Category: project

  • 18JanPlayPals: Tangible Interfaces for Remote Communication and Play

    If you’re new here, you may want to subscribe to my RSS feed to receive the latest Architectradure’s articles in your reader or via email. Thanks for visiting!

    PlayPals are a set of wireless figurines with their electronic accessories that provide children with a playful way to communicate between remote locations. PlayPals is designed for children aged 5-8 to share multimedia experiences and virtual co-presence. We learned from our pilot study that embedding digital communication into existing play pattern enhances both remote play and communication

    The project PlayPals is a team and class project for the Tangible Media class mid-term assignment at MIT Media Lab taught by Dr Hiroshi Ishii. It was presented as an extended Abstract of Conference on Human Factors in Computing Systems (CHI ‘06), (Montreal, Quebec, Canada. April 22-27, 2006) by Bonanni, L., Lieberman, J., Vaucelle, C., Zuckerman, O. (alphabetical order).

    Our concept poster

    On this picture I interact with the doll, Leo being on the other end

    Our implementation poster

    By Cati in computational toy design


  • 11MayWhat’s next with social networks?

    I recently thought of creating a social network for dead people. Everyone could provide their digital representations, biometry information, simulation of personal touch that would only be revealed when dead. However, Mission Eternity is a similar concept that Regine Debatty noticed at ISEA.

    The M∞ ARCANUM CAPSULES contain digital fragments of the life, knowledge and soul of the users and enable them to design an active presence post mortem: as infinite data particles they forever circulate the global info sphere – hosted in the shared memory of thousands of networked computers and mobile devices of M∞ ANGELS, people who contribute a part of their digital storage capacity to the mission.

    Video




    Arcanum Capsules contain digital fragments of the life, knowledge and soul of the users and enable them to design an active presence post mortem.


  • 04MayTouch Sensitive Apparel at Chi 2007

    If you’re new here, you may want to subscribe to my RSS feed to receive the latest Architectradure’s articles in your reader or via email. Thanks for visiting!



    Poster presented at Chi 2007

    Our Touch Sensitive apparel is inspired by the vision to leverage stress, comfort, and massage people while they are on the move. When always on the move, as an interview based study has shown, people use technological devices to “tune-out” or express their fear of technology by finding “a place where [their] soul is” . What if objects that people carry with them and even carry on them could offer this sensory comfort that they seem to seek?

    More on our Touch Sensitive Apparel.

    Inspiration In hypermobile societies, people carry objects, information and goods. They develop habits. The notion of habitus coined by Bourdieu relates to everything that someone does, and in fact defines the individual. The search for comfort, to feel at home (to inhabit space through hab-its, habitus) when on the move defines the populations of our hyper-societies.

    Design

    Touch·Sensitive is a work-in-progress to develop a series of haptic modules that allow computational massage therapy to be diffused, customized and controlled by people on the move. It provides individuals with a sensory cocoon. Our current prototypes succeeded in defining a flexible structure, a mechanism of diffusion, and a feedback system for alerting and comforting the user through haptic means.

    In addition, we propose to integrate machine-learning algorithms to understand the massage needs of the users through the analysis over time of the correlation between the motions of the user, the location of the pressure points, the intensity and qualities of the stimulus. We plan to develop these next steps along with specialists in massage therapy.

    Download Chi 2007 WIP paper

    Touch Sensitive Apparel was presented at Chi 2007. Enthusiasm, advices, references, and new ideas inspired by the visitors will lead to a new prototype this summer.


  • 04MayTouch Sensitive Apparel at Chi 2007

    If you’re new here, you may want to subscribe to my RSS feed to receive the latest Architectradure’s articles in your reader or via email. Thanks for visiting!


    Poster presented at Chi 2007

    Our Touch Sensitive apparel is inspired by the vision to leverage stress, comfort, and massage people while they are on the move. When always on the move, as an interview based study has shown, people use technological devices to “tune-out” or express their fear of technology by finding “a place where [their] soul is” . What if objects that people carry with them and even carry on them could offer this sensory comfort that they seem to seek?

