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Blending aesthetics and technology
to create immersive experiences.


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Project Type: Communication, Entertainment 
Category: Event, Exhibition
Year: 2022
Location: 高雄駁二藝術特區 Kaohsiung Pier-2 Art Center

2021 DigiWave
︎︎︎︎︎︎︎︎︎︎︎︎︎︎︎︎︎︎︎︎︎︎︎︎ⒷⒶ


Digi is the means, while Wave is the trend of thought, flow, and also communication. We hope to raise a big question on a major issue in life each year at DigiWave. Using technology to communicate, and presenting in the forms of exhibitions and events, will bring about the next wave that will push our lives forward.

Those Virtual Worlds We Can’t Wait to Enter
In 1986, it is uncertain whether during the process of porting the game “Gradius,” Kazuhisa Hashimoto, a program engineer of the video game company KONAMI, felt the game was too difficult or he had rather weak skills, he added a secret command "↑↑↓↓←→←→ⒷⒶ" in the game, and then further enhanced in another game "Contra," thus becoming the Konami Command that many people are familiar with.We once used only six buttons, "↑," "↓," "←," "→," "Ⓑ," and "Ⓐ," to let our consciousness roam and wander through various electronic worlds in a rectangular frame. This rectangular frame is everywhere, in the living room, on the desktop, on the side of the streets, or even in your pocket. In the past few decades, it has evolved from entertainment for a minority of people to phenomenon-level culture, becoming the common language and memory of modern times.Sometimes it’s one person, sometimes it’s a group of people, sometimes it’s with strangers.It's laughter, surprise, frustration, emotional, rage, achievement, reluctance, or enlightenment.Every time we enter and leave, what do we leave behind? What do we take away?
And why are we always so thrilled and unable to wait?—— Main Discourse


As a continuation from 2020 DigiWave, the team is honored to be invited again to curate the Exhibition in 2021. This is a technology-oriented celebration. We chose “video games” as the proposition this year, and to enter this from the perspectives of carriers, players, and game designers. We hope that under our guidance, visitors can see the relationship between video games and us.






Experiencing Video Games in Video Games

"Actual experience is the best way to understand something." Because our theme is video games, in addition to the usual exhibitions and activities, we attempted to create an exhibition experience that is very much like a video game. Therefore, we set out to design an experience system, where we scattered the mechanics of video games in the real and virtual spectrum, extending from the exhibition content to the exploration of urban areas, and expanding the scale from a warehouse to the entire Yancheng District. Visitors become players, and the exhibition area becomes scenes in the game. Through actually being inside and experiencing the game, we can reflect on the philosophy of video games, players, game designers, and even the philosophy between real and virtual, and transform the exhibition into a sympathetic scene where mutual relationships and behaviors are constantly flowing.






The concept of games has always existed in human civilization and is an activity that is entertainment by nature.
Digital technologies, such as transistors and electronic calculators, were produced as technological innovations after World War II,
which were then applied to games and gave birth to "video games."
This has caused a dramatic and far-reaching effect on today's culture.
Recall the memory of the first time we played video games,
which carrier did we use to “START” and which video game world did we “SELECT” to enter?
Why did we “START” the game? And why did we “SELECT” that game?

—— Area Discourse

START / SELECT


Paying tribute to the two buttons in the center of the FAMICOM (Family Computer) controller, choosing “SELECT” as the "START,” and the two doors that first catch our eyes are the entrances, which immediately give the visitors the right to select. This is also an important and unique core in video games. Visitors are no longer watching passively, but are being actively involved.

Behind the doors, there are two spaces that simulate mirroring. On one end, ten classic game consoles in video game history are displayed, while on the other end of the mirroring, the ten most famous games corresponding to the game consoles are displayed. As a prelude, we cut to the chase with “Which game console did we "START" with, and which game did we "SELECT?" which will then trigger memories and discussions about video game experiences.

Echoing the key visual, we used "red and blue", which are often used in video games or when discussing virtual and real issues, as the main colors of the two spaces respectively. Objects are spread out along the time axis on the visitation traffic flow, supplemented by famous quotes and their mirror images scattered on the wall. We integrated video game-related memories, sense of the times, symbols, allusions, and anecdotes into a mirrored space filled with metaphors (red and blue pills in The Matrix and revolving door spaces in Tenet).






What type of game do we love to play?
In which games did we get some fun and deep memories?

What type of player are you?

—— Area Discourse

PLAYER


Continuing the video game consoles and games from the previous area, the focus is shifted from the object to the actual player. Richard Bartle, also known as professor Richard, the co-creator of the world’s first MUD (Multi-User Dungeon), observed and studied player behaviors in the game, and divided the behaviors into four types:

Killers
Achievers
Socializers
Explorers

Eight celebrities from different occupations were invited. We first classified them and then carried out a series of interrogations. The relationships between these people and video games are presented in a large area of backlit films. They are lined up on both sides, forming a corridor. When walking by them, it also helps us to reflect on the relationship between ourselves and video games, as well as our other self after entering the virtual world.






The 1990s was the praised golden decade of domestic games. During that period, game companies, such as Softstar Entertainment, Soft-World International, etc, were established and launched many classic games, such as “The Legend of the Sword and Fairy,” “Richman,” and “Heroes of Jin Yong,” etc., and these games are still talked about today.
Due to the migration of the market and industry in the later years, Taiwan’s domestic games no longer had as much influence as they had in the past. In recent years, with the rise of mobile games and the Steam platform, in addition to game companies, more and more independent development teams have also delved into the development of games, and, hence, have successively launched excellent and diverse games, which have given the game industry a new outlook.

Actually purchasing and playing these excellent games is the most substantial support you can give to the game developers.

What is the next domestic game you plan to play?

—— Area Discourse

MADE IN TAIWAN


We selected eight recently released domestic games, ranging from student works, independent productions, to commercial masterpieces. These are all unique and extraordinary choices. Through the clips of game play, visitors can understand the uniqueness of these games and feel the abundant creative energy of the Taiwanese game developers.





CHATROOM


As its name suggests, this is an area to exchange ideas. We planned a series of film screenings, lectures, and talks, and invited esports players, game designers, YouTubers, and Podcasters to lead the visitors in delving into a more in-depth and speculative video game journey from different perspectives.






When the video game starts, the consciousness traverses into the virtual world.
Time passes slowly and reality changes without realization.

And the creators of this world - game designers -
takes on the lingering of players as their own responsibility, pondering deeply on the philosophy between aesthetics, mechanism, and text.
With the development of technology and the evolution of society, and through continuous iterations and changes, new worlds have appeared.

We are caught up in how these worlds are made.
What types of designs make people yearn and also fascinated?

Why are we always so thrilled and unable to wait?

—— Area Discourse

GAME ON


At the other end of the passage, there is a doorway where light shines through, becoming a tangent plane of the exhibition space and thoughts. And behind the door is the world inside video games. Pushing open the door in the dark, we are greeted by a bright and white corridor called Loading. The contrast in extreme brightness brings about a perceptual impact of instant pupil contraction. This is used as the opening ceremony of entering into the virtual world.

In this transition corridor, visitors log in to the experience interface created by LINE APP, and create their virtual character, as well as understand the process and mechanism. Turing around and leaving the corridor, visitors enter the Game On main area, which is a video-based virtual-real integration site. In terms of space, various mechanical elements that constitute video games are displayed on the front and rear featured walls, and a large 12 meters squared sky screen is placed on top, symbolizing that this is a virtual world under the monitor screen.

The experience consists of 20 stages, some of which is a four-digit code consisting of ↑↓←→ⒶⒷ that must be entered on the cellphone. With various difficulties, these codes are scattered in the exhibition area. After entering, the content is designed in response to the game mechanism, and visitors can understand the video game itself by actually experiencing it. Some of the stages can be completed independently, while some are multi-player competitions, or need social means in order to reproduce the relationship between players in different types of games. This video game-like structure stacked with mechanisms maximizes the visitors’ right to choose and randomly reestablishes relationships with on-site participants. The exhibition is transformed into an organism, staging a unique journey scene after scene. Many people indulge in the experience and forget about the time, going into a state of total FLOW.





Behind the monitor screen,
is a virtual city-state that is known for its entertainment.

Here is the entrance to escape from reality.

However, as various worlds become more mature and complete,
what was once thought to be a fictional setting actually has precise perceptions and experiences,
and inside, there are real relationships and memories.

We suddenly awake and realize that this entrance is not a door that switches worlds,
but a passage that connects the two ends, which affect each other.

The two ends gradually blur and become inseparable.

—— Ready to Start Discourse

READY TO START


The video Ready to Start, which is broadcasted on the sky screen every half hour, connects the context of the exhibition and opens up various visual memories of video games. Watching the video by looking upward, along with surround sound, has become a ceremony of perception that is filled with emotion.





Branch of Exhibition - Yancheng 20 in 1


Different from the main exhibition hall, which progressively leads the visitors to the core of the video game layer by layer, we extended and planned a gamified real-world experience at various scattered locations. Assembling 20 featured locations in Yancheng District, just like an all-in-one video game, each location has become a unique mini-game through the integration of LINE APP. During the process, visitors will explore the details and elegance of this old district, as well as the reconstructed site. What is even more fascinating is the various exchanges between the residents of the area and the players.






Ⓑeat Ⓑit Ⓑeat


Leo Wang Feat PUZZLEMAN

Using the unique atmosphere of Yancheng First Public Retail Market as the stage, Leo Wang, Golden Melody Award singer, and PUZZLEMAN, the representative of Finger Drumming in Taiwan, worked together to reorganize and restructure classic “video game” theme songs and perform and play with these using game consoles as instruments. Coupled with the introduction of the experimental application of “Co-Presence” in 5G technology, we connected different Kaohsiung scenarios.






