Lucid Dream
09 . Sep - 26 . Sep . 2024
3D Modeling & Animation by Min Kyuwon
Poster Making by Min Kyuwon
Data Spaces Team Project by Yerin & Kyuwon
Lucid Dream(自覺夢) is a type of dream where the dreamer becomes aware that they are dreaming while still in the dream. During a lucid dream, people may be able to consciously control aspects of the dream, such as the setting, characters, or storyline, making it feel vivid and sometimes more lifelike than ordinary dreams.
This project explores the interplay between computation, design, and the lucid dream state, using technology to simulate the fluidity and surrealism of dreams. Through five experiments, we explored how the body's subconscious rhythms can be captured and transformed into visual, physical, and interactive experiences integrating with the theme of “Lucid Dream”.
Tools: p5.js, Arduino, TouchDesigner, Blender, Visual Studio Code, etc.
EXPERIMENTS
[Body Rhythm]
Although we do not notice much, and even in the dream state, our bodies remain active by their own rhythm and pattern.
This experiment focused on visualizing the hidden rhythms and patterns of the body—breath, pulse, and blink—through p5.js.
Although we do not notice much, and even in the dream state, our bodies remain active by their own rhythm and pattern.
This experiment focused on visualizing the hidden rhythms and patterns of the body—breath, pulse, and blink—through p5.js.
By collecting data from Yerin and Kyuwon, the visualizations reflected the differences in the bodily rhythms, with Kyuwon’s data nearly half that of Yerin’s. Using a 3x3 grid of circles,
the minimum and maximum circle sizes were set based on Kyuwon's and Yerin's data, respectively.
The lines connecting the circles vary in weight, opacity and appear or disappear when the gap between the neighbor circle, reaches a certain number, resulting in a dynamic, organic visual representation of bodily functions.
This experiment highlighted how even the subtle aspects of our bodies work in harmony and led to further insights into the relationship between data and visual variability.
the minimum and maximum circle sizes were set based on Kyuwon's and Yerin's data, respectively.
The lines connecting the circles vary in weight, opacity and appear or disappear when the gap between the neighbor circle, reaches a certain number, resulting in a dynamic, organic visual representation of bodily functions.
This experiment highlighted how even the subtle aspects of our bodies work in harmony and led to further insights into the relationship between data and visual variability.
[Variations]
Breath
Pulse
Blink
Increasing the canvas size and the number of grids of circles, while adjusting stroke size to the data collected, we created more dynamic visuals, which might look creepy, but subtly represent that countless cells in our body are alive, breathing, and working fast. We combined all the variations in one code, to be triggered by each key 1, 2, 3, respectively, so that we can show each sketch more clearly.
[Exercises before experiments]
During Exercise 01, we collected data on the rhythm of our body (breath, pulse, and blink), and to utilize them to code visuals with p5.js.
It was interesting that we found it difficult to focus on listening to our body rhythm because we are usually not consciously aware of it.
Exercise 02, varying values in numbers result in changes based on given rules, helped us to grasp the profound concept of variability and get more ideas for varying visual outcomes.
[Lucid Dream Simulator]
This second experiment of "Lucid Dream" project, simulates a lucid dream state where users interact with different dream elements,
changing the dream environment in real time, representing the fluidity and surreal control experienced in lucid dreaming.
This second experiment of "Lucid Dream" project, simulates a lucid dream state where users interact with different dream elements,
changing the dream environment in real time, representing the fluidity and surreal control experienced in lucid dreaming.
Interactions (Blender + Arduino)
Visual Dream (Blender)
- Blender as a visual representation of a dream environment.
- Users can interact with the dream world by moving objects, or distorting the scenery.
- Elements: Abstract and surreal shapes
User Control Over Dream
- The potentiometer allows users to “control” the intensity of the dream states.
Auditorial Feedback
- The speaker provides music and sound matching the mood and sensation of each dream scene accordingly.
In this experiment, we used Arduino to simulate REM sleep, while using Blender to create surreal 3D shapes representing dreams.
The rounded curves in these shapes symbolize positive dreams, while the sharp, jagged edges represent nightmares or unsettling
dream moments. By adjusting these shapes through Arduino's potentiometer, We illustrated the idea of controlling one’s dream—
much like how a lucid dreamer can take charge of their own subconscious world.
The rounded curves in these shapes symbolize positive dreams, while the sharp, jagged edges represent nightmares or unsettling
dream moments. By adjusting these shapes through Arduino's potentiometer, We illustrated the idea of controlling one’s dream—
much like how a lucid dreamer can take charge of their own subconscious world.
This was one of the most challenging experiments for our group. The technical difficulties in coding were significant, but in the end,
we managed to create a system where the dream shape (inspired by stained glass and surreal geometry)
could be manipulated using a potentiometer—one of the most rewarding parts of the project.
[몽롱함 (Haziness)]
The Korean word "몽롱하다" describes the sensation of haziness or dazedness, often experienced in dream states or moments of sleepiness.
