 |
 |
 |
 |
Storyscape
|
Pulse Oximeter
Mood Ring
|
 |
 |
StoryScape is an unique urban experiment in community storytelling.
From October through December of 2004, hundreds of orange stickers
bearing the question "You are here... Why?" were placed
throughout the greater Atlanta area, in areas such as the Georgia
Tech campus, Little Five Points, and East Atlanta. In addition to
stickers, posters and postcards were also distributed to increase
visibility of the StoryScape movement.
We invite the greater Atlanta community to share their stories with
us using their cellular phones, either via SMS or voicemail. By dialing
in, you will be contributing to a unique, dynamically growing collection
of stories being generated by hundreds of people – discrete
nodes in a network – all over the city of Atlanta. These will
be stories from people in many distinct places, yet connected by a
common technology and a common question.
http://www.storyscape.org/ |
The goal of this project was to create a wearable pulse oximeter device
that would provide ambient feedback about blood oxygen through color-changing
jewelry. A sensor containing red and infrared LEDs and a phototransistor
is placed over a finger and communicates electronically with a BASIC
stamp that interprets the data and sends output signals to a pair
of LEDs. The yellow light indicates a normal state over 95 percent
blood oxygenation. The red light comes on when it drops below 95 percent. |
 |
 |
 |
 |
Thinking Caps
|
Thera-Network
|
 |
 |
This is an experimental project to explore the realm of automated
sensing of human emotions using Biofeedback, and employing it to store
emotionally-tagged video memories. The project emanates from the idea
of making digital life-logs of our living experiences, and emulating
the human memory in storage and retrieval processes of these xperiences.
For such a system to be autonomous, it has to detect the relevancy
of the data being collected, and selectively use it to make interlinked
databases. The project is anchored on the recent findings
and applications in the fields of Affective computing (machine sensing
of human emotions) and Physiological Psychology (structure and formation
of the memories). |
Device to assist individuals in motivation and accuracy while they
are participating in their at home physical therapy sessions between
office visits. The network consists of a wearable device with feedback
lights and a counter (eventually), an RF connection to the therapist
and a buddy network.
Published paper
|
 |
 |
 |
 |
Bioresponsive Typography
as a catalyst for social interaction in a semi- public, public space
|
The Virtual
Windchime Project
|
 |
 |
"A considerable volume of work has been done in the areas of
content of the written word: its semantic structure, its linguistic
interconnections, its etymology and grammar. But little attention
has been given to the spiritual and philosophical aspects and the
physical manifestation of the letter. To date, no work in English
exists regarding these latter aspects, termed akshara in Hindi.
By drawing on the cultural knowledge and perspectives found in India,
the letter can be viewed as an organic whole. In these traditions,
the visual power and the inner strength of otherwise innocuous-looking
letters (aksharas) should be felt, experienced, and realized.
Bioresponsive Typography (BioType) proposes a dynamic digital
representation of self through organically morphing typography.
The ‘type’ responds to a person’s body state in
a veritable mind-body duel in trying to understand and thus transcend
the relationship between what’s apparent and what is ‘intuitive’
or hidden. The larger goal of this project is to interest people
in an impromptu interactive performance in disjoint public spaces
as individuals and as a collaborative group. " |
The Virtual Windchime is an analogue of a real windchime that has
been modified to use people as the trigger for interaction and to
produce electronic sounds rather than acoustic tones. When people
approach the windchime, they are detected by one of three motion
detectors and become the "wind" that sets the hammer in
motion. This hammer is attached to a motor that spins at varying
speeds depending on the number and location of people
in the room. Whenever the hammer comes in contact with one of the
cylindrical chimes a unique midi-tone is generated on the attached
computer.
The pitch, timbre, velocity and other characteristics of the midi-tone
vary as the environmental conditions around the windchime change.
