WATER WORLD
Water World is an interactive audio/visual experience where a user physically explores the depths of the ocean through an aquarium and a hand-held lens. By sinking a viewing lens into the water and freely moving it about, the installation attempts to bridge the imagery and sounds of life below the ocean with a person’s actual experience of being immersed in the ocean.
Depending upon the depth and position of the viewing lens, a different video is unmasked and a varying soundscape is triggered. As a user sinks the lens deeper into the aquarium, the video and audio played also change and correspond to imagery and sounds from deeper beneath the ocean surface.
In terms of the technical components, a Kinect camera placed below the aquarium acts as the input device. Water World takes advantage of the Kinect’s unique depth mapping capabilities to determine the height/depth of the viewing lens. OpenFrameworks is used to input the data and perform the video computing. A PD sketch is interfaced with OpenFrameworks to produce the audio soundscape. Lastly, speakers and a projector, both placed below the aquarium, are used as the output devices for the sound and video.
“Water World” thus plays on the notion of depth in terms of the user’s interaction as well as the technology being used to execute the experience. But, by hiding all forms of computation and forcing the user to physically place their arms into the water, the hope is to recreate the natural and beautiful experience of exploring the depths of the ocean.
http://www.thitiphong.com/waterworld/concept/
AR MARKER BOARD
The AR Marker board is an attempt to create an mobile interactive projection mapped platform for kids. With a camera and projector in sync and pointing down on the board, the AR Marker board allows for a fluid projection mapping set-up and interaction. Here are a couple videos demonstrating the project.
MESSAGE IN A BOTTLE
This interactive installation is inspired by the tradition of the “message in a bottle”, wherein, a personal message is sealed inside a glass container and thrown out to sea in the hope of it reaching a reader at the end of its maritime journey.
The viewer is presented with a simple glass bottle and a plank of wood. Five distinct quotes surround five separate areas of the wooden platform. Upon being picked up and moved across the plank, the bottle triggers different sounds. The five auditory signals serve as another form of guidance, each relating to a certain quote. When the container is placed on one of five specific points, an image or animation is projected into it. Each one of the five locations has its own set of imagery evoking a different character’s life. Every time the bottle is placed on a point, a new aspect of that person’s story is revealed.
The piece is meant to be explored at the user’s leisure. Although the projected images gradually disclose certain details about a character’s underlying story, the user will never find a definitive narrative and is free to fill in the blanks using his or her imagination. The charm of the piece is akin to that of a real message in a bottle found floating in the sea: the surprise and delight of its discovery as well as the mystery contained within it.
huddL
huddl is a cross-platform web application that combines private chat, public twitter streams, and real-time sports info for groups of friends in different locations watching the same sporting event on tv.
More specifically, huddl is a social-tv sports app that mixes chat messages from your friends with curated real-time tweets from experts and insiders about the game you’re watching as well as stats and news from the game and other games around the league. huddl’s goal is thus to create a two-screen experience that enhances the game with a flow of commentary from both your friends and the wider world. The audience for huddL is anyone with an Internet connection who misses the shared experience of watching sports with their buddies. Prototype will be launching in May.
MemoLink
MemoLink is a web-based application designed for people with Early Stage Alzheimer’s and Mild Cognitive Impairment (MCI) to help them stay independent, strong minded, and in touch.
Here in NY, a group of 20 people dealing with the early stages of Alz get together every Thursday for a few hours at the Alzheimer’s Association to talk about their lives, play word games to keep their brains active, and offer support for one another. This Thursday meeting is the highlight of their week. We believe this feeling should not be limited to just once a week. This has been our inspiration for developing a product to help people cope with early stage memory loss and maintain a high quality of life.
Currently, nothing exists to specifically help people with MCI and ESA better cope with the daily demands of normal life, in particular time management and sense of community. Our project is an opportunity to fix this problem. By redesigning webtools that already exist, we are creating an application tailored for this demographic to help them better deal with the challenges their disease imposes upon them. MemoLink thus focuses on daily scheduling, staying in touch with friends and family, and keeping your mind active.
We consulted with people at the Alzheimer’s Association to see what was most important to them in terms of design and functionality. One of the first comments we received was to keep the amount of content, on any given page, to a minimum. Our home page is athus meant to convey a feeling of simple and intuitive interaction to complete tasks without distraction. The style is also key. People we spoke with do not want to feel any stigma about using a program that seems like it’s meant for users with a disability, so it’s important that it be simple without being stark; fun, but not childish; and that it’s sophisticated but not flashy.
If the user should have any trouble with any option, we have something called Info Mode. When clicked, this bottom portion will display a further explanation of the features that the mouse is current hovering over. Also, each selection is followed up with a forward moving question to reinforce the previous choice and help the user stay on track.
We are currently iterating on the designs and getting additional feedback from the Alzheimer’s Association. We hope to begin development on this project in the very near future.
PATIENCE
Patience is a smartphone application designed to aid the process of physical therapy. This project is currently in development.






















