solutions exisiting with no further necessity for innovation.
  • Recent solutions for different diseases do not differ in their requirements.
  • Appropriate medical and health knowledge is needed to dive into this topic.

Relevance and approaches for the design fields

User requirements and context of usage

Beforehand user needs and situational circumstances need to be researched and analyzed for an appropriate foundation.

User-centered design

Due to the urgency of the situation, the interaction between the affected persons and the first responders must be seamless and user-centered.

Effective communication

Design allows to form communication to be effective and efficient, possibly satisfying. This makes a difference in the event of an emergency or when preparing first responders.

Process design

Since interaction design is not only about designing a virtual or physical product, I also consider process design to benefit existing procedures in first aid, healthcare or education.

Education

Interaction design has the potential to educate people for first aid or chronic diseases in advance through technological possibilities, visualization and storytelling.

Existing solutions

There are already some technological solutions existing with different purposes and use of technology:

PulsePoint Respond (Mobile App)

PulsePoint Respond is a 911-connected app that can instantly notify you of emergencies in your community and request your help when CPR is needed nearby.

PulsePoint helps build an informed and engaged community that drives a „culture of action,“ a key strategy to strengthen the chain of survival for victims of cardiac arrest.

https://www.pulsepoint.org/pulsepoint-respond

GALE (Smart First Aid Kit)

Apple Watch (Emergency call)

Fall detection on the Apple Watch can connect people with emergency services if a serious fall is detected.

4 Help VR (Virtual reality first aid training)

The 4 Help VR program is primarily about gaining practical skills. Due to the carefully selected script, the combination of advanced technology and our proprietary sensor mounted in the phantom, the participant experiences saving the life of the injured person. There are three scenarios available, that form a complete training of 45 minutes.

https://4helpvr.com/en/4-help-vr-innovation-in-first-aid-training/

Next steps

In the next research period the focus will be on the following steps:

  1. Maintain diverging research: On the one hand this contains further research about chronic diseases, on the other hand first aid procedures need to be investigated. Both areas have to be matched.
  2. Trying to find a first higher-level scope (converging): A decision what type of disease I want to focus on and a field of application has to be made. In doing so I specifically want to pay attention to gaps / problems that potentially have to be solved from a user’s perspective.

Relevant institutions

1 | Theatre in the digital time

In recent years, digitization has transformed nearly every aspect of life, reaching even into the realms of art. Particularly in the theater, a traditional art form rooted in the analog, the effects of digitization are palpable. Humans continuously shape new technologies, yet are simultaneously influenced by them. Technologies are tools that expand our senses, alter our perception, and influence our relationship with space and time, much like stories do. Theater is a space where stories are experimentally, freely, and imaginatively crafted. Therefore, it’s not surprising that new technologies have found their way into the theater and the arts. Equally unsurprising is that this space was one of the first to experiment with digital media. New staging possibilities and interactive behaviors among artists and between artists and the audience have emerged and will continue to do so. However, changes are not only felt on the stage.

With this project, I aim to investigate the extent to which classical theater has evolved through digitization in front of, on, and behind the stage, with the goal of enhancing or interactively expanding the holistic theater experience.

Since my project theme is very open-ended, the research at the beginning will also be comprehensive. The goal is not to enter the topic with a predefined problem statement but to gain an overview of various theater areas and assess the potential of digital expansion and support for them. Three guiding questions with which I enter into the topic:

  1. How can accessibility in the theater be improved?
  2. What constitutes a meaningful expansion of classical theater productions through new technologies?
  3. Can digitization contribute to improving organizational efficiency in the theater?

I simply love the theater. That is my motivation. Theater visits have been a constant part of my life since childhood. I find it fascinating to witness how productions evolve. Additionally, I regularly gain insight into the theater world through family and friends, stumbling upon certain issues that complicate work in the theater where it shouldn’t be, which I also experienced during my internship at the theater. In particular, I noticed that there is still room for improvement in internal communication.

I want to leverage the multidimensionality of the Master Interaction Design to delve into both experimental, artistic, and applied areas. What better environment for this than the theater?