    More on our Touch Sensitive Apparel.

    Inspiration In hypermobile societies, people carry objects, information and goods. They develop habits. The notion of habitus coined by Bourdieu relates to everything that someone does, and in fact defines the individual. The search for comfort, to feel at home (to inhabit space through hab-its, habitus) when on the move defines the populations of our hyper-societies.

    Design
    Touch·Sensitive is a work-in-progress to develop a series of haptic modules that allow computational massage therapy to be diffused, customized and controlled by people on the move. It provides individuals with a sensory cocoon. Our current prototypes succeeded in defining a flexible structure, a mechanism of diffusion, and a feedback system for alerting and comforting the user through haptic means.
    In addition, we propose to integrate machine-learning algorithms to understand the massage needs of the users through the analysis over time of the correlation between the motions of the user, the location of the pressure points, the intensity and qualities of the stimulus. We plan to develop these next steps along with specialists in massage therapy.

    Download Chi 2007 WIP paper

    Touch Sensitive Apparel was presented at Chi 2007. Enthusiasm, advices, references, and new ideas inspired by the visitors will lead to a new prototype this summer.

  • 20AprInteract 2007



    Prototypes of Moving Pictures

    Yessss! The full paper written for Interact 2007 with Dr Hiroshi Ishii is accepted! It shows how Textable Movie designed for facilitating video production has informed Moving Pictures. It presents a mechanism to seamlessly interface the various parts in video production and present our observations. The conference topic is socially-responsible interaction. So see you in Rio de Janeiro in September!

    Abstract: The paper presents a novel approach to collecting, editing and performing visual and sound clips in real time. The cumbersome process of capturing and editing becomes fluid in the improvisation of a story, and accessible as a way to create a final movie. It is shown how a graphical interface created for video production informs the design of a tangible environment that provides a spontaneous and collaborative approach to video creation, selection and sequencing. Iterative design process, participatory design sessions and workshop observations with 10-12 year old users from Sweden and Ireland are discussed. The limitations of interfacing video capture, editing and publication in a self-contained platform are addressed.

    Download the 14 pages paper

    Thank you all of you for your feedback!


  • 05FebJabberstamp

    If you’re new here, you may want to subscribe to my RSS feed to receive the latest Architectradure’s articles in your reader or via email. Thanks for visiting!

    I team up with Hayes Raffle to work on his invention Jabberstamp a tool that allows children to synthesize their drawings and voices.

    Jabberstamp is the the first tool that allows children to synthesize their drawings and voices. To use Jabberstamp, children create drawings, collages or paintings on normal paper. They press a special rubber stamp onto the page to record sounds into their drawings. When children touch the marks of the stamp with a small trumpet, they can hear the sounds playback, retelling the stories they have created.

    Children ages 4+ can use Jabberstamp to embed names, narratives, characters’ voices and environmental sound effects in their original drawings. Children’s compositions help them communicate their stories with peers and adults, and allow them to record and situate stories in personally meaningful contexts to share with others, before they have mastered writing.

    Update about Jabberstamp …

    Jabberstamp’s video


  • 23JanVideo making: technology vs face-to-face

    If you’re new here, you may want to subscribe to my RSS feed to receive the latest Architectradure’s articles in your reader or via email. Thanks for visiting!


    Moving Pictures

    Recently, Kimberly Smith contacted me to discuss my work on Textable Movie. Textable Movie allows, by improvising movie-stories created from a personal video database and by suddenly being projected into someone else’s video database during the same story, to be surprised during the visualization of video elements corresponding to a story that correspond to someone else. I later introduced him the different stages of design from Textable Movie, Moving Pictures and Terraria. Review on these projects.

    I originally created a methodology for international workshops on creative media making and sharing. My workshop is designed to engage teenagers from around the world in digital media making using the “textable movie” tool set. The workshop features a design cycle that begins with concept development and continues onto storyboarding, video production and editing; as it is realized, participants test and evaluate their video-stories using Textable Movie. Textable Movie is a graphical interface that takes text as input and allows users to improvise a movie in real-time based on the content of what they are writing. More about my workshop
    The workshops global strategy focuses on fostering intercultural visual communication and play. One goal of the international program is to generate a cross-cultural study focused on the creative construction of media by teenagers.

