Week 3: openFramework

Week 3: openFramework

Some of the chips, sensors and audio unit that bought from Taobao are arrived in Hong Kong, Hayes are responsible to assemble it.


For me, I am keep going on for develop the software part. After the touch of objective – c last week, now I have some basic concept to develop a iOS application and now I am able to write a simple application. Originally, I want to do the face tracking demonstration on the iPad in last semester. However, it went error when I put those code written with openFramework in the iOS project file. I was not familiar with objective – c. I could not do the debugging but now. Since last week, I finally understand how to solve the problem and build on iPad successfully. Nevertheless, I have found out more add on maybe suitable for our project. It may help us finish it in this tight development cycle.

Week 2: Objective – C

Week 2: Objective – C


Objective – c and Swift both are iOS application development language. Objective – c is a old language compare with Swift. In Objective – c, there are many syntax, declaration and statement have big different from other languages. Programmer cannot easy to switch on this platform. Luckily, Swift was released. Apple claimed that it is better than Objective – c in efficiency and security. Nowadays people tend to using Swift instead of Objective – c since  it is easy to familiar with. However, I am not going to use Swift since I have to using a library called openFramework that wrote with Objective – c. openFramework, I will leave it to next time. This time, we only focus on Objective – c. In order to master it, I have watched the tutorials on Pluralsight. And learn from the basic to build a solid fundamental.



Writing a iOS application have many prerequisites.

First, a mac.

Second, Xcode.

Third, a developer account for testing your application on mobile. Some may said you can test your application on the simulator. True, but not with fully function such as the functions that we will use: camera, wifi. That is why we need a developer account.

Fourth, patient for reading the code in unfamiliar format.

This fourth points are important for learning objective – c.

Week 1: Process of the modeling

Week 1: Process of the modeling

For building our ‘giant’ installation that would not collapsed, a blueprint in detail is a must. Therefore I have looked for a simple application with good quality on Internet to build a solid structure of the telephone booth. Then I have found this name, ‘SketchUp’. ‘SketchUp’ is a popular 3D modeling application in architecture and woodwork since it is easy to use. There are many tutorial you can found on the Youtube. Beside this, a board range of usage is available that is worthwhile to learn.

Here is the snaps of our installation structure and details:

We have chosen wood, acrylic and angle bar as main material of our project because there are cheaper.

Outline and Structure

Top view

Left) A plane to block the light
Center) LED Light Box for lighting up the titles
Right) Tube for hiding cables


Left) Design for quick installation of the walls
Right Upper) Design for adding weight here to make the installation more stable
Right Bottom) Design for hanging the iPad and the components

After that I pass it to Shermaina to measure the size and number of material.

Week 12: Sketching of the booths & VR talk

Week 12: Sketching of the booths & VR talk

It is our installation blueprint. The telephone booth’s outside is same as the original but inside there will be some different. The headset and keyboard will remain constantly. Beside this, we will add a tablet for video conference and I think a handle to lean on it that would makes users stay(comfortable design).

WhatsApp Image 2016-09-29 at 07.05.12.jpeg

About the panel, I think right – handed design is much clean. However, both handed design much user friendly. The keyboard is placed at the middle, also near the handle. Users are easy to press the button. After the consideration, I decide to using both handed design.

WhatsApp Image 2016-09-29 at 07.05.12 (1).jpeg

To study the feasibility to combine Virtual Reality technology with our project because of suggestions by the advisors. I have listened the talk about VR at last Saturday.

In the talk, the guest speaker mention a important point. The boundary between reality and virtual one is interaction. There are two approaches to enhance the concentration of VR experience that are through vision or physical feedback. Former is limited by hardware. Users can move their head or use the controller to change their view. However, We merely have phone keyboard and tablet. They are not suitable use in this view. Both cannot not compare with the VR controller in the market. Therefore, I was seeking a more advance VR glasses. I found that there are a technology can track your eyeballs. It is work well with virtual chat room. Users eyes’ action can reflect on the avatars.

That is next generation technology and it still under development. It requires a built-in camera in the helmet. We still have to wait other creator to put effort on it.

Latter is a double-edge method. If you using it well. It will make your users have a natural experience. If not, it is a bad feedback such as non diegetic one. Users hit the objects during move their head. It will disturb they get into the virtual reality. Especial, it is easily happen in a small area. So it sound that is not a good idea to put VR in our project.






Week 11: Problem solving & Study of Snapchat

Week 11: Problem solving & Study of Snapchat

Last week, we have an official meeting and our advisors spotted us some problems.

  1. Place
  2. How to make people stay?
  3. How to make them talk?
  4. How to encourage them meet physically?

For problems 1 and 4, We discussed that we can create a questionnaire to measure where is the best location and in what distance, it would make users want to have a meet?

For problem 2 and 3, We leave it to next stage, we will put some effort on game and level design that try to make people stay and talk.


This analysis is wrote for later on reference when I designing the application.


Brief Introduction

Snapchat is a application that allow user messaging by image and exploring the stories. By a snap, user can share the status to anybody instantly. The convenience make it become popularity in recent year. The giant of social networking, Facebook have proposed acquisition to CEO of Snapchat with a huge amount price. However, he has refused this tempted idea. Public opinion have criticize him made a wrong decision. Until now, Snapchat a market capitalization of 20bn.



Social Networking Applications is not a new category. The history of this category can refer to 1999. At the beginning, basic chatting and texting were merely provided. Until now, the evolution of telecommunication network and smartphone hardware that allow more functions to communication. Therefore, the Applications nowadays have already well developed with a long history of growth. No matter Snapchat, Facebook or Instagram, they all facing the same problem that is reaching the bottle neck of technology supported by device. They have to provide innovative function to keep the user loyal to prevent other competitors since there are thousand of new social networking applications publish on app store.