2021 DigiWave ︎︎︎︎︎︎︎︎︎︎︎︎︎︎︎︎︎︎︎︎︎︎︎︎ⒷⒶ






2021 DigiWave - ︎︎︎︎︎︎︎︎︎︎︎︎︎︎︎︎︎︎︎︎︎︎︎︎ⒷⒶ


指導單位:高雄市政府、經濟部工業局
主辦單位: 高雄市政府經濟發展局
策展單位:臺灣產學策進會、叁式
協辦單位:叁捌地方生活
指定投影機品牌:Panasonic
參展單位:Team9、智崴資訊、 赤燭遊戲、信仰遊戲、柒伍壹遊戲、SIGONO、 南瓜虛擬科技、 宇峻奧汀、 中華網龍、華泰行、舊遊戲時代、Giloo 紀實影音、BLINKWORKS LTD、啾啾鞋
對談講者:台灣通勤第一品牌、張志祺、GamerBee、施俞如、李勇霆、程思源、陳威帆、林業軒
贊助單位:Giloo 紀實影音、LINE、冠嘉系統科技有限公司、VR 體感劇院、華泰行、舊遊戲時代


策展人:曾煒傑
品牌統籌:趙逸秋、吳淑靖
專案經理:陳威廷
藝術總監:何庭安
視覺設計:何庭安、顏晧真、江家伶、黃偉哲、李若菩、黃群傑
介面設計:江家伶、何庭安、黃偉哲
技術總監:楊家豪
程式開發設計:蔡佳礽、楊家豪、張存宇
硬體總監:呂承翰
硬體執行:呂承翰、張存宇
沈浸式音響系統設計及執行:鐵吹製作
硬體建置工程:冠嘉系統科技有限公司
空間設計:山陽山陰
展場工務統籌:有用設計
執行企劃:曾煒傑、曹家寧、張存宇、山陽山陰、陳子昀、張楷翊
內容諮詢:Game 話不加醬、陳威帆、張志祺、吳彥鋒
行銷統籌:蔡宜伶、莊虎牙
社群行銷:蔡宜伶、莊虎牙、蘇心怡
公關統籌:紀婉婷、張文殊
展務營運:陳威廷、林家蔚、張楷翊、黃薇如
展務執行:林家蔚、林慧婷、李燕萍、李佳蓉、黃品瑜、謝承芳、汪乃心、陳佳玉、鄭伃涵
展場靜態影像紀錄:李易暹 、顏歸真、曾國書、郭濬緯

展場動態影像紀錄:李金勳、陳弘軒、陳俊甫、高偉鳴
影像剪接:李金勳
特別感謝:陳其邁、廖泰翔、迪拉胖、Ru味春捲、張志祺、詹朴、貝莉莓、鄭宜農、劉真蓉、辜達齊、劉威利、陳韋安、王宏煒、賴柏榕、王瀚宇、湯鈞傑、楊適維、楊曜任、陳廷愷、吳思慧、余欣蓬、陳炯廷、董哲延、語聲者王喬蕎、嚴堯瀚、張家兄弟、張漢杰
顧展人員:黃若嘉 、陳玟寧 、李虹蒲 、戴瑋庭、羅政樺 、陳嘉妤、陳姿妤 、黃宜家、王渝茜、張家禎、蘇子雯、蘇子雯、陳彥宇、李鈺慈、王紫縈、吳沛璇、侯宇哲、郭岱昀、黃鈺雯、洪楦宜、黃琪崴、黃勝崴、紀萱、蕭玉欣、江珮綺、鍾佳穎、王可媗、范原銓、詹貞蘭、蔡品萱、何盈柔、劉千嘉、陳采伶、李燕如、徐如盈、吳文瑄、林意然、賴韻芮、郭晴欣、徐子濯、劉思霈、張芝維、張秀榕、鄭偉婷、張瑜、熊翊廷、呂家宜、鄭美儀、陳涵娟、陳仲孝、王冠詠、高志豪、黃宜家、戴瑋庭、陳嘉妤、陳玟寧、黃若嘉、劉逸涵

Ready to Start


製作人:何庭安
創意總監:曾煒傑
藝術總監:何庭安
技術總監:吳克軍
執行導演:紀昀
動態影像設計:吳克軍、何庭安、顏晧真、黃偉哲
編曲/混音:黃鎮洋
360 攝影:溫崇涵

位元嘻哈 Ⓑeat Ⓑit Ⓑeat


製作人:呂承翰
藝術總監:何庭安
創意總監:曾煒傑
演出藝人:Leo王、PUZZLEMAN
動態影像設計:柚子、顏晧真、李若菩
視覺現場演出:柚子
技術總監:吳思蔚
舞台硬體統籌與執行:鐵吹製作
程式開發設計:吳思蔚、蔡佳礽、楊家豪
硬體總監:呂承翰
系統規劃:呂承翰、張存宇
網路工程:洋洋實業有限公司

鹽埕 20 合 1


策展單位:叁捌地方生活
策展顧問:叁式 Ultra Combos
策展人:邱承漢
初期發想:盧映竹
創意設計:曾國鈞
企劃執行:蘇眉桂
程式開發設計:陳廷愷、蔡佳礽、楊家豪
店家洽談:曾國鈞、蘇眉桂、羅文昕
NPC協力:林杰慷
特別感謝擔任NPC的鹽埕鄉親們與店家:
鹽埕第一公有市場所有攤商與店家、Booking、廢墟 bar、高鈺鈕釦、泰昌西服、金樹帽蓆行、三山國王廟、老耄、超級鳥百貨、沙多宮、信東食品行、 佬掉牙、正麗髮型、空腹虫大酒家、銀座聚場、新樂里廖明烈里長
特別感謝提供玩家回血回魂的補給站店家:
阿貴虱目魚店、姊妹老五冷飲早餐店、山壹旗魚食製所、小堤咖啡
港園牛肉麵、崛江麵、阿英排骨飯、永和小籠包、香茗茶行
李家圓仔冰、阿男燒烤、大胖豬油拌麵、酒場清志郎
喵姨蛋餅、50年杏仁茶、高雄婆婆冰、阿綿手工麻糬
老屁股音樂屋、純愛氷菓室 PUPPY LOVE、牛津啤酒屋



Related Works:




Project Type: Entertainment 
Category: Event

Client: Gogoro
Year: 2021
Location: App Store / Pop up store

App download link: Gogoro MixDance (iOS only)

#AR
#App #Kiosk


#BodyTracking
#MixDance
#GogoroVIVAMIX
#隨變我都行

Gogoro MixDance


In the first quarter of 2021, Gogoro announced its newest model – VIVA MIX.

This model, with its “mixing” style core, offers six model colors, exclusive music, and personalized accessories, and makes riding a motorcycle become an extension of our lifestyle. It even created the character “Mix Anthropomorphism,” where the spirit of the motorcycle model is personified, so that as the public gets into the feel of the changing dance moves of the character, it also deepens their impression of the model.
  • Personality of the Model Becomes a Digital Fun Experience

Based on the “music,” “dance,” and “transformation” features of Mix Anthropomorphism, we selected a suitable digital carrier. In order for free dance movements after transformation, we chose the iOS ARKit human body tracking technology to allow users to be creative at any time through the App. At the same time, we have taken into consideration that the APP is only supported by the iOS system, we have also provided the public with a choice of experiencing the App at the “Club Mix Brand Concept Pop-Up Store.”



  • Transform through AR and Dance to the Music

Focus the rear camera lens on the friends who love to dance, MixDance will transform your friend with Mix Anthropomorphism using AR, allowing friends to sway with the music. Responding to the “personalization” and “lively” features of the model, the colors are taken from the samples of the colors on your friends’ clothes, and it also provides a variety of styles. It even has 25 random tasks set up, which will appear randomly during the filming process and test how creative everyone is within a limited time.







Interface Design


In order to present the key feature of “fun,” the most important task is for users to intuitively complete challenges. Therefore, we adopted the operating habits of the existing recording interface to simplify the experience process and reduce the learning curve for first-time users, which helps them quickly and intuitively participate in the activities and challenges.


User Flow



Filter Style





Instructional Page

The instructional page is the user’s first impression of the App. The rhythmic Mix Anthropomorphism along with the dialog box, and the vivid introduction method allow users to quickly and easily blend in with what they are experiencing. When trying to switch pages, in order to smoothly present continuous movements, the program automatically calculates the internal difference between the two actions, which allows the character to wander through each screen at will, and can switch pages any way the user desires!







Style Components

In its style, the Mix Anthropomorphism, which is composed of random parts from the Gogoro vehicle, must establish a corresponding relationship between “vehicle parts” and “human body structure.” After setting the style for the main body structure and the limbs, some geometric shapes are then added to randomly fill the gaps in the main structure. The colors of the components will also change by taking in the colors of the individual’s clothing to make the components attached to the body even more personalized.









Movement Detection

We used the latest body tracking technology to present the AR effects. In the design of the movements, we made the “composition” process livelier, when the screen detects the human framework, the components scattered in the air will quickly gather. After the user leaves the screen, the components will also lose gravity, be bounced back into the air, and float slowly.




AR Technology

In order to allow more people to experience it, two types of carriers, App and Kiosk, are provided.

The difficulty in making the character fit the user in the process is that the positions and numbers of nodes provided by the framework information on each platform are different, and the rigging methods on different models are also different.

The iOS App uses the framework information provided by ARKit to control the character, where through Meshing and Light Estimation, the virtual character is more so integrated with reality and the sense of immersion is enhanced. We have chosen Kinect V2 as the framework detection sensor for the kiosk, and the built-in Gesture for users to intuitively start the game with their body movements.

Visual Gesture Build training


Body Tracking

ARKit Body Tracking
Image Credit: Apple 






Making of









Gogoro MixDance


Client:Gogoro
Chief Director:Gogoro Creative Team
Executive:Ultra Combos
Project Manager:Prolong Lai
Producer:Hoba Yang
Creative Director:Chianing Cao
Art Director:Lynn Chiang
Technology Director:Hoba Yang
Hardware Director:Prolong Lai
Programmer:Hoba Yang, Ke Jyun Wu
UI Designer:Lynn Chiang, Choong-Wei Ng
3D Object & Animator:Hauzhen Yen
Technical Assistant:Chia-Yun Song
Character Design:MIXCODE / Tim Tseng, Neil Lin
Music Design:YUNG BAE
Music Editor & Design:HYPERLUNG STUDIO / PONGO
Exhibition Design:KY-POST


Related Works:




Project Type: Communication / Entertainment 
Category: Branding / Event

Client: Gogoro
Year: 2021
Location: Taipei Nangan Exhibition Center


#GenerativeArt
#Installation

#Projection Mapping

#AGV #Stage Design
#Motion Graphics
#Motion Capture
#Lighting Design

Gogoro VIVA MIX Smart Runway Show


In the first quarter of 2021, Gogoro announced its newest model – VIVA MIX.
As the name suggests, it emphasizes the spirit of mixing. It combines the characteristics of previous models and continues to reach new technological breakthroughs in its riding experience. It even added a POP personalized accessory system, and along with a variety of motorcycle colors that combine musical themed elements, it makes the unique personalized style even more vivid. VIVA MIX is Gogoro’s recent pinnacle product that balances market demand, user experience, and brand value. And Gogoro invited the team to jointly plan the debut of this motorcycle.





A Fashion Show with the Motorcycle as the Main Subject – Where “Wisdom” and “Variability” are Displayed Together

In order to present the key characteristic of “Wisdom,” the team worked together with Gogoro and used the AGV (Automated Guided Vehicle) from the factory’s production line as a vehicle to accurately guide the new motorcycle into and out of the venue according to the scheduled directional flow, just like a model on a runway.
For “Variability,” Gogoro’s design department specially came up with four main themes: “Rainbow,” “Earthy,” “Grey,” and “Alive.” They customized 24 special motorcycle model colors that are different from those that are mass-produced to highlight the diversity and possibility of the performance of the VIVA MIX series.