Performance

Digitization has opened up exciting possibilities in various theater technology domains to enhance and artistically expand the theatrical experience. Five key areas that can benefit from digital technologies in staging are lighting, sound, video, stage design, and direct interaction with the audience. In these areas, exciting technological developments have emerged, transforming the traditional theater world. Some of these technologies and concepts include:

Visual: AR and VR, 360° projections, holograms, projection mapping (for set design and costumes), motion capturing, touchscreens, smartphones
Technical: Various sensors, robotics for stage effects and movements, AI (ChatGPT for developing dialogues, stories, or characters), touchscreens, smartphones
Other Concepts: Live Foley effects, generative music, podcasts and audio dramas (derived from theater performances), live streaming, social media, game elements

While digital transformation revolutionizes theater, inevitable challenges arise when incorporating these technologies into staging. Take VR as an example. Since VR can induce dizziness and fatigue, integrating this medium into traditional theater poses a different challenge. Productions, such as a two-hour opera, could not be performed in this format. Significant cuts would be necessary, and the complexity of a story might not be fully realized. Moreover, VR is not yet designed for large audiences. Productions must be specifically developed for this medium, requiring elaborate onboarding for both the audience and artists to make the experience possible. It is conceivable that such limitations could create a creative barrier, as the full potential of what is possible with the technology may not be fully understood.

Guiding Questions:

  1. What technologies are already being used in traditional theater?
  2. What impact does the use of digital media in staging have on storytelling, artists, and live performance?
  3. How can authenticity and artistic integrity be preserved?
  4. To what extent is digital augmentation a meaningful addition to the performance?

Examples/Inspirations:

  • The Tempest – Technology: Gesture and wrist sensors to influence light and audio
  • Roots – Technology: Animation and projection mapping
  • BMW – Technology: Holograms and dance performance
  • Turandot – Media art/video works
  • Dress Nr.13 – Technology: Robots
  • Es Devlin – Immersive kinetic stage designs for theater and concerts

Accessibility

Accessibility in the theater is a crucial aspect to make performances accessible to a broader audience, regardless of physical or mental limitations and regardless of age. Existing regulations and technical measures, such as audio descriptions of stage design for the visually impaired, subtitles for the hearing impaired, wheelchair spaces, and plays in easy language, already lay a solid foundation. However, this has given rise to further questions:

  1. How can barrier-free design be further improved from the experience of the production to the design of websites and online ticketing systems?
  2. How can individuals with hearing impairments fully enjoy dance theater?
  3. Could the innovative translation of music into vibration make the theater experience even more captivating?

The theater is a place of international diversity, both on stage and behind the scenes, as well as in the audience. Usually, English is used as a working language to overcome language barriers. But what about the needs of the audience? In opera, there are translations of Latin or Italian texts into the local language. However, for non-native speakers, a multilingual translation of operas and plays could enrich the theater experience in other countries.

Theater Organization 

How does digitization serve as a tool in theater organization?

As mentioned earlier, internal communication in some theaters still has room for improvement. Many pieces of information are still conveyed in cumbersome ways, either orally or in writing on paper, often leading to workflow delays. Additionally, numerous rehearsals and flexible shifts make maintaining an organized daily routine challenging, especially when unforeseen events such as illnesses occur just before a premiere. Tools like cross-workshop schedules or better internal and external networking could simplify organization and lead to a more structured engagement.

This approach would also be helpful in making the theater more sustainable. During a conversation with a set designer, two challenges on the side of set and costume designers became apparent:

  1. The reuse of costumes and set pieces or props in terms of sustainability, with the risk of other artists copying their work even if it is provided for sharing. Certain platforms and apps, such as an innovative digitization of the costume and material inventory, could lead to more structured engagement and, at the same time, a theater-wide resource-efficient exchange. A nationwide or even international exchange between theaters would be even better. Materials, props, or costume sets could be passed on as needed, similar to a swap meet, and adapted to the requirements of a play if they are not needed for a revival.
  2. The creation of stage designs that are hardly distinguishable from each other due to certain visual trends. Can closer networking of artists through a digital archive for theater productions help overcome this challenge?