  • Getting followers

Getting followers is a typical question for every social networking user especially for a brand, Snapchat provide few approaches to search for users. However both approaches are passive that User merely can communicate with the people they have already met before in the reality. Brands are difficult to get followers under this convention.

  • Measuring statistic for brands

At 500 million Snapchat stories per day are uploaded. Although this huge amount of numbers, those stories are usually users’ daily life and rarely involve commercial advertisement. The reason why we cannot measure the statistic precisely is because the Snapscore of the users is mainly based on how many snaps you have sent.

  • Staying active

Those stories users post in Snapchat can only last for 24 hours. Users need to keep uploading stories to stay active. If users want to view others’ latest stories, they need to check it frequently. Otherwise, they would miss it.



Features/ characteristic 

  • Story – The main function of Snapchat. Same with other competitors, Snapchat’ s users can messaging others with images. Snapchat call that story. Users can send it to assigned targets or put it in profile for others viewing. What is more, message will last for 24 hrs or more as your preference.
  • Intuition control – The control is simplified. Only three gestures to finish all the commands. They are tap, hold and swipe respectively.
  • Facial Tracking – To give users joys, animations are mocked up on user’ s face through facial tracking.
  • Concise user interface – Not much navigation make the UI stay clean that is different from traditional design scheme.


Target audience

Most of the Snapchat’ s user are teenagers and young adults, the range within 12 to 34. In same age group, compare with other social networking application, the numbers of Snapchat’ s users already beyond Facebook and Instagram.



Selling points and limitations

Time limits offer stories treasures. For this reason, addiction is easy to rise. Users need to keep monitoring the application to avoid missing any stories. It makes user intent to watch the stories which are expire soon but meanwhile permanent stories get low hit rate. It means commercials are hard to spread.

The control is very easy and quick but merely for the teenagers. All the navigation elements are hide. Some users whom do not familiar with portable devices such as elderly adults. This design is a barrier and they need more time to adapt the control. Therefore, target audiences are very limited.


Potential improvements

The current search engine is not user friendly. Snapchat should add the function to show the similar result since user cannot add a certain friend without their username or ID code. Moreover, to enlarge the market, Snapchat can provide a switch to change the navigation for different types of users.


List of References

literature – Social Network Analysis with Applications


literature – Social Network Analysis in Telecommunications


Article – Snapchat CEO Reveals Why He Rejected Facebook’s $3 Billion Offer


Article – The 10 Snapchat Statistics Marketers & Advertisers Need To Know In 2016


Statistic – Reach of leading social media and networking sites used by teenagers and young adults in the United States as of February 2016


Article – 3 Challenges to Snapchat Measurement—and What to Do About Them




Week 10: Consolidate the main ideas & challenges

Week 10: Consolidate the main ideas & challenges




We hope that our project can make the audience to review the way their how to get along with others. Our aim is to improve the relationships between individuals and meet more new friends.

Installation – telephone booth with some sensors, to raise people’s awareness of communication.

Mobile app – This app will allows players to communicate through the camera on their phones, exchange their phone number and face swapping. Providing some funny functions to meet new friends or play with the people you already know.


Two telephone booth will be placed in different places, while someone approaching, it will ring. If the audiences get in it and pick the call, these two telephones will be connected. Audiences are available to talk with each other. After a while, the camera will be opened. They will see each other’s avatars on the monitors. It they keep continue to talk, the avatars will morph to their own face. At the end, they will be encouraged to meet physically.



  1. Place and the approach to determine the bell ring. If place it at a crowd place, the sensor may to sensitive.
  2. After people get in, how to make people stay? Famous character instructor? Coupon?
  3. After people stay, how to make them talk? Give some task to the participant?
  4. After the task, how to encourage them meet physically?
Week 9: Digital Avatars for All: Interactive Face and Hair

Week 9: Digital Avatars for All: Interactive Face and Hair


School hold a talk for the fresh man this year. The topic was Digital Avatars. It was happen to related virtual chat room. During the talk, guest speaker shared a lot. Apart from the knowledge, tips and experience also were shared with us. For example, the program better work on the machine with what kind of spec. It was a useful message difficult to find on Internet.

Digital Avatars for All: Interactive Face and Hair

Date: 25 August 2016 (Thursday)

Time: 5 -6pm

Venue: Future Cinema Studio, 6/F, CMC


Although realistic face/hair modeling and animation technologies have been widely employed in computer generated movies, it remains challenging to deploy them in consumer-level applications such as computer games, social networks and other interactive applications. The main difficulties come from the requirement of special equipment, sensitivity to daily environments, laborious manual work and high computational costs. In this talk, I will introduce our recent work on realistic face/hair modeling and animation, targeting at interactive applications and ordinary users. In particular, I will describe fully automatic approaches to real-time facial tracking and animation with a single web camera, methods for modeling hairs from images, and real-time algorithms for realistic hair simulation. 

Kun ZHOU is a Cheung Kong Professor and the Director of the State Key Lab of CAD&CG at Zhejiang University. Earlier, he was a Lead Researcher of the Internet Graphics Group at Microsoft Research Asia. He received his BS and PhD degrees from Zhejiang University in 1997 and 2002, respectively. His research interests include geometry processing, photorealistic rendering, computer animation and GPU parallel computing. He is currently on the editorial boards of ACM Transactions on Graphics and The Visual Computer, and serves on the editorial advisory board of IEEE Spectrum. He is a Fellow of IEEE.