View allAll Photos Tagged interactiondesign
I love this thing. It's portable, durable and stylish. It's got a plaid Burberry material that gives it a handmade old school feel, yet it's also lined with a tough and waterproof rubberized layer right underneath.
The interactive artwork I made for the iMal mediafacade. The project will be presented tomorrow at Todays Art/Nuit Blance in Brussels. More info about the project: todaysart.org/be/events/media-facade-reloaded/
Smile detection is done with openFrameworks, Processing + colorLib was used to manage the colors and send the smile to the building over DMX.
OneAvatar was shown at the third edition of the Milano in Digitale event. An installation featuring a 3D game in which players could shoot the OneAvatar character, causing electric shocks to hit the body of the player wearing the OneAvatar suit, creating a phisical connection between our physical bodies and our identities in the digital worlds.
The installation features the results of the research coming from the OneAvatar project: technology, emotion, identity, relational dimensions in the digital domains are some of the fundamental topics analyzed.
For the event a complete marketing and communication strategy was produced to create a fictional, but realistic and produceable, product to create the narrative level of the performance: the performer was displayed as in a shopping center showcase, with the product and the related gadgets available for sale. A further analysis on the evolution of art in the contemporary era, in its hybridization wth communication, marketing and ethnographical practices.
more info at:
www.artisopensource.net/2008/11/15/oneavatar-milano-in-di...
and here:
concept and installation by
Salvatore Iaconesi [xDxD.vs.xDxD]
Oriana Persico [penelope.di.pixel]
OneAvatar was shown at the third edition of the Milano in Digitale event. An installation featuring a 3D game in which players could shoot the OneAvatar character, causing electric shocks to hit the body of the player wearing the OneAvatar suit, creating a phisical connection between our physical bodies and our identities in the digital worlds.
The installation features the results of the research coming from the OneAvatar project: technology, emotion, identity, relational dimensions in the digital domains are some of the fundamental topics analyzed.
For the event a complete marketing and communication strategy was produced to create a fictional, but realistic and produceable, product to create the narrative level of the performance: the performer was displayed as in a shopping center showcase, with the product and the related gadgets available for sale. A further analysis on the evolution of art in the contemporary era, in its hybridization wth communication, marketing and ethnographical practices.
more info at:
www.artisopensource.net/2008/11/15/oneavatar-milano-in-di...
and here:
concept and installation by
Salvatore Iaconesi [xDxD.vs.xDxD]
Oriana Persico [penelope.di.pixel]
OneAvatar was shown at the third edition of the Milano in Digitale event. An installation featuring a 3D game in which players could shoot the OneAvatar character, causing electric shocks to hit the body of the player wearing the OneAvatar suit, creating a phisical connection between our physical bodies and our identities in the digital worlds.
The installation features the results of the research coming from the OneAvatar project: technology, emotion, identity, relational dimensions in the digital domains are some of the fundamental topics analyzed.
For the event a complete marketing and communication strategy was produced to create a fictional, but realistic and produceable, product to create the narrative level of the performance: the performer was displayed as in a shopping center showcase, with the product and the related gadgets available for sale. A further analysis on the evolution of art in the contemporary era, in its hybridization wth communication, marketing and ethnographical practices.
more info at:
www.artisopensource.net/2008/11/15/oneavatar-milano-in-di...
and here:
concept and installation by
Salvatore Iaconesi [xDxD.vs.xDxD]
Oriana Persico [penelope.di.pixel]
OneAvatar was shown at the third edition of the Milano in Digitale event. An installation featuring a 3D game in which players could shoot the OneAvatar character, causing electric shocks to hit the body of the player wearing the OneAvatar suit, creating a phisical connection between our physical bodies and our identities in the digital worlds.
The installation features the results of the research coming from the OneAvatar project: technology, emotion, identity, relational dimensions in the digital domains are some of the fundamental topics analyzed.