Early Design Sketchs



Dancing Mojo


Visual ID


  • Acappella White


  • Rap Red


  • Reggae Hazel
  • Beatbox Grey


  • Funk Purple


  • Techno Blue



Rainbow



Earthy




Grey



Alive




From Mysterious Sci-Fi to Gorgeous Colors

In response to the brand’s existing image and the characteristics of this newest released model, we designed the mood of the debut show to start from a more mysterious sci-fi feel and move towards brilliant thematic colors.
The performance starts out with partial lighting, gradually revealing the depth and breadth of the space, and continues to extend into a virtual (3D Wireframe) space through the screen, stacking the sense of technology and the feeling of expectation. As the rhythm intensifies, the colors invade and are disassembled and restructured into a world with colors. Then, the motorcycle models enter the runway, where the various color-themed VIVA MIX models appear with the music. The performance will end with a party-like celebratory atmosphere.






Design Tools for Near On-Site Experience

This is built from scratch in a space with an area of 7,560 square meters. In order to piece together the correspondence between the audience, AGV, VIVA MIX, lighting, LED, projection. and other special media within the space, we created a simulator using the 3D game engine Unity and tried our best to restore the scene for the reification of the imagination.
Through a series of experiments and statistics, the physical characteristics and parameters of the AGV in the real world are restored in the simulator. Through the simulator, visual workers are able to fine-tune the rhythm and balance between each medium from the perspective of the audience. During the two-month production process, the different units relied on the close-to-real simulator images to communicate and focus on what is being imagined with each other.





Magical Space Rendering Experience

At the venue, besides getting the feel of controlling the motorcycle and its comfort when riding, we created an interactive riding experience with the “Total Magic” concept. We simplified the six color systems of VIVA MIX into vertical and horizontal lines, where they interlace to form extremely pure color blocks. When the different VIVA MIX color systems shift around, the sensor will detect color changes and will trigger the projected color blocks to flip and turn the entire space, creating a gradient spectrum, and breaking the boundary between digital and physical realms.



Co-Creation Model

During our cooperation process, we each expressed our points of views regarding “Technological Experience” and “Brand Aesthetics” and let these ideas bounce around for in-depth co-creation and collaboration, thus enabling the presented media and themes to align with the brand’s communication strategy and lexicon.



Gogoro VIVA MIX Smart Runway Show


Client:Gogoro
Chief Director:Gogoro Creative Team
Director & Executive:Ultra Combos

Project Manager:William Liu
Producer:Nate Wu
Creative Director:Jay Tseng
Art Director:Ting-An Ho
Motion Designer:Ting-An Ho, Hauzhen Yen, Lynn Chiang, Group.G, 1000 Cheng
Generative Designer:Ke Jyun Wu
Character Design:Mix Code
Motion Capture Operator:MoonShine Animation
Choreographer:Les Petites Choses Production
Technology Director:Nate Wu
Programmer:Nate Wu, Hoba Yang, Wei-An Chen, Reng Tsai
Hardware Director:Herry Chang
Hardware Engineering:Herry Chang, Alex Lu, Chia-Yun Song, Chia-Wei Lin
Executor Team:Prolong Lai, Joyce Huang, Hsin Chen, Chi-feng Ying, Choong-Wei Ng
AGV Trackway Design:Glenn Huang
AGV Programming:Reng Tsai, Wei-An Chen, Chia-Yun Song, Nate Wu
AGV Technology Director:ECON Robot
Spatial Design & Construction:Event Design
Lighting Designer:Rokerfly Design
Music Designer:DJ QuestionMark(Chi-Shuan Ying)
Network Engineer:KlickKlack Communications
Stage Manager:Hsu Cheng Lei
Timecode Programming:Wei-An Chen
Visual Operator:Wei-An Chen
Rider Casting:OOAD
Program Director:YAHOO TV
Filming Team:Asking Gee
Editor:Asking Gee, Nanez Chen



Related Works:




Project Type: Artwork, Entertainment
Category: Event, Exhibition

Year: 2020
Veneu: Kaohsiung Pier-2 Art Center

.
#Laser
#GenerativeArt
#Installation

2020 DigiWave - CeilToInt();


The team is lucky to be invited to plan the 2020 DigiWave CeilToInt(), which is a celebration focused on technology. We usually decline the commission to plan activities, hoping to focus our energy on creation and production. However, this event wanted to use the connection between “technology” and “celebration,” so we were tempted to take on this project. “Technology,” in all its aspects, has always been something the team paid a lot of attention to. Therefore, we were even more certain that the core momentum for the continuous advancement of technology is the imagination of the future. So, we proposed the concept of “CeilToInt()” as a tribute to the creators and practitioners who have never hesitated to take the step into their imagined future. We also hope to lead the visitors in experiencing the wonderful moments of stepping into the sci-fi worldview.

Regarding this concept, we raised four future events as questions:
“The moment when we are unable to recognize a machine from a person”;
“The moment when we can arbitrarily define what a body is” ;
“The moment when we cannot distinguish what is real and what is virtual”;
“The moment when we discover other civilizations in the universe”
and assumed that certain events or situations are caused by technology, and with that, we invited many outstanding works to be exhibited, while we executed a new workpiece called “Clairvoyance,” which connects the entire exhibition space, and is dedicated to all those who are passionate and who fantasize about the future.






Clairvoyance

In order to match the on-site temperament with our set topic “Sci-Fi,” we created a workpiece that pays tribute to all those with no hesitation about the future: Clairvoyance.

The term “clairvoyance” is a technical term, which refers to a special phenomenon where one can see some place far away, or even something in a different space and time, beyond our normal vision. We feel that this meaning appropriately describes all who have an endless curiosity about the distant future, and are constantly pushing the world forward with their imagination and technology. That’s why we used this gigantic video workpiece with this as the theme.

Clairvoyance is portrayed using the composition of images on the wide walls and the extra-long floors. The far side of the wall is the place far away where we yearn to see and the ground below our feet is the path on which we are traveling along. Through quickly jumping in magnitude in different spaces, times, and even dimensions, all the perceptions of the viewers are pulled into the experience of “rounding up,” and this workpiece is used to pay tribute to the dreamers.
To define the spirit of this piece of work, we wrote a few words:

There is a box up front. There is no time and space limitations in the box, just let your mind drift. What will appear is that other side or that unsolved mystery which you have never seen. Of course, there are also those known past or unknown future about yourself. In the end, when the image needs to stop, which moment would you choose to stay at?





Space Design





After stepping into the entrance of “CeilToInt()” and passing through a dark corridor, what awaits the visitors is a dark circle with no reflection at all. With nothing surrounding it, the circle, which has a mirror-like smoothness, floats right in the center up front of the visitors. From time to time, records of major technological advancements and events will be displayed on the mirror. This dark, black circle symbolizes the “singularity” of technology. What it declares is: from this current step onward, the viewer is about to take a leap away from the present time and space and start exploring the sci-fi space that continuously rounds up.

After passing through the corridor of technological singularity, the first thing that the visitors see up ahead is a vast and huge interactive workpiece: Clairvoyance.

The moment visitors enter the exhibition site, they will be detected by several infrared cameras that are set up on-site. At the same time, an image will be projected on the huge ground fused by 16 projectors. Numerous light-emitting detection symbols will quickly approach visitors’ feet, surrounding them. This creates a bizarre experience of being detected and locked instantly after “logging in” to the exhibition site, which breaks the visitors’ expectations of an ordinary exhibition from the very beginning.



Exhibitors

Through the spatial planning co-created with Atelier Let’s for this exhibition, we hope to expand the structure and experience of clairvoyance to the extreme. For this reason, CeilToInt() has broken the most commonly-seen configurations in exhibitions and, therefore, the huge main path in the center of the exhibition site has been left empty, to let clairvoyance perform its immersive experience function. We used huge metal steel plates to enclose the four major areas around the exhibition, separating the four future event concepts, and respectively invited outstanding art exhibits and important items throughout the history of technological development from at home and abroad.

The moment when we are unable to recognize a machine from a person
For “The moment when we are unable to recognize a machine from a person,” we invited the popular Japanese virtual model “imma,” and the artist Zan-Lun Huang, who has been creating works on the subject of “The Mixture/Hybrid of Biology and Machine” for many years. His artwork “The Coin Operated Rocking Horse” is a metaphor of the huge destructive power of man-made objects.

The moment when we can arbitrarily define what a body is
“The moment when we can arbitrarily define what a body is” is a metaphor stating that when consciousness is the thing-in-itself, clothing and musical instruments can be regarded as extensions of the body. This area gathered together Bisiugroup’s self-made experimental musical instrument “Super Power Rocket,” as well as “The Cloud-Making Factory,” which is clothing designer APUJAN’s fantasy about fashion.

The moment when we cannot distinguish what is real and what is virtual
“The moment when we cannot distinguish what is real and what is virtual,” Brogent Global Inc. brought its immersive motion-sensing theater “XR Cinema,” breaking through the time and space limitations of the exhibition area with the VR equipment. And

The moment when we discover other civilizations in the universe “The moment when we discover other civilizations in the universe” is the remote thinking of the romance of space exploration. The workpiece “The Voyager Golden Record” in this area included the recordings of various sounds and images representing the culture and life on Earth that were sent to space by NASA in 1976. The “Escape to Earth: 100 Ways of Surviving on Earth,” by artist Teng-Yuan Chang, uses an animation installation where 100 segments are used as a guide-to explain the survival on Earth, while the “Core Sample” of OVERGROWN, a cross-disciplinary art team, acquires an ecological sample from the future and explores the potential energy that it generates.

Through such planning of the movement direction, the visitors will develop a traffic flow movement on their own. On the way to the four exhibition areas, they will inevitably pass through the central Clairvoyance again, and with their every step, they will construct a more flexible figure-eight traffic flow. This openly invites the visitors to stop and witness the depth of technology in images, arts, space, and even experience.





Surroundings

As a special exhibition for the public, suddenly having an in-depth discussion about sci-fi might seem somewhat distant for the general public. But in fact, people often come in contact with such themes through media, such as film and television, books, and comics, etc. Therefore, we cooperated with the Conservation Comics Shop “Booking” and filled the site with Sleepy Tofu mattresses to create a “Chill Study Room” that is full of sci-fi classics, allowing everyone to sit or lie down and enjoy the sci-fi imagination in the most comfortable positions. After a period of time, the light in the study room will dim, and sci-fi movies carefully selected by Giloo will be played. After each movie, post-screening forums are arranged, so that the audience will be able to absorb the sci-fi imagination from various cultures through the different types of media.