The impetus for this project was a desire to attribute
a recognizable personality to an electronic artifact and to explore
the dynamics of the human-machine
interactions that such a personality would produce. |
 |
 |
 |
 |
Uplift: Enabling Latent
Human Capability through Gaming
|
Living Universe
|
 |
 |
Uplift, currently under development, is a game which is intended
to induce the 'flow state' in the player. 'Flow', or 'the zone',
is a state of cognition in which an individual can dramatically
exceed his/her normal levels of performance in a given activity.
The game will accomplish this in several ways: it will be highly
malleable, allowing users to adapt it to create optimal conditions
for themselves. It will support varying levels of visual abstraction
and visual clarity, and finally it will support a biofeedback/neurofeedback
interface to allow it to measure and react to the player's level
of tension/relaxation. |
Living Universe is an attempt to replicate a "primordial
soup" condition in the form of a cellular automaton. Atoms (represented
by cells) in Living Universe 'grow' and 'die' according to conventional
CA rules; they also form bonds with neighbouring atoms according to
their valencies, often leading to the formation of large and ramified
molecular structures.
More information:
PDF |
 |
 |
 |
 |
| Conscious camera |
Geotac - Teaching
blocks for the blind and visually impaired
|
 |
 |
The work tries to represent in real-time the eye of a camera that
sees only content that perceptually "matters", ie. not flat
pictures, but faces, hands, and motion. It has a memory, and all that
the camera has perceived will remain, on screen. The work consists
of a program written in objective-C (Cocoa, with Quicktime SDK) and
only requires a computer, a camera, and a screen. Videos,
pictures, additional documentation:
website
|
GEOTAC attempts to teach blind and visually impaired children about
3D geometry (Archimedean solids) in a gamelike set up. It is a building
block arrangement consisting of 8 identical truncated cubical blocks,
which adds on to give different spatial possibilities to the user.
The geometries extend form a simple ‘cube’ to complex
geometry like ‘Cuba-octahedron’.
These blocks are integrated with texture and sound as an aid for
the user to complete a task. These toys directly address to the
need of ‘Third-Dimension’ in our user’s environment.The
aforementioned goal is to make the blocks to act as tools for 3D-modeling
on a computer at real time.
|
 |
 |
 |
 |
Cosmic Architecture in
India: the Architecture and Astronomy of Maharaja Jai Singh II
|
Rhinoctopus |
 |
 |
Cosmic Architecture in India is a recreation of medieval Indian masonry
observatories in 3D space. It is a study in the application of game
engines as a visualization and exploration tool for architects and
designers. |
Since they began in 2002, the Atlanta band rhinoctopus has been
inspired to create an immersive environment for audiences to experience,
one which currently consists of a live musical performance combined
with the projection of static videos, which have been edited to
correspond to their songs. There has always been a desire to increase
the level of experiential immersion, while adding more audience
interactivity and spontaneity. Allison Sall and Paige Taylor are
in the process of creating a video instrument for this purpose,
which, upon completion, will be used by audience members during
live rhinoctopus shows to manipulate the performance video in real-time. |
 |
 |
 |
|
Tesseract
|
|
 |
|
Tesseract reconstructs time and space to expose the long-term patterns
and trends of life around us. A 10 minute movie, Tesseract begins
by conveying snapshots of life around the world, then quickly accelerates
to show hours, days, weeks, months, and seasons pass by in seconds.
As increasingly longer periods of time are displayed, Tesseract
"folds" time and space to show multiple moments of time
simultaneously, inviting comparison and reflection. For example,
all 7 days of a week are simultaneously displayed on the screen,
enabling one to witness the patterns and trends that occur over
the days of the week.Tesseract is composed entirely of images captured
from publicly- accessible webcams found across the Internet and
world, from newspaper printing presses, to used stereo shops in
Tokyo, to fishing towns in the Faroe Islands.
Project participants:
Michael Terry, Grace Ou, Jaroslav Tyman
More information:
PDF |
|