Kanye's Quest

Joakim G Quach, Kathleen S Temrowski, Michelle Hessel

Kanye West: A Quest is an interactive storytelling experiment merging music, interaction and popular culture. The game was built using Unity 2D and the matching game controller was built using Arduino Leonardo.

http://www.techaboom.com/kanyes-quest-visuals/

Description

Kanye West: A Quest is an interactive storytelling experiment merging music, interaction and popular culture. The game was built using Unity 2D and the matching game controller was built using Arduino Leonardo. It is a side-scrolling Super Mario allusion to Kanye's Quest to become the best artist of all time, built out with a full arcade cabinet.

Classes

Digital Fabrication for Arcade Cabinet Design

Resound

Seth Kranzler

What role can VR play in emerging audiovisual art? Additionally, what does VR have to offer as a new interface for creation?

http://sethkranzler.com/resound

Description

Resound is a multichannel audiovisual environment for both creation and experience. Resound allows the user to compose sound in three dimensional space using hand controllers and gesture, generating a visual score that is part of his or her experience. Instead of using a classical channel-based approach to sound design, Resound uses a powerful sound-object methodology to assign sound behaviors to objects in virtual reality. By treating a virtual environment as both an experience and working tool, Resound creates an enchanted world to compose 3D music in, engaging the viewer through more aesthetic and immersive tools.

Classes

Thesis

Passtime

Marc Abbey

Passtime creates a space along the bottom of your browser for interactive avatars so close friends can hangout and share content and conversations in realtime and stay connected in a more natural and fun way.

http://passti.me

Description

Passtime gives life to your friends online with avatars you can control and customize in your web browser. Passtime introduces a new dynamic of sharing, live sharing. Experience videos, songs and articles in realtime with your friends to connect in new ways. It's as if they're sitting near you on their own computers. Your friends are always with you without being obtrusive or in the way.

Classes

Thesis

Pawnetic Playground

Angela Perrone, Renata Gaui, Xiwei Huang

Pawnetic Playground harvests the kinetic energy of dogs at play, and through a gear mechanism system it harnesses this energy and uses it to light LEDs for the space.

http://www.angelaitp.com/2016/05/02/pawneticplayground/

Description

From Kibble To Kinetic: Harvesting Energy From Dogs at Play

Dogs live in world filled with playtime, walks and constant motion. What if there was a way to harness this necessary energy exertion and use it to light and delight? Pawnetic Playground© captures the energy that is used naturally by dogs at play and applies it immediately to a delightful experience for playful pups.

Inspired by the grid system and playgrounds, we have created a 4×4 grid play area made up of 6 rows of tiles.These tiles will use a system of gears and motors to capture the pressure put on the mats and use it to light up overhead spotlights. When the dog steps on a tile, it will push down on a gear shaft that then turns a round gear, that turns a shaft. The shaft spins a stepper motor that sends the current through a light bulb above.

Pawnetic Playground harvests the kinetic energy of dogs at play, and through a gear mechanism system it harnesses this energy and uses it to light the sky above the playground in a fun and delightful way.

Classes

Energy

ColorFood app

Jamal Combs, Osama M Sehgol

ColorFood is an App that takes one look at you and makes food recommendations nearby. It stereotypes based on ethnicity. It's meant to provoke discussion and laughs around race, food and culture. This is a project by Osama Sehgol and Jamal Combs.

http://osamasehgol.com/final-social-hacking/

Description

Using a webcam/phone camera the apps takes a look at you, detects your pixel value and compares with a database of faces. Within a threshold it assigns an ethnicity to you and then makes restaurant/takeout recommendations
The project is currently in prototype stage and we plan to have a finished build for spring.

Classes

Social Hacking: Appropriating Interaction Technologies

Fragment and Entity

Sehyun Kim

fragment and entity” is an immersive VR experience about a memory which describes a certain state of mind of when you try to recall reminiscences but eventually breaks it into thousands of fragments

https://itp.nyu.edu/thesis2016/project/sehyun-kim

Description

Fragment and Entity is an experiential VR narrative that takes the user on a visual and auditory journey. The user is immersed in an attempt to reconcile the fragments of a distorted and broken memory. VR and the subconscious share the realm of a constructed reality. A transition through several scenes provides the user with different perspectives from which to draw their own conclusions. Intentionally starving the user of literal references, the abstract world serves to visualize those memories that lie just beyond the horizon, represented only by abstract shapes and geometry. Rich visuals are combined with enchanting music and thought-provoking narration, all of which serve to highlight the chaos and tranquility of the subconscious.

