ITP Spring Show 2010
Sunday, May 9, 2-6pm & Monday, May 10, 5-9pm

Martin Bravo

Martin Bravo

A clock that requires one's arm to be completed.

Introduction to Computational Media

Numerical clocks often negate our subjective experience of time. Age, mood, activity and geography are amongst the many factors shaping our empirical relation to timekeeping. This project is part of a series of 3 clocks, each embodying a different realm of time: light, space and body.

The piece is a clock that requires one's body to complete it. The viewer places his arm into an elevated box equipped with a camera. The camera registers the presence of the body part and projects its image 3 times onto a circular shape on the adjacent wall to form the clock's arms. Processing stores each "clock". When the box is empty, the collection of 9 different clocks/arms are projected on the wall, leaving a blank circle at the bottom to entice the next user.

Anyone who want's to play with it.

User Scenario
There is a projection that displays 9 analog clocks where each one of them is made of a circular white backgrounds and 3 copies of a human arm used as the seconds, minutes and hour, respectively. The last one is empty, enticing the user to interact with it. When the user inserts the hand in the hole, the projection is zoomed to the active clock and the clock is armed using a live video of the arm, so that the user can play with it and see the results in the projection. If the user spends more than 10 seconds with it, a capture is made and stored. When the user takes the arm out, (s)he can see their newly created clock togheter with the previous ones.

The clock uses a iSight camera placed inside a box where the user can insert their arm through a circular hole, against a white backlighted background.
Processing is used to process the images, building the clock and program the interactions, to finally be sent to a projector.