King Arthur and His Son Mordred

The IF Story of King Arthur and Mordred suppose the battle of Camlann never happened

Xiaojie Gu

https://drive.google.com/open?id=1fYb2Pg6uk7RMnm56lvuE85mT3LkfeOpd

Description

The two characters are from the Tale of King Arthur. The character in the front is King Arthur, while the character in the back is Mordred. In the original legend, Mordred was the son and nephew of Arthur and was born by Morgause, Arthur’s sister. Knowing that he was the bastard of the King, Mordred is always trying to crusade against Arthur. He managed to make himself King of Britain when Arthur was in France, and their armies fought each other at Camlann, which is known as the battle of Camlann. In the end, Mordred is dead, and he severely injured Arthur, which proclaimed the end of a dynasty.

In my automata, I create an if-story for Arthur and Mordred. If Mordred did not hate Arthur so much, one day they could sit down together, shake their hands, and defuse the hatred. So this is the scene that shows their charging posture in a battle, where they fight together against the enemy.

IMA/IMB Shanghai
INTM-SHU.238.1
Toy Design and Prototyping
Culture,Product Design

Cough Syrup

Cough Syrup is a collaborative digital archive presented in the form of an easily digested zine; It aims to document, share, and guide members of the Millennial and GenZ populations throughout a time of quarantine and social distancing.

Benjamin Lasala Tablada

https://issuu.com/bentab/docs/coughsyrup_final1_

Description

I’m a member of what I like to describe as the ‘missing generation’—born in the year 1997, too young to relish in the golden age of the Backstreet Boys and the Spice Girls, yet old enough to still quote Vines even after its closure. Some say that I belong amongst the Millennial population, while others will argue that I’m a part of Generation Z, but this intersection is what makes my understanding of both communities so unique. I’ve lived through flip-phones, multiple recessions, saw the rise of Tik Tok, and am currently spending my 20’s in a global pandemic. The digital age is volatile in nature, but it is an outlet for this evolving community to express their ideas, moments of clarity, or in this case, obscurity.

Cough Syrup like its name suggests, soothes and alleviates—it does not heal, nor is it a solution to the ongoing pandemic—rather it serves as a method of coping and documents a time period in which members of the Millennial and GenZ communities feel tremendous amounts of discomfort. In light of the multiple nation-wide quarantines, members of these communities have utilized social media, memes, and digital applications like Zoom to serve as methods of self-discovery and a platform to exchange ideas.

The goal of this digital publication is to be humorous, philosophical, and profound, utilizing first-person interviews and current events as a method of chronicling this particular moment in history. Within ‘Cough Syrup’, the reader will find a plethora of relevant content from trending tik tok hashtags, the rise of Zoom, and data visualizations through screenshots and photographs. It attempts to deepen how 21st-century communities react to concepts of productivity, health and wellness, and the stark differences or similarities of our daily lifestyles through the lens of the ‘missing generation’.

IMA/IMB Shanghai
INTM-SHU.401.1
Capstone Studio (Shanghai)
Culture,Narrative/Storytelling

Superhero? Not so super on gender

A glimpse into the gender representation of superheroes through data visualization.

Zhinuo Wang

https://vimeo.com/user115539015/review/418787317/728527503c

Description

Being one of the mainstream cultures, the superhero has gained its global popularity. Along with its great popularity comes its huge influence, the superhero has become the model in both kids' and adults’ hearts. However, being a creation in the 19th century, there is a lack of diverse gender representation of the superheroes. By looking into more than 700 data points, this project aims at providing an insight into the superhero from a gendered perspective. The visualization mainly focuses on 4 parts: names, appearances, figures, and superpowers. It also includes a general overview of these data.

IMA/IMB Shanghai
INTM-SHU.204.1
Critical Data & Visualization
Culture

Meteorite Landings

Stories behind the meteorite landings through out history

Chenlan Yao

https://youtu.be/FAUpl6-9umI

Description

Meteorites are often considered to be mysterious. It takes thousands of years for a meteorite to travel through the space that we do not know much about and come to Earth.

We believe that a meteorite can bring us luck; we consider a meteorite as an omen. But the truth is that we are more likely to become Ann Hodges when encountering a meteorite, being so anxious because of getting a meteorite remain and becoming too famous due to the space rock. The additional meanings of a meteorite have added an emotional burden to us.

This kind of emotional burden caused by meteorites is now being used as a commercial opportunity by some shops. They labeled a rock as a meteorite remain and sell it at a high price, advertising by claiming that the rock can have special power and provide luck and happiness.

At the beginning of this project, I showed the objective process for a meteorite to come into being. Scientifically speaking, there is no evidence that meteorites possess any superhuman powers. I hope that you can know more about the actual formation of a meteorite, be aware of the commercial frauds that might take advantage of your misunderstanding, and appreciate more about the splendid natural phenomenon. They come from billions of years ago; they are the witnesses of the history of the universe.

IMA/IMB Shanghai
INTM-SHU.204.1
Critical Data & Visualization
Culture,Narrative/Storytelling

THE CAGE

“Across the Great Wall, we can reach every corner in the world “… or not?

