Shivanku Kumar Fnu, Eric W Li

An interactive sculpture that incites conversations around climate change and human influence.


Climate change has been accepted as the greatest threat to the existence of humans on planet earth. While there are some deniers of this extensively proven fact whats more concerning is the apathy of the ones who do accept it. The attitude is clear, unless a violent storm comes to our doorstep, we will not care and by then it will already be too late. This attitude is present in all of us and is fatal for all of us.

Many science authors, scientists, film makers, politicians, journalists have tried to beat this attitude by making powerful appeals to people. Nothing seems to have a lasting impact. Our project makes no such attempt. Our idea is not to try another way of making people understand. Instead, our project is an attempt at cynicism and mockery of the short sighted attitude described above.

“How obvious and directly related to human action does the impact of climate change have to be, for people to finally understand the gravity of the situation.”

For our project, we decided to focus on Alaska’s Glacier Bay. It is home to over 100,000 glaciers, 95% of which are currently thinning. We created a dynamic sculpture that mimics the peaks at Alaska Glaciers and destroys itself instantaneously, and almost comically, in response to any user interaction with it.


Introduction to Computational Media ITPG-GT.2233.006, Introduction to Physical Computing ITPG-GT.2301.001

Moody Marble

Il Eun Kim, Steven Simon

Analyzing sentiment in a graphical way, using mixtures of two oil color paint.


This project is about watching user and other participant's sentiment visually. We have set different words of moods and divided into two groups, positive and negative. When the user selects their word, two oil color paints will drip into the big bowl. After placing a piece of paper, each user can make a unique marble paint based on their moods. They can also see and compare the collected sentiment of the whole participants.


Introduction to Physical Computing ITPG-GT.2301.002, Introduction to Computational Media ITPG-GT.2233.001

Time Tunnel Machine

Roxanne Kim

Travel through the Time Tunnel Machine!


Time Tunnel Machine is the interactive immersive installation that gives you people to feel going somewhere through the pedaling.

Before I started this project, my curiosity is on interactive media installation. From that point, I researched how to combine the user's interaction and media. According to my testing, lights is the effective way to represent the user's interaction as a feedback.

In terms of the theme, by acting of riding a bike, users can feel like going somewhere – ideally it was supposed to go to the past – but it's ambiguous to represent where(what time) they are. However, users can still control the time speed and the light tunnel reflects it. This experience encourages people to feel time traveling.

Personally, through this project, I want to explore how to control sensors and lights – specifically Neopixels as well as how the immersive media works.



Introduction to Computational Media ITPG-GT.2233.006, Introduction to Physical Computing ITPG-GT.2301.001

Singing in the rain


It’s a feeling of pleasure and enjoyment in the “raining day”.


This piano-like instrument is played by “raindrops” automatically. The magic is that the “rain drops” showing on the wall will hit the keyboard and play ticking sound. People can enjoy the rain and the rhythm through their voice, like singing in the rain. Then the raindrops will make changes and play different sounds to communicate with people.


Introduction to Computational Media ITPG-GT.2233.001, Introduction to Physical Computing ITPG-GT.2301.001, Intro to Fabrication

Illuminated Path

Yeseul Song

A light bulb that finds you and illuminates your way.


A single light bulb hangs from a mechanized rail watches for individuals moving through the space using a motion detection and tracking system. When the system finds an individual, the individual's location is used to control a motor which is attached to timing belts. The timing belts control a light bulb that is hanging from the rail which are fastened to the ceilings. This process causes the hanging light bulb to accompany the individual and provide them with an illuminated path.


Introduction to Physical Computing ITPG-GT.2301.003, Introduction to Computational Media ITPG-GT.2233.001


Amanda Lee, Se Young Kim

Draw, Play and Take your own souvenir.


“Picself” is an interactive drawing photo booth. This project was inspired by a sticker photo booth that was once a big trend in Asian culture when we were young. We wanted to share this joyful experience with various people from different backgrounds. We reinterpreted the tool by using motion tracking technology. Unlike traditional drawing tools which need physical medium such as brush or pen to draw on, we tried to take the medium away. Instead we provide a new experience that user’s hand gestures directly coverts into drawing.