For the event a complete marketing and communication strategy was produced to create a fictional, but realistic and produceable, product to create the narrative level of the performance: the performer was displayed as in a shopping center showcase, with the product and the related gadgets available for sale. A further analysis on the evolution of art in the contemporary era, in its hybridization wth communication, marketing and ethnographical practices.
more info at:
www.artisopensource.net/2008/11/15/oneavatar-milano-in-di...
and here:
concept and installation by
Salvatore Iaconesi [xDxD.vs.xDxD]
Oriana Persico [penelope.di.pixel]
Rfid mon amour 1.0 at The New Italian Design exhibition. Triennale di Milano, Italy.
More info about RFID Mon Amour here (pdf file).
Angel_F was featured at the Node Fest @ Forte Prenestino,
on April 16th - 17th
A book presentation and the interactive installation "my Ubiquitous Body" were shown
more info at
Concept, design & software development
TODO
Mechatronic design & production
Leva Engeneering
Structure design, carpentry, installation
Delfini Group
Agency
Blackboard Berlin
photos by Sirio Vanelli
A rapid prototyping workshop for Master of Interaction Design students at ITU. An introduction to rapid prototyping as a concept and as a practice, both in the quick and dirty sense (using available materials to achieve proof of concept) and through awareness of tools available such as the CNC machine, the Rep Rap machine, and use and knowledge of materials, processes and communities. Part lecture, part hands-on prototyping complete with proof of concept from each group.
Kristen Berman was kind enough to do a show and tell demo of the Lytro light field camera. Big thanks to Kristen for letting us play with the camera.
ZURB is a close-knit team of interaction designers and strategists that help companies design better (www.zurb.com)
An exploration of designing for meaningfulness, combining traditional craft (kintsugi) with electronics and interaction. www.meaningfuldevices.com
Created by Vanessa Julia Carpenter with FabLabRUC (Dzl) (fablab.ruc.dk), FabCafe Tokyo (fabcafe.com/tokyo/), and Kintsugi Artist Kurosawa (kurovsya.com).
ZURB is a close-knit team of product designers that help companies design better websites, services and online products.(www.zurb.com).
A rapid prototyping workshop for Master of Interaction Design students at ITU. An introduction to rapid prototyping as a concept and as a practice, both in the quick and dirty sense (using available materials to achieve proof of concept) and through awareness of tools available such as the CNC machine, the Rep Rap machine, and use and knowledge of materials, processes and communities. Part lecture, part hands-on prototyping complete with proof of concept from each group.
OneAvatar was shown at the third edition of the Milano in Digitale event. An installation featuring a 3D game in which players could shoot the OneAvatar character, causing electric shocks to hit the body of the player wearing the OneAvatar suit, creating a phisical connection between our physical bodies and our identities in the digital worlds.
The installation features the results of the research coming from the OneAvatar project: technology, emotion, identity, relational dimensions in the digital domains are some of the fundamental topics analyzed.
For the event a complete marketing and communication strategy was produced to create a fictional, but realistic and produceable, product to create the narrative level of the performance: the performer was displayed as in a shopping center showcase, with the product and the related gadgets available for sale. A further analysis on the evolution of art in the contemporary era, in its hybridization wth communication, marketing and ethnographical practices.
more info at:
www.artisopensource.net/2008/11/15/oneavatar-milano-in-di...
and here:
concept and installation by
Salvatore Iaconesi [xDxD.vs.xDxD]
Oriana Persico [penelope.di.pixel]
OneAvatar was shown at the third edition of the Milano in Digitale event. An installation featuring a 3D game in which players could shoot the OneAvatar character, causing electric shocks to hit the body of the player wearing the OneAvatar suit, creating a phisical connection between our physical bodies and our identities in the digital worlds.
The installation features the results of the research coming from the OneAvatar project: technology, emotion, identity, relational dimensions in the digital domains are some of the fundamental topics analyzed.
