Archive for March, 2006

Hala Elkoussy photography

Friday, March 31st, 2006

The work of Hala Elkoussy reminds me of the atmosphere I love so much in ‘time of the gypsies’ from Emir Kusturika

The starting point for the photographic and video work of Hala Elkoussy (b. 1974, Cairo) is the constant change in the relationship between people and their social environment. In this she focuses specifically on the city where she was born, Cairo, a metropolis that exemplifies all of the large urban conglomerates in North Africa and Eurasia when it comes to modernisation and Westernisation. Stedelijk Museum Bureau Amsterdam is showing her project Peripheral, which was previously seen at the Istanbul Biennale in September, 2005.

Hala Elkoussy, Peripheral (and other stories), 2 April – 14 May 2006 at the Stedelijk Museum Bureau Amsterdam.

By Cati in personal addiction

Health care and product design : Sleep & Recovery Enhancer by André Kongevold

Wednesday, March 29th, 2006

SRE - Sleep & Recovery Enhancer by André Kongevold

Today, stress-related sleeping problems are increasingly common. More and more people experience difficulties falling asleep at bedtime. The SRE will guide the user through autogenous exercises to lower the stress-level and reduce time to fall asleep. This in turn will improve sleep quality and minimize daytime effects.

More info

The Hug by Sohui Won

Wednesday, March 29th, 2006

When you chat with your friend or family, you can feel their touch as well. Just hug “the hug.”

” “The Hug” is communicator to feel touch. It has two main functions.

- Sending / Saving / Receiving messages
- Sending / Saving / Receiving touches

Have you wanted to convey your touch to your lover or children? Trough this device, you can transmit your touch with a message to another device that my pal has. When you leave a message, you can hug and touch “The Hug” to transmit your touch. So the movement of your touch can be conveyed to your mate’s device through heat-line and vibration.”

More detail about the project

The Hug : interaction design

Wednesday, March 29th, 2006

The Hug is A visionary robotic product concept developped by Carl DiSalvo, Carl DiSalvo, Francine Gemperle, Willy Yonkers, Elliott Montgomery, and Jamie Divine.

The Hug is a soft, huggable product that uses sensing technology and wireless telephony to provide social and emotional support for distant family members. Thisrobotic product uses verbal communications along with touch and physical interaction to create a sense of presence. The Hug uses technology in a way that profoundly addresses an observed human need — the need for a sense of presence during intimate communication.

descriptive paper and technical details published at RO-MAN (IEEE International Workshop on Robots and Human Interactive Communication), another one on the design form, and a case sketch.

More info

Ernesto Neto : huggable sculptures

Tuesday, March 28th, 2006

I love Ernesto Neto’s soft “huggable” sculptures.

Exhibited in Hirshhorn Museum, Washington, USA in March 2002. Neto’s sculptures and installations are indeed singular in contemporary art,” says curator Viso. “His works, which he describes as a ‘kind of body/space/landscape,’ not only arrest us visually but also make us keenly aware of the spaces inside, around and between our bodies. We become voyagers in sensorial odysseys

Ernesto Neto (Brazilian, born 1966), “The Ovaloids Meeting” (1998). Courtesy of the artist and Tanya Bonakdar Gallery, New York.

Paris can be beautiful

Saturday, March 25th, 2006

Debris de Paris

Debris de Paris

Today’s good news

Friday, March 24th, 2006

I received very good news today in my mail box :)

Google earth pro and GIS

Monday, March 20th, 2006

This week end I have tried out the Google earth pro software. I used the pro version rather than the regular version because I was importing GIS files into it.
Because I needed more cross analysis of the visual data, today I have used ArchGIS for ArchMap to run a visual analysis of hospitals with emergency rooms in the US.I love this ArchMap software, many layers of data can be overlayereded and a quick and easy visual analysis can be done. I ran the analysis over the Massachusetts and specifics and data layers can be downlowded from the website.

Pictures of my quick study


Boston is beautiful

Sunday, March 19th, 2006

Juste des petits bouts de Boston

des petits bouts de Boston

My review on a selection of personal past research

Thursday, March 16th, 2006

The following are three examples of my work with features that can be re-appropriated to found new research directions pertaining to my future research question.

Passing Glances
Imagined for installation in an urban, public space (bus stop, train station, etc.), PASSING GLANCES invites people to use SMS messaging on their cell phones to post images or video to a public display board. Display boards in different cities would be connected to one another. The system intelligently draws in other imagery to support the content of what users posted to the board. The goal was to have individuals describe their physical space in a substantial way, without the limitations of distance.

