As the evening shadows grew long on the twelfth night of September, we all gathered in the halls of the jerusalem leper colony in order to create the ultimate interactive party.
Live interaction enthusiasts — video artists, graphic designers, game developers, interaction experts, animators, illustrators, musicians and anyone from seasoned design gurus to novice students in computer science, animation and design who wanted to build and express their wildest dreams with interaction, games, video, music and most of all – people.
BIRD IN HAND
A new interface where hand silhouettes span a virtual flock
There is a wonderful sense of magic whenever our hand silhouette suddenly take the formof a barking dog, a gliding bird or an adorable bunny rabbit rubbing its nose. However, that enchanting animated experience is quickly lost when our hand loose formation and return to their mundane roles.
The project attempts to briefly extend the short life of a silhouette bird. We do so by having thesilhouette morph into a projected image of a bird that with a happy chirp, suddenly gains life and joins a flock of birds flying on the room’s ceiling. So contagious is this chirp that any bird which encounters it on the way immediately adopts it, thus creating a mockingbird effect. These game dynamics cause any population to gradually converge to the chirp introduced by the most recent bird in the flock.
In order to overcome this uniformity of the flock, the participants must actively introduce more and more silhouette.The project adopts PrimeSense technology and a ceiling facing projector used to open a skylight into the virtual sky.
THE 400K PROTEST
Augmented reality and Kinect technology as tool for political involvement
Augmented reality technology is disrupting the way people communicate and interact on a global level.
One major area in which this technology is rapidly accelerating the spread of new ideas and current trends of consciousness to the masses is in Political and Social arenas.
Our physical and virtual life is becoming one and our decisions in both Ecosystems will equally affect our life, society and the world we live in.
No borders, no boundaries and no psychical distance will stop people from being active and pursuing their interests on a global level.
Whether its war, economic trends, an ecological crisis or just a music show that people would like to see – we will be able to interact, share our views, experiences, ideas and passions.
The following example shows focuses on the political demonstrations that climaxed in a demonstration where 400 thousand Israelis from all ages and sectors marched together in a cry for social justice. While Kinect technology is typically associated with the gaming industry, this project tries to position technology in general and advanced sensors as a relevant tool for enhancing and augmenting our social involvement.
The thought of worms crawling inside your body resonates with our deepest fears of death and loss.
Indeed, imagining your inner organs being eaten by a swarm of maggots elicits one of the strongest emotional response.
It is estimated that over a quarter of the world’s population is infected with an intestinal worm of some sort. People are exposed to such infections from food and water, animals and other human beings. The project presents humanities’ ongoing war with parasites that attempt to enter our body and make it their home.
All organisms are created from the simplest of forms – an individual cell. Simple, yet extremely capable, every cell has the capacity to evolve into magnificent structures.
“POX” is a 3D environment in which the user creates complex bodies by expanding simple cells, taking reference from the amazing forms and shapes of micro-biological creatures. The interactive engine provides the user with an experience-oriented method to create unique 3-dimensional microbe-like creatures.
The clever use of PrimeSense based motion sensors, enables the user to maintain a hands-free experience while interacting with a new stand of germs.
PlagueIn is a browser plugin which implements a game spanning the entire internet. The goal of the game is to infect the world-wide-web with virus that has an interesting life-cycle.
Typically, the PlagueIn resides on a certain webpage waiting for a carrier that might help them migrate to their new user. This common carrier is simply the users mouse, so that the subsequent click the mouse does, immediately triggers a contamination of yet another site.
The collective goal in this strategic game is to gradually infect the entire web.
There is nothing more contagious than a smile.
Our novel art exploration starts by showing the visitor a sequence of smiling people. Using advanced smile-detection technology, we are able to monitor the visitor’s face in order to identify which of the observed smiles, was responsible for making our visitor smile as well.
Once a smile is detected we immediately take an image of the visitor in his moment and add his image to the pool of images.
Simple data analysis can then show the gradual distribution of all collected smiles, and which of our users indeed has the most contagious smile.
MUTATION OF DANCE
This contagious experience starts by having the very first person playing this game select a dancemove and have it recorded both by video and by a PrimeSense depth sensor. The next visitor sees the previous player’s clip and has the task of accurately repeating the same dance move.
If-and-onlyif the PrimeSense detector identifies that the second dance is sufficiently close to the original, does the second player succeed in his role. The following participants each plays on similar turns, trying tomimic the dance video of one of the previous participants.
The collective goal of this game is to see whether users introduce gradual mutations of the original dance. We are aiming at exploring whether one can see various strands of the original dance evolve over time.
The goal of this exploration is to examine whether physical robots can function as active agents of viral infection. The proposed robots (based on standard Lego MindStorm kits) fight among themselves until the winner defeats the looser. At this point the winning robot’s code is copied over onto the losing robot, who subsequently starts behaving like him.
This project wishes to explore the concept of sexually transmitted diseases within the Android Device community. We propose a few playful experiences in which one’s telephone might catch the disease, including, for example, if it has been sharing desk space with another phone suffering from Viberalis.