    Kimberly and I talked about the art of motion pictures being a language in itself.
    For the past fifteen years, he has been passionately involved in using improvisation as a method for sharing what has been discovered about the language of motion pictures. His main concern is finding ways to emphasize the human element and de industrialize the process. He works with diverse groups of people ranging from severely disabled to experienced filmmakers.

    All of his thinking tends to revolve around the idea of empowering people to acquire eloquence and skill with visual language and to be able to take control of the frame and thus the audience’s attention. Responsibility for community and each other can be learned through this creative process. So it is more about social renewal and human development as it is about making movies, dixit Kimberly.

    Kimberly sent me some samples of group movie making activities. All of these games use the same guide lines -or rules- found here.
    I had integrated a few of these ideas in my international workshops with Textable Movie, but some of them are inspiring and new to me.

    Ping Pong The idea is to move the audience’s eye from left to right on the screen. This can be done a number of ways. dialogue is the easiest. Simply jump cut from one actor to the next and frame accordingly. Or pan from left to right. Or get the performers to move from left to right in the frame. Now the challenge is how do we smoothly accomplish this in a group where each individual gets a turn with the camera? We need common movie making language. In this case, each time a person hands off the camera, they have to tell the next person which side of the frame the visual focus was on. Thus the continuity is maintained. People learn very quickly when it is not. This game requires alertness almost the same way as something like Zip Zap Zop does. It can be timed or not. I’ve even had two teams compete.

    In The Moment The idea is to emulate a fast paced current event news show. I did this one with the Irondale Ensemble in Halifax. We had a couple of cars so we were able to go to various locations across the city and stage “Live” interviews with group members posing as ordinary citizens. We payed attention to our framing (either left or right) and we shared the camera round robin. All edit-in-camera. Everyone had to pay close attention all the time and try to remember what had happened in the previous location as well as keep on top of the framing. The energy level was quite high. Our finished movie looked like a real live news show.

    First Shot, Last Shot This game is built upon the idea that each individual shot contains an action that moves a story forward. So the first thing I do is have all the individuals in the group write down on little scraps of paper single shot ideas. For example: “angrily throwing a wad of paper in a trash can” or “biting a delicious apple or a bad one”. I encourage the group to save these shot ideas on little scraps of paper that can be kept in a box or a hat. These can be used in a variety of games, but in this one, we break into two teams. Each one picks a first shot out of the hat -then a last shot. the object of the game is to create a story sequence that gets from the first shot to the last shot in twelve shots. The camera is passed from individual to individual. No one is allowed more than one shot at a time and each shot has to be no longer than thirty seconds. All members of the team must appear in front of the camera at least once. Again this is all done edit-in-camera. So everyone has to be on their toes at all times. The game can be timed or not and the sequence can have more than twelve shots or less. We’ve done this as an easy going, inclusive recreational activity on a Saturday afternoon and the movie was played after a pot luck supper.

    Power Shift This game is challenging for performers and shooters because it requires strategic freezing of the action without losing the flow of the movie. Other games do this too, but this one emphasizes the problem. This requires a group of five or more. Three or more people must be on camera at all times. The idea is to have a spontaneous feeling, dynamic group discussion or argument where individuals come and go because they have been bullied out or are pulling a power trip. The point of focus with the camera is to be aware of the axis at all times. So when a person hands the camera to the next person they can pass the information along and maintain directional continuity. This is an advanced game and again it can be done like a team sport with two groups competing within time parameters or limited numbers of shots.