Classes

Thesis

Skinner's Scanner

Oryan Inbar, Samuel Sadtler, Thea Rae

An Interactive installation that tells the life of a scanner, through it's own eyes.

https://www.youtube.com/watch?v=VqxwXtlUiYg&feature=youtu.be

Description

Story telling through a day to day object. This is a story of scanner in an elementary school. When Mora, a new teacher starts messing around with the machine, she accidentally spills coffee on it and the point of view of the scanner gives a new perspective…

Classes

Readymades

Nowhere, Somwhere

Regina Vetka

“Nowhere, Somewhere” is an immersive experience that brings the user on a journey into the illusion of being nowhere, in the middle of somewhere.

http://www.angelaitp.com/2016/05/02/nowheresomewhere/

Description

Space is finite. We live in cities, enter buildings, apartments, and rooms going evermore into smaller and smaller spaces progressively into more and more synthetic ordered spaces. What if you went in, but entered into something expansive and natural? “Nowhere, Somewhere” aims to be an immersive outdoor space, indoors, that takes the user on a journey to the middle of nowhere, in the middle of somewhere. Enter, explore, interact, be nowhere, somewhere.

Enter Nowhere, Somewhere by crawling through a small space on the floor and entering an infinite space in the middle of a forest. Experience 24 hours of time in a vast forest in 1 minute and a half, without ever leaving 5×5 feet of a building in the middle of Manhattan. You can disappear to nowhere, in the vast expanse of somewhere.

This is accomplished through back projecting onto a standing shower tent, using two projectors, Isadora software, immersive sound and projection mapping. This project creates the illusion of being in a place of infinite space for a long period of time, when in reality they are in a confined area for a brief passing moment.

Classes

Nothing: Creating Illusions

Visualizing Time: A Marble a Minute

Sung Hoon Kim

How can I visualize the time we spend each day on our smartphones in a dynamic and physical way that reminds us of the time not spent doing other things and helps us reflect on the need to make changes in our choices?

Description

On average, Americans use their smartphones 17 times a day, which amounts to about 4.7 hours. If we sleep 8 hours a night, this means that almost 30% of our time awake is spent on a smartphone every day. I’m interested in finding a way to help make us more aware of these 4.7 hours.
A Marble a Minute includes two parts. First part of it is a dynamic wall hanging (24” x 24”) that represents a users’ time spent on their smartphones, showing the aggregation of time spent, minute-by-minute, during each 24-hour period. The wall hanging will be circular in shape, with a wood frame (resembling a clock) that contains 1440 marbles (one for each minute in a day). A horizontal restraining bar in the middle of the wall hanging holds the marbles in the top half of the frame. It releases one marble at a time to represent each minute spent on the smartphone. At the end of each 24-hour period, the wall hanging rotates to bring all of the marbles back to the top half of the frame. The second part of it is an iPhone app for collecting time data and transferring the data to a server that is connected to the wall hanging.

Classes

Project Development Studio (Danny Rozin)

Parsing our Silent Language

Kat Sullivan

Parsing our Silent Language is a computer program that parses body language in real time utilizing machine learning and skeletal tracking.

https://itp.nyu.edu/thesis2016/project/kat-sullivan

Description

Parsing the Silent Language is software that analyzes nonverbal language using a Kinect and the C++ framework, Cinder. Coming from a movement background, I was curious why sentiment analysis placed all emphasis on our words when our body language can contradict or add depth to our words. I started this process by first manually, and then algorithmically, categorizing my own body language. However, I was inadvertently programming my own movement tendencies and as a result, the algorithms became biased to my own body. To address the issue, I enlisted the help of several graduate acting students and recorded their skeletal data while they acted out various emotions. I then used this data to train a classifier using machine learning, which now analyzes body language in real time.

Classes

Thesis