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New Circuits for Dancing with Light

Justin Lange

A study of the history of objects that extend human limbs in dance, their problematic LED corollaries in contemporary EDM ("electronic dance music") culture, and the creation of a new Light Instrument that affords dancers artistic choice.

Description

LEDs wands, poi, hoops and other "light-up" instruments and toys constitute a desired aesthetic in EDM culture, but as tools for individual movement-based expression, they are no more expressive than a flashlight. Most LED devices have only two states ("on" or "off"), or offer preprogramed sequences. Several state-of-the art POV ("persistence of vision") devices allow custom images to be uploaded, but none allow immediate control over LEDs' expressive potential, such as luminance or hue. To encourage light dancing that is not simply pretty but also expressive, I created a new hand-held kinetic instrument with onboard sensors and controls that allow dancers to spontaneously generate and display novel light patterns while dancing.

Keigibo

Harry (Chiu-Hao) Chen

Keigibo is a spherical device that captures motion data from the trace of its trajectory when people throw or drop it. Experiments include determining the best material for this "ball", testing the sensors, and visualizing the motion as animations.

http://keigibo.com/

Description

Keigibo is for everyone. It will be comprised of three major components: 1) motion sensor, 2) spherical object and 3) visualized data display. Keigibo will use a tiny Arduino-compatible Spark Core as a micro controller connecting with a motion sensor (MPU-6050). This motion sensor will be embedded in the spherical object to collect motion data as users throw or drop it. In form, the object will resemble a ball to make people feel more instinctively comfortable using it, but I will experiment with the material for this "ball", so it may not look and feel familiar. The relationship between human and nonhuman will be recorded, processed and augmented into a digitized visual representation.

Night Witches: based on a true story.

Caroline Sinders

An interactive cross-device story built for mobile and web utilizing interaction design, story telling, and video game mechanics. This is about a real woman named Nadya Popva, a WWII female Russian fighter pilot in the 588th Night Bomber Regiment.

Description

Night Witches is an interactive transmedia and cross device story told through a mobile game and an interactive website laden with information and hidden easter eggs. NightWitches is based on a true story about a WWII Soviet Female fighter pilot named Nadya Popova. NightWitches is built in Unity for the mobile component. By combining game play, interactive video, and audio, I want to create a story that firmly places the user in the role of a NightWitch and explores where interactive story telling can go- beyond making slide shows. I aim to explore, and observe how users can follow the non linear story and the cross device mechanic as well as create an educational and factual but interesting and fun interactive story.

Growable Gown: a gown that grows with you

Erin Smith

A wedding dress is a perfect example of a non-sustainable, one-time use object. My thesis is a dress that will completely biodegrade after use, supporting new life in my garden instead of hanging in my closet for 50 years.

Description

The average cost of a wedding dress in the US is $1200 and contains nearly 8 yards of material. In addition to being cost and energy intensive, these dresses demonstrate the issues that surround so many objects that out live their intended use. This project explores using bacteria, fungi, and other biodegradable resources as building materials to create garments that are both beautiful and ecologically responsible. For my own wedding, I wanted to make decisions that I will continue to be proud of instead of having my decisions be dictated by tradition. I hope that this project will inspire others to grow their own sustainable custom gowns.

Restart Motion

Christina Carter

Restart Motion explores the possibilities for creatively repurposing images abandoned in the digital world. Using images with common objects found on the web, Restart Motion is a tool for creating dynamic animations.

Description

We take pictures to capture a moment but when we upload them to the web, the moment is lost as the picture becomes one of many in a massive catalog of similar images. How can meaning and motion be restored to these abandoned assets? Restart Motion, currently based in openFrameworks, is a software tool for creating animations using common objects in found imagery. Inspired by the process of stop-motion and aperiodic pattern formation, Restart Motion applies the process of repetition to generate a visual form that is far more complex and interesting than its constituent parts.

ControlEase

Gal Sasson

ControlEase is a node-based graphical programming environment that provides an easy and intuitive way to control, interconnect and prototype programs by providing both textual and graphical programming elements in the same environment.

Description

ControlEase is the result of my own exploration of graphical node-based programming environments. This environment differentiates itself from other node-based environments by providing the required tools to easily connect to running programs, interactively set and change different parameters in those programs, and interconnect different programs. This environment enables the creation of nodes that are aware of other nodes on the canvas and can independently connect with them. This feature allows for greater interactivity when prototyping, and blurs the distinction between prototyping and performing. This tool also provides textual programming capabilities within the environment itself, allowing the creation of custom nodes on the fly.

MonsterF

Ge Ma

MonsterF is an Augmented Reality game run on Google glass. It use Google glass camera to take the video and then do face detection at real-time to track people's face and replace them into cute monsters. Also can use hand to play their monsters.

themonsterf.com

Description

MonsterF is an AR game run on Google glass. The whole process can divide in to several parts.

1) Realtime Video Taking. Video shot by google glass.

2) Real-time face detection. This game will use JAVA-CV, automatically get all the face in the video, and replace the face a different monster face

3) Users can finger squeeze, stretch, flick monster face, they all can active different effects.

4)Sound and music system

PS:

1) About UI: Because Monster is a game. So the interface will be design very cute and funny, also its very simple and easy to play

2)About UX: User Experience will designed Simplicity and compact, wonderful game and app always very easy to understand and play

DataFace: left_behind

Greg Dorsainville

DataFace: left_behind is an installation piece that captures the diversity of faces we see when we consume commercial media. Through the process of making, I will examine themes that include bias in algorithms and the nature of diversity.

Description

The installation is designed for a general audience in a space with walls for large projection. It is a series of data visualizations projected on objects and the wall. By using computer vision face detection (and in the process understanding and improving on its default irregularities), I will extract faces from a corpus of commercial media from broadcast television.

This data I am calling a face diet and the installation will show who makes up this diet. The data is projected on objects placed on a tabletop using projection mapping. Animation of this data will be used to demonstrate other themes of the project.

The projection scale of these large datasets gives an opportunity to explore the nature of diversity in broadcast media.

BETULARIA

GJ Lee

A game about hiding.

Description

BETULARIA uses polarity and hiding to challenge a player's sense of awareness.

The player must adapt to a changing environment by maintaining invisibility both to themselves and their predators.

This game was inspired by the studies conducted of the peppered moth (Biston betularia) over the past two hundred years.

TACHI

Fang-Yu Yang

Tachi is a toy bundle that combines tangible toys with a customized mobile application. Tachi creates a platform to encourage preschool children to make their own toys and to physically interact with the story.

Description

Creativity blooms in 4-6 year olds. It is also an important time to learn graphic, sound, speed identification and self-discipline. Tachi integrates the physical and virtual worlds, providing kids a new way to explore traditional tangible toys in the digital era.

Tachi consists of two parts: tangible toys and a tablet application. Kids can make animal faces with Play-Doh using a special acrylic base and customise them by decorating their faces with light pipe components. When kids move and rotate their own animal face on the Tachi tablet app, they create animal sound effects and graphic animation and also get light feedback on the animal's face. Finally, kids can generate their own animal's song with a recording and composing function.