Lumen is a tangible light simulation that allows its users to discover and experience the basics of geometrical optics (reflection, refraction, dispersion, focusing light using a lense) in a playful way. Lumen consists of a number of levels in which you have to get a certain number of light rays to the goal - using the mentioned methods.
It was developed in ActionScript 3. Have a look at the fake concept video to get an idea - we didn't have enough time and money to fully implement it.
The tangible interface (glassy objects) represents the single objects used to manipulate the rays.
To intensify the learning experience a sound concept was developed - each element triggers its corresponding sound when interacting with a light ray.
The project was part of my second term at the Hochschule Darmstadt and was developed together with Michael Longerich and Markus Schuricht. It was supervised by Stephan Koch, Prof. Claudia Söller-Eckert, Prof. Dr. Arnd Steinmetz, Dr. Ingo Stengel and Prof. Tsunemitsu Tanaka.
In Points of Volatility the endlessly generated horizon offers the promise of boundless space and resources, however it is all a machination, an illusion. The slices are reminiscent of statistics and daily stock market indices, ever shifting like a harsh white noise. No matter how many claims are made to predict and control the plethora of information streams, time and space have been sliced into so many nano-segments that the human mind can only make vague divinations about where we are headed.
Points of Volatility is an endless landscape machine that uses laser cut profiles of Colorado mountain ranges, a modified industrial conveyor belt, and tilt sensitive spheres with LED lightning strings. Two small surveillance cameras transmit live views of the landscape to a pair of projectors.
This project was made in conversation with Brandon Vogt, Assistant Professor of Geography at the University of Colorado, Colorado Springs. The exhibition in which this piece premiered, "Hypothesis," was organized around pairing up scientists and artists to look at the connections between the ways each deciphers the natural world. When learning about Vogt’s research I was struck by the visuality of it, as well as the micro and macro examinations he explores within the academic framework of “Geography.” We worked together to imagine the machine and he provided the topographical slices used in the work. The spheres of lightning were an attempt to make physical the mathematical theories he has been working on to understand where lightning will strike. In these veins of research we are often limited to probabilities and forecasts as the full complexity of the landscapes can never truly be systematized; it is here in these spaces where art and science fold over one another as we attempt to decipher the world around us.
We used the String Augmented Reality SDK to display real-time 3d video+audio recorded from the Kinect.
A just for fun experiment from the guys at Laan Labs. labs.laan.com/
Follow us on twitter @laanlabs for updates about our projects.
Body Type is a body-based font generator using OpenFrameworks, OpenNI, iOS, Font Forge, ImageMagick and the Kinect sensor.
Full writeup of the project here: mauriciogiraldo.com/blog/2011/06/29/body-type/
Project for the Spring 2011 Interactive Art & Computational Design course in Carnegie Mellon University
Code for download here:
Mauricio Giraldo Arteaga
demonstration of portamentos which is an application designed to take advantage of a technique of abstracting high resolution parameter data onto the monome grid.
The grid displays several parameters (pitch, amplitude level, attack, decay, portamento time and filter cutoff) per step. Instead of using the grid to enter in data, which would be fairly coarse, the grid is used to indicate parameter value and to select which parameter and step is in focus. The parameter value is abstracted twice, both on the grid and arc ring. Once any parameter is selected on the grid, the value for all visible steps are displayed.
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