    Beam Us Up This game requires a tripod. The idea is to use “lock-off” camera positions to create Star Trek like transporter special effects. The dramatic point is something is wrong with the transporter – some people disappear and new ones emerge. Again the camera is shared round robin. So this is what changes up the personnel, but the real challenge is trying to remember how people were positioned in the last location so when they re emerge, they are still in the same physical relationship with each other. Its harder than people think, but kids of all ages love this game. The way it works is the camera is rock solidly framed wide on a certain empty location and you record a few seconds. Then you bring the group in and have them freeze in transporter position. Simply roll the camera again without moving it a millimetre and the group will appear out of nowhere. Some cameras have an overlap dissolve which makes the group seem to fade in. Its fun and the dramatic possibilities are wide open. This idea can be combined with other games like “In The Moment” to create wild, Wellsian stories.

    Who Am I? This is a P.O.V. game. Again it is edit-in-camera and passed round robin from individual to individual in the group. Camera operators choose a certain P.O.V. either dynamic or static and the actors interact with the camera in such a way that the identity of the camera is implied, but not expressly given away. I usually remind the players not to hog the camera and figure out how to create connecting shots so the camera can be passed to the next player. All the visual rules remain the same. This game is played in teams. One group has to watch the other’s sequence and correctly identify the camera’s character.

    I found very interesting his approach, developed from Viola Spolin’s Theatre Games.

    All of them are designed with specific points of focus and they also accelerate the process of learning the language of motion pictures. But more importantly than all of this is the breaking down of the industrial hierarchy. My main goal is to foster inclusiveness, community pride and creativity.

    For a researcher in HCI, who designs new tools and technology to allow improvisation, collaboration and creativity, it is very exciting to hear what video makers & educators invest and develop from a day to day basis on these subjects.

  • 23JanVideo making: technology vs face-to-face

    If you’re new here, you may want to subscribe to my RSS feed to receive the latest Architectradure’s articles in your reader or via email. Thanks for visiting!


    Moving Pictures

    Recently, Kimberly Smith contacted me to discuss my work on Textable Movie. Textable Movie allows, by improvising movie-stories created from a personal video database and by suddenly being projected into someone else’s video database during the same story, to be surprised during the visualization of video elements corresponding to a story that correspond to someone else. I later introduced him the different stages of design from Textable Movie, Moving Pictures and Terraria. Review on these projects.

    I originally created a methodology for international workshops on creative media making and sharing. My workshop is designed to engage teenagers from around the world in digital media making using the “textable movie” tool set. The workshop features a design cycle that begins with concept development and continues onto storyboarding, video production and editing; as it is realized, participants test and evaluate their video-stories using Textable Movie. Textable Movie is a graphical interface that takes text as input and allows users to improvise a movie in real-time based on the content of what they are writing. More about my workshop
    The workshops global strategy focuses on fostering intercultural visual communication and play. One goal of the international program is to generate a cross-cultural study focused on the creative construction of media by teenagers.

    Kimberly and I talked about the art of motion pictures being a language in itself.
    For the past fifteen years, he has been passionately involved in using improvisation as a method for sharing what has been discovered about the language of motion pictures. His main concern is finding ways to emphasize the human element and de industrialize the process. He works with diverse groups of people ranging from severely disabled to experienced filmmakers.

    All of his thinking tends to revolve around the idea of empowering people to acquire eloquence and skill with visual language and to be able to take control of the frame and thus the audience’s attention. Responsibility for community and each other can be learned through this creative process. So it is more about social renewal and human development as it is about making movies, dixit Kimberly.

    Kimberly sent me some samples of group movie making activities. All of these games use the same guide lines -or rules- found here.
    I had integrated a few of these ideas in my international workshops with Textable Movie, but some of them are inspiring and new to me.

    Ping Pong The idea is to move the audience’s eye from left to right on the screen. This can be done a number of ways. dialogue is the easiest. Simply jump cut from one actor to the next and frame accordingly. Or pan from left to right. Or get the performers to move from left to right in the frame. Now the challenge is how do we smoothly accomplish this in a group where each individual gets a turn with the camera? We need common movie making language. In this case, each time a person hands off the camera, they have to tell the next person which side of the frame the visual focus was on. Thus the continuity is maintained. People learn very quickly when it is not. This game requires alertness almost the same way as something like Zip Zap Zop does. It can be timed or not. I’ve even had two teams compete.

