Everyday Windows

Ilana Pecis Bonder, Nicolás Peña-Escarpentier

A set VR experiences to reflect on the sociopolitical aspects of everyday sexism



Sexism, harassment, abuse… They all have been historically regarded as personal issues, relegating them from the public discussion, and diverting attention of their status as sociopolitical systemic problems. We want to show what happens behind the doors (or windows, in this case), what women go through and how society as a whole contributes to the expansion of these issues.

Guided by the prompt “touch a window and use me to explore the stories behind” under a VR Cardboard, users select a window -lined with conductive fabric and wired with a capacitive sensor- which lights up the room showing the shadows of the characters inside. Then, the specific scene loads in the VR headset, so the users can immerse themselves in the daily experience the character goes through.


Intro to Fabrication, Introduction to Computational Media, Introduction to Computational Media, Introduction to Physical Computing, Introduction to Physical Computing


Hadar Ben-Tzur

A game controlled by scattered black beans.


A version of the original Skifree game from 91'. The game is controlled by scattered black beans – a controller which is not binary, without buttons. The tactility of the beans and the monster that lurks around the corner creates a funny experience that ranges from a sense of control to complete release.


Introduction to Computational Media


Max Horwich

Beautiful music and hypnotic animation are at your fingertips. With fiveSquare, if you can bend your fingers, you can play a song!


fiveSquare is a musical instrument for people who don’t play music. A glove connected to a digital synthesizer enables the user to create beautiful, expressive sounds, regardless of musical knowledge or skill level. While our product is not the first glove for making music, it is the first designed explicitly for users with no musical background. If other wearable music controllers are Adobe Photoshop, fiveSquare is Instagram.

Our web-based digital audio workstation is a simple grid where users can trigger loops and play melodies accompanied by hypnotic animated visuals. Click or tap each of four smaller squares on the left to build a beat out of drum and synthesizer samples and drag your finger or mouse across the larger square on the right to play melodies over it. Then with our specially designed fiveSquare Glove connected, the music literally comes alive in your hand. Flex sensors in each finger control parameters for different instruments, and by bending their fingers, users can adjust the tempo of the drums, the pitch of the bass, or cycle through chords on an arpeggiated synthesizer.

For demonstration at the 2017 ITP Winter Show, fiveSquare has minimal demands on space and equipment. All we need is a few square feet of space for a laptop or tablet and a small mixer (multiple headphone outputs will allow users to perform for an audience without overwhelming an already loud space with noise from speakers). An external recording device will capture audio of the entire evening’s interactions, and participants will be invited to leave an email address where we can send them the recording of their experience.


Introduction to Computational Media, Introduction to Computational Media, Introduction to Physical Computing, Prototyping Electronic Devices

Anger Flanker

Krizia Fernando, Ridwan Madon, Vidia Anindhita

Anger Flanker is an arcade game-inspired interactive space that invites users to relieve anger, through physical gestures of smashing and screaming to break a virtual surface.



Anger Flanker is a game that aims to encourage a cathartic experience of relief through physical gestures and interaction with the machine.

Anger Flanker is run using serial communication and sensors. It is a space for users to scream and smash controllers in order to break digital surfaces. The different levels is represented in textures of a mirror, a wall and wood and the user will be cued to keep breaking the surface.

We used p5.sound and a force sensing resistor to be enclosed in 36-wide wooden enclosure and 2 controller panels.


Introduction to Computational Media, Introduction to Physical Computing, Introduction to Physical Computing

Pattern and Sound Series

Katya Rozanova

This is a series of minimalist, meditative pattern and synth compositions that respond to input (in this case the movement of one's right arm, perceived by a Kinect ) by reconfiguring temporarily and generating soothing or energizing noise that matches in style the visual elements of the piece.



Using P5Js I am crating a series of interactive compositions. The visual elements will create patterns on an input from a person (mouseover or in response to the movement of one's head or eyes) and generate soothing or energizing sounds that are modulated by the same input. Currently I am collaborating with Dan Oved to set up eye tracking for one of these compositions. For the rest, I plan to use p5 js face recognition as the input that triggers visual and sonic change. 


I'm uising Tone.js, written by Yotam Man.


The simple grid-like designs I am creating are inspired by Agnes Martin's paintings. 

Minimalist and sometimes intricate but always geometric and symmetrical, her work has been described as serene and meditative. Martin believed that abstract designs can illicit abstract emotions from the viewer, like happiness, love, freedom. Her work reminds me of music for that reason.


Introduction to Computational Media


Huiyi Chen, Hee Gyung Sun

"A time that's changing all the time – it's time to go to time!" – DHMIS



What's time? Is time a logical thing? A project “Time” started from throwing simple questions about time and its standard – eventually evolving into the combination of physical piece and digital visualization about different time zones. The physical piece is consisted of two parts: inner cylinder that represents UTC Time Zone map, and outer sphere that is rotatable and contains light source. As the user rotates the outer sphere, and it creates movement in light. While the light is moving, the inner cylinder that has 24 light sensors for each longitude reacts to the changing brightness.

The physical piece will be installed on transparent and round table that I personally own, which approximately has 40” diameter and 30” height. People should be able to walk around the table and see the cylinder time zone map inside the sphere. The digital visualization will be projected from underneath the table; due to its transparency, the table is able to directly show the visualization on is top surface. In this way, people can view both physical and digital piece without being distracted.

When the light shifts from one time zone to another, the digital visualization reflects the movement as well by changing gallery of skylines. Those skylines are from survey towards ITP community regarding which cities they came from, and organized according to the longitude location.


Intro to Fabrication, Introduction to Computational Media, Introduction to Physical Computing

The ❤️ Machine

Mohammad Rizqi Hafiyyandi

Stages of falling in love : understanding, worshipping, and owning Taylor Swift.



Taylor Swift is a force of nature in the entertainment industry. Her songs constantly hit number 1 on the charts, she leaves a trail of famous-ex boyfriends and high-profile PR stunts, and the fans and non-fans just cannot get enough of her.

Yet, she is notoriously famous for ruling her business, image, and music with an iron fist. No critics unaddressed, no ex-boyfriends undisclosed, no music video and #girlsquad member is imperfect. Her life is a constant labor for her work.

What exactly is the relationship between Taylor Swift and her fans? Why do people fall in ❤️ & 😍 with her? Who is more in control, the worshipper, or the worshipped?

This piece imagines stages of falling in ❤️ with Taylor Swift through visualizations of her body of work (musical and cultural) and a DIY tamagotchi by which you can literally own, keep, and play with a piece of Taylor Swift.


Intro to Fabrication, Introduction to Computational Media, Introduction to Physical Computing