The Steampunk Coffee Machine is an interactive device made by Abigail Faelnar, Erkin Salmorbekov, and Sammy Sords as the final project for Intro to Physical Computing.
Steampunk is the retrofuturistic reimagination of modern technology, inspired by the steam-powered machinery of the Victorian age. In this spirit of mixing old with new, this coffee machine brings together analog inputs with digital displays, and creates a semi-automated process for the typically manual method of pourover coffee brewing. It also gives a steampunk feel by design – with dark wood and brass/gold finishes, a doorstop repurposed as a lever, visible pipes, and vintage lightbulbs connected to a pull chain.
The machine provides guidance to an individual user on which and how much coffee to use. By answering a few questions about your current state and coffee preferences (1. How are you doing today?, 2. How strong would you like your coffee?, 3. Which roast profile do you prefer?), the machine will tell you which coffee beans to select (out of three available options for light, medium, and dark) and how many grams of coffee you need to measure for a perfect cup (in a 10 oz. mug) according to ideal coffee to water ratios.
After the machine displays your coffee type and number of grams, you scoop out the grounds until the weight on the scale matches the recommended amount. From there, you pour water into the bucket, place your coffee grounds in the filter, pull a lever down, and the coffee machine begins to heat the water and drip it through a faucet right above the filter, preparing a cup of coffee for your enjoyment.
I mounted a two-way mirror and a regular mirror into a picture frame and placed an LED strip in between in order to create an infinity mirror. I then modified the code of a Google Vision Kit to have the Raspberry Pi output the signal to the LED strip and control the color details and frequency.
Infinity mirror lights up only when you smile at it. If several people smile at it, it averages joy score and lights up accordingly. Project Collaborator: Maxwell Dayvson Da Silva
This installation is about alternative storytelling—the viewers experience different stories as they change their way of perception, namely reality and augmented reality. Inspired by the Chinese folklore “Butterfly Dream”, where the author Zhuang Zi dreams of being a butterfly so veritably that he questions whether he is the person dreaming of a butterfly or the butterfly dreaming of a person, this project centers around the nuances of dream and reality.
As the spectators approach the installation, a rather sizable, tall white box, they see the first layer and story, a figure walking across the four lateral sides of the box, enabled by video mapping. At the top, the printed original text of the butterfly story in multiple languages are wrapped around the box. Then, as the audience looks at the work using an AR equipment, they see the second layer and story through the electronic screen, in which an AR butterfly flies around the installation blocked by an AR white box of the same size. By its physical appearance, the viewers experience the person projected upon the box, and by the AR recreation, an animated butterfly moves away from the 2-dimensional display and presents an alternative story.
Despite of the simplicity of the stories—a walking primate and a flying lepidoptera—the installation provides its audience with significant blank space to contemplate and make personal, individual interpretations. The superimposed texts provide the context of the story and function as a reminder of the association between dream and reality. This installation aims to encourage the viewers to rethink the definition of dream in not only its psychological sense but also the philosophical one. What does it mean to dream? How is it different from reality? What is reality? The purpose of this installation ultimately lies in the stimulation of thoughts.
This art installations simulate the soliton wave, which occurs in the shallow water, based on simple mathematical model.
It usually could be simulated using KdV equations, but this discrete soliton wave model well simulates that complex equation, which seems to be the miracle.
Tsunami also relates to this soliton model, and it could tell us somehow partially about why Tsunami is so scary (e.g. the speed). The stone/wood/seashell used here are all from the real Japanese places who suffered from the big Tsunami by the East Japan Great Earthquake in 2011.
Conversation is a duet between two hanging lamps that provide light only when bitten. The light comes from within the body of these lamps, illuminating the room from within the participants’ mouths. Ideally experienced in pairs, Conversation is a practice in listening and illumination. To not converse in total darkness, the pair must cycle between the roles of speaker and illuminator.
While we share the same physical space everyday, many of us come from different parts of the world, facing devastating concerns that consume our minds. We set up a Lennon Wall in ITP —Lennon Wall was originally set up in Prague following the assassination of John Lennon. It has become a symbol of love and peace, and has been adopted in other places to show support and encouragement.
We believe these conversations should extend beyond classrooms and singular events, and hope this will be an opportunity to show that we care for each other in this community.
Square and circle is a very specific definition of a shape. There is no space of ambiguity when they are referred to. To recreate these shapes, we, without practice, need to use tools or processes.
It seems to be our instinct to define, classify, disambiguate and interpret. Other than square and circle, there are many other things that are clearly defined by human, which are believed to be the “correct” or “normal” to pursue and follow — definitions of a happy life, good wife/mother, success, purpose…
I have started wondering more and more: why making a circle or square at all? Isn’t the ambiguity and the in-between state seems more natural in our lives? Isn’t the uncertainty a source of creativity?
Hence, I want to make a musical instrument to express the idea of the dynamic tension between definition and ambiguity in life, and my emotion when struggling with them.
My project for Creative Computing includes the p5.js and ml5.js libraries where I have created a game that tracks your wrists using PoseNet, the users objective is to adjust their arms in order to stop the ball. The user will be placed in front of a webcam that is actively tracking the movements of both wrists while they look for the digital ball being kicked towards them.
ColorField is a collaborative, interactive light experience where two people are asked to use color and light to evoke a word. One person acts as The Controller, and the other as The Viewer. Before taking their seats, both people will approach a panel of words and select a word to represent visually. The Controller and The Viewer sit on opposite sides of a table with a 24” by 24” light wall between them so that they cannot see each other. The Controller has an unlabeled control panel and cannot see the light field. The Viewer sees the light field but cannot see the control panel. Through communication, the team designs a composition that represents the feeling of their chosen word. Through necessary collaboration, this project is meant to give a team the agency to work creatively to reflect on the emotional and aesthetic quality of a word.
Introduction to Physical Computing, Introduction to Physical Computing