Pop-Up Forest

Lindsey Daniels

Play in the world of Pop-up Forest, a pop-up book that affects your surroundings.



Pop-Up Forest is is an excerpt from a theoretical pop-up book that attempts to immerse the reader in the book's environment. Meant to be either shown on a large screen or (ideally) projected into a space – the room lighting, scene, and soundscape are all influenced by the actions of the reader.


Introduction to Physical Computing ITPG-GT.2301.005, Introduction to Computational Media ITPG-GT.2233.002

Water Synth

Jarone A Wright, Melissa Parker

A waterfall that plays notes when you pass your hand under it.



A waterfall that functions as a musical instrument. When the user passes their hand under the waterfall, notes will play. The note will be sustained as long as they keep their hand in the same position. It will be possible to play chords or intervals (multiple notes at once) using both hands.

We wanted to experiment with an interface that used water. Because we're using distance sensors to detect the users hands, the instrument technically still works without any water in the system. However, tactile feedback is an important part of a musical instrument. The water also offers an important visual cue to the user. Finally, there's something really playful about splashing around in water and making music.


Introduction to Physical Computing ITPG-GT.2301.006

Human In Mirror

Chang Gao

Human In Mirror gives the user an experience to live the life they desire on Instagram.



What do you want you Instagram look like? Are we really who we are on social media network? Human In Mirror will give the user a special interaction experience on the social media concept. The interaction starts when user stand on the acrylic rugs. Based on the social filter they choose (Ep: popular, famous, rich, etc), different video will show up underneath the transparency mask generated by facial recognition of the user him/herself. When the interaction finish, everything turn off while the mirror is on the other half of the screen the whole time during interaction.


Comm Lab: Animation, Computational Portraiture, Introduction to Physical Computing ITPG-GT.2301.006, Introduction to Computational Media ITPG-GT.2233.007, Mapping Systemic Relationships, Applications

Empathy Suit

Anastasios Germanidis

Experience the bodily sensations of another person



The Empathy Suit is a full-body suit (shoulders to feet) for measuring, communicating, and reproducing pressure sensations from one wearer to another. It consists of a grid of custom-made FSR sensors (for detecting pressure) and vibration motors (for generating pressure).

In Follow Mode, an Empathy Suit wearer can be connected to any other Empathy Suit and experience every pressure sensation the person they are following is experiencing in real-time. In Playback Mode, the Empathy Suit wearer can relive “body memories” (time-series of pressure sensations) that have been recorded by previous Empathy Suit wearers.

Displayed on the show will be two Empathy Suits synchronized using Bluetooth LE through a laptop. Visitors will be invited to wear the suits, either in pairs in Follow Mode (one person following the other), or individually in Playback Mode. Behind the suits, on the wall, there will be visual and textual context, including related prior works.


Introduction to Physical Computing ITPG-GT.2301.006, Introduction to Physical Computing ITPG-GT.2301.003, Introduction to Physical Computing ITPG-GT.2301.001, Introduction to Physical Computing ITPG-GT.2301.002, Introduction to Physical Computing ITPG-GT.2301.004, Introduction to Physical Computing ITPG-GT.2301.005


Laura Kerry

A play on the notion of electronic texts, the "E-Books" device uses technology (RFID, light and photoresistors, switches, and aprojected p5.js sketch) in combination with print books to concretize the hidden stories embedded in physical pages—when books were acquired, where they have traveled, and what they have signified to those who have carried them.



There’s a popular belief that technology will drive print books to extinction. What if, instead, we could use technology to emphasize the unique experience of reading and possessing physical texts?

The “E-Books” device seeks to do exactly that. When the user places a book affixed with an RFID sticker on the device platform, an RFID/NFC reader in the platform activates a light and p5.js sketch that narrates the story of that particular text. As she passes pages between the light and a light sensor on the opposite side of the page, she triggers slides with writing and images associated with the book—a specific stain or dog-eared corner, an inscription, or a memory associated with a chapter or sentence. The slides will project over the book onto a surface behind the device to underscore the idea that the stories arise from the pages themselves.

Comprised of a collection of books contributed by friends and family, “E-Books” tells the stories of a first-edition Our Bodies, Ourselves, a deteriorating boy scout handbook, books borrowed and lent in friendship and wooing, and other texts that will sit in a stack beside the device for the user to peruse. As a final step, the project will invite users to contribute their own stories about their cherished books on a website. Physical books are more than the writing contained on their pages; “E-Books” harnesses technology to bring to life the secondary stories embedded in them.


Introduction to Physical Computing ITPG-GT.2301.005


Utsav Chadha

Conversations become more interesting when you look away from your device, and talk to the person in front of you.



