Category Archives: Gabe Barcia-Colombo

Push For Fame

Yu-Ting Feng

Push for Fame collects stories about people in the form of a snapshot. The installation consists of a button, a camera and a screen. People take pictures of themselves, capturing and broadcasting their own stories at that time and place.

Description

"In the future, everyone will be world-famous for 15 minutes," said Andy Warhol.
Push For Fame is an interactive window display inspired by Warhol's quote.
It uses three basic elements – a button, a screen, and a camera –
to engage people to take pictures in five different public locations,
with the goal of encouraging people from diverse backgrounds to actively engage with their surrounding environments.
Push For Fame shows the egalitarian nature of public art and self-portraits in different public spaces.
I am using these four local design projects to explore different methods of encouraging people to express themselves and contribute to local discourse across languages, through their own self-portraits.

Sukhavati

Yang Wang

An art installation that creates a virtual reality world for people to encounter and become spectators of themselves.

http://sukhavati.be/

Description

Using an Oculus Rift headset, Kinect and EEG sensor, Sukhavati creates a virtual world that allows the viewer to observe her/himself from an alternate angle. The viewer is immersed in a parallel reality that resembles the same physical room the viewer sits in, quietly observing his/her own image composed from thousands of pixel particles. When the viewer loses the state of deep relaxation, his/her self-image transforms into numerous particles that flows freely in the room.

Sukhavati is an exploration about the question "What is the true-self? Is that possible for people to live without ego?"

Lest We Forget

Todd Bryant

Lest We Forget is a video sculpture that serves to remind human kind about their impact on the earth while counting down to the end of the current civilization via their own devices – over population, climate change, depletion of natural resources.

Description

Lest We Forget is a video sculpture that serves as a reminder of the destruction man is inflicting on the natural world around them. The project will count down to an estimated moment when civilization must change because society as we are currently experiencing it can no longer function. The end date will fluctuate in real time as data will be streaming from various international resources on the internet. It consists of three layered semi-transparent LCD video screens. The middle layer is the clock face which will be blurred out at the begin with and coming into focus as time is more relevant and precious. The outer screens will show a representation of earth rotating in real time that will crumble as we destroy the planet.

iCarbon

Tianyu Wu

The iCarbon is a houseplant gardening toolkit that indicates a user's personal carbon footprint data calculated through one's daily spending.

Description

Plants witness our carbon footprint daily. The iCarbon package provides a user with a resurrection plant and a toolkit that triggers an automated watering system. Resurrection plants have the ability to thrive when provided with water, but it also dehydrates quickly at the lack of water. The user's personal carbon footprint is calculated through his or her daily spending from his or her personal banking account. The system visualizes the user's carbon consumption using a real live plant and helps the user monitor it through an app. Furthermore, because of the user's emotional attachment to the plant, it nudges him or her to form a more responsible lifestyle.

Whale

Sonia Li

Interactive multichannel sound installation strongly rooted in humanity. An environment where one experiences oneself, heavily influenced by the user’s own psychology. User lays in darkness, experiences bodily vibrations and immersive sound field.

Description

User enters an enclosed space in complete darkness with vibrating bed to lay on, surrounded by four speakers, experiences waves of vibration through the body. A microphone attached to bed. When speaking into microphone, user’s voice triggers different whale sounds.
Sound: material in context of sculpture. In using techniques to sculpt and spatialize sound, it creates a sonic sound field, one feels “enveloped” & “immersed”.
Using scientific properties of whale, I'm making a direct & metaphoric correlation bt. the physical mass & strength, longevity & complexity of songs & the ocean, their natural habitat, to my deeper self & inner strength.
Since the user doesn't know me nor how I feel, one ultimately experiences oneself through me.

Horizon: A 3D game in 4D space

Omer Shapira

E. Killing lives in a 4D simulation of the 3D world.
It's a recording – everything has already happened.
Her device, The Horizon, reconstructs her world in time slices, like a slit-scan camera.
She needs to find her way out of the simulator.

Description

Horizon is a 4D puzzle game. Every scene in it is a pre-recorded 3D physical reality over a period of time. As Killing moves through the game, she uses the Horizon to select a shift in time to solve her problem – From her perspective it just looks like slit imaging, but she's actually forming a 3D physical space.
When she spots a brick falling from an abandoned building, E. Killing stretches that point in time, extending her perspective from the brick's drop until impact. She has just created a staircase she can climb.
Construction of Horizon required building a new game engine, called the Unruh Engine, which allows rapid recollection of pre-recorded geometry in 4 dimensions onto a coherent 3D scene with all of the usual game mechanics.

Virtual Memory / Memory Memory

Sarah Rothberg

Virtual Memory/ Memory Memory is a series of artistic research projects examining the relationship between memory, media, attention, loops, attention, media, and memory.

Description

Media reflects the moment it was created. What is the effect on memory of shifting from analog, fixed in physical time and space, to digital? Does the relative mutability of digital archives leave us stuck in loops?

"Attn:Lifelog" passively indexes gopro footage with eeg attention data.

"URLoop" is a browser extension which alerts users when they navigate from website to website in a looped pattern mirroring deterministic thought processes of people with memory loss.

"Memory Place" is composed of personal memory artifacts, digital and digitized, arranged in a navigable virtual environment. The space created from my own memory-artifacts functions as a prototype: I will offer memory-virtualization services for a modest fee via the web.

Adventures of Teen Bloggers

Sam Brenner

Come face-to-face with the online identities of thousands of former teen bloggers. Choose a character from the annals of LiveJournal, an all-but-defunct blogging site, and lead them on the most epic of journeys: a walk down a high school hallway.

http://www.teenbloggers.net

Description

The Adventures of Teen Bloggers combines the aesthetic of old-school graphic adventure games with the vapid, self-obsessed musings of teenagers circa 2005. Players pick one of millions of LiveJournal users to re-animate and lead on a walk through a high school hallway. When asked to interact with another character, players discover the strengths (or weaknesses) of their character: they can only say things that the LiveJournal user actually said on their blog all those years ago. By dredging up a LiveJournal user's blog posts, once written under the semblance of privacy but now free of context and wholly public, I will draw attention to the permanence of our lives on the internet and question how we choose to share what we share online.

Cinder-Game

Ryan Bartley

The barrier of entry to programming low-level game design is too high. Cinder-Game seeks to destroy this barrier by allowing people to program high-level, low-level and extensible C++, while also learning proper game design techniques.

Description

Recently, video games have developed as a strong artistic and independent storytelling tool. However, the game engines available today are either too high-level to be realistically used, or too low-level for the creative coder. With my thesis, I bridged the gap by building out the high-level and low-level components of game engines on top of the creative framework, Cinder. The library includes a scene graph, physics, graphics, and multiple managers for cameras, 3d audio, saving state, rendering, scripting and effects that will make the process of creating a fast/stable game less tedious. The library will be open-sourced to support learning, to allow extending and to facilitate others looking for the same creative outlet.

Transience

Oscar Klingspor

A multi-channel generative music system controlled by vital statistics of New York.

Description

Transience is a generative composition using statistics of births and deaths in NYC to tell a musical narrative of the city. A multi-channel system of speakers plays musical sounds as a child is born or as a death occurs, representing each borough's data. Variables such as gender, birth, death, and location trigger notes to create a soundscape.