    In The Moment The idea is to emulate a fast paced current event news show. I did this one with the Irondale Ensemble in Halifax. We had a couple of cars so we were able to go to various locations across the city and stage “Live” interviews with group members posing as ordinary citizens. We payed attention to our framing (either left or right) and we shared the camera round robin. All edit-in-camera. Everyone had to pay close attention all the time and try to remember what had happened in the previous location as well as keep on top of the framing. The energy level was quite high. Our finished movie looked like a real live news show.

    First Shot, Last Shot This game is built upon the idea that each individual shot contains an action that moves a story forward. So the first thing I do is have all the individuals in the group write down on little scraps of paper single shot ideas. For example: “angrily throwing a wad of paper in a trash can” or “biting a delicious apple or a bad one”. I encourage the group to save these shot ideas on little scraps of paper that can be kept in a box or a hat. These can be used in a variety of games, but in this one, we break into two teams. Each one picks a first shot out of the hat -then a last shot. the object of the game is to create a story sequence that gets from the first shot to the last shot in twelve shots. The camera is passed from individual to individual. No one is allowed more than one shot at a time and each shot has to be no longer than thirty seconds. All members of the team must appear in front of the camera at least once. Again this is all done edit-in-camera. So everyone has to be on their toes at all times. The game can be timed or not and the sequence can have more than twelve shots or less. We’ve done this as an easy going, inclusive recreational activity on a Saturday afternoon and the movie was played after a pot luck supper.

    Power Shift This game is challenging for performers and shooters because it requires strategic freezing of the action without losing the flow of the movie. Other games do this too, but this one emphasizes the problem. This requires a group of five or more. Three or more people must be on camera at all times. The idea is to have a spontaneous feeling, dynamic group discussion or argument where individuals come and go because they have been bullied out or are pulling a power trip. The point of focus with the camera is to be aware of the axis at all times. So when a person hands the camera to the next person they can pass the information along and maintain directional continuity. This is an advanced game and again it can be done like a team sport with two groups competing within time parameters or limited numbers of shots.

    Beam Us Up This game requires a tripod. The idea is to use “lock-off” camera positions to create Star Trek like transporter special effects. The dramatic point is something is wrong with the transporter – some people disappear and new ones emerge. Again the camera is shared round robin. So this is what changes up the personnel, but the real challenge is trying to remember how people were positioned in the last location so when they re emerge, they are still in the same physical relationship with each other. Its harder than people think, but kids of all ages love this game. The way it works is the camera is rock solidly framed wide on a certain empty location and you record a few seconds. Then you bring the group in and have them freeze in transporter position. Simply roll the camera again without moving it a millimetre and the group will appear out of nowhere. Some cameras have an overlap dissolve which makes the group seem to fade in. Its fun and the dramatic possibilities are wide open. This idea can be combined with other games like “In The Moment” to create wild, Wellsian stories.

    Who Am I? This is a P.O.V. game. Again it is edit-in-camera and passed round robin from individual to individual in the group. Camera operators choose a certain P.O.V. either dynamic or static and the actors interact with the camera in such a way that the identity of the camera is implied, but not expressly given away. I usually remind the players not to hog the camera and figure out how to create connecting shots so the camera can be passed to the next player. All the visual rules remain the same. This game is played in teams. One group has to watch the other’s sequence and correctly identify the camera’s character.

    I found very interesting his approach, developed from Viola Spolin’s Theatre Games.

    All of them are designed with specific points of focus and they also accelerate the process of learning the language of motion pictures. But more importantly than all of this is the breaking down of the industrial hierarchy. My main goal is to foster inclusiveness, community pride and creativity.

    For a researcher in HCI, who designs new tools and technology to allow improvisation, collaboration and creativity, it is very exciting to hear what video makers & educators invest and develop from a day to day basis on these subjects.