2020 DigiWave | CeilToInt();


Adviser: Kaohsiung City Government, Industrial Development Bureau
Organizer: Economic Development Bureau, Kaohsiung City Government
Executive Organizer: Taiwan Academia Industry Consortium, Ultra Combos
Co-Organizer: FIRE ON MUSIC, LA RUE Cultural and Creative
Projector Sponsor : EPSON
Exhibitors : APUJAN, Amazing Show - Gobo, BROGENTGLOBAL, Chang Teng-Yuan, Huang Zan Lun, imma, OVERGROWN Group, Ultra Combos
Speaker : Chien-Hung Huang, Commute For Me, Godkidlla, Pi-Gang Luan, Ruru Shih, TENG Chao-Ming
Performer : Bisiugroup AmazingShow, , Elephant Gym, Fire EX., Kid King, Sorry Youth, The Fur.
Sponsors : BOOKING, Giloo, Gramovox, Sleepy Tofu, UGLY HALF BEER

Curator : Jay Tseng
Project Manager : Tim Chen
Marketing & PR Coordinator : Ichiu Chao, Elma Wu
Copywriting Coordinator : Jay Tseng
Art Director : Ting-An Ho
Visual Design : A Step Studio, ACnD, Chianning Cao, Chia-Yun, Song, MS YU
Spatial Design : Atelier Let's - Ta-Chi Ku, Yi-Shan Hsieh
Spatial Construction : U.U DESIGN - Ya-Pei Chang, Chun-Chih Yang
Exhibition Planning, Copywriting and Editing : Jay Tseng, Chianning Cao, Stella Tsai, Chia-Yun Song
Curator Personnel : Isa Sung, Myling Ho, Wanting Chi
Administration & Operation : Joyce Huang
Exhibition Executor Team : Chianning Cao, Myling Ho, Isa Sung, Chia-Yun Song, Chia-Wei Lin, Cheng-Fang Hsieh, Olivia Yu, Nancy Wang, Sunny Tseng, Annie Chen, Nina Chen
Technology Director : Herry Chang, Alex Lu
Programming : Herry Chang
Hardware Engineering : Rayme Solution, FEBLOW PRODUCTION, XiaoXiao Laser
Exhibition Photographer : Yi-Hsien Lee, Guei-Jhen Yan, Lilly Hsu
Exhibition Videographer : M.Synchrony, Ting-Yi Chuang
Special Thanks : Chiu ChengHan, Jia-Lun Chang, William Liu, Wayne Wang, Prolong Lai, Hung-Pei-Shan, Patty Lu, Miao Lu, Syu Fang-Jing

Clairvoyance

Producer : Ke Jyun Wu
Art Director : Ting-An Ho
Motion Graphics : Ting-An Ho, Ke Jyun Wu, 1000 Cheng, Mal Liu
Interaction System Design, Execution : @chwan1
Programming : Chia Reng Tsai
Sound Design : Zhen-Yang Huang (Triodust)
Strings : Chun-Yu Lung (Joy Music)



Related Works:




Project Type: Communication 
Category: Exhibition, Event

Client: Ministry of Economic Affairs, Hsinchu City Government
Year: 2020
Location/Venue: HSINCHU / Hsinchu Municipal Stadium  


#AR 
#AI #YOLO
#AirBox #GFS
#Installation

Taiwan Design Expo - The Terminal


Located at the Hsinchu Municipal Stadium, “The Terminal” is the main venue of the Taiwan Design Expo 2020. We were invited by BIAS Architects & Associates to co-plan this venue. As the name suggests, from a digital perspective, we will dig deep into the intricate relationships between people, cities, technology, and design, to help you understand the invisible urban wisdom.

Virtual City Hidden within the Stadium

Starting from the research and investigation of this concept with the Hsinchu City Government, we consulted many workers who are behind-the-scenes driving forces on many related issues along the way. And we compiled a series of documents to reconstruct how this theme looks at this moment in theory and also based on the current situation. Deconstructing and restructuring this information so that it becomes a perspective-based space and content, we lead the audience to see and feel with their bodies as to how digital technology intervenes and changes the appearance of the society as a whole.

Spatially, we used the original structure of the stadium, which is its upper and lower levels (spectator’s seating and athletic field), to disassemble the exhibition content through a translation of form many segments within two large areas. And through the arrangement of visitor flow and spatial context, we reconnect and combine these to become a real and existing digital world. Visitors will follow the locations we have arranged to complete a journey into the virtual city.







Electric Tunnel

This is the ramp entering the spectator’s seating area, and will be used as a corridor into the digital world. This straight, long, narrow, and upward pathway, along with the large flowing images on both sides, leads the audience gradually forward with the bits. An analogy is drawn between the audience and information packet, where the audience becomes the “digital technology” itself, where they also become compressed and streamed to the digital world.






Portal to the Digital World

At the end of the ramp, a visual ritual is built, which virtualizes the body. Using the characteristics of a partial mirror, an interface with a superimposed switch between being virtual and being real is constructed. When the audience passes through, the body will instantly be deconstructed into a digital image. To describe this straightforwardly, this is the portal to the digital world.






Hsinchu Monster Incubator / Monitor

The Hsinchu Monster symbolizes the power of the advancement of the entire city, while citizen participation is an important driving force in making the city smarter. Through design translation, the “collective intelligence that drives the city" is made abstract and becomes the “Heart of the Hsinchu Monster” located within the venue. The audience's choices in the six major aspects of life are collected. And using AR technology along with lighting connections, these choices are used as nutrients to feed the heart of Hsinchu monster at the other end of the venue.

The Hsinchu Monster Monitor, which is set up on the side, displays the attribute proportions of participants. This is hinting that the city is composed and operated by people. Through their joint participation in public issues and bringing together everyone’s strengths, urban development, progress, and common prosperity are promoted.






Background Database for Life

Using large-area splicing screens as image carriers, through generalization, various information distributions are organized, where the visualization of geographic information, such as transportation, AI, and weather is included. Various appearances of Hsinchu is displayed, simulating the scenario of situation room, where we can imagine how city managers pay attention to the city’s operation and assist in its progress.








Walk into Hsinchu Terminal - Data Forests

“A concrete terminal” is the spatial and conceptual core of the entire venue. The design attempts to create a huge mass, where people can view it from a distance or enter within it. Diamond gauzes with balanced transparency were selected and imported, where we then staggered and stacked them as a screen where images can be projected upon. The content is the process of collecting, importing, sorting, analyzing, and applying the visual data. The image increases progressively in layers within the space, forming a light box where the information is flowing in a three-dimensional space.






Taiwan Design Expo - The Terminal


Organizer : Ministry of Economic Affairs, Hsinchu City Government
Executive Organizer : Industrial Development Bureau, MOEA
Executive Team : Taiwan Design Research Institute, BIAS Architects & Associates, Grand view Culture & Art Foundation
Co-Organizer : Taiwan Power Company
Curator : Tammy Liu
Curator Team:BIAS Architects & Associates, Ultra Combos

Interactive Design:Ultra Combos
    Project Manager : William Liu
    Producer : Hoba Yang
    Creative Director : Jay Tseng
    Art Director : Glenn Huang
    Technical Director : Hoba Yang
    Project Assistant : Miao Lu

   Electric Tunnel
        Visual Production : Glenn Huang

   Portal to the Digital World
        Generative Art Designer : Hoba Yang, Tz Peng
        Visual Production : Hauzhen Yen

   Hsinchu Monster Incubator / Monitor
        Programmer : Nate Wu
        UI Designer : Lynn Chiang
        UX Designer : Lynn Chiang, Nate Wu
        Motion Designer : Kei Zheng, Hauzhen Yen
        Lighting Design : TING HAO TSU LIGHTING DESIGN STUDIO, ACROPRO

   Background Database for Life - Data Monitor
        Programmer : Hoba Yang
        Visual Production : Mal Liu, Glenn Huang
        Collaborative Content : 2019 SP Option Studio GIA NCTU, Traffic Police Brigade. Hsinchu City Police Bureau, Hsinchu City Government Department of General Affairs, Information Management Section, PM2.5 Open Data Portal, National Oceanic and Atmospheric Administration
        AI Video Analytics : ioNetworks INC.

   Walk into Hsinchu Terminal - Data Forests
        Visual Production : Glenn Huang, Hauzhen Yen, Ting-An Ho, Chris Lee

Music Design : Sincerely Music
Photographic Record : Yi-Hsien Lee and Associates YHLAA, Lambda Film
Hardware Testing : Herry Chang, Alex Lu, Chia-Wei Lin
Special Thanks : TonyQ Wang, Shuyang Lin, Fang-Jui Chang,
Wei-An Zheng, Chi-Kai Lu, Shermy Liu,



Related Works:



Project Type: Artwork
Category: Theatre

Client: Anarchy Dance Theatre
Year: 2019
Location: National Kaohsiung Center for the Arts (Weiwuying)


#Performing Art
#New Media Art
#Stage Design
#Smoke
#Generative Art
#Optical Flow

The Eternal Straight Line


This is the third piece of artwork that Anarchy Dance Theatre collaborated with Ultra Combos.

Just as what dance choreographer Jeff Hsieh wrote, “What’s the end of death? It is like a lake, where people always look to the bottom of the lake, trying to comfort the wandering souls in the spiritual realm, but forget that the human world is the spiritual realm. So, is the final wandering soul a living person or a spirit of the dead? How far can death go? It is also like a black hole, an eternity where light cannot enter, guarding the end of time. That is the place where the most inferior equality of humanity exists.

If one day, one rides the light of technology and crosses the border of death, then, over there, what kind of place will “life” be? Being born from death and being thrown into the fire and ashes. In the unnamed habitat where living creatures linger like smoke, the appearance of the existence of all things is reflected. After the fog clears, the lake also becomes clear, and life and death will then be redefined.”

This time we tried to let the models be composed of smoke, combining light, laser, projection, and sound, and together with the dancers, and we constructed a flowing scene that discussed the proposition of life and death.








The Other Place – Visual Design

“The Other Place” is the original name of “The Eternal Straight Line.” “The Other Place” is a situation, while “The Eternal Straight Line” is a question to the audience. The development of the concept of this artwork is just like its name change. The entire team started out with the situation, and with dialectic and reflection, the team ended up taking it down a notch and headed towards a metaphysical question.

The development process can be sorted into three stages, “the process of physical (self) death,” “watching the process of death,” and “the meaning of death after the emergence of technology.” In the end, these also became the core vocabulary in the bare bones of the text and visual development.









Another Dancer – “Smoke”


With the theme of life and death, the characteristic and image of having faintly uncertain movements made “smoke” the most suitable medium, and, thus, smoke naturally became “another dancer” on the stage.
  • The first issue is “controlling the form and movement of smoke.”