Through the supportive research on this application, I found that users were initially using SMS to experiment with the system, but then quickly preferred to make the unknown crowd react through anonymous posting to co-located users. On hindsight, this project had interesting implications for how digital technologies can mediate between how we assert ourselves privately and publicly within the physical space.

Connected to a server, each user’s cell phone could browse inside of their personal computer to display videos, pictures, and sound files. This was done privately and anonymously. The SMS media (picture, text, audio, etc.) posted to the display board could only be retrieved by specific users at a reasonable distance. Because these messages are unpredictable, they create an atmosphere of surprise and excitement.

People were motivated to explore the relationship of private and public roles through the act of anonymous posting in the physical space. However, I would like to expand the system to explore and model the public desire for “subversive” acts, their overlap with the desire to exchange new media and ideas, and how digital technologies can maximally support how these desires translate into the redesign of the physical space.

I designed this project in collaboration with Sven Anderson, Glorianna Davenport, Linda Doyle and Katherine Moriwaki when I was a researcher at Media Lab Europe. The origin of this work was to bring my previous project Textable Movie into a urban sms interactive display.

Web site
More info about Passing Glances

In the MOVING PICTURES project, I have sought to develop interfaces where either digital data can be overlaid onto physical objects in a display space or physical objects can act as handles into the digital space.

MOVING PICTURES offers children the opportunity to gather imagery from their environment in the form of short video clips captured on video camera platforms that we modified for the application. I wanted to provide a transparent experience for the user, in which cumbersome process of capturing and editing becomes fluid in the improvisation of a story is accessible as a way to create a final movie.

For editing, MOVING PICTURES includes a multi-user workstation consisting a set of two cameras, tokens, screen and an interactive platform where users to create, explore, manipulate and share video content with others. Multiple device input to the workstation supports group interaction and collaborative creation.

MOVING PICTURES suffers from several limitations related to the problem of how to best digitally support meaningful interactions in the physical space.

  • First the scalability of such system at a networked and international level is flawed. I need to redesign the software technology to centralize the linked data and distribute the nodes of contained data in an organized fashion. To have the technology better assist how an individual moves about the physical space while capturing content, their platform needs to be mediated by a centralized software architecture.
  • Second, system centralization implies new communication technology to mediate the video platforms and allow them to communicate with one another. The RFID technology in the wireless cameras could be redesigned into a pattern based technology using the video camera of any device.
  • Lastly, I would like to escape the hardware limitations of commercial video cameras. Users could use any phone, any camera or text based device to exchange material. The system should be designed to generalize despite different input modalities. All of these modifications shift the emphasis of the system from a simple, transparent, video platform, and into an architecture for supporting content generation that reflects the physical environment of the user through multiple information platforms.
  • I designed this project in collaboration with Diana Africano, Glorianna Davenport and Oskar Fjellstrom when I was a researcher at Media Lab Europe. The origin of this work was to bring my previous project Textable Movie into a tangible video editing platfofrm for children.
    More info on Moving Pictures

    TERRARIA was a system for visitors of a three-month exhibition in Dublin to author the content of the exhibition space by creating their own movies.

    I have designed a technology that enabled visitors to experience movie making using popular devices, e.g. a joystick to control the movie making process.

    I also re-thought real time video capturing and editing for the museum exhibition space by combining the traditionally separate capturing and editing processes. One can participate in the physical space through capturing video and export instantly to the digital space for the modification of the content they create.

    Finally, that content is projected within the museum, extending into the physical environment. Finally, the simplicity of use, and immediacy of response aims to engage visitors in movie creation. Video capture, editing and publication of the final video is optimized.

    With this interface I have attempted to expand the level of interaction for individuals in the physical museum space. Unlike the typical museum, spectators can transform and contribute to the physical exhibition space.

    Research on TERRARIA was primarily driven to optimize the video capturing and production process for the unique demands of the museum visitor and museum environment. The component of this work that is most exciting to me is the user capturing the physical space and immediately having the opportunity to re-project into that space with modifications of the video.

    If possible, I would like this process to be scaled across spaces, with distributed interfaces, and with computational models in place to describe how the users navigate the data representation and reproduction. Without the consistency of the museum I will need to rethink the display to visualize the content publicly. Investigating appropriateness of display and visualization create a critical component of all of this work.

    I designed this project in collaboration with Andrew Clancy, Michael John Gorman and Brendan Tangney when I was a researcher at Trinity College University in Dublin. Michael John Gorman was curating an exhibition on robots and offered me to design a platform for children to create and share their animations using robots.
    More info on Terraria

    By Cati in personal research