Seedling is a personal food harvesting system that lets you grow your own vegetables. It is a modular indoor greenhouse equipped with hydroponics, a microcontroller, sensors and actuators with which you can control the climate parameters best suited for your plants.
Future holds spectacular reforms in the ecosystems based around our daily needs. Food, the most basic need of the population, is currently undergoing some interesting experiments enabled by technology. With constraints on farming resources, food production and lifestyle are largely affecting each other, and technology is playing a key role in food production. Seedling is a personal food harvesting system that lets you grow your own vegetables. It is a modular indoor greenhouse equipped with microcontroller, sensors and actuators with which one can control climate parameters best suited for the plants. The audience is the set of people who would love to experiment and see how food production could be made more personal and customizable, and how it would impact our lifestyle in future.
Image manipulation of images and videos and a final experience in Virtual Reality.
Reality is a series of experiments about reality. Through photography and the last piece in VR, my research is to explore and manipulate the idea of reality.
As anyone who has fallen in love understands, the mind can physically affect the body. Reciprocally, there is growing evidence that bodily experiences can shape our cognitive states, an idea known as embodied cognition. emBody is an exploration in encouraging a body-mind connection through the use of movement sonification and the latest motion capture technologies.
Filet is a virtual reality experience that tells the story of my dog and best friend while I served in the Peace Corps in Togo.
Filet is a virtual reality experience that tells a story in three parts, featuring the beginning, middle, and end of my time with my best friend during one of the most challenging and rewarding experiences of my life. The experience is told through low poly graphics made for distribution on mobile phones as users visit the countryside where I biked to get my dog, the compound in which we lived, and the field where he ultimately passed away.
Thesis, Worlds on a Wire: Narrative Storytelling in VR
An interactive installation that shares the stories of the immigrants behind NYC street food carts.
The piece composed of interactive three 3D printed replicas of food carts and the individuals behind them. Video and audio tell the stories of the people, in their own words. As the narrative unfolds, minimalistic visuals that relate to the story are mapped on top of the carts.
Wonder Corner is a participatory installation that invites adults into a private and safe space to wonder about the world. It is a place where no one can see or hear them and they can ask anything they want.
Seymour Papert said, “Learning, especially today … is about putting one’s own words to the world, or finding one’s own voice, and exchanging our ideas with others.”
Research shows that compared to children adults are less likely to seek out help, share and ask questions about things they don’t know. Somewhere along the way of growing up, we lose the openness of our former curiosity. We think we’re supposed to have all the answers and we become embarrassed about what we don’t know.
Wonder Corner is an invitation to leave that shame behind.
The Museum of Funny Ladies, A Museumette is an immersive exhibit that tells a piece of the history of women in comedy, showing that yes, ladies are hilarious. This experience transports visitors to the 1970s and into the writers room of pioneer comedy writer Sybil Adelman, where they can interact with the objects in the space to experience her story as a groundbreaking female comedy writer navigating the male-dominated writers world of that era.
The Museum of Funny Ladies, A Museumette brings to life a moment from history of women in comedy, the 1970s, when pioneer lady comedy writers broke into an industry primarily dominated by men. This exhibit transports visitors back to the 1970s, and places them in the writer’s seat of pioneer TV comedy writer, Sybil Adelman. From a typewriter to scripts, telephones to a television, visitors can interact with objects in the space that were part of a writer’s daily routine, and experience what it was like to be the only woman in the room, through Sybil’s eyes. The Museumette is an excerpt from my design plan for the Museum of Funny Ladies and acts as a proof-of-concept for this larger museum design. You’ll laugh, you’ll sigh. And you will leave knowing that with chutzpah and humor, women were able to navigate their way to success in this male-dominated world.
Trini Talk is an online platform designed to communicate and preserve the Trinidad English Creole Language. Using an interactive web platform, Trini Talk teaches the oral language of Trinidad through the island’s history, shows how the language is used and establishes a platform to preserve the language.
Trini Talk, is a web platform designed to communicate the Trinidad English Creole Language. The platform uses an API of the dialect to teach this oral language through an interactive visualization. Video showcases real-life situations in the language usage. The language is evolving as new vocabulary is being spoken, so Trini Talk includes a platform to gather these new additions to the dialect from nationals. This is a preliminary effort to digitally preserve the evolving language.
Social Assemblages is a collection of distinct projects that speculates as to how Facebook data might be collected and analyzed by third parties in the future. "Eigenfaces" and "Logged in from" are the two projects on display.
It has been well documented that Facebook’s human facial recognition model can predict the identity of a face with over 99 percent accuracy. For my project “Eigenfaces”, I digitally printed a linen jacket with a pattern of images containing my eigenfaces threshold numbers alongside a 3D image of my face. By taking my private biometric data and literally wearing it on my sleeve, I wanted to encourage Facebook users to think about the degree to which their biometric data is already public. With my project “Logged in from”, I attempted to re-insert the digital world into the physical world by locating specific actions I took on Facebook within a physical geography. Using the location metadata associated with my Facebook activity, I reconstructed the real physical geography of each location in a three-dimensional environment, producing a series of strange, imaginary landscapes.
A Place to Remember is an Augmented Reality (AR) experience that takes place in Washington Square Park. AR Markers in the park invite passersby to use their phone’s camera-view to interact with hand-drawn maps, and recordings left behind by strangers. Users are then invited to contribute their own memories.
A Place to Remember is an investigation of how Augmented Reality can be leveraged to layer communal narratives into and onto place. This project seeks to facilitate the creation of a collective narrative while augmenting a place such that users can explore memories of it while standing in the location that is their subject.
This project celebrates the role that public space plays in the creation of urban communities and in the formations of our personal memories and identities as urbanites. It aims to facilitate feelings of belonging, ownership and shared experience by inviting park visitors to engage with a place while listening to other people’s memories from there.
A Place to Remember focuses on Washington Square Park because this is a public space that is important to me and my understanding of myself as a New Yorker. When I first moved to New York, over 12 years ago, I lived in the Greenwich Village neighborhood. Because I lived in a tiny, shared room, home extended to wherever I could find some personal space and social interaction. More often than not, the place I went to was Washington Square Park. It was a place to nap, a place to eat, and a place to gather with friends.
It remains A Place to Remember.