Even though it’s a short sentence, it is actually a project with quite a threshold, because the different variables that may change the smoke include being at different venues, humidity, temperature, temperature differences, and invisible convections. Shu-Yu drew up a sound experiment to test the process, completing many structural smoke controls.






  • The second issue is “how to use light to shape the various forms of smoke.”

There are many possibilities with light, we also tried as many kinds of light-generating media as possible, such as traditional lights, computer lights, projection, and laser. The collaboration of the various light sources with smoke all have completely different textures, so there was no need to choose, they just need to be placed in the sections that fit the text.





  • For the projection

Because it has even more possibilities, in the early stages, we tested more than 100 kinds of materials of various pictorial structures, colors, and movements, and, slowly, we understood and mastered the image of the materials on different types of smoke. In order to seek the oneness of the overall picture, smoke, and dancers, the smoke and dancer detection system (Optical Flow) was introduced, and some parts used programs to depict the picture and movement (Generative Art), so that the projection content can be changed in response to the smoke and the dancers' postures and corresponding pictures can be generated instantly.





Optical Flow



Generative Art









Building of Theater Worker-Oriented System

In the past, when we collaborated with theater workers, we always each used our own systems to process content at the same time. After understanding the concepts (cue, fixture, patch, and channel) and operation (interface arrangement, logic of control, and hardware operation) of the lighting system, we realized that integrating the system into the lighting control platform grandMA2 is a feasible method with significant benefits.

After a series of evaluations and implementations, the team successfully integrated and interlocked Unity and grandMA2 by using the OLA program framework to convert Art-Net signals to OSC signals. After Unity receives the OSC signal, it can be bound to any internal parameters. We, then, discussed the suitable binding method with the lighting control personnel according to the needs.

Under this framework, the logic of controlling the projection visual is consistent with that of computer lights and smoke. The lighting control personnel and stage managers can use the same system to complete all adjustments, scheduling, and performances.









Creative and Production Team


Production:Anarchy Dance Theatre
Director / Choreographer:Jeff Chieh-Hua Hsieh
Production Consultant:Jessie Lin, PROJECT ZERO Performing Arts Management
Dance dramaturg:Xiang-jun Fan
Dancer:Shao-Ching Hung, Chun-Te Liu, Han-Hsing Kan,  Hsiao-Tzu Tien, Kuan-Jou Chou, Viktorija Semakaitė
Technology Coordination / Visual Design:Ultra Combos
-   Project Manager:Jay Tseng
-   Project Producer:Wei-An Chen (@chwan1)
-   Art Director:Lynn Chiang
-   Generative Art Designer:Ke-Jyun Wu
-   Visual Production:Hauzhen Yen, Ting-An Ho, Ayuan Deep
-   Programmer:Ke-Jyun Wu, Nate Wu
-   Technical Assistant:Herry Chang, Syu, Fang Jing, Chianing Cao, Alex Lu
Technical Coordination:We Do Group
-   Lighting Design:Dazai Chen, Yi-Hsin Chen
-   Technical Director:Jheng-kuan Lee
-   Audio Technical Director:CHOU Wen-Ming
Cloud Design:Shu-Yu Lin
Cloud Design Assistant:Wei Huang, Yu-Liang Lin
Sound Design:Yannick Dauby
Sound Operation:Nigel Brown
Costume Design:JUBY CHIU
Stage Manager:Hsiang-Ting Teng
Production Coordinator:Hsiao-Fan Tai
International Programs Coordinator & Marketing Promotion:AxE Arts Management
Key Visual Design:Shiun-Huan Lee

Video Record:Chen Yishu, Zheng Jingru, Zhang Borui, Foufa Studio (Cai Bingxiao, Zheng Manzi, Wu Zhaochen)
PV:Foufa Studio, Ting-An Ho

List of thanks:Antari Yu'an Lighting Enterprise Co., Ltd., He Youying, Wu Hongyu, Li Jiaru, Li Tingyu, Du Yingying (Qianmo Institute), Director Lin Zhengxun (Taipei Hakka Music and Drama Center), Professor Lin Zhaoan, Lin Zheli, Lin Mi, Bingguan Co., Ltd., Zhang Shanting, Zhang Junhe, Zhang Zheji, Xu Shangyuan (Minwei Video Engineering Co., Ltd.), Xu Youwei, Chen Jialing, Chen Xi, Chen Yanrong, Peng Jiajie, Yang Yixuan, Wen Sini, Wan Yuren, Zhan Haoyu, Liao Yuanyu, Guan Yixiang, Spotlight Workshop, Xie Youcheng, Yan Yining, Luo Yishan

Instructor:Ministry of Culture
Creative support:National Kaohsiung Center for the Arts (Weiwuying), TAIWAN TOP Performing Arts Group
Venue Cooperation:Taipei Hakka Cultural Foundation, Taipei Art Sound Space Network, New Beitou 71 Park, Performance Arts School 36
Sponsors:ChinLin Foundation for Culture and Arts, Interplan Group
Makeup sponsor:Laura Mercier





Related Works:




Project Type: Entertainment, Artwork
Category: Event, Exhibition

Year: 2019
Veneu: Kaohsiung Music Center

.
#AudioVisual
#GeneraltiiveArt
#Installation

2019 DigiWave - Treasure


The team received an invitation to participate in the DigiWave event and to work together with musician Lim Giong to create an installation and a performance.

DigiWave is a digital trend that talks about the development trend of digital industries in Kaohsiung City. Digi is the means, and Wave is the ideological trend, flow, and also communication. We hope that through DigiWave each year, we are able to ask the crucial question to an important issue in our lives. Communicating through technology and presenting through the forms of exhibitions and events, we hope to bright about the next wave in the progression of life.

This year, with ocean as our proposition, we introduced two exhibitions, two performances, and two themed markets. This series of performances and events include the themed exhibition 《大海裡的迴旋踢》 of the same name, which lets people experience the future sea world.-



GitHub Link ︎








Concept

Seeing half of the beautiful seashell buried in the sand at the beach.

We always pick it up subconsciously, place it next to our ear, and, for some unknown reason, say that it’s the “Sound of the Sea.”

Shellfish are like the sculptures of God. From color, material to shape, they all contain pure, yet extremely complex constitution aesthetics.

This “Treasure” project is based on the deconstruction of the beauty of shellfish. These are taken from nature and using new media as the medium, these are re-translated into sounds and visuals.






2019 DigiWave - Treasure


Adviser: Kaohsiung City Government, Industrial Development Bureau
Organizer: Economic Development Bureau, Kaohsiung City Government
Implementer: Taiwan academia industry consortium, Institute for Information Industry, 3080s Local Style
Curator: Chiu, Cheng-Han, Ruby Ting

Artwork by Ultra Combos


Live Audiovisual Performance


Producer : Jay Tseng
Generative Artist: Ke Jyun Wu, VJ Youji
Technical Execution: Wei-An Chen (@chwan1)
Visual Jockey: VJ Youji
Composer / Sound Mixing : Lim Giong
Disc Jockey: Lim Giong
Hardware Integration: CDPA

Installation


Producer: Jay Tseng
Generative Artist: Ke Jyun Wu, VJ Youji
Visual Editing: Ting-An Ho
Technical Execution: Wei-An Chen (@chwan1)
Installation Artist: Ta Chung Liu
Composer / Sound Mixing : Lim Giong




Related Works:




Project Type: Entertainment
Category: Exhibition, Event

Client: Marvel Studio│Beast Kindom
Year: 2018
Location: Singapore ArtScience Museum


#Marvel
#Avengers

Marvel 10th Anniversary Exhibition


Since Marvel Studios introduced its first movie Iron Man, the movie universe of Marvel Studios was opened. During this past decade, many classic heroes were shaped on the big screen, such as Captain America, Black Widow, The Hulk, Thor, Scarlet Witch, Guardians of the Galaxy, and Ant-Man.

In order to celebrate the 10th anniversary of Marvel Studios, Ultra Combos was entrusted to participate in creating the Marvel Studios: Ten Years of Heroes exhibition, reproducing the classic scenes in Marvel's vast universe. With the popular heroes all standing in a line and through the experience of immersive space, the audience is guided to walk into the first grand decade of Marvel Studios together.





IRON MAN





CAPTAIN AMERICA




DOCTOR STRANGE





AVENGERS: INFINITY WAR





THEATRE









Marvel 10th Anniversary Exhibition


Curation:BEAST KINGDOM CO., LTD.
Producer:Herry Chang
Project Manager:Tim Chen
Creative Director:Tim Chen
Technical Director:Herry Chang
Programmer:Kyosuke Yuan、Hoba Yang、Nate Wu、Herry Chang、Yen-Peng Liao、Wei-Yu Chen
Art Director:Chris Lee
Concept & Storyboard:Chris Lee
UI/UX Design:Chris Lee
Visual Assistant:Jia Rong Tsai
Generative VFX (Dr. Strange / Ant man):Hoba YangHerry Chang
Motion Design (Captain America / Helicarrier / Bifrost / Theatre):MUZiXlll
Character Rigging (Theatre):Yoyo Chang

Video Installation Solution:甘樂整合設計有限公司
Hardware Lead:Herry Chang
Hardware Integration:Prolong Lai
Hardware Engineer:Wei-Yu Chen
Sound Design:The Flow Sound Design
Director of Photography:Ray.C

Photography AssistantYa-Ping Chang




Related Works:




Project Type: Entertainment  
Category: Event

Client: 3AQUA Entertainment  
Year: 2019
Location: Taiper Arena


#Laser
#rollingshutter
#audiovisualization

#webscraping
#opticalflow
#stagesimulator

G.E.M. - 30th Golden Melody Awards


In 2019, which happened to be the 30th Anniversary of the Golden Melody Awards, we were very honored to be invited by 3AQUA Entertainment to participate in the performance production this year. They hoped that there’s the possibility for Ultra Combos Team to import some technical elements.

The theme to be carried out in that segment was “Streaming,” where Chinese superstar G.E.M. interpreted the current TOP 10 most-viewed Chinese music videos on YouTube. With streaming as the theme, there’s no doubt that “Digital,” “Technology,” and “Internet” will be used as the main imagery. The music styles of these ten songs are quite diverse, where a larger proportion is love songs. Having to properly arrange technology as the core form and style into the performance is a subject matter that needed to be well thought out and delicately designed.

Golden Melody Awards (GMA) is an indicative “Ceremony,” where its nature is very different than a “Performance” and a “Concert.” There are a lot of details and restrictions to be aware of and the schedule is quite tight. Fortunately, through communication with Visual Director Guozuo Xu and various collaborations with 3AQUA, in addition to getting advice on visual designs for the performance, we also maintained room to play with technology.






