thumbnail-brainmirror2.jpg BrainMirror
BrainMirror

BrainMirror

explore your brain through natural interaction

Adam Somlai-Fischer (interaction researcher at Nextlab)
Bengt Sjölén (game technology researcher)
Danil Lundbäck (artistic director)

BrainMirror is an interactive experience where the image of the visitors brain appears mixed with his/her mirror image, using natural head movement as an interface to explore volumetric visuals of the human brain.

Touring Sweden 2005-2006 as part of the "Behold the Brain" exhibition series. Try it at Malmö Museum, 05 17.5- 05 31.7, Malmö, Sweden or Universeum, 05 25.2 - 05 25.4, Göteborg, Sweden

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thumbnail-corpora1.jpg Corpora
Corpora

Corpora.proceed(sky);

doubleNegatives Architecture
Sota Ichikawa (architect)
Max Rheiner (software artist)
Ákos Maróy (software artist at Nextlab)
Kaoru Kobata (graphic designer)

Project "Corpora" is a model of intelligent processing behavior emerging
from a collection of autonomous components. Rather than dictate the
design from the top down, only the basic components are created and
allowed to reconfigure via a framework of open inputs. This structure
could be connected to topographic parameters, weather conditions, human law, and so on.

In this version, inputs are connected to a real-time image of the sky.
Project "Corpora" will take measurements of the brightness and air flow
from clouds and influence each autonomous "super-eye".

Will be shown in The exhibition "Open Nature" in NTT Inter Comunication Center April 2005.

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thumbnail-induction2.jpg Induction House v3 and v2
Induction House v3 and v2

Aether Induction House

(by Adam Somlai-Fischer with Aether Architecture)

Aether Induction House is an experimental architecture project consisting of three prototypes. Dealing with mediated spaces, existences and space interpretations. Focusing on transforming the primarily visual digital environment into a physical and tactile experience, finding an architectural and tectonic embodiment.

More specifically, the project has led us to explore and build a new medium; programmable depth with the help of spatial pixels arranged in a 3d pattern.

No computer screens nor kinetic surfaces or even static realities, such as architectural spaces have the quality of changing, carrying information in depth. Some natural resemblances are available thought, like flocking of starlings or staring into muddy water, but these are not really explored in their physical potential yet.

Our focus turned on testing possibilities within this new medium, and exploring methods and forms of its embodiment.

Publicity
The installation series was exhibited at several venues in 2004 and has some invitations for 2005. Past exhibitions include:
Venice Biennale of Architecture (video doc of the series), ISEA2004 (V3), Pixelache Kiasma (V2), Kunsthalle Budapest (V1)

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thumbnail-float1.jpg Floating on the Baltic Sea
Floating on the Baltic Sea

Float

(by Tamás Szakál and Tuomo Tammenpää)

In Float, the ship is the play-head and the route is the track. The surrounding islands build the score of the sound installation. Within a predefined framework the ship plays the track as it moves from one city to the other.

Taking a ferry on the baltic sea is usually just transportation or entertainment on board. In either case, the sea, the location, the depth, the surroundings is
insignificant. This sound installation makes all the invisible dimensions and the silent layers of data, audible.

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thumbnail-mapamp1.jpg Mapamp
Mapamp

Mapamp

(by Tamás Szakál)

The user with a special vest (while walking on the streets) navigates through different sound data fields. These virtual spaces differ from the geographic city scape. altering the position, the visitor controls the timeline of spatial organized sounds.

Different sound spaces which are defined by radio connections, ovarlay with each other and with the real physical space. The rigid boundaries of the architecture does not allow users to listen to certain regions of the work, they remain "untouched".

Mapamp uses existing stuctures and systems (architecture of a city, navigation and radio systems) in order to layer an artificial acousitc space over original auditive space. The resuling diffusion of these layers makes possible to experience frontiers of data spaces and public space .

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Brainfarm interface
Brainfarm interface

Brainfarm

(by András Kangyal, Gábor Csányi, Frutta Elettronica, MOKK)

The aim of the Brainfarm project is:

- To develop a prototype of an integrated on-line telecommunication infrastructure optimized to support the communication needs of emergent virtual communities: the selection of infrastructure elements and the integration of these elements

- To develop the specification for and a prototype that is in harmony with the characteristics of the Hungarian linguistic, cultural, social and academic environment

- To comparatively analyze already existing, and possibly develop new, hybrid data-mining algorithms that identify similarities between entities

- To investigate the development, interaction and transformation of structural norms, rating systems, hierarchies and ontologies responsible for the organization and classification of virtual space and real space. From a content point of view, to define the conceptual webs, meta and rating systems necessary for the organization of highly heterogeneous content pieces
thumbnail-tezauruszII_02.jpg Thesaurus visualization
Thesaurus visualization

Thesaurus

(by András Kangyal, Frutta Elettronica, MOKK)

is 3D visualization for the semantical context of hungarian languages. This project was a RandD development with István Szakadát (Axelero, MOKK) and Rudolf Ungváry (OSZK). The database free visualization works in on-line environment and for program running indispensable necessary JavaVM.
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