For the event a complete marketing and communication strategy was produced to create a fictional, but realistic and produceable, product to create the narrative level of the performance: the performer was displayed as in a shopping center showcase, with the product and the related gadgets available for sale. A further analysis on the evolution of art in the contemporary era, in its hybridization wth communication, marketing and ethnographical practices.
more info at:
www.artisopensource.net/2008/11/15/oneavatar-milano-in-di...
and here:
concept and installation by
Salvatore Iaconesi [xDxD.vs.xDxD]
Oriana Persico [penelope.di.pixel]
“On the back part of the step, toward the right, I saw a small iridescent sphere of almost unbearable brilliance. At first I thought it was revolving; then I realised that this movement was an illusion created by the dizzying world it bounded.”
— Jorge Luis Borges
The Aleph, as described by Borges in his text “El Aleph” (1945), is a (meta-)physical point, in which one can see the entire universe, from every angle, at the same time.
I have used this metaphor to visualise my memory. In ALEPH I’ve tried to capture the past four years of this study through the collection of photographs I took during this period. In much the same way as I construct mental images in my head, this installation synthesises images from a given association.
An exploration of designing for meaningfulness, combining traditional craft (kintsugi) with electronics and interaction. www.meaningfuldevices.com
Created by Vanessa Julia Carpenter with FabLabRUC (Dzl) (fablab.ruc.dk), FabCafe Tokyo (fabcafe.com/tokyo/), and Kintsugi Artist Kurosawa (kurovsya.com).
An exploration of designing for meaningfulness, combining traditional craft (kintsugi) with electronics and interaction. www.meaningfuldevices.com
Created by Vanessa Julia Carpenter with FabLabRUC (Dzl) (fablab.ruc.dk), FabCafe Tokyo (fabcafe.com/tokyo/), and Kintsugi Artist Kurosawa (kurovsya.com).
An exploration of designing for meaningfulness, combining traditional craft (kintsugi) with electronics and interaction. www.meaningfuldevices.com
Created by Vanessa Julia Carpenter with FabLabRUC (Dzl) (fablab.ruc.dk), FabCafe Tokyo (fabcafe.com/tokyo/), and Kintsugi Artist Kurosawa (kurovsya.com).
An exploration of designing for meaningfulness, combining traditional craft (kintsugi) with electronics and interaction. www.meaningfuldevices.com
Created by Vanessa Julia Carpenter with FabLabRUC (Dzl) (fablab.ruc.dk), FabCafe Tokyo (fabcafe.com/tokyo/), and Kintsugi Artist Kurosawa (kurovsya.com).
A rapid prototyping workshop for Master of Interaction Design students at ITU. An introduction to rapid prototyping as a concept and as a practice, both in the quick and dirty sense (using available materials to achieve proof of concept) and through awareness of tools available such as the CNC machine, the Rep Rap machine, and use and knowledge of materials, processes and communities. Part lecture, part hands-on prototyping complete with proof of concept from each group.
Maria Cordell, "Interaction Design for the Fourth Dimension."
www.slideshare.net/mcordell/interaction-design-for-the-4t...
An exploration of designing for meaningfulness, combining traditional craft (kintsugi) with electronics and interaction. www.meaningfuldevices.com
Created by Vanessa Julia Carpenter with FabLabRUC (Dzl) (fablab.ruc.dk), FabCafe Tokyo (fabcafe.com/tokyo/), and Kintsugi Artist Kurosawa (kurovsya.com).
An exploration of designing for meaningfulness, combining traditional craft (kintsugi) with electronics and interaction. www.meaningfuldevices.com
Created by Vanessa Julia Carpenter with FabLabRUC (Dzl) (fablab.ruc.dk), FabCafe Tokyo (fabcafe.com/tokyo/), and Kintsugi Artist Kurosawa (kurovsya.com).
With the cover protector out of the way. The isocket sticker helps prevent the temptation to use it as a general purpose sketchbook rather than just for work.