Before having begun the project, we hoped that through the production process, what we see is what we get


── the construction of a tool that is closest to the live experience
The stage used large wavy LED frames as its theme and its irregular form makes it hard for the production personnel to imagine how it looks from different locations. In addition, the resolution is equivalent to seven Full HDs, so any modifications would cost the visual personnel a lot of time. Therefore, it was necessary for us to have a way to effectively cut down on the number of back-and-forth adjustments.

Therefore, we designed a simulator, where the content produced by After Effects is immediately transmitted into the 3D game engine Unity, where, similar to playing a first person shooting game, the visual worker can walk around the GMA site and view how the visual presentation looks like.







Twilight

You Exist In My Song


── Composed of diffused light in the air
  • Laser Projector + Rolling Shutter

A strong visual effect filled with digital attributes, which also matched the style of the song, was needed for the opening. After various researches and discussions with 3AQUA, in the end, we decided to use a relevant technique, “Laser Projector” + “Rolling Shutter,” to produce a light screen that surrounds the performer in the space.

This effect is a combination of two principles, one of which is the method of producing graphics with a laser projector and the other is the rolling shutter.



To avoid misunderstanding, here, laser projector refers to the laser projectors that are used to make light shows for general performances, because projectors that use lasers as their light source are also called laser projectors. It operates by a combination of shooting laser beams through mirrors rotating in different directions to achieve high-speed horizontal and vertical movements. Therefore, when we see the laser drawing out a horizontal line, it is actually a persistence of vision produced by a point moving at a high speed back and forth from left to right.

As for rolling shutter, when the photosensitive element of a digital camera is CMOS, one way of using shutter is by controlling the photosensitive element with electronic signals. It would sense row by row, so it would produce the time difference between the top and bottom. This type of electronic shutter will produce a distorted effect when filming fast-moving objects.

With these two attributes and the fine design of the camera and laser content, this effect which can be seen only through “digital transmission” is produced.

In addition, if rolling shutter lacks pre-stage testing, its final effect is completely unpredictable. We are especially grateful for the planning and coordination of 3AQUA, the testing facility and equipment assistance of ERA Television, and technical revision and equipment assistance of laser consultant 陳逸明.





以後別做朋友


── Instant visual effect using optical flow calculations
  • Optical Flow

First, we’d like to thank 3AQUA for assisting us in producing the visual effect for these two songs, 演員 and 以後別做朋友, when we were in a terrible fix, so that we could focus on working with laser and the rest of the songs.

During this song, the director has set for the monitor to show the on-set live broadcast of G.E.M. and hoped to layer some effects that have the same texture as the background visuals. After studying the performance of G.E.M., we realized that she is quite expressive with her body and imagery produced by detecting motion would suit very well. However, there are numerous performances on the GMA stage and the mechanisms are quite complex, setting up any type of sensor would be a huge burden; therefore, we could only process it directly from the live screen. We felt that the Optical Flow calculation method would be the best solution. However, because we were unable to predict the clothing, background, and camera position during the actual ceremony, so, during the early stages, we tested using the other performance segments from YouTube. Fortunately, we obtained pretty good effects during GMA Ceremony.

Using performance segments to test the optical flow effect
Credit: KKBOX






Love Confession


── Collect huge amounts of data from the Internet
  • Web Crawler

This song is a segment where the change in the music style is a lot more obvious and, up until the production, it was also the song with highest views on YouTube. The director designed for the distinguishing feature of these 10 songs having over 100 million hits to be presented in this segment. In addition to the very direct and massive rise of running numbers, another important trait of this new media, the streaming platform, is the participation of the comments from the audience. In the design of the image, we hoped to layer a barrage of comments.

The technician designed a program that could convert and save comments as pictures, which greatly shortened the production schedule of the visual production personnel.




The team took the 11,480 comments up until June 11th, 2019, and the information is automatically arranged, converted, and saved in a picture format.




癡情玫瑰花


── Reassemble fonts
  • Variable Font

In this group of songs to be performed, this “癡情玫瑰花,” which has an extreme connection locally, is a song with a special existence. It made everyone face the vulgar and amorous force. This was also the first time G.E.M. performed a song in Taiwanese at GMA. Due to the aforementioned many unique qualities, we decided to place the vulgar yet powerful lyrics onto the background of the stage and to use the most complicated and vivid color scheme of the entire performance, so as to maximize its vulgar and amorous nature.

Under the original font technology, to produce brightly-colored text animation, a lot of work hours were needed to break down the strokes and components. However, the JingXiHei VF font used was developed by Arphic Technology, and we could freely adjust the width and weight of characters, among which the strokes were pre-broken down, therefore, we were able to quickly make fine adjustments to the content of individual strokes and assemble them into the ever-changing dynamic display, putting together the approachable and brightly-colored performance effects that were seen in the end.






Stranger In The North


── Accurate perspective and audio visualization
  • Accurate Perspective

This song came after 癡情玫瑰花 and the change in emotion was quite huge, so, visually, we needed a larger turn. Therefore, we picked laser that would penetrate the venue, break the space barrier, and connect with the imagery, while also kicking off for the following “Inner World.”

The concept of “Inner World” comes from the text that we got the keyword streaming from in the beginning:

Carefully understanding and imagining, streaming is a concept that is both beautiful and crazy. In ancient times, when someone wants to communicate his idea, the fastest way is probably with a pigeon. Nowadays, idea comes in a new form. It no longer is a figure drawn by hand, but is often undistorted image and sound. Idea takes a new stance. Through the flow of non-visible information, it moves forward in the speed of light, like a portal which infinitely compresses the distance between two places. And next to you and me, we just need a device that can connect to the Internet, and this door can be easily opened to connect each other. There is a new city, a new world, behind the door.

The primary task of establishing the world behind the door is that certain cameras are able to film the correct perspective and effect. The simulator is once again used. Inside the simulated Taipei Arena venue, we set up a camera in the same position as that during the actual broadcast. The visual personnel only needed to design the images in this perspective and the simulator will automatically convert the images onto the LED monitor in the correct layout.




  • Audio Visualization

For this song, “Stranger In The North,” G.E.M. will be rapping by herself. As a mentor in a recent famous hip hop show, this segment will inevitably need to make the audience go wild. We decided to import audio visualization to enhance the connectivity of the visual and auditory perceptions, so the dimension of the performance can reach a higher level, while still being hooked on to this year’s theme “I SEE MUSIC.” Because the subtle changes in sound within a millisecond is very sensitive, so in order to make the connectivity between the visual and music more obvious, through filtering methods, such as Low-pass, Band-pass, and High-pass, we decomposed the sounds before using them.

In addition, we set from the beginning to import her on-site voice and produce corresponding real-time effects, so as to make her live voice even more vivid.




Video of Entire Performance







30th Golden Melody Awards



Ceremony Chief Producer: Isaac Chen
Ceremony Producers: Evan Wu, 莊佩禎, 彭佳玲
Performance Visual Coordinator: 3AQUA Entertainment
Visual Supervisor: Guozuo Xu

G.E.M. - STREAMING


Performer: G.E.M.
Visual Director: Guozuo Xu
Production Coordinator: Hsin Yi Kuo


Interactive Visual Designer & Technical Integrator: Ultra Combos
Producer: Nate Wu
Project Manager: William Liu
Creative Director: Jay Tseng
Art Director: Lynn Chiang
Visual Designers: Hauzhen Yen, Ting-An Ho, Kejyun Wu, Glenn Huang, Chianing Cao, Yohji Chen
Calculative Visual Artist: Kejyun Wu
Technical Artist: Hoba Yang
Technical Assistant: Wei-An Chen
Lighting Designers & Lighting Simulation: Dazai Chen, Xiaocheng Kuo
Laser Photography Instructor: 林寶財
Laser Technical Consultant: 陳逸明
Laser Photographer: 陳柏全
Filming Technical Consultants: 劉昇峰, 郭東洲, ERA Television



Related Works:




Project Type: Entertainment, Communication  
Category: Event, Exhibition

Client: Taichung City Goverment
Agency: Archicake Design
Year: 2018
Location: Taichung World Flora Exposition


#現地創作
#NDI
#GrayCodePatterns

Taichung World Flora Exposition
Phototropic Synesthesia


As an entry corridor to the exhibition, the team attempted to create immersive “Rinsing Sensory” experience, so as to deconstruct the normal cognition of the audience on exhibition centers and complete a special welcoming flow in all aspects, from visual and auditory aspects to spatial and atmospheric aspects








Concept 



With“Phototrophic Plants”as the main concept, image designs are projected onto plants, translating and enhancing the attitude and traits of the four main characters:“Rice, Fruits, Mushrooms, and Tea Leaves.” Using the monitors as a patchwork through the corridor, through continually stacked and abundant images, along with unending compression of space, a fantasy blend of“organic”and“geometric”coexistence. This will allow the audience to obtain a sense of openness in all areas when entering the indoor exhibition area.




Detail


Due to the demands of this project, visual effect personnel had to work on the visual effects to be projected on the plants on-site. And because the site is mainly outdoors, in order to avoid light pollution, the personnel can only carry out this task at night. And not wanting to sleep late, the time is very limited. In response to this challenge, we developed two tools to complete this task.

  • Projector-Camera Calibration Using Gray Code Patterns

Simply speaking, through this technology, the visual effect personnel can obtain an image, and this image can be viewed as “the picture seen from the projector. The principle of this technology is gray code patterns are projected on the objects where we need projection mapping using the projector. A camera is set up near the projector lens to record the imaging of the gray code patterns on the video-taped objects. Through calculating the projector-camera relation using the computer, we are able to simulate an image where the camera picture is converted to one that is from the perspective of the projector.
Actually, there are already some ready-made tools to complete this function; however, the images produced from these current tools are all in black-and-white and the details and accuracy are just barely satisfactory. In response to the quality requirements of the visual effect personnel, the team developed this tool on their own.

  • Real-Time Visual production Using NDI

After obtaining the image from the perspective of the projector, the visual effect personnel still encountered an issue, before projecting, there was no way to preview the visual effect on plants. Therefore, the personnel hoped that there was a system that can provide real-time visual projection editing, where one wouldn’t need to repeatedly calculate and export visual files. So, we made plug-ins for software such as Photoshop and After Effects, where the visual within the production software is immediately exported to the projection system. We used the Network Device Interface (NDI) as the interface for image transmission. NDI is a technology for internet two-way audio-visual signal transmission, where IP Ethernet networks is the main way of connection. Thus, this also let our system achieve a wireless working environment through WIFI.







