Archive for 2008


motionLife

motionLife plays with the concept of how our movements affect the world around us. It shows an artistic representation of the scene in front of it, that constantly oscillates slightly. As the observer moves, the screen explodes in a shower of particles (representing how everything we observe is made up smaller parts), that dance and bounce back into place over time.

Observers can respond to the piece with huge sweeping gestures, keeping the scene in chaotic motion. Alternatively, they can keep very still and make small motions, cause a scene that mirrors reality, but slightly askew.

The Ripple Effect

The Ripple Effect is an immersive video experience that transforms an urban setting into an underwater wonderland, exploring the impact of the human presence on the environment by layering text over the luminous water. As people enter into the installation, they trigger a good fortune in response to their presence.

The Ripple Effect is inspired by the concept of the wishing well, and delivers good fortunes to those who enter into it. Historically, the idea that a wish would be granted by water came from the idea that water contained deities or had been placed there as a gift from the gods, since water was a source of life and often a scarce commodity.

The Ripple Effect is a prototyped module from Night Swimming, a large scale immersive installation project conceived for the South Street Seaport.

Night Swimming invites New York City residents and tourists from around the globe to join together at the Manhattan waterfront to experience the magic of balmy summer nights, shimmering moonlit waves, and enchanted aquatic themed interactive displays, in a media event that will transform the South Street Seaport into an underwater wonderland.

Art, music, media and historic architecture are merged with the unrivaled beauty of nature and marine imagery, in this immersive exhibition of light and video and sound.

Dream Falls

The idea of the project is making a trace of dreams and allowing people to share the experience of following the trace of dreams.
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.
A series of dream video is projected on layered translucent fabrics draped from the ceiling to the foot of the bed.

Time Sifter

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\’s content changes so the viewer has control on re-creating the environment, the video sequences and the narrative.
Time Sifter aims to evoke a discussion on time and space in the digital age.

WiiDraw

Imagine giving a lecture on a classic film and commenting on the director\’s use of space. Now imagine you could actually draw lines on the screen, demonstrating what you mean. Maybe you\’re watching sports and want to break down a play like the announcers do. Or maybe you\’re just watching the State of the Union and you want to draw a funny mustache on George Bush\’s face.

WiiDraw is a tool that will allow you to do any of these things. Whether being used as a teaching instrument or just for amusing yourself and your friends, Wiidraw provides a simple interface for doodling on top of live images on normal TV screen.

Using a Nintendo WiiMote, a micro controller, and an ir led, these devices create a network that intercepts a standard video signal and overlays it with the user\’s drawings.

Version City

A suite of large-scale interactive video works which allow viewers to call in from their cellphones to further the narrative.

Curious Place

The installation consists of a small screen that displays a generative design of plant-like shapes, attached to a network of sensors that allow it to use the immediate surroundings as raw material.
When a user approaches to see the display, a video tracking system is activated and a projection that expands the design is displayed on the body of the spectator. Thus, the space is altered once through interaction with the participant.
The installation responds to participants locations in the space, but its also related to spatial relationships between participants. A viewer body is visually transformed into part of the piece.