Strawberry Fields

Still under construction

  • Purpose

    The rate at which I save YouTube videos is always faster than the rate at which I can actually watch them. Research videos I’ve bookmarked, videos I’ve saved for later, links I copied because they might become references—they keep piling up. The bottleneck is time.

    Most existing YouTube summarization tools rely on embedded subtitles, i.e., transcripts uploaded by the creator. If a video has no transcript, summarization becomes impossible. Videos without Korean subtitles, videos with low-quality auto-captions, or videos with no captions at all still require watching from start to finish.

  • I previously used Claude + Blender MCP for production work while I was employed at a company. Recently, as I restarted a personal project, I rebuilt the same environment—and this time, I decided to document the process.

    Most reference blogs are written for Windows setups, so this post is organized from the perspective of someone actually working on macOS, in a way that designers can realistically follow.

    To be honest, I’m not particularly good at 3D modeling. Even creating a single object used to take me two or three full days, and scene-level work took much longer. This approach was something I tried to compensate for those limitations and produce results more quickly.

  • Introduction

    “Agreeee” (I Want to Agree to the Terms of Service) is an indie game developed in Japan that was released on Steam in December 2025, gaining explosive popularity among streamers domestically and abroad. This game appears simple on the surface. Users just need to press the ‘Agree’ button to 12 articles of terms of service. But the process is far from simple. Over 100 mini-games appear randomly, each interfering with users in every way possible. Buttons change position right before clicking, fake popups fill the screen, and pressing ‘Disagree’ even once resets everything.

  • 1) What process does expressing color numerically actually involve?

    CIE 1931 Colorimetry provides theoretical and experimental foundations to explain how the human visual system perceives various spectral distributions as colors. Imagining cases like tree leaves and green cars that appear the same color but have completely different reflection spectra shows that identical color perception can occur under different physical conditions. This phenomenon where different spectral distributions induce identical color stimuli is called metamerism, a core concept of color reproduction.

  • Problem Statement

    Recently, the iPhone’s color picker mode has added a new option called “HDR Boost” in addition to the existing RGB.
    Beyond this, concepts such as color gamuts like sRGB, Display P3, and DCI-P3 frequently appear, yet many people use them without clearly understanding the conceptual differences. Specifically, the questions I had while working on design were as follows:

    1. The iPhone’s color picker mode recently added something called HDR Boost in addition to RGB — what is it?
    2. There are also many color spaces — sRGB, Display P3, DCI-P3, wide color gamut, color reproduction specification graphs, etc. — and it would be good to understand them before using them.
    3. In CSS, there are many color notation methods beyond rgba and hex, such as hsl and oklch, and I wanted to understand the differences in their intended use.
    4. In Adobe Illustrator, when selecting HSB and the “Only Web Colors” option, the color gamut simplifies as shown in the image below — I was curious why this happens.

    Whenever I studied color in the past, I always encountered materials heavily focused on color psychology. This time, I intend to take a scientific approach that can answer these questions. Ultimately, I aim to organize color-related terminology and technical concepts based on this background.