An exploration of designing for meaningfulness, combining traditional craft (kintsugi) with electronics and interaction. www.meaningfuldevices.com
Created by Vanessa Julia Carpenter with FabLabRUC (Dzl) (fablab.ruc.dk), FabCafe Tokyo (fabcafe.com/tokyo/), and Kintsugi Artist Kurosawa (kurovsya.com).
An exploration of designing for meaningfulness, combining traditional craft (kintsugi) with electronics and interaction. www.meaningfuldevices.com
Created by Vanessa Julia Carpenter with FabLabRUC (Dzl) (fablab.ruc.dk), FabCafe Tokyo (fabcafe.com/tokyo/), and Kintsugi Artist Kurosawa (kurovsya.com).
An exploration of designing for meaningfulness, combining traditional craft (kintsugi) with electronics and interaction. www.meaningfuldevices.com
Created by Vanessa Julia Carpenter with FabLabRUC (Dzl) (fablab.ruc.dk), FabCafe Tokyo (fabcafe.com/tokyo/), and Kintsugi Artist Kurosawa (kurovsya.com).
A rapid prototyping workshop for Master of Interaction Design students at ITU. An introduction to rapid prototyping as a concept and as a practice, both in the quick and dirty sense (using available materials to achieve proof of concept) and through awareness of tools available such as the CNC machine, the Rep Rap machine, and use and knowledge of materials, processes and communities. Part lecture, part hands-on prototyping complete with proof of concept from each group.
This diagram is an exploration of the future of interactive television. Drawn at Harvard Square while eating breakfast with Paige Saez after the conference MIT's Futures of Entertainment 3.
How do you experience a digital landscape?
ESCAPE is a room projection installation that immerses a visitor through four walls of projection surface, transforming the room into a virtual great glass elevator, vertically transporting spectators through an unlimited sequence of generative landscapes. Escape will be a study on the definition of ‘a digital landscape’. We will explore what elements constitute a landscape, and which qualities are required for immersion.
The project consists of multiple layers; static, dynamic, and interactive; a general narrative and cycle length (5 mins) has been defined, accompanied with a precomposed soundtrack (by Charlie Berendsen). Based on this narrative, landscapes are generated, color ranges shifted, special effect probabilities set and generative soundscapes blended on top of the soundtrack. Finally, the visitor is given control over the vertical navigation through these landscapes.
An exploration of designing for meaningfulness, combining traditional craft (kintsugi) with electronics and interaction. www.meaningfuldevices.com
Created by Vanessa Julia Carpenter with FabLabRUC (Dzl) (fablab.ruc.dk), FabCafe Tokyo (fabcafe.com/tokyo/), and Kintsugi Artist Kurosawa (kurovsya.com).
“On the back part of the step, toward the right, I saw a small iridescent sphere of almost unbearable brilliance. At first I thought it was revolving; then I realised that this movement was an illusion created by the dizzying world it bounded.”
— Jorge Luis Borges
The Aleph, as described by Borges in his text “El Aleph” (1945), is a (meta-)physical point, in which one can see the entire universe, from every angle, at the same time.
I have used this metaphor to visualise my memory. In ALEPH I’ve tried to capture the past four years of this study through the collection of photographs I took during this period. In much the same way as I construct mental images in my head, this installation synthesises images from a given association.
I always put $100 down as the reward for finding one of my sketchbooks because they're like an invaluable outboard brain for me.
A rapid prototyping workshop for Master of Interaction Design students at ITU. An introduction to rapid prototyping as a concept and as a practice, both in the quick and dirty sense (using available materials to achieve proof of concept) and through awareness of tools available such as the CNC machine, the Rep Rap machine, and use and knowledge of materials, processes and communities. Part lecture, part hands-on prototyping complete with proof of concept from each group.
An exploration of designing for meaningfulness, combining traditional craft (kintsugi) with electronics and interaction. www.meaningfuldevices.com
Created by Vanessa Julia Carpenter with FabLabRUC (Dzl) (fablab.ruc.dk), FabCafe Tokyo (fabcafe.com/tokyo/), and Kintsugi Artist Kurosawa (kurovsya.com).