-->

Archive for April, 2008


Jeremy Rotsztain

Americana and Technology is a media installation that contrasts two popular depictions of the sublime American landscape – in the 19th century Hudson River School painting movement and in contemporary science fiction cinema – to explore the visual language that informs our own beliefs about the impact of technology on civilization.

...CONTINUE READING »
Wednesday, April 30th, 2008
Barton, Jake,Jeremy Rotsztain,Projects,Thesis,Thesis Proposal Spring 2008,Thesis Spring 2008 | Comments Off on Jeremy Rotsztain

Rucyl Mills

Performing live electronic music traditionally requires a DJ or laptop setup, which can separate the vocalist from full engagement with the audience. The Chakakhantroller is a customized midi controller that allows the solo vocalist/producer to trigger midi, visuals and sound during performance, adding motion and personalized instrumentation to live electronic music. Named after the queen of soul, Chaka Khan.

Wednesday, April 30th, 2008
| Uncategorized | Comments Off on Rucyl Mills

Lucia Jeesun Lee

The idea of the project is making a trace of dreams and allowing people to share the experience of following the trace of dreams.
The installation consists of two main components, which are a collection of pillows and a video projection. The collection of pillows on the bed represents the trace of sleep. Each pillow has an image of sleeping faces.
A series of dream video is projected on layered translucent fabrics draped from the ceiling to the foot of the bed.

Wednesday, April 30th, 2008
| Uncategorized | Comments Off on Lucia Jeesun Lee

Shinyoung Park

Funji is a customizable creature that opens an emotional channel between people.

The slow media is disappearing as everything becomes faster and things are disappearing in virtual world without a trace.
What about the memories?
What about relationships in virtual world?
“I want to collect the sweet memory and the relationship that gives me comfort and makes me happy.”
Shinyoung...CONTINUE READING »

Shinyoung Park

The slow media is disappearing as everything becomes faster and things are disappearing in virtual world without a trace.
What about the memories?
What about relationships in virtual world?
“I want to collect the sweet memory and the relationship that gives me comfort and makes me happy.”
Shinyoung imagined the old box in the garage full of letters, postcards, and photos of memory.

Shinyoung is developing a customizable product-service system called Funji through which people can share emotions with each other.

Funji devices and the facebook application not only deliver a voice message from individuals, but also provide a representation of their identity or the relationship through customized colors and designs.

Funji device also randomly vibrates, yawns, snores or plays unique sounds to give a user a sense of companionship. It is also small enough to fit into the palm of a hand so that people can easily hold and touch it and carry it around wherever they go.
Funji hopes to be a new medium that can capture a certain memory of a certain relationship in the digital world so that you can keep them forever. You can also use it as a secret note that you pass in classes or secret code that you use with your special friends.

Wednesday, April 30th, 2008
| Uncategorized | Comments Off on Shinyoung Park

Leah Gilliam

LESBERATION is a board game inspired by the gay liberation movements of the 1960s and \’70s. LESBERATION uses the gutsy, anti-authoritarian energy of these movements as a map for a game that explores rule-breaking, choice and social interaction.

In psychologist Brian Sutton-Smith\’s 1997 study, \”The Ambiguity of Play,\” he locates play\’s ultimate purpose in its paradoxes, noting that when children play the experience can be euphoric or liberating or just as easily “destabilizing or disturbing.” It was with this paradoxical nature of play in mind, the complexity of emotions and experience that the category engenders—that I thought to explore in the design and creation of my board game LESBERATION. Games situate players in one “real” space while giving them license and liberty to interact in another. As systems that operate within a separate and imagined space of possibility—the “magic circle”—games offer a unique opportunity to explore a wide range of immersive and participatory experiences. While the histories of the Black Panther party and the Stonewall Riots are far from game-like, I was eager to explore how some of the energy and emotion of these movements might translate into game play and game experiences. The game LESBERATION and the accompanying research considers ways in which certain characteristics of radical political movements—euphoric optimism, anti-authoritarianism, setbacks, hard-won victories and cathartic release—might inform and structure the design and experience of a game.

Wednesday, April 30th, 2008
| Uncategorized | Comments Off on Leah Gilliam

Rucyl Mills

Performing live electronic music traditionally requires a DJ or laptop setup, which can separate the vocalist from full engagement with the audience. The chakakhantroller is a customized midi controller that allows the solo vocalist/producer to trigger midi, visuals and sound during performance, adding motion and personalized instrumentation to live electronic music. Named after the queen of soul, Chaka Khan.

Tuesday, April 29th, 2008
| Uncategorized | Comments Off on Rucyl Mills

Tamara Olson

Since well before the Hippie Trail of the 1970s, Bohemian twenty-somethings have wandered continents in search of low-budget lodging, scintillating conversation and the adrenaline rush that only exploring the unknown induces. But in addition to extra pairs of socks and the requisite Lonely Planet travel aid, today’s backpackers are devoting significant space in their packs to technological goodies. Meet the contemporary flashpacker: the technologically savvy Generation Y traveler who takes to the road seeking adventure, new friends—and Internet cafes.

The social networking boom and “Web 2.0” fostered an unprecedented relationship between people and computers as on- and off-line worlds blur into one. Ubiquitous social networking sites like Facebook are not merely virtual reality; they reflect and are intertwined with the concrete world around us.

This paper introduces and proposes Wanderlust, an online social networking space for backpackers that provides tools to plan and document trips and connect online with other travelers, as well as friends and family back home. In this paper I address the site from both the sociological and the technical perspectives. I contextualize Wanderlust by describing backpacker culture and online social networking, explaining how the site weds these two landscapes. I then go on to describe the features and functionality of the site, as well as my experiences with production and site development.

With an aesthetic that reflects the authentic, kinetic, romanticized tenor of the culture in order to create a seamless integration of the site with real life, Wanderlust seeks to enrich the backpacker’s travel by encouraging both introspection and the social sharing of experiences.

Monday, April 28th, 2008
| Uncategorized | Comments Off on Tamara Olson

Timothy A. McNerney, II

StatueMod.org is the website for the Institute for Statue Modification, an organization devoted to the study of statue modification, providing citizens with resources for dealing with unpopular statues and incorrect monuments.

StatueMod.org is a comprehensive site that aims to give the Institute for Statue Modification a home on the Internet. Through the website the Institute can better provide resources to citizens across the country interested in statue modification as a revolutionary practice. What’s more, the website serves as a place for...CONTINUE READING »
Monday, April 28th, 2008
Barton, Jake,Projects,Spring Show 2008,Thesis,Thesis Spring 2008,Timothy A. McNerney, II | Comments Off on Timothy A. McNerney, II

Aislinn Dewey

GOQuest is an interactive game concept and wearable game interface that motivates children to be more physically active by reflecting their own energy output in that of a virtual character.

A ubiquitous game interface, GOQuest, is designed to encourage children to participate in active play in supplement to traditional screen-based gaming. By connecting a child with a virtual avatar that is one of several animals, the child learns the impact of his/her physical exertion as it relates to his/her character’s...CONTINUE READING »
Monday, April 28th, 2008
Aislinn Dewey,Projects,Thesis,Thesis Spring 2008,Wilson, Kathy | Comments Off on Aislinn Dewey