The use of new media in the context of theater and interactive performance is not a new concept and has its origins dating back a long time. Given the abundance of work in this area, I must set a boundary within which I navigate during the research. My focus will be on classical theater. However, I will also use examples outside this domain to explore the possibilities of digital performance enhancement. I am still faced with the decision of which of the three thematic areas (Staging, Theater Organization, Accessibility) I want to explore. So far, I will continue with broad research to gain an overview. What it will ultimately be, I do not know. I will let my interest guide me.

  • Analysis of interactive staging possibilities (specific technologies)
  • Identification of potential areas for digitized workflows in the theater
  • Research on existing solutions for accessibility in the theater
  • Conversations with individuals working in the theater environment
  • Development of possible problem statements or experimental approaches
  • Further research to gain an overview of the implementation
  • Attendance of theater productions with digital augmentation; the following plays are on my list:
    Sonne Luft im Schauspielhaus Graz
    Twitter Tiktok Theater 3.0

Akademie für Theater und Digitalität
Netzwerk Regie

Inclusive educational content for children

There are different types of conditions that impact cognitive functions, which include abilities related to learning, memory, problem-solving, attention, and general intellectual functioning. These disabilities can affect a child’s ability to process information, acquire new knowledge, and perform various cognitive tasks, especially in early childhood, which is why it’s important that interactive materials and technologies used for learning are accessible to all children with disabilities.

The idea would be to create content, such as printed or digital book or an interactive platform that is inclusive for children with cognitive disabilities, in a way that encourages engagement through tasks and exercises. While being accessible to those children with cognitive impairments, it should also be alluring to other children and encourage them to interact with the content. The task would be to try and find the middle ground, where the content is exciting enough to keep children interested while also having their possible disabilities in mind.

Ensuring that children with disabilities can participate in a range of activities in early childhood is very important if these children are to benefit from learning environments.

  • Multisensory learning tools

Multisensory learning involves the use of visual, auditory, and kinesthetic-tactile pathways to enhance memory and learning of written language, which can be very helpful for children with autism spectrum disorder (ASD), dyslexia, or learning difficulties: https://mein-kleines-baby.de/products/sensory-book-board-erforschen-und-lernen-durch-fuhlen-filzbuch?variant=46486197797202&gclid=CjwKCAiA6byqBhAWEiwAnGCA4PAO3BxCz9ok_h2uLY0IwbjNJTHUfQjN2VnaYXrNJFGHMTfqt2o9IhoCwXUQAvD_BwE

  • AAC devices

For children with communication difficulties, AAC devices, including communication boards and speech-generating devices, can facilitate expression and interaction:

  • Augmented Reality (AR) and Virtual Reality (VR)

Immersive experiences can make learning more engaging and help children understand abstract concepts in a concrete way:

As someone who has struggled with dyslexia my whole life, I am really passionate about this topic, because I was never treated any differently than my peers in school, even though they didn’t face the same difficulties as me. This obviously affected my learning ability and I was forced to find means of dealing with these issues on my own, which was not an easy task. Thankfully, this didn’t affect my ambitions to continue my education, since my disability was not that severe, but that is not the case for everyone. Young children often struggle a lot to find a way to first understand their disability and then learn how to cope with it.

By creating content that is inclusive for all children, we avoid singling out people with disabilities, while providing them with helpful ways of achieving everything they want and more!

Design fields play a crucial role in creating a positive and effective learning environment. The design of educational spaces encompasses a variety of elements, including architecture, interior design, graphic design, and instructional design.

There is an educational framework called Universal Design for Learning (UDL). The goal of UDL is to remove barriers to learning and provide multiple means of representation, engagement, and expression to meet the varying needs and preferences of students. UDL is based on the premise that there is no one-size-fits-all approach to teaching and that instructional design should be adaptable and accessible to a wide range of learners.

The term „cognitive disabilities“ is extensive. The research of cognitive disabilities is a multidisciplinary endeavor that involves contributions from various fields, such as psychology, neuroscience, special education, genetics, educational psychology, etc. This might be really challenging and input from a lot of experts as well as people who have experience on the topic will be extremely necessary.

My next step would be focusing on specific disabilities I would like to address and doing more research on what they represent and how they are traditionally approached in the educational field.