This experiment seeks to capture that feeling through the creation of textural visuals in p5.js. Using the body rhythm data (breath, pulse,
and blink patterns) collected from students during Experiment 1, We translated these subconscious signals into abstract, fluid textures that evoke the sense of "몽롱함."
This experiment seeks to capture that feeling through the creation of textural visuals in p5.js. Using the body rhythm data (breath, pulse,
and blink patterns) collected from students during Experiment 1, We translated these subconscious signals into abstract, fluid textures that evoke the sense of "몽롱함."
The visuals represent the shifting, hazy boundary between consciousness and the dream state, where clarity fades and dream logic takes over.
By using generative design techniques in p5.js, the textures continuously evolve, much like the surreal flow of dreams in REM sleep.
Posters “01:00”
[Surreal Dynamics]
We have inspired ourselves, exploring how we sleep and dream, and how our body works. Along with the abstract visuals,
we tried to explore more than just basic dreaming. “Surreal Dynamics” is conveying how our designs reflect dream spaces based on physiology of the body.
Tools: TouchDesigner, Photoshop, Illustrator
Not only it is about physiological perspective, but also concentrating on unconscious statement.
As our project theme is Lucid Dream, we aimed to express what we feel and what we think about dreams.
We have inspired ourselves, exploring how we sleep and dream, and how our body works. Along with the abstract visuals,
we tried to explore more than just basic dreaming. “Surreal Dynamics” is conveying how our designs reflect dream spaces based on physiology of the body.
Tools: TouchDesigner, Photoshop, Illustrator
Not only it is about physiological perspective, but also concentrating on unconscious statement.
As our project theme is Lucid Dream, we aimed to express what we feel and what we think about dreams.
These visuals represent the dynamics of dream spaces. The bold black, red, and white color palette combined
with geometric distortions and noise elements evokes a sense of disorientation, mimicking the way spaces morph and shift within dreams.
The sharp transitions and contrasting movements illustrates the unstable nature of dream spaces, constantly shifting between clarity and chaos.
These visuals delve into the physiology of the body, exploring abstract representations of body cells and physical structures, connected to the theme of embodying dream states.
The flowing and organic shapes create a hazy, surreal feeling, corresponding to the idea of lucid dreaming, where consciousness wavers between control and immersion in the dream environment.
[Spaces]
In Experiment 5, we explored how voice commands and body rhythms could manipulate digital environments to simulate the experience of lucid dreaming.
Inspired by films like Inception and Ant-Man, we used speech recognition to alter scanned 3D spaces, dynamically distorting familiar environments like classrooms and bedrooms.
In Experiment 5, we explored how voice commands and body rhythms could manipulate digital environments to simulate the experience of lucid dreaming.
Inspired by films like Inception and Ant-Man, we used speech recognition to alter scanned 3D spaces, dynamically distorting familiar environments like classrooms and bedrooms.
Tools: Polycam, Scanniverse, TouchDesigner, P5.js
Experiment5_Speech Recognition
By integrating subtle body rhythms such as pulse, breath, and blink, we reflected the subconscious movements in dreams, creating immersive, surreal transformations.
This experiment highlighted the connection between sound, control, and visual manipulation, offering insight into how abstract data can drive interactive experiences and reshape digital landscapes in real-time.
Room
Scatter
Swell
Split
Distort
Surround
Speech Recognition
We used speech recognition to capture the user's voice, triggering corresponding visual transformations.
Commands such as “distort,” “mirror,” or “scatter” would modify the visual spaces, which were originally scanned 3D environments like classrooms and bedrooms.
These visuals, exported from TouchDesigner, were integrated into p5.js and played as videos that changed based on the spoken commands.
This interaction gave users the feeling of reshaping their surroundings in real time, much like controlling the landscapes in a dream.
We used speech recognition to capture the user's voice, triggering corresponding visual transformations.
Commands such as “distort,” “mirror,” or “scatter” would modify the visual spaces, which were originally scanned 3D environments like classrooms and bedrooms.
These visuals, exported from TouchDesigner, were integrated into p5.js and played as videos that changed based on the spoken commands.
This interaction gave users the feeling of reshaping their surroundings in real time, much like controlling the landscapes in a dream.
[SKETCH]
+
We also made some merchandise from our project to anticipate people in our project more deeply.
Just simple Stickers and Chart which shows a list of the stickers.
We intended to make this project as a kind of exhibition,
by exploring this project themselves with touching, looking, and feeling,
make people jump into this project.
Designed by Min Kyuwon
[Every Single Design of these stickers are Based on What We Designed in This Project.]
Just simple Stickers and Chart which shows a list of the stickers.
We intended to make this project as a kind of exhibition,
by exploring this project themselves with touching, looking, and feeling,
make people jump into this project.
Designed by Min Kyuwon
[Every Single Design of these stickers are Based on What We Designed in This Project.]