It's a common sight to see people seated at a table busy with their phones, and not interacting with each other. TalkTable is a device that attempts to separate the users from their phones and supplement conversations between people in a physical setting such as a restaurant, bar, conference or orientation session. The device is activated when the participants place their phones into a designated socket. Once activated, it encourages the users to engage in various conversations about varied topics.


Introduction to Physical Computing ITPG-GT.2301.005

Blowing Bridges

Dani Woo Hyun Kim

An anamorphic sculpture controlled by the human breath that experiments with the unplanned yet collective effort’s ability to derive more compelling results than the conscious and independent.



Inspired by Thomas Medicus’ Emulsifier, an anamorphic sculpture where four hidden images are revealed at every 90 degree rotation of the sculpture, Blowing New York City features four hidden images that are spliced on eight four-sided panels that rotate individually based on the strength, control, and manipulation of human breath. Each panels are attached to continuous rotational servos that are programmed to rotate counter-clockwise whenever the user blows into the electret. The longer the duration of air, the faster the servo spins, revealing more images printed on the sides of the panels.


Introduction to Physical Computing ITPG-GT.2301.006

Fortune on Hand

Siman Li

A palm line reader that tells the fortune in poems


This is a palm reading machine that can take a picture of the user’s palm and then using javascript languages to analyze, base on the palmistry knowledge that will eventually print out a poems that tells the fortune to the user.

This project is a ICM and Pcom combine work, there will be a webcam connected to laptop, and a pushbutton on the surface, and a palm shaped hole on the surface for the user to put their hand on, after user put their right hand on (in palmistry, the left hand shows potential, the right hand shows what you have done with that potential ), they press the button with their left hand, theWhen the button is pressed, the picture got analysis in p5 that using the openCV called EdgeDetection and BlobDetection, then a poem will be print out from the thermal printer attached in the palm reading machine.


Introduction to Physical Computing ITPG-GT.2301.005

Rainbow Raincoat

Samantha Schulman

An interactive wearable raincoat that uses LEDs to find the rainbow.



I came to ITP to combine my love of fashion with my skills in engineering. Therefore, for my PComp and ICM final project I am creating an interactive wearable jacket in which a story is revealed through its normal user interactions. I sewed and am programming Arduino Flora with Adafruit's Neopixels to create the story. The jacket will begin as solid white. As the user wears it, and thus zips it up and down and puts hands and things into the pockets, pieces of the story will reveal themselves and change. Two flashing Neopixels will represent eyes and serve as the story's character. They will travel throughout the jacket collecting the colors of the rainbow; when the jacket is fully zipped, a complete rainbow will be revealed over the heart. I want to provoke whimsical-ness and imagination, and play with the idea of a rainbow appearing on a raincoat.

Designers and engineers are constantly experimenting with light, technology and clothing; however, I feel as if the real user interaction is either confusing or non-existent. I want to give a purpose to implementing technology in clothing in a non-practical way. I want it to be about the spectacle, as all lovers of fashion desire, but I want that spectacle to build a deeper connection between the garment, the user, and the outside world.

Later at ITP I hope to explore how technology can disrupt and change sustainability in textiles and the impact of waste and mass producing on the environment and human lives. For now I believe in building a piece that is both durable and malleable, so that it can be worn to death by every user that comes along. I also hope to provoke images of beauty, love, science, and nature in an abstract way within the piece.


Introduction to Physical Computing ITPG-GT.2301.006, Introduction to Computational Media ITPG-GT.2233.007

Mic Cuff Controller

Dominic Barrett

A controller that wraps around a microphone and turns recorded sounds into synthesizer voices.



The Mic Cuff Controller is a physical device that wraps around a standard microphone and plugs into your computer via USB. Buttons on the Mic Cuff control the behavior of a granular sampling synthesizer program written in Max MSP. These buttons allow the user to play the synthesizer and also record new audio to load into the synthesizer as well, without having to let go of the microphone during performance. Users will be encouraged to experiment with their voices and some provided sound making toys in order to create new and interesting sounds. The Max MSP patch will have a minimal, straightforward UI that allows for quick understanding of the program functionality. This will also limit configurations of the synthesizer to optimal ranges for more desirable output.

The Mic Cuff Controller, computer with screen, audio interface, microphone with cable, headphones, miscellaneous noise makers, and some signs to indicate usage and prompt playful ideas.

The above materials, with a modest amount of desk sized space to accommodate for them. A standard amount for screen (mouse and keyboard if necessary), with an additional amount of space for little noise making objects that users can play with.

1) The video provided features a prototype that only has four buttons instead of five. In this case, the four buttons playback audio, and the recording is done via indication on a touch screen. This button will need to be added. Upon completion, the fifth button will replace the on-screen button.

2) Currently the physical construction of the cuff is in it's prototyping phase. Fabrication will need to be completed for it to stand up to the rigors of public testing.

I am confident that I can address these two items before the Winter Show.


Introduction to Physical Computing ITPG-GT.2301.005