2018 TWFE - Phototropic Synesthesis


Producer: Hauzhen Yen
Project Manager: Tim Chen
Creative Director: Jay Tseng
Art Director: Chris Lee
Technical Director: Nate Wu
Visual Designer: Chris Lee, Hauzhen Yen, Lynn Chiang, Glenn Huang, Alex Lu
Lighting Designer: Wei-Yu Chen


Sound Director: MUSDM
Sound Designer: MUSDM
Composer: MUSDM
Sound Mixing: MUSDM

Director of Photography: Ray.C, Book Ho
Assistant of Photography: Liang Fa Kan, Chen Kuan Chieh, Hsu Yuan fu
Production Manager: Jay Lee, Prolong Lai, Herry Chang, William Liu, Alex Lu
Assistant Production Manager: Peter Chen, Ya Ting Lin
Location Manager: Isabella Chang

Promote Video: Ting-An Ho
Promote Video Music Composer: IGLOOGHOST


Special Thanks: archicake design, Sean Yang, Sheng Yuan Hung, YUYUPAS, Tian Mi Xin Orchard


Related Works:




Project Type: Entertainment  
Category: Exhibition, Event

Client: Universal Studio
Year: 2018
Location: Shenzhen Happy Coast OCT Exhibition Center


#Installation
#Museum
#Kids

A Minions Perspective World Premiere


The First Minions Exhibition in the World Is Landing Shenzhen! A Minion Perspective Exhibition —Limited Preview Tickets On Sale Now. In cooperation with Universal and IE, Blooming Investment will bring the exhibition [A Minions Perspective] to OCT Harbour in Shenzhen on 8th, December, 2018. Welcome to the world of Despicable Me! Follow the footsteps and laughter of the minions and experience every scene in the movie It'll be a brand new trip full of interactive fun in cinematic settings. Come and enjoy your exhilarating experience with the yellow elves! In the exhibition, visitors could visit the famous Gru’s laboratory, Girls room, moreover, more than 500 official minion products authorised by Universal are ready to go home with you! Interactive experience through lavish themes, AR interactions and other activities will also be presented in the exhibition. A minions perspective exhibition will bring warmth and positive energy to Shenzhen during this winter, providing “a must go spot” for you.










A Minions Perspective World Premiere


Interactive Visual Design & Technics Integration by Ultra Combos
Curation: BEAST KINGDOM CO., LTD.

Producer: Nate Wu
Project Manager: Prolong Lai, Alex Lu
Creative Director: Jay Tseng, Tim Chen
Technical Director: Nate Wu
Programmer: Nate Wu, Hoba Yang, Wei-An Chen(@chwan1 ), Herry Chang, Jarvis Chung, Tz Peng, Ke Jyun Wu
Art Director: Chris Lee
Concept & Storyboard: Chris Lee, Lynn Chiang, Hauzhen Yen, Glenn Huang
UI/UX Design: Chris Lee, Lynn Chiang, Hauzhen Yen, Glenn Huang, Chia-Wei, Lin
Graphic Design / 2D Motion Design: Chris Lee, Lynn Chiang, Hauzhen Yen, Glenn Huang, Dan Zhang
VFX: Chris Lee, Hauzhen Yen
2D Motion Design (Pre-show Theater): Jim Hsu
2D Motion Design / Illustration (Girls' Room / AR App): Lichee He
Assets Modeling / 3D Animation / Lighting (Gru's Lab-Fart Gun): Chienche Wang

Video Installation Solution : 甘樂整合設計有限公司
Hardware Lead: Herry Chang 
Hardware Integration: Prolong Lai 
Sound Design: The Flow Sound Design
Sound Design(Banana Pool): Meng-kuei Chang Sound Design
Director of Photography : Ray.C
Photography Assistant: Yaping Chang


Related Works:




Project Type: Entertainment
Category: Event

Client:  Blue Sky Production
Year: 2016
Location: Taipei Arena


#Particle System 
#Photogrammetry 
#Point Cloud 
#Fractal
#Audio Visualization
#LED Matrix

Tanya Concert LEMURIA


Singer Tanya Chua's 2016 World Tour LEMURIA revolves around the myth that in ancient times the earth was stunningly beautiful and replete with abundance; disease and violence were absent. When disasters later struck, the Lemurians entered the center of the earth to protect our world. Chua is one of these messengers, who uses music to soothe human beings and teach us how to love with her voice.

We were responsible for the visual designs of the three electro-style opening songs: "Strange species" (異類的同類), "Aphasia"(失語者), and "Film"(菲林), as well as the ECODOT LED Display in "Blank Space" (空白格).






The Songs as the Essence


In the beginning of the creation process, the team talked about how the melodies and lyrics of the three songs made us feel and how they inspired us visually. We brainstormed and came up with a few keywords and put these words into context for the storyline and the aesthetics settings.





Particle System


We developed a particle system to faithfully represent our aesthetic ideas. Point clouds were utilized as the key component of the visuals, simulating smoke, wind, and fractals to create a dynamic, psychedelic ambiance. With the use of Kinect v2, we are able to retrieve the point cloud information from performers in real time, thereby simultaneously layering the performer's action on top of the pre-made particle landscape.






Photogrammetry


The storyline of "Strange Species" begins in a wasteland, and the traces of human existence are revealed one step at a time. We utilized aerial survey techniques to record landscapes in Taiwan, even going as far out as Penghu Island. We documented various forests, valleys, and abandoned buildings, and converted them into 3D landscapes.








Sound Visualization


Sound is the key ingredient in concerts. In order to better relate the images to the sound, we entered the data from the drums, vocals, and other instruments as three different sets of parameters to correspondingly alter the motion of the particles.


Fractals


Fractals are replications of patterns that look exactly the same at every scale; its idea is simple yet itself is by nature complicated. To truthfully represent the nostalgic ambiance of  "Film", we zoomed in and out to create a time-travel feel and used photos Chua's from daily life to form fractals that were then interspersed into the 3D landscapes and the main visuals.




ECODOT LED Display


With "Blank Space" (空白格), we projected 3D images of the live performance onto a 3x3m and 10m height LED cubic column.







Tanya Chua LEMURIA Tour 2016 in Taipei


Concert Promoter: TERRA BREEZE
Artist Management: CRYSTAL RESONANCE
Concert Produced by BLUE SKY PRODUCTION
Director: Chang, Wen-Ling
Artist: Tanya Chua

Interactive Visual Produced by ULTRA COMBOS
Producer: Jay Tseng
Visual Script & Design: Lee, Wei-Tsung、Huang, Wei-Jhe
Interactive System & Generative Visual: Wu, SzuWei、Chen, WeiAn、Yang, ChiaHao
3D Scenes: Yang, ChiaHao、Chen, WeiTing、Chuang, TingFeng、Wang, JianJie
System Planning: Liu, WeiShen
Executive Assistant: Huang, Weiju
Film Editing: Ting-An Ho

Assistant to Director: Lin, I-Lun
Stage Manager: Snake Huang、Jiro Li、Evan Wang
Production Manager: Yang, Jia-Ming
Stage Design: Noodle Lee、Sam Lai、Liao, Chen-Liang│PLAYFUL STUDIO
Graphic Design: Yang, Hsiu-Min│SILLY CREATIVE
Lighting Design: Wu Yuilng │LUMI LIGHT STUDIO
Laser Design: Mac Huang │DENG YEE LASER
F.O.H Mixing Engineer: Hsia Chieh
Monitor Engineer: Chen, Jun-Hao
Project Director: Maggie Wang


Related Works:




Project Type: Entertainment, Communication 
Category: EventExhibition

Client: Taichung City Government
Agency: Cogitoimage International Co., Ltd.
Year: 2018
Location: 2018 Taichung World Flora Exposition Discovery Pavilion


#Interactive Theater 
#Generative Art
#Particle System
#Scanning Laser Rangefinder
#Multi-screen stitchin

Taichung World Flora Exposition Discovery Pavilion


團隊獲得卡爾吉特國際股份有限公司的邀約,參與 2018 台中國際花卉博覽會森林園區發現館的單元創作。發現館的設計理念為「在台中看見半個地球」,講述沿著大甲溪從海拔 0-3886M 的生態之旅。






Design



0-3886M


台灣位處於橫跨亞熱與熱帶的一個海島。
台中,這個島上的一個行政區,位處海平面的高美濕地開始,沿著大甲溪走至最高海拔的雪山,之間的海拔落差近四千米,造就了這個小地方的生態多樣性。

0-3886 成為了這件作品的敘事主軸,我們希望完成一個劇場,帶領觀眾透過生物的視野,在不同的尺度與角度,重新「發現」造物的巧妙與美好。



大甲溪


整個展館將 0-3886 分為五個海拔區塊,呼應大甲溪,以「水」貫穿。

於是我們選取了五個水字旁的字作為各海拔區塊的代表,分別是涵、沛、涓、澗、澄,將字的狀態轉化為視覺底蘊。牆面與地面的影像都以此為主軸作為切換。

為了加強海拔不斷攀升的感受,設計上使用了幾個手法,如「整體顏色色溫由暖轉為冷」,企圖透過視覺呈現體感溫度的改變,畫面從「海底開始到宇宙作結」與「不同海拔的生物接力出現」等。



涵|0 - 100M

探見海河交界豐富的生命力





沛|100 - 500M

認識水、植物與人的關係,人文發展




涓|500 - 1000M

山林動物出沒區域, 與生物共存




澗|1000 - 1500M

植物種類多元,繁盛





澄|1500 - 3500M

山區雨量最充沛的地方





浩|宇宙、微觀






沉浸空間


除了貼合場館的策展脈絡,「高度沉浸且餘韻無窮」,是我們設下的設計任務,如何細膩的處理「感知」成為了最重要的課題。

眼、耳、身體為處理感知的三大項目。面對眼,影片無疑是一種很好的敘事形式,合作團隊夢想動畫,在理解整體概念後,以奇幻的視覺風格與流暢的節奏,完好的製作了一個引人入勝的影片,並投影在一個面寬十八米的曲面上。面對耳,知名的聲音工作者林強,以自然聲景為基底,配合影片的內容,進行整個空間的聲音營造。面對身體,我們將地板打造為一個具即時互動性的演算視覺,觀眾的位置與動態成為了畫面中的一部分。

透過以上形式的組合,完成了在各種感知上包覆感十足的沉浸空間。










2018 台中國際花卉博覽會 發現館


主辦單位:臺中市政府教育局
展館策劃執行: 卡爾吉特國際股份有限公司
策展顧問:張光民
總體設計:邢福麟、蔡正祿
策展人:廖珮珊、林品涵
多媒體統籌規劃:王永廷

執行製作:叁式有限公司
專案管理:劉威利
創意總監:曾煒傑
美術總監:黃偉哲
技術美術:楊家豪
技術總監:吳思蔚
執行助理:賴柏榕、徐敏碩

動畫製作:夢想動畫公司
監製:葉傳耀
專案管理:侯冠如
導演:張晃榕
初期腳本發想:黃筱筑
美術設定繪製:方培安、李欣瑜、陳硯詠、翁聖和、黃騰毅
動態分鏡繪製:莊鎮豪
建模貼圖:張亦德、林廷穎、朱家靚、李哲誠、林思吟
動態製作:安良啟、鐘昀麗、林建隆、鍾孟穎
特效製作:林新華、林木清、林于傑、洪健淇、郭子維、梁世勳、陳俊良、柯嘉邦
燈光合成:陳俊霖、聞書聆、郭柏延、胡宏愈、許閎硯、 劉筱婷、黃思豪、李淑娟、潘紫涵、蔡幸霖
技術支援:賴大維

音樂設計:林強
多媒體系統整合:澳德設計

特別感謝:
雪霸國家公園管理處|廖林彥
特有生物保育中心

台灣石虎保育協會|陳美汀
奧圖碼科技

攝影:張伯瑞
紀錄影片剪輯:何庭安
紀錄影片音樂:高木正勝


Related Works:




Project Type: Artwork
Category: Theatre
Client: Quanta Arts Foundation
Year: 2011

#Performing Art
#Generative Art
#Computer Vision
#Projection Mapping

Seventh Sensen


Seventh Sense is co-authored by Ultra combos and Anarchy Dance Theatre, a council subsidy digital performing art project. Five sense generally refers to sensory organs like eyes, ears, nose, tongue, and body, the sensor of human body receiving stimuli and gathering information from the outside while the sixth sense is often considered as intuition, awareness, or foresight ability. The Seventh Sense is an interactive environment containing the performers and the audience; beyond the performing, the piece tries to bring the viewers and the dancers to a mutual and shared space in order to create an unimaginable experience afar from the known senses.





