Using Augmented Snapshots for Viewpoint Switching and Manipulation in Augmented Reality
Contribution & Benefit: SnapAR is a magic-lens–based hand-held augmented reality application that allows its user to store snapshots of a scene and revisit them virtually at a later time.
Abstract » SnapAR is a magic-lens–based hand-held augmented reality application that allows its user to store snapshots of a scene and revisit them virtually at a later time. By storing a still image of the unaugmented background along with the 6DOF camera pose, this approach allows augmentations to remain dynamic and interactive. This makes it possible for the user to quickly switch between vantage points at different locations from which to view and manipulate virtual objects, without the overhead of physically traveling between those locations.
Herzfassen. A Responsive Object.
Contribution & Benefit: 'Herzfassen' is a kinetic object with the appearance of an everyday item: a metal bowl filled with water visualizes a person's heartbeat through vibration and according patterns in the water surface.
Abstract » 'Herzfassen' is a self-contained kinetic object that uses physical computing and biometric data to provide a highly aesthetic and sensual experience while still having the outer appearance of an ordinary everyday object. A metal bowl filled with water visualizes the human heartbeat through vibration and according patterns in the water surface. The title 'Herzfassen' derives from the german expression for 'to take heart' thus hints to the haptic and emotional experience with the object.
This paper describes aim and design of the piece, comprising construction, technical function, as well as the interaction cycle respectively the object's dramaturgy. Further, it reports on audience's joyful and emotional experiences with the object within past exhibitions as display and use hence human contact is the main purpose of 'Herzfassen'.
A Virtual Reality Dialogue System For The Treatment Of Social Phobia
Contribution & Benefit: A virtual reality exposure therapy system designed to expose patients with social phobia to various social situations. Patients can engage in a free speech dialogue with avatars while being monitored.
Abstract » People with social phobia have a severe fear of everyday social situations. In this paper we describe a virtual reality exposure therapy system specifically designed to expose patients with social phobia to various social situations. Patients can engage in a free speech dialogue with avatars while being monitored by a therapist. To control phobic stressors, therapists can control the avatar’s gaze, the avatar’s dialogue style and the narrative stories that are embedded throughout the exposure. The system uses the Delft remote virtual reality exposure therapy platform which allows remote treatment.
FlexCam – Using Thin-film Flexible OLED Color Prints as a Camera Array
Contribution & Benefit: FlexCam uses flexion to dynamically reconfigure the camera’s optical characteristics and as input to a realtime image-stitching algorithm enabling a dynamic viewfinder parametric to the camera’s physical configuration.
Abstract » FlexCam is a novel compound camera platform that explores interactions with color photographic prints using thinfilm flexible color displays. FlexCam augments a thinfilm color Flexible Organic Light Emitting Diode (FOLED) photographic viewfinder display with an array of lenses at the back. Our prototype allows for the photograph to act as a camera, exploiting flexibility of the viewfinder as a means to dynamically re-configure images captured by the photograph. FlexCam’s flexible camera array has altered optical characteristics when flexed, allowing users to dynamically expand and contract the camera's field of view (FOV). Integrated bend sensors measure the amount of flexion in the display. The degree of flexion is used as input to software, which dynamically stitches images from the camera array and adjusts viewfinder size to reflect the virtual camera’s FOV. Our prototype envisions the use of photographs as cameras in one aggregate flexible, thin-film device.
Combiform: Beyond Co-attentive Play, a Combinable Social Gaming Platform
Contribution & Benefit: Combiform is a gaming console that enables players to combine their controllers, opening up a new level of collaborative and competitive experiences where body-to-body and body-to-screen interactions happen in parallel.
Abstract » Combiform is a novel digital gaming console featuring four combinable handheld controllers. It is a new and unique tangible gaming interface that stresses the importance of co-located, co-attentive social interactions among players. In particular, multiple players may freely combine and lock together their handheld game controllers, thereby creating a very flexible collective and transformable tangible interface. Combiform emphasizes social interaction through controller-to-controller contact. The platform and its 10 games introduce novel, tangible and physical co-attentive experiences that are not found in traditional co-located gaming platforms using ‘embodied’ controllers (e.g. Nintendo Wii and Microsoft Kinect). Based on observations, this new interactive technique has successfully transformed typical co-located social play experiences into a multisensory physical activity.
Surround Haptics: Tactile Feedback for Immersive Gaming Experiences
Contribution & Benefit: Come and enjoy high quality haptic feedback on your body as you drive through different phases of a driving game. Feel engine rumbles, car motion, tire traction, environment, and many more.
Abstract » In this paper we propose an architecture for rendering rich and high-resolution haptic feedback on the user’s body while playing interactive games. The haptic architecture consists of three main elements, namely, haptic engine, haptic API/codec, and haptic display. The haptic engine extracts events from the game, assigns haptic feedback to these events, and sends coded packets to haptic API/codec. The haptic API/codec translates the coded packets and computes driving signals based on carefully evaluated algorithms derived from psychophysical modeling of tactile perception. The driving signals are then routed to the haptic display embedded with an array of vibratory transducers. A user feels high resolution and refined tactile sensations on the body through the display. We have integrated the Surround Haptics system with a driving simulation game to provide an enjoyable gaming experience.
Scoop! A Movement-based Math Game Designed to Reduce Math Anxiety
Contribution & Benefit: Scoop! is a movement-based game designed to reduce math anxiety. Scoop! uses research on effects of ‘power poses’ to explore whether movement mechanics can shift feelings about math for players.
Abstract » In this paper, we describe Scoop!, a movement-based game designed to reduce math anxiety. The game makes use of research on the effects of ‘power poses’ to explore whether movement mechanics can shift feelings about math for players. The Interactivity demonstration includes both a ‘high power’, Kinect-driven version of the game, and a ‘low power’, track-pad-driven version of the game. CHI attendees can try out both versions to physically experience the effects.
AHNE : A Novel Interface for Spatial Interaction
Contribution & Benefit: AHNE is a novel interface for spatial interaction that allows the user to locate and manipulate virtual sound objects with natural gestures in a real environment.
Abstract » In this paper we describe AHNE (Audio-Haptic Navigation Environment). It is a three-dimensional user interface (3D UI) for manipulating virtual sound objects with natural gestures in a real environment. AHNE uses real-time motion tracking and custom-made glove controllers as input devices, and auditory and haptic feedback as the output. We present the underlying system and a possible use for the interface as a musical controller.
Sketch It, Make It: Sketching Precise Drawings for Laser Cutting
Contribution & Benefit: Sketch It, Make It is a modeling tool that lets non-experts to design specifications for items for fabrication with laser cutters.
Abstract » Sketch It, Make It (SIMI) is a modeling tool that enables non-experts
to design items for fabrication with laser cutters. SIMI recognizes
rough, freehand input as a user iteratively edits a structured vector
drawing. The tool combines the strengths of sketch-based interaction
with the power of constraint-based modeling. Several interaction
techniques are combined to present a coherent system that makes it
easier to make precise designs for laser cutters.
Joggobot: A Flying Robot as Jogging Companion
Contribution & Benefit: Joggobot is a flying robot as jogging companion. It enables investigations into how robotic systems relate to jogging and how they need to be designed to create an engaging experience.
Abstract » Exertion activities, such as jogging, provide many health benefits, but exercising on your own can be considered disengaging. We present our system 'Joggobot', a flying robot accompanying joggers. Our design process revealed preliminary insights into how to design robots for exertion and how to address emerging design challenges. We summarize these insights into the four themes: ‘embodiment’, ‘control’, ‘personality’ and ‘communication’, which mark initial starting points towards understanding how to design robots for exertion activities. We hope our work guides and inspires designers when facilitating the benefits of exertion through robots.
BodiPod: Interacting with 3D Human Anatomy via a 360° Cylindrical Display
Contribution & Benefit: BodiPod is a cylindrical display that features stereoscopic browsing of a 3D human anatomy model preserving full 360 degree motion parallax, allowing users to walk around the model.
Abstract » We present BodiPod, a 3D 360 degree stereoscopic human anatomy browser. Our cylindrical display allows users to view a human anatomy volume at full scale from any perspective. Shutter glasses are only required if users want to examine the data stereoscopically. Users can change views simply by walking around the display volume, and interact with the human anatomy model inside the display through gesture and speech interactions, which include scaling, rotation, peeling, slicing and labeling. Our demonstration shows that using a cylindrical display has the benefits of providing stereoscopic rendering of human anatomy models at life-size scale that can be examined from any angle, while allowing interactions from an appropriate viewing distance.
Interactive Block Device System with Pattern Drawing Capability on Matrix LEDs
Contribution & Benefit: Draw on dot-matrix LED by light, connect them, and play!
Abstract » This paper describes an interactive block device with dot-matrix LED, with capabilities of drawing patterns by lights, physical and signal connections of devices with magnet connectors, and interaction using accelerometer and sounder. The pattern drawing is implemented by the technique of using matrix LEDs as light sensor array, which saves the additional hardware cost. Three applications of this block device, pattern morphing, function definable block, and musical box, are also described.
Mobile ActDresses: Programming Mobile Devices by Accessorizing
Contribution & Benefit: Mobile ActDresses is a design concept where existing practices of accessorizing, customization and manipulation of a physical mobile device is coupled with the behaviour of its software.
Abstract » Mobile ActDresses is a design concept where existing practices of accessorizing, customization and manipulation of a physical mobile device is coupled with the behaviour of its software. With this interactivity demonstrator we will provide a hands on experience of doing this kind of playful manipulation. We provide two examples for how to implement Mobile ActDresses using quick’n dirty hacks to create custom shells and jewellery for controlling the behaviour of the phone.
Miniature Alive: Augmented Reality-based Interactive DigiLog Experience in Miniature Exhibition
Contribution & Benefit: A next-generation interactive miniature exhibition that provides a DigiLog experience that combines aesthetic/spatial feelings with an analog miniature and dynamic interaction with digitalized 3D content by exploiting augmented reality technology.
Abstract » In this paper, we present Miniature Alive, a next-generation interactive miniature exhibition that provides a DigiLog experience that combines aesthetic/spatial feelings with an analog miniature and dynamic interaction with digitalized 3D content by exploiting augmented reality (AR) technology. Using our Miniature Alive, exhibition visitors can enjoy virtual storytelling in the physical miniature by turning a page of an e-book, interacting with augmented 3D objects through their mobile phones, and even change the original story. Our work is useful in guiding the design and implementation of new miniature exhibitions.
Stackables: Faceted Browsing with Stacked Tangibles
Contribution & Benefit: We demonstrate Stackables - tangible widgets designed for individual and collaborative faceted browsing. Each stackable facet token represents search parameters and can be combined to formulate queries on realistic datasets.
Abstract » We demonstrate Stackables, tangible widgets designed for individual and collaborative faceted browsing. In contrast, current interfaces for browsing and search in large data spaces largely focus on supporting either individual or collaborative activities. Each stackable facet token represents search parameters that can be shared amongst collaborators, modified, and stored. We show how individuals or multiple people can interact with Stackables and combine them to formulate queries on realistic datasets. We have successfully used and evaluated Stackables in a user study with a dataset of over 1500 books and 12 facets with ranges of thousands of facet values.
EyeRing: An Eye on a Finger
Contribution & Benefit: EYERING: a finger-worn personal assistant with visual analysis capabilities, that aid visually impaired people as well as the sighted.
Abstract » Finger-worn devices are a greatly underutilized form of interaction with the surrounding world. By putting a camera on a finger we show that many visual analysis applications, for visually impaired people as well as the sighted, prove seamless and easy. We present EyeRing, a ring mounted camera, to enable applications such as identifying currency and navigating, as well as helping sighted people to tour an unknown city or intuitively translate signage. The ring apparatus is autonomous, however our system also includes a mobile phone or computation device to which it connects wirelessly, and an earpiece for information retrieval. Finally, we will discuss how different finger worn sensors may be extended and applied to other domains.
Toolset to explore visual motion designs in a video game
Contribution & Benefit: Tool to adapt the visual complexity of a simple mouse-click game. Evaluated by 8 expert game designers and 105 players. Supports visual perception theories within the context of a game.
Abstract » We describe a research toolset to explore visual designs in a video game. We focus specifically on visual motion, defined by attributes of motion, and their effect on accessibility, which may lead to a diminished experience for novice players. Eight expert game designers evaluated the tool embedded into a simple point and click game. Specifically they controlled attributes of speed, size of game elements, and amount of elements on screen associated to game targets, distractions, and feedback. The tool allowed experts to define difficulty settings and expose patterns, which they verified. As a game, we then investigated the effect of visual motion on accessibility in a formal user study comprised of 105 participants. As a follow-up to this work, we expanded the toolset to include 8 additional attributes of motion.
AMARA: THE AFFECTIVE MUSEUM OF ART RESOURCE AGENT
Contribution & Benefit: Design of a novel affective art collection search agent
Abstract » This interactive system uses an embedded agent for question-based art collection search on the platform of the Indianapolis Museum of Art website. Unlike a keyword search box, AMARA helps users browse and search for artwork by asking them simple questions with answers mapped to social tags. Thus, the users do not need to be subject matter experts to input specific terms to search. In designing AMARA, we focused on creating an enjoyable browsing experience and helping users to determine their known and unknown art preferences.
Pygmy: A Ring-like Anthropomorphic Device That Animates The Human Hand
Contribution & Benefit: Pygmy is an anthropomorphic device that magnifies hand expressions. Wearing the device is similar to having eyes and a mouth on the hand; the wearer’s hand spontaneously expresses their emotions.
Abstract » Pygmy is an anthropomorphic device that magnifies hand expressions. It is based on the concept of hand anthropomorphism and it uses finger movements to create the anthropomorphic effect. Wearing the device is similar to having eyes and a mouth on the hand; the wearer’s hand spontaneously expresses their emotions. Interactive manipulation by controllers and sensors make the hand look animated.
Contribution & Benefit: Sifteo cubes™ are a tangible and graphical user interface platform. We note several patterns of use, identify design recommendations for display utilization, and discuss the process of commercializing the research prototype.
Abstract » In this paper we describe Sifteo cubes™, a tangible and graphical user interface platform. We note several patterns of use observed in homes and schools and identify design recommendations for display utilization on distributed interfaces like Sifteo cubes. Additionally we discuss the process of commercializing the research prototype to create a marketable game system.
Contribution & Benefit: The Sonik Spring is an interface for real-time control of sound that directly links gestural motion and kinesthetic feedback to the resulting musical experience.
Abstract » The Sonik Spring is an interface for real-time control of sound that directly links gestural motion and kinesthetic feedback to the resulting musical experience. The interface consists of a 15-inch spring with unique flexibility, which allows multiple degrees of variation in its shape and length. These are at the core of its expressive capabilities and wide range of functionality as a sound processor.
The Urban Musical Game: Using Sport Balls as Musical Interfaces
Contribution & Benefit: Dribble, throw and spin the ball to play music. These are real life digital games
Abstract » We present Urban Musical Game, an installation using augmented sports balls to manipulate and transform an interactive music environment. The interaction is based on playing techniques, a concept borrowed from traditional music instruments and applied here to non musical objects.
Contribution & Benefit: “Lovely Rita” is a dress constructed of zippers and the embedded light arrays they control.
Abstract » “Lovely Rita” is a dress constructed solely out of variations on a single modular unit: a zipper and the embedded light array it controls. The zipper module is both the fundamental structural unit of the garment as well as a versatile interactive design element, which provides the wearer with the flexibility to dynamically shape the look and feel of the dress.
MelodicBrush: A Cross-Modal Link between Ancient and Digital Art Forms
Contribution & Benefit: MelodicBrush is a novel cross-modal musical system connecting Chinese ink-brush calligraphy and Chinese music. It endows calligraphy writing with a novel auditory representation to create an artistic experience.
Abstract » MelodicBrush is a novel cross-modal musical system that connects two ancient art forms: Chinese ink-brush calligraphy and Chinese music. Our system endows the process of calligraphy writing with a novel auditory representation in a natural and intuitive manner to create a novel artistic experience. The writing effect is simulated as though the user were writing on an infinitely large piece of paper viewed through a viewport. The real-time musical generation effects are motivated by principles of metaphoric congruence and statistical music modeling
Touchbox: Intriguing Touch between Strangers
Contribution & Benefit: The Touchbox is about facilitating intriguing touch interaction between strangers. When the participants touch each others bare skin, they both hear a complex sound pattern.
Abstract » The Touchbox is about facilitating intriguing touch interaction between strangers. The Participants each wear a pair of headphones, and when they touch each others bare skin, they both hear a complex sound pattern. Previous (successful) work involved a skilled Performer and one Participant; the Touchbox was designed to be played by pairs of pristine Participants exploring the interaction situation on their own. It turned out that their interaction experiences were quite engaging albeit more varied in mood and character. The Touchbox illustrates a novel approach to embodied interaction design where social norms are transcended by means of daring and captivating interactions.
Contribution & Benefit: Twitter messages are converted to Morse code and played back by robotic arms on Moktaks - traditional percussive instruments used by Buddhist clergy.
Abstract » Using a dedicated twitter account, participants are encouraged to send their prayers, blessings and wishes to the RobotBuddha shrine. Incoming messages are converted to Morse code and “chanted” by the robotic arms, i.e., played back on Korean Moktaks – traditional wooden percussion instruments ritualistically used by Buddhist clergy.
Artistic Robot Please Smile
Contribution & Benefit: When a person steps in front of “Please Smile”, the skeleton arms point at the person and follow his/her movements. When someone smiles at it, the arms wave their hands.
Abstract » This paper explains how people interpret artistic robots as more than mere machines in the theory of intentionality and introduces the implementation of the artistic robot, Please Smile, which consists of five robotic skeleton arms that gesture in response to a viewer’s facial expressions.
ShoeSense: A New Perspective on Hand Gestures and Wearable Applications
Contribution & Benefit: Participants perform hand gesture in the air for controlling interactive applications such as Keynote or iTunes
Abstract » When the user is engaged with a real-world task it can be inappropriate or difficult to use a smartphone. To address this concern, we developed ShoeSense, a wearable system consisting in part of a shoe-mounted depth sensor pointing upward at the wearer. ShoeSense recognizes relaxed and discreet as well as large and demonstrative hand gestures. In particular, we designed three gesture sets (Triangle, Radial, and Finger-Count) for this setup, which can be performed without visual attention. The advantages of ShoeSense are illustrated in five scenarios: (1) quickly performing frequent operations without reaching for the phone, (2) discreetly performing operations without disturbing others, (3) enhancing operations on mobile devices, (4) supporting accessibility, and (5) artistic performances. We present a proof-of-concept, wearable implementation based on a depth camera and report on a lab study comparing social acceptability, physical and mental demand, and user preference. A second study demonstrates a 94-99% recognition rate of our recognizers.ACM
BinCam – A Social Persuasive System to Improve Waste Behaviors
Abstract » BinCam is a social persuasive system to motivate reflection and behavioral change in the food waste and recycling habits of young adults. The system replaces an existing kitchen refuse bin and automatically logs disposed of items through digital images captured by a smart phone installed on the underside of the bin lid. Captured images are uploaded to a BinCam application on Facebook where they can be explored. Engagement with BinCam is designed to fit into the existing structure of users’ everyday life, with the intention that reflection on waste and recycling becomes a playful and shared group activity. Results of a user study reveal an increase in both users’ awareness of, and reflection about, their waste management and their motivation to improve their waste-related skills. With BinCam, we explore informational and normative social influences as a source of change, which has to date been underexplored in persuasive HCI.
Vignette: Interactive Texture Design and Manipulation with Freeform Gestures for Pen-and-Ink Illustration
Contribution & Benefit: Presents a sketch-based application for interactive pen-and-ink illustration. The novel interaction and workflow enables to create a wide range of paintings easily and quickly, along with preserving personal artistic style.
Abstract » Vignette is an interactive system that facilitates texture creation in pen-and-ink illustrations. Unlike existing systems, Vignette preserves illustrators’ workflow and style: users draw a fraction of a texture and use gestures to automatically fill regions with the texture. We currently support both 1D and 2D synthesis with stitching. Our system also has interactive refinement and editing capabilities to provide a higher level texture control, which helps artists achieve their desired vision. A user study with professional artists shows that Vignette makes the process of illustration more enjoyable and that first time users can create rich textures from scratch within minutes.ACM
TEROOS: A Wearable Avatar to Enhance Joint Activities
Contribution & Benefit: The note describes what communication style a wearable robot avatar offers to daily life situations. Two users can communicate by sharing their vision via the robot avatar.
Abstract » This paper proposes a wearable avatar named TEROOS, which is mounted on a person's shoulder. TEROOS allows the users who wear it and control it to share a vision remotely. Moreover, the avatar has an anthropomorphic face that enables the user who controls it to communicate with people co-located with the user who wears it. We have a field test by using TEROOS and observed that the wearable avatar innovatively assisted the users to communicate during their joint activities such as route navigating and buying goods at a shop. The user controlling TEROOS could give the user wearing it appropriate route instructions on the basis of the situation around TEROOS. In addition, both users could easily identify objects that they discussed. Moreover, shop staff members communicated with the user controlling TEROOS and behaved as they normally would when the user asked questions about the goods.ACM
A Visual Display of Sociotechnical Data
Contribution & Benefit: Using historical data sets from the 1969 Apollo 11 moon landing, the project presents opportunities and challenges in the visual display of sociotechnical data.
Abstract » Can visualization bring entangled social and technical relationships into sharper view for the broad range of professionals who study, design, or operate within complex human-machine systems? This interactive project demonstrates how visual tools can illuminate the changing meaning and importance of human presence in remote or autonomous operations. Using historical data sets from the 1969 Apollo 11 moon landing, the project presents opportunities and challenges in the visual display of sociotechnical data: integrating qualitative and quantitative sources, flattening data into graphics without losing interpretive depth, using a visual composition to tell non-linear stories. It introduces a timely and long-term endeavor, the development of a visual language and interface connecting researchers, designers, and operators in the study of human-machine teams.
HWD corporation - a collection of 100 re-wired joysticks from the last 30 years of gaming culture
Contribution & Benefit: HWD Corporation is a collection of 100 electronic devices, each consisting of an alarm clock connected to a different game controller selected from the last 30 years of gaming culture.
Abstract » HWD (Hard-wired devices) Corporation is a collection of 100 electronic devices, each consisting of a travel alarm clock connected to a different game controller selected from the last 30 years of gaming culture. For each device a new interaction has been crafted by hard-wiring the functions of the alarm clock onto the digital switches of the controller. As a result the basic functionalities of the alarm clock – set up time, set up alarm, light on and off, alarm off - can be controlled with the joysticks. This project is a journey through the history of game controllers, to celebrate both its revolutionary successes and remarkable failures.
Hanging off a Bar
Contribution & Benefit: Hanging off a Bar is a game where the player hangs over a digital river and jumps on rafts. This game enables investigations into how game elements promote increased exertion.
Abstract » Exertion Games involve physical effort and as a result can facilitate physical health benefits. We present Hanging off a Bar, an action hero-inspired Exertion Game in which players hang off an exercise bar over a virtual river for as long as possible. Initial observations from three events with audiences ranging from the general public to expert game designers suggest that Hanging off a Bar can be engaging for players and facilitate intense exertion within seconds. Furthermore, we collected suggestions for what game elements players believe could entice them to increase their physical effort investment. These suggestions, combined with Hanging off a Bar as research vehicle due to the easy measurement of exertion through hanging time, enable future explorations into the relationship between digital game elements and physical exertion, guiding designers on how to support exertion in digital games.
hipDisk: Experiencing the Value of Ungainly, Embodied, Performative, Fun.
Contribution & Benefit: hipDisk is an ungainly musical body extension that prompts awkward engagement to facilitate embodied learning. The research champions process-driven, performative research methodologies, epistemologically different to qualitative and quantitative approaches.
Abstract » hipDisk is a wearable interface that extends the hips and torso horizontally to give the moving body musical capabilities. The device prompts wearers to move in strange ways, bypassing norms of self-constraint, to actuate sound. The result is sonically and physically ungainly, yet strangely compelling, and often prompts spontaneous laughter. hipDisk emerged from an embodied, performative research approach. It began as a single user device, and evolved to support social interaction and co-creation, as well as creatively engaged, embodied discovery and learning. Using, and also observing hipDisk in use, affords insight into how ungainly, embodied, performative fun may be a powerful vehicle for embodied knowledge generation and learning.
Contribution & Benefit: Murmur Study is an art installation that examines the rise of micro-messaging technologies such as Twitter and Facebook’s status updates.
Abstract » Murmur Study is an art installation that examines the rise of micro-messaging technologies such as Twitter and Facebook’s status updates. One might describe these messages as a type of digital small talk. But unlike face to face conversations, these fleeting thoughts are accumulated, archived and digitally indexed by corporations, governments and research institutions. While the long-term impact of these archives remains to be seen, the sheer volume of publicly accessible, personal, and often emotional expressions should give us pause.
Embroidered Confessions: An interactive quilt of the secrets of strangers
Contribution & Benefit: Embroidered Confessions is an installation that curates, archives, and physically embodies digital secrets. Secrets from the Internet are accessed through embroidered QR codes that have been integrated into a quilt.
Abstract » The condition of anonymity creates a private space within a public space as a person feels the freedom to act without attribution. This phenomenon holds true in both physical and digital spaces. People feel free to post their most intimate secrets on the Internet with the belief that their confessions are ephemeral and intangible. In reality, this data is perpetually archived and cached on distant servers. A disconnect exists between the perception of the transitory quality of digital data and the truth of its enduring existence. Through the weaving of the stories and secrets of strangers from the Internet into a material artifact, Embroidered Confessions represents the physical manifestation of the duality of digital information.
Scorelight & scoreBots
Contribution & Benefit: "scoreLight" and "scoreBots" are two experimental platforms for performative sound design and manipulation, the first using lasers and the seconds using small line-following robots (premiered at the venue).
Abstract » "scoreLight" and "scoreBots" are two experimental platforms for performative sound design and manipulation. Both are essentially synesthetic interfaces – synesthetic musical instruments - capable of translating free-hand drawings into a sonic language of beats and pitches, all in real time. While scoreLight uses a modified "smart" laser scanner to track the figure's relevant features (in particular contours), scoreBots rely on one or more tiny line-follower robots to do the same.
Contribution & Benefit: The Light Arrays extend the body through visible light beams, providing a dynamic representation of the body, movement and posture, to afford Augmented Proprioception and Enhanced body interaction
Abstract » The Light Arrays project explores the extension of the body through an array of visible light beams projecting on the environment a dynamic representation of the body, its movement and posture. Interestingly, these light cues are visible both for the user wearing the device as well as for others. The result is an experiential bridge between what we see and what we feel or know about the dynamic, moving body. The Light Arrays afford augmented proprioception, generated through the artificial visual feedback system; enhanced body interaction prompted by the interactively augmented body image (in time and space); as well as a clear visual representation of interpersonal and inter-structural | architectural space.