I would also like to learn more about the existing solutions, their pros and cons, and also choose which media channel would be the best to address the problems.

https://www.cast.org/impact/universal-design-for-learning-udl

https://aem.cast.org/create/creating-accessible-websites

https://uxdesign.cc/universal-design-for-learning-for-students-with-autism-a7d12c0d35f7

https://www.ldau.org/multisensory-teaching-for-dyslexia#:~:text=They%20need%20specialized%20instruction%20to,engagement%20of%20all%20learning%20modalities.

https://4experience.co/vr-ar-teaching-for-students-with-adhd-and-asd/#:~:text=Visual%20Cues%20Help%20a%20Lot,to%20real%2Dworld%20situations%20difficult.

https://www.speechandlanguagekids.com/teach-your-child-to-use-an-aac-device/

Calm Technology // 01

What is it about ?

Calm Technology is a design philosophy that aims to reduce the cognitive load and attentional demands of digital devices and systems. The term was first coined in the 1990s by Mark Weiser and John Seely Brown in response to the challenges and opportunities of ubiquitous computing, which envisioned a world in which computers would be embedded in everyday objects and environments. Today, as we move closer to that vision, Calm technology seeks to balance the benefits of connectivity with the drawbacks of information overload. It is based on the idea that technology should be unobtrusive and respectful of human needs and contexts. The aim is to create products that blend seamlessly into the background of everyday life, rather than constantly interrupt or distract the user, and interactions that are calm, subtle and ambient, rather than intrusive, distracting and overwhelming.1

Why should we care ?

In my work as a product designer and in my everyday life, I have noticed two main things. The first is that more and more products and services are becoming dematerialised, but still need to interact with us users in a material world. However, they are limited to screens and electronic sounds, and therefore become demanding rather than supportive. The second is that products that are still tangible are becoming digitised black boxes with more and more functionality but fewer ways to interact with them. This excludes us humans from interacting with them on our terms, and this can become overwhelming or frustrating because there is no longer an obvious connection between cause and effect. As a result, the relationship between us and digital objects & products deteriorates.

Calm Technology is here a way to resolve the first and combat the second, thereby improving our relationship with digital objects & products. Because relationships between us and them are built through interactions, based on how pleasant we users experience those interactions.

The core

Calm Technology’s mission is to materialise digital information and visualise tangible information in a natural way, thereby enhancing user experience, productivity, well-being and social interaction.

Ubiquitous computing is roughly the opposite of virtual reality. Where virtual reality puts people inside a computer-generated world, ubiquitous computing forces the computer to live out here in the world with people. Virtual reality is primarily a horse power problem; ubiquitous computing is a very difficult integration of human factors, computer science, engineering, and social sciences“

____________

-Mark Weiser2

Example

Integrating Calm Technology into everyday objects can often work with minimal changes in their communication or behaviour. This is perfectly illustrated by the kettle and toaster in the „Wake Up Happy“ case study by YOUMEUS Design.
Here, instead of a digital beep, the kettle uses the pressure of the boiling water to create the sound of a bird chirping to let you know the water is ready. The toaster, on the other hand, uses behaviour instead of sound to communicate. It is activated by rocking it to the side and when finished, it rocks back to its original position. This change in appearance allows the toaster to remain in our periphery until it is ready, and then it can be easily noticed without being demanding.3

YOUMEUS Design, Wake Up Happy, Case Study for Kenwood (UK), 2014

Guiding Questions

// What is Calm Technology ?
// How can Calm Technology provide or create ways of interacting with the intangible ?
// How does Calm Technology access and materialise digital ?
// How can Calm Technology be integrated into our daily lives to enhance the human experience ?
// Where can Calm Technology be integrated & add value ?
// Can Calm Technology fight the overwhelming & fear of technology ?
// Can Calm Technology improve the relationship between user & product ?

Roadmap

// Researching an overview & basic understanding of Calm Technology
// Exploration of the principles of calm technology
// Identifying where the opportunities lie for Calm Technology
// Analysis of examples of the application of Calm Technology principles in products:
_Wake Up Happy, YOUMEUSDESIGN4
_Little Signals, Google5
_Audio Products, teenage engineering6
_…

Resources