一個配合表演者一起演出的舞台


舞台由一個八米見方地面與寬八米高四米的三個立面構築而成,為一個全域式的互動投影空間。整個系統分為「偵測」、「視覺」與「聲音」三大面向。






無所不在的感應範圍


為了可以偵測整個空間,於天花板架設了四隻紅外線攝影機並拼接為一個完整畫面,即可取得舞台上所有人的輪廓、位置與動態等資訊。這資訊即可當作即時的資訊,進而產生對應的視覺。





程式演算構成的視覺


視覺部分,我們企圖讓畫面的構成與舞台上表演者行為間的關係最大化,所以大膽採用了全演算視覺的做法,沒有任何預先處理好的素材,內容皆為即時動態生成。

另外也實驗了許多演算視覺的可能性,像是利用透視手法打破既有牆面的空間感,或是加入於時間與空間上具備連續性的隨機參數 (Perlin Noise) 堆疊更多的變化細節等。


跟著表演者一起移動的音場


對於聲音,與視覺的期待一樣,我們希望所有的聲音皆對應舞台上所有的變化。但如果音樂與行為有強烈的關係,在氛圍的鋪陳與和諧度是有很大的限制的。所以聲音的部分使用折衷作法把音樂與音效拆開,音樂使用預先處理好的編曲,而音效則與表演者行為綁上關係。另外我們將喇叭置於觀眾席的四個角落,當表演者在舞台上移動時也會隨著其位置改變音場。







Media / Press

This Digital Dance Space Reacts to Performers  Movements in Real Time - Hyperallergic.

Event

2014, 06/13-15, 香港兆基多媒體書院, 舞過介系列
2014, 01/10, 阿拉伯聯合大公國, 第六屆阿拉伯戲劇藝術節開幕演出
2013, 09/08, 英國 Cardiff, WSD2013 年會中, 開幕演出
2013, 01/11-12, 美國紐約Japan Society 演出
2012, 10/19-20, 西班牙 Centro Parraga 演出
2012, 09/21-22, 荷蘭 TodayArts Festival 演出



Seventh Sense


Concept / Choreography: Chieh-hua Hsieh
Software Development / Visual Design: Ultra Combos
Sound Design: Ultra Combos
Lighting Design: We Do Group
Dancer: Hsiao-yuan Lin, Shao-ching Hung, Tai-yueh Chen, Yu-chieh Lee,
Supported by Council for Cultural Affairs of the Republic of China



Related Works:





Project Type: Artwork
Category: Theatre
Client: Quanta Arts Foundation
Year: 2015

#Performing Art
#Real-time 360° Projection Mapping
#Kinect v2


Second Body


After 'Seventh Sense', we continued to work with Anarchy Dance Theatre. The concept for this production, according to the piece's choreographer Jeff Hsieh, began with the perception that, while driving through lanes and alleys, he relied on his innate sense of the vehicle itself—its size, movement, and position—as if it were his own body moving through space. Body movements are primarily subconscious acts honed by knowledge, the senses, and practice, and when our body is able to utilize machines, a "Second Body" is made possible through practice.

The work "Second Body" focuses on concepts of the body, exploring how its existence and very definition may change in face of an increasingly technological world, where the external environment and physical space in which we live are themselves changing.





Service / Idea


With "body" as the thematic core of this piece, we wanted to create a system that could randomly alter the body's form and appearance. To this end we constructed an auditorium with an 8mX8m stage surrounded by the audience, wherein the dancer in the performance space are covered by 360° projection, and the floor's interactive projection becomes an extension of the dancer's own body.




Workflow / Detail

Before development began on this project—because the visuals and technological technical solution had not yet been decided upon—there was much in the way unknowing. To ensure the balance between technology and aesthetics, we extended the production to comprise three distinct stages.




Phase One: Technical Development


At this stage our aim was to experiment with visuals at a definite scale to both develop and understand the performance capabilities of our system. Our goal was to create projected images that perfectly adhered to the body of the performer.

The first problem we faced was how to create seamless projections on the dancer in real time. At that time, the most accessible advanced sensor was Microsoft's Kinect v2, and our detection system was thus developed using this sensor as its basis. After some trials and testing, we had decided to install four sets of Kinects around the 8mX8m stage, thus generating a 360°, seamless point cloud of the dancer for model creation.

The next issue was how to project images onto the body of the performer, the resolution of which comprised both linking the positional relationship of the projectors and sensors, as well as adhering the images to the model obtained by the detection system. The former required establishing a checkerboard grid that acted as the projector's utilization plane. The sensor could then determine its positional relationship with the projector by assessing positions on this plane. For the latter we used common environment mapping technology via 3D software, rendering the model's appearance into a mirror image, which the Skybox could then successfully reflect onto the body of the performer.

After establishing the basic system, we further classified the visual stimuli into two categories to test and develop their potential: the first type, pre-render videos, was established after many trials; the second type was generative visual during performance.





Phase Two: Content Creation


After completing the first stage, members of the production team better understood the qualities and limitations of the detection system, and were able to flesh out the finer details regarding script and performance structure. The creation team switched focus to content creation and the development of a more user-friendly editing system. To better grasp the relationship between the dancer and the on-stage visuals, the team spent an entire month staying in the performance space rehearsing, honing, and refining movements.





Phase Three: Establishing an edition suitable for touring


Because of the piece's unique presentation and large-scale technical requirements, we specifically designed a hardware installation, logistics method, and calibration process for touring.







Event


2016.10.22 One Dance Week, Bulgaria
2016.06.17-18 Les Rencontres Chorégraphiques Internationales de Seine-Saint-Denis, France
2016.05.21-22 The Polytech Festival, Russia
2016.5.13-14 Centrum Sztuki WRO / WRO Art Center, Poland
2015.09.4-5 Ars Electronica, Austria
2014.10.31-11.2 Performing Arts School 36, Taipei






Second Body


Concept / Choreography: Chieh-hua Hsieh
Software Development / Visual Design: Ultra Combos
Sound Design: Yannick Dauby, Ultra Combos
Lighting Design: We Do Group
Custom Design: Yu-teh Yang
Visual Operator: Hsiang-ting Teng
Soloist: Kuan-ling Tsai
Dramaturgy: River Lin
Tour Management: AxE
Arts Management Project Mentor: Justine Beaujouan
Project Consultant: Kevin Cunningham
Commissioned by Quanta Arts Foundation / QAring
Supported by Ministry of Culture of the Republic of China



Related Works:





Project Type: Artwork
Year: 2019
Location: 奇美博物館 Chimei Museum

#Shadow
#NewMediaArt
#Interactive

40 Hz
四十赫茲


Lucid dream. It's a dream during which the dreamer is aware that they are dreaming. At the moment, the electrical activity shown on the electroencephalogram (EEG) of the frontal lobe will be about 40Hz.

Invited by the CHIMEI Museum, we planned an experience work that would make tourists fall into a dream. We took the inspiration from the classic "Peter Pan", who is chasing his own shadow, modeled on creating a fantasy field where the shadow is not controlled.





EVENT

  • 2019 Beyond the Shadows, Chimei Museum


Artwork by Ultra Combos



Related Works:



Project Type: Communication
Category: Branding
Client: BMW MINI
Location: Nang Gang Exhibition Hall
Year: 2016

#Installations

MINI: The Next 100 Years


The BMW Group is playing a crucial part in shaping the mobility of the future – and constantly reinventing itself in the process. Its evolution from aircraft-engine manufacturer to premium mobility service provider is quite unique. Discover 100 masterpieces from the BMW Group's first hundred years through selected exhibits at the BMW Museum. All are part of our successful history and motivate us to keep driving forward.








Making Of


為了使過去百年來巨量的資料以簡潔方式呈現,因此在擬定方案過程中,我們將操作模式大為簡化,獨留「過去」、「現在」、「未來」三大主線,並將次要的資訊留在子資料夾之中,透過乾淨的層級設計以動態引導參觀者閱讀 MINI 的史料。為求在展覽現場人山人海的情況下也能互動良好,我們將互動操作區域安排在最貼近觀眾的位置,讓觀眾以極簡便的方式操作使用,透過簡潔的物理流動,操作者在觸碰面板上得以隨意滑動,並在如大海般的照片群中輕鬆切換與悠遊。




為了在高度商業的表現下維持與之相稱、且不流於俗的水平,在期間也針對佈局與動態,向團隊多次提出微調及刪修。設計與製作皆完成後,由於客戶回饋與現場反應良好,後續於全國的旗艦店與展覽,也都陸續追加了互動牆以及資訊展示平台(Kiosk)裝置。




Related Works:




Project Type: Communication 
Client:  Heineken
Location: Kelti International
Year: 2013


Heineken Time Traveler


To celebrate Heineken's 140th birthday in Taiwan, we created a time travel interactive booth in the heart of the Taipei city. It takes you travel through time to explore the magic of Heineken. The interactive booth is 6 meters wide 3 meters height 3 meters depth, with 3D projection mapping on surrounded walls to provide a real time travel experience. During the interaction, you will use the control device – leap motion, to explore the magic of Heineken in 140 years. Once the time travel is finished, a live message is posted on your facebook to announce your journey. You will also get an exclusive bottle of Heineken with your name on it as souvenir.






Making Of:






Related Works: