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	<title>2008 ITP Thesis &#187; Papadopoulos, Despina</title>
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	<link>http://itp.nyu.edu/shows/thesis2008</link>
	<description>Just another itp.nyu.edu weblog</description>
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		<title>Lisa Lurie</title>
		<link>http://itp.nyu.edu/shows/thesis2008/lisa-lurie/</link>
		<comments>http://itp.nyu.edu/shows/thesis2008/lisa-lurie/#comments</comments>
		<pubDate>Wed, 30 Nov -0001 00:00:00 +0000</pubDate>
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				<category><![CDATA[Lisa Lurie]]></category>
		<category><![CDATA[Papadopoulos, Despina]]></category>
		<category><![CDATA[Projects]]></category>
		<category><![CDATA[Thesis]]></category>
		<category><![CDATA[Thesis Proposal Spring 2008]]></category>
		<category><![CDATA[Thesis Spring 2008]]></category>

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		<description><![CDATA[You wake up with amnesia, and the only clue to your true identity is a mysterious tattoo of a wifi tower on your wrist, and on your phone and wallet - both which are gone.<br />You unravel the story one clue at a time. The clues take many different forms,...]]></description>
			<content:encoded><![CDATA[<p>You wake up with amnesia, and the only clue to your true identity is a mysterious tattoo of a wifi tower on your wrist, and on your phone and wallet &#8211; both which are gone.<br />You unravel the story one clue at a time. The clues take many different forms, one is a poster, others are online, some are delivered to your phone.<br />The search is on! Who are you? And where are you?</p>
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		<title>Andrew Doro</title>
		<link>http://itp.nyu.edu/shows/thesis2008/andrew-doro/</link>
		<comments>http://itp.nyu.edu/shows/thesis2008/andrew-doro/#comments</comments>
		<pubDate>Wed, 30 Nov -0001 00:00:00 +0000</pubDate>
		<dc:creator></dc:creator>
				<category><![CDATA[Andrew Doro]]></category>
		<category><![CDATA[Papadopoulos, Despina]]></category>
		<category><![CDATA[Projects]]></category>
		<category><![CDATA[Spring Show 2008]]></category>
		<category><![CDATA[Thesis]]></category>
		<category><![CDATA[Thesis Spring 2008]]></category>

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		<description><![CDATA[<BLOCKQUOTE><br /><I>Electronic objects are not only \"smart\", they \"dream\" – in the sense that they leak radiation into the space and objects surrounding them, including our bodies. Despite the images of control and efficiency conveyed through a beige visual language of intelligibility and smartness, electronic objects... are irrational – or...]]></description>
			<content:encoded><![CDATA[<blockquote><p><I>Electronic objects are not only \&#8221;smart\&#8221;, they \&#8221;dream\&#8221; – in the sense that they leak radiation into the space and objects surrounding them, including our bodies. Despite the images of control and efficiency conveyed through a beige visual language of intelligibility and smartness, electronic objects&#8230; are irrational – or at least allow their thoughts to wander. Thinking of them in terms of dreaminess rather than smartness opens them to more interesting interpretations.</I><P ALIGN=RIGHT><br />- Anthony Dunne, Hertzian Tales</P><br /></BLOCKQUOTE><br />Since the invention of radio by Nikola Tesla and Guglielmo Marconi in the late nineteenth century, the electromagnetic spectrum has become increasingly noisy and dense. We communicate through this invisible medium through our electronic devices- radios, cellphones, WiFi, bluetooth, etc. but we do not have direct access to this medium or an awareness of its invisible contours.</p>
<p>I have created a table which reveals the hidden electrical activity of electronic objects placed upon it. Through this interaction, people will develop a greater awareness of the invisible aspects and workings of their electronic devices, and the limits of human perception.</p>
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		<item>
		<title>Kyveli Vezani</title>
		<link>http://itp.nyu.edu/shows/thesis2008/kyveli-vezani/</link>
		<comments>http://itp.nyu.edu/shows/thesis2008/kyveli-vezani/#comments</comments>
		<pubDate>Wed, 30 Nov -0001 00:00:00 +0000</pubDate>
		<dc:creator></dc:creator>
				<category><![CDATA[Kyveli Vezani]]></category>
		<category><![CDATA[Papadopoulos, Despina]]></category>
		<category><![CDATA[Projects]]></category>
		<category><![CDATA[Spring Show 2008]]></category>
		<category><![CDATA[Thesis]]></category>
		<category><![CDATA[Thesis Proposal Spring 2008]]></category>
		<category><![CDATA[Thesis Spring 2008]]></category>

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		<description><![CDATA[Knock is a collection of cultural artifacts of today\'s society, a society defined by an obsession with technology and a goal-oriented approach to mysticism and faith. The collection consists of updated versions of traditional amulets, lockets and charms that reflect the way technology has influenced the values and beliefs of...]]></description>
			<content:encoded><![CDATA[<p>Knock is a collection of cultural artifacts of today\&#8217;s society, a society defined by an obsession with technology and a goal-oriented approach to mysticism and faith. The collection consists of updated versions of traditional amulets, lockets and charms that reflect the way technology has influenced the values and beliefs of our culture. Instead of the antiquated superstitions that old amulets represent, they function according to contemporary ideas of protection, fertility, and social bonds.</p>
]]></content:encoded>
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		<title>Lucia Jeesun Lee</title>
		<link>http://itp.nyu.edu/shows/thesis2008/lucia-jeesun-lee/</link>
		<comments>http://itp.nyu.edu/shows/thesis2008/lucia-jeesun-lee/#comments</comments>
		<pubDate>Wed, 30 Nov -0001 00:00:00 +0000</pubDate>
		<dc:creator></dc:creator>
				<category><![CDATA[Lucia Jeesun Lee]]></category>
		<category><![CDATA[Papadopoulos, Despina]]></category>
		<category><![CDATA[Projects]]></category>
		<category><![CDATA[SIG Video]]></category>
		<category><![CDATA[Spring Show 2008]]></category>
		<category><![CDATA[Thesis]]></category>
		<category><![CDATA[Thesis Proposal Spring 2008]]></category>
		<category><![CDATA[Thesis Spring 2008]]></category>

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		<description><![CDATA[The idea of the project is making a trace of dreams and allowing people to share the experience of following the trace of dreams. <br />The installation consists of two main components, which are a collection of pillows and a video projection. The collection of pillows on the bed represents...]]></description>
			<content:encoded><![CDATA[<p>The idea of the project is making a trace of dreams and allowing people to share the experience of following the trace of dreams. <br />The installation consists of two main components, which are a collection of pillows and a video projection. The collection of pillows on the bed represents the trace of sleep. Each pillow has an image of sleeping faces.<br />A series of dream video is projected on layered translucent fabrics draped from the ceiling to the foot of the bed.</p>
]]></content:encoded>
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		<item>
		<title>Leah Gilliam</title>
		<link>http://itp.nyu.edu/shows/thesis2008/leah-gilliam/</link>
		<comments>http://itp.nyu.edu/shows/thesis2008/leah-gilliam/#comments</comments>
		<pubDate>Wed, 30 Nov -0001 00:00:00 +0000</pubDate>
		<dc:creator></dc:creator>
				<category><![CDATA[Leah Gilliam]]></category>
		<category><![CDATA[Papadopoulos, Despina]]></category>
		<category><![CDATA[Projects]]></category>
		<category><![CDATA[Thesis]]></category>
		<category><![CDATA[Thesis Spring 2008]]></category>

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		<description><![CDATA[LESBERATION is a board game inspired by the gay liberation movements of the 1960s and \'70s, it  uses the gutsy, anti-authoritarian energy of these movements as a map for a game that explores rule-breaking, choice and social interaction. <br /><br />Games situate players in one “real” space while giving...]]></description>
			<content:encoded><![CDATA[<p>LESBERATION is a board game inspired by the gay liberation movements of the 1960s and \&#8217;70s, it  uses the gutsy, anti-authoritarian energy of these movements as a map for a game that explores rule-breaking, choice and social interaction. </p>
<p>Games situate players in one “real” space while giving them license and liberty to interact in another. As systems that operate within a separate and imagined space of possibility, games offer a unique opportunity to explore a wide range of immersive and participatory experiences. The game LESBERATION and the accompanying research considers ways in which certain characteristics of radical political movements—strategizing, anti-authoritarianism, setbacks, hard-won victories conflict/collaboration and cathartic release—might inform and structure the design and experience of a game. While the histories of radical political movements are far from game-like, I was eager to explore how some of their energy and emotion might translate into game play.</p>
<p>Lesberation takes place on the night of the historic events at the Stonewall Inn that sparked the gay-rights movement. Game play begins inside the bar and players are charged with making their way through the city, capturing—or “lesberating”—as many locations as possible before the night is over. As the timer ticks away, players place brightly colored acrylic tiles down, simultaneously building the game board and their route around a fictionalized New York City. As tile placement reveals various key strategic locations, players “lesberate” these locations by articulating their liberation scenarios. As players create their own lesberation narratives, they spin history, imagining a world in which history’s firebrands can win.</p>
]]></content:encoded>
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		</item>
		<item>
		<title>Shinyoung Park</title>
		<link>http://itp.nyu.edu/shows/thesis2008/shinyoung-park/</link>
		<comments>http://itp.nyu.edu/shows/thesis2008/shinyoung-park/#comments</comments>
		<pubDate>Wed, 30 Nov -0001 00:00:00 +0000</pubDate>
		<dc:creator></dc:creator>
				<category><![CDATA[Papadopoulos, Despina]]></category>
		<category><![CDATA[Projects]]></category>
		<category><![CDATA[SIG Mobile]]></category>
		<category><![CDATA[Shinyoung Park]]></category>
		<category><![CDATA[Shirky, Clay]]></category>
		<category><![CDATA[Spring Show 2008]]></category>
		<category><![CDATA[Studio (Social Software)]]></category>
		<category><![CDATA[Thesis]]></category>
		<category><![CDATA[Thesis Proposal Spring 2008]]></category>
		<category><![CDATA[Thesis Spring 2008]]></category>

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		<description><![CDATA[The slow media is disappearing as everything becomes faster and things are disappearing in virtual world without a trace. <br />What about the memories?<br />What about relationships in virtual world?<br />“I want to collect the sweet memory and the relationship that gives me comfort and makes me happy.” <br />Shinyoung...]]></description>
			<content:encoded><![CDATA[<p>The slow media is disappearing as everything becomes faster and things are disappearing in virtual world without a trace. <br />What about the memories?<br />What about relationships in virtual world?<br />“I want to collect the sweet memory and the relationship that gives me comfort and makes me happy.” <br />Shinyoung imagined the old box in the garage full of letters, postcards, and photos of memory. </p>
<p> Shinyoung is developing a customizable product-service system called Funji through which people can share emotions with each other. </p>
<p> Funji devices and the facebook application not only deliver a voice message from individuals, but also provide a representation of their identity or the relationship through customized colors and designs.</p>
<p> Funji device also randomly vibrates, yawns, snores or plays unique sounds to give a user a sense of companionship. It is also small enough to fit into the palm of a hand so that people can easily hold and touch it and carry it around wherever they go.<br />Funji hopes to be a new medium that can capture a certain memory of a certain relationship in the digital world so that you can keep them forever. You can also use it as a secret note that you pass in classes or secret code that you use with your special friends.</p>
]]></content:encoded>
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		</item>
		<item>
		<title>Shlomit Lehavi</title>
		<link>http://itp.nyu.edu/shows/thesis2008/shlomit-lehavi/</link>
		<comments>http://itp.nyu.edu/shows/thesis2008/shlomit-lehavi/#comments</comments>
		<pubDate>Wed, 30 Nov -0001 00:00:00 +0000</pubDate>
		<dc:creator></dc:creator>
				<category><![CDATA[Papadopoulos, Despina]]></category>
		<category><![CDATA[Projects]]></category>
		<category><![CDATA[SIG Video]]></category>
		<category><![CDATA[Shlomit Lehavi]]></category>
		<category><![CDATA[Spring Show 2008]]></category>
		<category><![CDATA[Thesis]]></category>
		<category><![CDATA[Thesis Proposal Spring 2008]]></category>
		<category><![CDATA[Thesis Spring 2008]]></category>

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		<description><![CDATA[Time Sifter is a viewer-controlled environment immersed in visuals and sounds that plays on the theme of the time machine in the digital age, and suggests a journey in time through motion, place and sound. A totem pole shape, composed of sieves/screens, is both the mechanism and the metaphor of...]]></description>
			<content:encoded><![CDATA[<p>Time Sifter is a viewer-controlled environment immersed in visuals and sounds that plays on the theme of the time machine in the digital age, and suggests a journey in time through motion, place and sound. A totem pole shape, composed of sieves/screens, is both the mechanism and the metaphor of sifting time. Each sieve flips around the x-axis (initiated by the viewer.) With each flip the video\&#8217;s content changes so the viewer has control on re-creating the environment, the video sequences and the narrative.<br />Time Sifter aims to evoke a discussion on time and space in the digital age.</p>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
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		<item>
		<title>Ruth Sergel</title>
		<link>http://itp.nyu.edu/shows/thesis2008/ruth-sergel/</link>
		<comments>http://itp.nyu.edu/shows/thesis2008/ruth-sergel/#comments</comments>
		<pubDate>Wed, 30 Nov -0001 00:00:00 +0000</pubDate>
		<dc:creator></dc:creator>
				<category><![CDATA[Papadopoulos, Despina]]></category>
		<category><![CDATA[Projects]]></category>
		<category><![CDATA[Ruth Sergel]]></category>
		<category><![CDATA[Thesis]]></category>
		<category><![CDATA[Thesis Proposal Spring 2008]]></category>
		<category><![CDATA[Thesis Spring 2008]]></category>

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		<description><![CDATA[...]]></description>
			<content:encoded><![CDATA[...]]></content:encoded>
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		<item>
		<title>Michael Chladil</title>
		<link>http://itp.nyu.edu/shows/thesis2008/michael-chladil/</link>
		<comments>http://itp.nyu.edu/shows/thesis2008/michael-chladil/#comments</comments>
		<pubDate>Wed, 30 Nov -0001 00:00:00 +0000</pubDate>
		<dc:creator></dc:creator>
				<category><![CDATA[Michael Chladil]]></category>
		<category><![CDATA[Papadopoulos, Despina]]></category>
		<category><![CDATA[Projects]]></category>
		<category><![CDATA[Spring Show 2008]]></category>
		<category><![CDATA[Thesis]]></category>
		<category><![CDATA[Thesis Spring 2008]]></category>

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		<description><![CDATA[Simple materials and interfaces can lead to engaging performances and interactions.  \"Rope&#038;Pulley\" is a performance tool which combines media playback with large expressive gestures in physical space.  Originally prototyped using recycled cardboard and old computer parts, the system was built with the idea that digital technology allows us...]]></description>
			<content:encoded><![CDATA[<p>Simple materials and interfaces can lead to engaging performances and interactions.  \&#8221;Rope&#038;Pulley\&#8221; is a performance tool which combines media playback with large expressive gestures in physical space.  Originally prototyped using recycled cardboard and old computer parts, the system was built with the idea that digital technology allows us the opportunity to endlessly remix and recycle audio. This is evident in both the building materials and in the interaction the piece affords. The rope and pulleys reference the look of the magnetic tape on an old reel-to-reel deck. </p>
<p>The interface is partly about the idea of looping music, a key to the production of most modern popular music, but also about the juxtaposition of body motion with music creation and playback.</p>
]]></content:encoded>
			<wfw:commentRss>http://itp.nyu.edu/shows/thesis2008/michael-chladil/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
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		<item>
		<title>Christian Bovine</title>
		<link>http://itp.nyu.edu/shows/thesis2008/christian-bovine/</link>
		<comments>http://itp.nyu.edu/shows/thesis2008/christian-bovine/#comments</comments>
		<pubDate>Wed, 30 Nov -0001 00:00:00 +0000</pubDate>
		<dc:creator></dc:creator>
				<category><![CDATA[Christian Bovine]]></category>
		<category><![CDATA[Papadopoulos, Despina]]></category>
		<category><![CDATA[Projects]]></category>
		<category><![CDATA[Thesis]]></category>
		<category><![CDATA[Thesis Proposal Spring 2008]]></category>
		<category><![CDATA[Thesis Spring 2008]]></category>

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		<description><![CDATA[VideOh is pushing the limits of what we currently know as online video.  Although this is a very new medium and some people are still not comfortable with watching videos online on a regular basis, I feel there are numerous opportunities to rediscover this medium.  We have the...]]></description>
			<content:encoded><![CDATA[<p>VideOh is pushing the limits of what we currently know as online video.  Although this is a very new medium and some people are still not comfortable with watching videos online on a regular basis, I feel there are numerous opportunities to rediscover this medium.  We have the technology to change or alter any of the videos we watch online, the question is why aren’t we doing this?</p>
<p>My thesis has been exploring the pros and cons in what we can do with videos and the audience’s interaction.  It started with the idea of clicking on the videos for instantaneous correlated information to what the viewer was watching.  After trying experimenting with that, I moved into a more creative area allowing the viewer to make decisions, which would result in alternative stories.  </p>
<p>Using the most popular distribution channel we have online, YouTube we now have the ability to tell new and innovative stories or possibly a new form of narrative.  </p>
]]></content:encoded>
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