Ren Tao

https://youtu.be/Yn0lcMU60jo

Description

THE CAGE is an artistic installation made for reflections on China's world-strictest Internet censorship system. A wooden bird cage is placed in front of a white wall, and stands on a rotating platform. Three components make up the cage inner: The bottom stands images of China's ten greatest infrastructure projects from 200-2018, depicting the flourishing industrial development; Images of the Great Wall are placed at the top, which resembles the "Great Firewall". Between two parts, several twitter-logo like birds images hang in the air. They symbolize the Chinese netizens groups restricted in the cage. All elements are printed and cut on Chinese traditional parchment. Two LED lamps, which lighten up the whole project, are fixed in the middle hollow space. The installation is around 45cm tall, 20cm²; wide. All elements are designed in Photoshop, printed and cut by hand. Hardwares are available online.

Alongside the cage is a piece of paper attached on the wall, printing "Across the Great Wall, we can reach any corner of the world" with its Chinese translation. This is the first email China officially sent to the world in 1987.

This project expresses such an idea: When voices of Chinese netizens cannot be heard, they lose individual personalities on International social platforms, and eventually become a vague concept of mass collection (based on imaginary and limited information). In this way, the artist regards the system as a bird cage, through which communication between "human and human" can never happen. The artist asks the audience one question: "The country is developing by leaps and bounds, however with the "Great FIrewall" above the land, where is China going, as time passes? 

IMA/IMB Shanghai
INTM-SHU.401.1
Capstone Studio (Shanghai)
Culture,Social Good/Activism

Magic Shadow Puppet

To create more interactive experiences based on the preservation of traditional Chinese culture.

Jiyan Wang

https://wp.nyu.edu/jiyanwilliamwang/2020/05/10/virtual-show-video-documentation/

Description

Shadow Puppetry is one of the intangible cultural heritages that has history of over thousands of years. My project is based on the performance of shadow puppet but put it in a more interact way that audience can control the whole performance themselves, which is different from the traditional counterpart that the controller has to be behind the scene.

I use the Ultrasonic Ranger to detect the distance from audience to the sensor so that the servo motor will move the shadow puppet as well. In this way we can see the performance of the shadow puppet and performance along with it as well. As for the set up, my project will be put in a dark room with only light on the puppet. We are able to see audience's shadow as well. Moreover, there will also be a background music and it can change its volume due to the movement of the audience.

IMA/IMB Shanghai
INTM-SHU.101.5
Interaction Lab
Culture,Play/Games

Cyberdance

Cyberdance is an interactive chat room dance experience that explores ways of expanding comfort zones through trust, intimacy, and spontaneity.

Aditya Dahiya, Tina Rungsawang, Youngmin Choi

https://drive.google.com/file/d/1czdMCjVquKLpe09jwOVh22R1H

Description

Cyberdance is an interactive chat room dance experience that explores ways of expanding comfort zones through trust, intimacy, and spontaneity. It gives the audience ability to interact with each other, as well as with the performers, with immediate feedback. Cyberdance makes a statement about our current state of virtual existence and interactions through the lens of voyeurism, with an added layer of playfulness and entertainment.

IMA/ITP New York
ITPG-GT.2175.001
Choreographic Interventions
Culture,Performance

Coffee and Code

Visualization of some fun facts on programmers and their preference on coffee in Lebanon

Yujia Liu

https://youtu.be/00fKlEIyeyE

Description

This project is a visualization of a dataset reflecting 100 Lebanese programmers' preference on when, what kind of and how many cups of coffee they have in a day.

IMA/IMB Shanghai
INTM-SHU.204.1
Critical Data & Visualization
Culture,Art

Neighborline

Designed to reach those who are feeling especially isolated, Neighborline is a daily phone call that connects people on the line at random for a friendly chat.

Dawn Sinkowski, Simone Salvo

https://vimeo.com/400053449

Description

Neighborline creates an opportunity for spontaneous conversations in an isolated, challenging time. Dial the number daily at 3pm to connect to people on the line at random for a friendly chat. It was designed to be an open, low tech solution to bringing a bit of cheer to anyone who might be feeling isolated. With so much of our social lives being sustained online, we wanted to build a bridge to those in our community left behind by technology. But it's also for anyone who misses impromptu exchanges or is burnt out from their screens. Like the 7pm cheer, it’s so important to have something in the day to look forward to. At the moment, Neighborline is serving New York. We hope Neighborline can be a model for other areas around the country and the world. We’re providing all the documentation for Neighborline to inspire others to replicate, reimagine, and rediscover the magic of a good, old-fashioned phone call.

IMA/ITP New York
ITPG-GT.2564.001, ITPG-GT.2577.002
Project Development Studio, Dynamic Web Development
Culture,Social Good/Activism

Interacting with Abydos

Interactive exhibition that focuses on the Abydos excavation site in Egypt.

Elizabeth Chiappini, Ge Chang, Katie Han, Sydney Meyers

https://www.youtube.com/watch?v=CL0P6XzFK5Y&feature=youtu.be

Description

Interacting with Abydos is an interactive digital exhibition that focuses on the Abydos Excavation site in Egypt. Abydos is an ancient site where archeologists have uncovered a 5,000 year old history. Our exhibition aims to leverage innovative technology used by the archeology team at Abydos to create interactive experiences that demystify life in ancient Abydos. We worked closely with Matthew Adams, a senior research scholar at NYU who has been working on the Abydos site since 1999.

In this exhibition, presented as a website, we reveal the everyday life of people in Ancient Egypt based on what the artifacts from the Abydos site tell us. The physical installation, shown through 3D renderings of the space, imagines a large-scale exhibition where people can learn about the excavation site and findings in person. The digital interactive adapts the journey of the exhibition into a desktop experience.

IMA/ITP New York
ITPG-GT.2974.001
Playful Communication of Serious Research
Culture,Education