Users will stand in front of a green screen and look at themselves without any backgrounds. Then they will decorate their own background with their own hands and physical buttons. Their hands could be a brush, an eraser and stickers. After they finish drawing, they could enjoy playing around with a variety of green props that will blend with their own drawings. At the end, users can take picture of themselves and download it from Picself archive website.

Physical actions such as pressing multiple buttons and non-physical actions like drawing in the air coexist in this project that will provide more in depth feeling.


Introduction to Computational Media ITPG-GT.2233.001, Introduction to Physical Computing ITPG-GT.2301.006, Introduction to Physical Computing ITPG-GT.2301.001

a2z Bot Wall

Chelsea J Pfohl, Chino Kim, Daniel Silber-Baker, Isabel M Donlon, Jared D Friedman, Joakim G Quach, Jessica L Scott-Dutcher, Leslie E Ruckman, Marcela Nowak, Nikita Huggins, Ondina E Frate, Ruta Kruliauskaite, Ravyn L Whitley, rebecca (marks) leopold, Rebecca Ricks, Serena M Parr, Ying He, Yiting Liu

A curated wall of code projects made by ITP graduate students in Daniel Shiffman's Programming from A to Z class.


This is a curated wall of Twitter bots made by students in the class showing their work throughout the semester. Look for a Twitter bot name and short description next to each screen.


Programming from A to Z

Birds in C

Stephanie Koltun

Reinterpreting Terry Riley’s original “In C” composition and instruction, “Birds in C” is a web interface for conducting an orchestra of pre-programmed birds sounds. Let your inner birds sing!


Conduct an orchestra of birds through a re-interpretion of Terry Riley's 'In C'. The original phrases have been reconstructed using recorded bird sounds from the wild to create an unexpected cacophony of chirps, whistles, and hoots. As the conductor, you can add different birds to the orchestra and advance each of them from one phrase to the next.

Rather than starting with a piece of notation and then playing the written composition as a “live” performance, “Birds in C” instead originates with recorded bird sounds and recomposes them to form the phrases of Riley’s “In C”. For each bird, the phrases are created by pitch adjusting, stretching and then arranging an individual “C note” extracted from their bird song. It is these phrases that are then further composed by a single user who advances each bird through the composition. By using recorded bird songs—sounds with specific structure and meaning within their species—and recomposing them into a new composition, the sounds are given new meaning and re-contextualized outside of “wildlife”.

The web interface is composed of geometric shapes representing the different phrases and each bird is differentiated by color. By abstracting traditional music notation, users require no musical background in order to play the piece. However, the tonal relationship is still represented through the peaks and valleys of the shapes, allowing the user to learn the notation as they hear it and thus inform their actions throughout the piece. As additional birds are introduced by the user, the geometric shapes visually and sonically overlap, highlighting their asynchronicity or synchronicity.


Introduction to Computational Media ITPG-GT.2233.001


Dong Chan Kim, Jennifer Lim

Human users are invited to take on the ultimate cat challenge: catch the laser.


LASER CATS!!! is a two-player game in which one user challenges the other to catch a red laser.

In rest mode, a looping video of cats chasing lasers is projected on a blank wall. This video demonstrates the heights of elegance to which human users can only aspire.

In play mode, Player 1 dons two large paw-shaped gloves that are outfitted with solar cells. The solar cells are connected to an Arduino that sends a signal each time the solar cell catches the laser. With each catch, a linked P5 sketch registers a point and plays a “meow” sound.

Player 2 dons a laser headband on which is mounted a red flashlight and two cat ears. Player 2 controls the movement of the laser by shaking his/her head.

The game consists of two rounds of play, fifteen seconds each, during which Player 1 attempts to catch the laser controlled by Player 2. Between the two fifteen-second rounds is a seven-second rest period.

Once the two rounds are finished and Player 1 receives his/her high scores, the two players switch roles: the chaser becomes the controller, and v.v.


Introduction to Physical Computing ITPG-GT.2301.002, Introduction to Computational Media ITPG-GT.2233.006, Introduction to Physical Computing ITPG-GT.2301.003