As we strive to replicate the real world with larger screens and better graphics, we ironically destroy the natural world we attempt to imitate. Our project confronts the individual with an intended replication of nature but as the viewer gets closer this replication disintegrates, leaving the viewer thinking about how our desire to reproduce nature actively aids in its destruction.
Replicating Nature is comprised of six flower pots featuring unique projections resting on two shelves. Proximity sensors are installed so that when someone approaches these projections of flowers, they begin to “glitch” as they then disappear.
50 shades of eyes is a projection installation that reveals secrets behind sunglasses.
People usually do what they don't usually do when we are behind a pair of sunglasses. Peaking towards others, secretly looking around, staring at someone. All of the subtle inner game are expressed unawarely. Using Kinect to sense the users, including the movements of the viewers, the number of viewers. What if there is no one in the scene, what if there is a lot of people in front of you? What are the relationship between eyes expression and the surrounding people?
This is a museum exhibit that provides a forum to reminisce over ATCQ's music. The group is regarded as pioneers in alternative hip-hop music and produced music that is both intelligent and artistic. This exhibit is a tribute to the group and late member, Phife Dawg.
It allows you to take a walk down memory lane, to listen to Tribe’s hits and get the opportunity to interact with the music. Back in the 90’s vinyl records were used in the music industry. Since the group’s music is indeed a throw back to the 90’s, by using vinyl records, the user will get the opportunity to play songs and view the associated music video as music videos were also prevalent back in the 90’s. The audio and video are meant to take the user back to another time when there was good vibes in hip-hop music. To recall their references to this music – where they were and what they music means to them.
The interface: There are two vinyl turntables and a mixer. The user picks two records from a crate and places them one each on a turntable. They start the records and the music and videos start playing. The video is projected and mapped to a framed vinyl record on the wall in front of the user. Enabling them to both listen to the song and view the associated videos. Through the turntable interface, the user will have the opportunity to manipulate the audio and video – just like a DJ does.
A site-specific art engagement with the early history of Eureka, California. Derived from 3D models, constructed using documentary photographs of Fort Humboldt, built in 1853, taking the form of a series of expanded dioramas that change over time.
Narrated Reality is my ITP thesis, a collection of machine intelligence “narrators” that produce poetry and prose based on their environments. The three devices I am creating will be a camera, a compass, and a clock that generate text based on images, location, and time respectively. The text in each case will be printed on large format thermal printers as the devices narrate their environments in real time.
To power the devices' generative capacity, I am training a number of LSTM recurrent neural network models on NYU's supercomputer cluster. However, I will require staging space to complete the physical devices.
I have been constantly fascinated by the possibilities of machines that can learn, and more so by the prospect of tools that could serve to augment our creative capacity. I imagine a future where I can produce a cohesive, textual story by compiling a series of related photographs, or by taking a long walk in my city, and I want to see those possibilities realized. Moreover, as a photographer and a writer, I want to combine two of my favorite mediums in way that redefines each experience as it creates one that's entirely new.
For XStory: I will be screening a film I made with Oscar Sharp, from a screenplay generated with the same LSTM technology that powers the three device: https://vimeo.com/165547246 (password: sunspring)
The Quinn Experiments is an escape room / storytelling experience. It takes an interchangeable story and lets users determine their own fate. Participants are equipped with headsets and headphones and act as the main characters: technicians who enter a mysterious laboratory and bring an artificial intelligence system back online after an unknown mishap. Their employer guides them along in headphones. As more information is uncovered, the users must decide who they can trust in order to survive. The experience combines connected devices and augmented reality, and aims to redefine how an audience can experience an interactive story.
How can a device illuminate the ways in which remembering is a generative act?
Mnemograph is a participatory installation that connects two people via the language of their memories.
Sitting at a one-person writing desk, the participant is invited to choose a prompt and anonymously contribute a handwritten memory in response. The participant inserts their memory into a slot in the desk, and, through a process of automation, they get back a print of someone else’s similar memory.
Mnemograph is an experience designed to create brief moments of connection between stories, an uncanny glimpse into the life of someone else.