  • 17JanTouch · Sensitive Apparel

    If you’re new here, you may want to subscribe to my RSS feed to receive the latest Architectradure’s articles in your reader or via email. Thanks for visiting!



    What if objects that people carry with them and even carry on them could offer this sensory comfort that they seem to seek?

    Together with Yas I have codevelopped a touch-sensitive apparel for massage and sensory therapy. The research focuses on the material – how the structure and the embedded components of the garment participate in pushing its function to become an envelope or cocoon for one’s well-being.

    Touch·Sensitive is a haptic apparel that allows massage therapy to be diffused, customized and controlled by people while on the move. Made of modular garments, it applies personalized stimuli. Touch·Sensitive aims to provide individuals with a sensory cocoon, a comforting and alerting apparel with a feedback system. Our design for the Touch·Sensitive apparel comes from the observation that people need to sooth their body to protect themselves from everyday aggressions. Touch·Sensitive is a matrix made of clothing elements that allows diffusion of tactile information through heat sensors, mechanically-driven textural sensation and liquid diffusion.

    The following is a series of our Low-Fidelity prototypes.

    LOW-FIDELITY PROTOTYPE #1



    This wired apparel alerts the user by mechanically shrinking the fabric onto specific points of tensions on the body.

    LOW-FIDELITY PROTOTYPE #2



    The second low-fidelity prototype of Touch·Sensitive is made of buttons with silicone.

    LOW-FIDELITY PROTOTYPE #3



    Manually inflatable vinyl pockets can be used to receive a comforting pressure

    LOW-FIDELITY PROTOTYPE #4



    Structure flex

    Touch·Sensitive allows the diffusion of tactile information through computational and mechanical technologies. It is a computerized touch therapy apparel whose modular pieces can be integrated within the clothing. We have taken advantage of the growing miniaturization of computational components to integrate them seamlessly within the fabric.

    Keep tuned!

    ——————————————————-

    Touch · Sensitive Apparel work-in-progress 6 pages paper has been accepted to CHI 2007. Come see Yas and I in Saint Jose from April 28-May 3 2007!

    Abstract

    Touch·Sensitive is a haptic apparel that allows massage therapy to be diffused, customized and controlled by people while on the move. It provides individuals with a sensory cocoon. Made of modular garments, Touch·Sensitive applies personalized stimuli. We present the design process and a series of low fidelity prototypes that lead us to the Touch·Sensitive Apparel.

    Download pdf of the paper


  • 29NovSemiotic principles for practical design

    If you’re new here, you may want to subscribe to my RSS feed to receive the latest Architectradure’s articles in your reader or via email. Thanks for visiting!

    I recently gave a lecture for the Tangible Interfaces class lead by Professor Hiroshi Ishii. I presented my process of design from a Graphical User Interface to a Tangible User Interface. I also introduced semiotic principles for practical design in the form of a design assignment.

    I introduced a visual aesthetic process to bring the students into re-thinking their own process from their first ideas to the conceptualisation of their project.



    The visual aesthetic production process by Howard Riley (2004)

    The main point is that social and individual percepts are codified into material form. Products can then be decomposed into separated features. This help understand that, when combined, these features become cultural choices. Pointing out the combination of features naturally point to cultural implications, i.e. are culture specific.

    The final point is to determine within a concept what are the assumptions while making design choices. It helps articulate a project within a framework and allows the identification of the ‘why’ of the final design choices that will later be encoded into material form.

    I also presented the Semiotic Square by Greimas and Rastier.

    Designers can use semiotic tools for visualizing social ideology embedded in combinations of features.

    A selection of references

    HOWARD RILEY (2004) Perceptual modes, semiotic codes, social mores: a contribution towards a social semiotics of drawing. Visual Communication, Vol. 3, No. 3, 294-315 .pdf

    ALAN RHODES and RODRIGO ZULOAGO (2003) A semiotic analysis of high fashion advertising. 2003. .pdf

    OSBORN J.R. (2005) Theory Pictures as Trails: Diagrams and the Navigation of Theoretical Narratives Cognitive Science Online, 3.2, pp. 15-44 .pdf