Archive for April, 2008


Telescope of Time

The concept of this telescope is based primarily on the idea of reconstruction. It is fueled with the ambition of recreating the past and allowing its user to take a journey through time without losing touch with the present. A site-specific creation, the telescope will be capable of revealing to its user the past condition of whatever location, site, or monument it is pointed at. This particular telescope will be placed outside on of the ITP windows looking out at the corner of Broadway and Waverly place. This way he/she will be given the chance to experience a different era and aura of this particular site simply by “taking a look.”

Tuesday, April 22nd, 2008
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Animal Ride

Animal Ride is an interactive game that is played within a 3D multi-sensor interface called ToddlePuff. The interface surrounds the player and encourages full body motion. It requires spatial orientation, coordination and speed. It uses one screen and two speakers to create an immersed experience.
The interface acts as a \”train\”. The screen is the \”side window\” to the outside view. The train moves between stations. At each stop there is an animal that the child can interact with. There are 3 games that suite different age ranges:

\”Wholly\” (age 2-3):
The game starts with a cow song. After a short introduction, the child is encouraged to hit the buttons that surround him to move the cow on the screen. The cow leaves footstep marks on the grass, letting the child draw an image.

\”Pengu\” (age 3 and up):
The game starts with a penguin song. After a short introduction, the child is encouraged to hit the buttons that surround her to help the penguin catch the fish. This can be achieved by hitting the appropriate button at a certain time. The game develops coordination and offers different speed levels.

3Dance (age 5 and up):
This is a dancing game. The child learns a sequence of moves that involve touching different buttons inside the 3D interface. Then he is asked to repeat the movements to the sound of a song.

Tuesday, April 22nd, 2008
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Version City

A suite of large-scale interactive video works which allow viewers to call in from their cellphones to further the narrative.

Tuesday, April 22nd, 2008
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KAAMKAJ

Today technology-based solutions need to address not only the problems on hand, but also devise solutions taking into consideration social, cultural, economical, and technologically factors that need to be conducive for the environment in which they are to be deployed. Mobile phones, like other ICTs, are not merely tools used to help connect individuals but have today empowered and strengthened the economically backward communities to create economic opportunities and increase social ties. The September 2002 issue of Harvard Business Review captured the essence of the report- Serving the World’s Poor, Profitably by CK Prahalad and Hammond, in this way :
By stimulating commerce and development at the bottom of the economic pyramid, multinationals could radically improve the lives of billions of people and help create a more stable, less dangerous world.

Mobile phones now offer an attractive solution to many rural poor individuals to use the phone for more than just communication due to its general accessibility. Looking at the phenomenal growth of mobile usage by lower income group people, rich information interfaces and services supported by MNCs will go a long way in sustainable economic growth. The mobile phone will play a very important role in stimulating this development and the KAAMKAJ project is once such attempt. I seek to use this compelling technological intervention to design, build and test a voice based service that caters to the needs of small vendors and micro-businesses.

Tuesday, April 22nd, 2008
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From Virtuality to Reality

The project aims at bridging virtual and physical world and reiterates what was ignored in virtual relationship. The project combines two parts: an installation and a website. The installation is the core of the project which provides the vivid experience of interaction between virtuality and reality. And website part represents the unexpected identities people meet in virtual world. People who engages in this project not only interacts with the mechanical and computer system but also people online.

Tuesday, April 22nd, 2008
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Speaker Synth

Speaker Synths are wooden instruments I\’ve built to play feedback from individual speakers using both human hands and a computer. My performances with these instruments mix together speaker feedback and my own singing voice to produce a dense pallet of tones, melodies and rhythms that create a musical experience.

Tuesday, April 22nd, 2008
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thirty stories

Thirty Stories is a spoken word art piece presented in the form of a website. It is the story of a woman named Maya\’s life over the course of thirty days. Her life is not a conventional one and her days and nights question the distinction between reality, dreams, time, and space.
On the website you find audio tracks of her stories narrated in a spoken word style. Visually her image is depicted in photographs that place her in something of dream world. You will also find text of the stories and remixes of the audio that add to the understanding of Maya\’s world.
This project uses the Internet, specifically a website, as a new way to express poetry and spoken word thus creating the opportunity for a deeper more satisfying story.

Tuesday, April 22nd, 2008
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Untitled

My thesis project is a dance performance that takes the form of a multi-channel video installation. As a choreographer, I am interested in emphasizing process, distance and mediation to expand definitions of choreography in an age of electronic communication and physical displacement. The studio process for this project consisted of working with dancers on improvisational scores and vocal exercises, and the evidence of our labors is the content for the installation. With this project, I ask, How is this mediated experience of dance a live performance? How is the video installation a work of choreography?

In the installation, each performer is present via a video monitor whereas the performers were never in the same room together during the composition process. The performers activate the installation/performance space through their televisual presence, attempting to encourage the audience to move through the space via sound cues. Even when the dancer leaves the frame of the camera, the sound of their voice and physical activity is audible, foregrounding the production of presence through sound despite visual absence.

The performance as a whole is comprised of looping single channels, each a different duration. With each repetition, the channels fall in and out of phase with each other; a continued exploration of repetition as a form of change. Each single channel is also a portrait of each dancer. A brass name plate affixed to each monitor is engraved with information about the corresponding dancer.

Tuesday, April 22nd, 2008
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Autoblock#1 – Electrofountain

It is a unit of a system which performs a simple folding motion. By combining in different shape and orientation, different structure can be built. In this first version, AutoBlock#1- Electrofountain, I am going to celebrate its motion by associate it with the motion of water fountain. The system will interact with user’s sound input as a metaphor of changing state according to excitement.

Tuesday, April 22nd, 2008
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Mobile Karaoke

Mobile Karaoke is a mobile application using a Nokia phone and the J2ME programming language that allows users to sing karaoke with their mobile phone devices in a playful way. It requires players to sing along with the music in order to score points. In this application, a user can choose between three main modes: regular singing, shout out singing and recording music video.
In the regular singing mode, the user follows the song\’s pitch displayed as dots on different positions like a music staff. The singing should also correspond to the lyrics shown on the bottom of the screen. This application analyzes the player’s pitch and compares them to the original song track. The player gets scored based on how accurate the singing is. A high or low score determines the qualification to get into the next level.
In the shout out singing option, the user follows the regular singing\’s rule and has a chance to shout out some of the lyrics at different parts of the song. When the song comes to the shout out part, the player is scored base on how loud the singing is.
The game records videos of the player when they choose the recording music video function. This option is only available on phones with a built-in camera. Once the recording is complete, the video can then be saved to the cell phone memory and sent to friends or uploaded it to the Mobile Karaoke website. On the website, users can rate each others performances and choose the best singer and leave comments on other people\’s profiles.
Mobile Karaoke makes singing more playful and on the go. Not only does it let players sing when they are happy, but the shout out mode can also let players sing a song in a pressured or depressed moment to help them release their stresses. Moreover, with the video clips uploaded by users and the social networking components (rating/ voting/commenting the video) on the website, Mobile Karaoke seeks to bring the relation between people closer through sharing their feelings and experiences.

Monday, April 21st, 2008
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