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Author: halj

Plurivers

PLURIVERS is a sound installation mounted in a birch tree trunk, that was found at the park surrounding the ArtCenter Silkeborg Bad. The installation transmit sound through the trunk, by use of surface transducers. When a participant is leaning an ear on the trunk to listen, a soundscape is heard and a circuit between the tree, the person and the forrest is completed. The audio recordings used are recorded by anthropologist Stine Krøijer and her project team during a research field trip to the amazonas, and mixed into a soundscape by AIR LAB.   The installation was made…

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How can technology accommodate people feeling lonely

  As the world becomes more digitized, more people experience feeling lonely. Especially the younger generation is a victim of loneliness, and there is a need for this to be articulated. This Master’s thesis is an in-depth study on how the utilization of technology can help people feel less lonely.  Through this examination, the study illustrates that loneliness is manifold, and can be divided into loneliness as a state and loneliness as a feeling, also known as solitude. The study is focused on loneliness as a feeling, and through the use of cultural probes it investigates how people feel and process solitude in order to…

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Human Instruments

  An interactive, playful installation which uses sounds and computer vision to affect a crowd. The installation is designed to take over a public square by appropriating and disrupting its use, thereby making people reflect on their behaviour.     PROJECT MEMBERSOxana Jonsman, Mike Kalsig. COURSEPlayable Media (Games, 2nd semester)

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Awkward Algorithms

With the advent of emotion recognition in consumer products, technology is set to play a more intimate role in people’s lives – but understanding the possible implications is not easily achieved through traditional methods of inquiry. This thesis project builds upon the framework of reflective design, which prescribes a socially responsible technology practice, and presents awkwardness as a strategy to spur necessary critical reflection on part of both developers and users. In a research through design process, the concept is underpinned by the development of a speculative voice assistant prototype, Frank, who is deployed for two weeks in three different domestic environments. Frank is based…

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Literary text adaptation for VR

The purpose of the project was to investigate how to create a literary text adaptation for the virtual reality medium while being able to communicate the narrative and elicit an emotional response. As a part of the research, a VR adaptation prototype of The Little Match Girl fairytale by H.C. Andersen was created. One of the main challenges was to translate information given in a form of a written text into VR while engaging expressive tools that VR possesses. PROJECT MEMBERS Jennifer Randazzo, Anna Porofijeva.

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Book project support AIR Lab supports a wide array of projects e.g. bachelor/master theses, as well as ad hoc research projects. Projects affiliated with AIR Lab can use the lab to develop prototypes, set up tests, borrow equipment, and get support for prototyping and working with our equipment and technical infrastructures. If you're looking to borrow/return equipment from the lab please read the information regarding our opening hours here.You can find and book a project support meeting from our calendar below.     

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Dementia Simulator

What if spouses and professional caregivers could experience the emotional distress, confusion, and cognitive challenges facing people with dementia ? The DemSim project is about the design and construction of a desktop-sized multi-sensorial space allowing us to experiment with ways to expose people without dementia to a state of cognitive overload. While still in its infancy the project aims to break all the established standards considered crucial for successful interface and interaction design. By means of tactile, visual, proprioceptive, auditory and vestibular stimulation we will systematically seek to push the user towards a state of cognitive overload, amnesia, lack of concentration and Apraxia. In effect…

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MINOR MOVEMENTS

EVENT: infrastructures for un/recommoning How can we explore infrastructures for un/recommoning that engage us affectively, prompt us to reassess value systems and allow us to come together differently (on the level of divergent collective bodies (ourselves, communities, environments)) through processes of attunement facilitated by a number of techniques and technologies? Minor Movements; Infrastructures for un/recommoning was carried out as part of the Immediations project in Collaboration with Kasper Levin (affiliation) and Birgit Bundesen (Psychiatric Center Amager). More than 30 national and international people participated in the 2-day workshop event, and AIR LAB hosted the activities on the 2nd day. The participants populated the lab, atrium…

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Affective Design for Increased Health Outcomes for Chronic Patients

  This industrial PhD project, that is conducted in collaboration with the digital health agency Daman, explores affective and emotional features of supporting people in coping with chronic illnesses such as Rheumatoid Arthritis (RA) facilitated by digital health technologies. Finding out that one has a chronic disease and learning to live with this condition is a life-changing experience characterised by a great amount of affective and emotional uncertainty. The PhD project aims to take this understanding as a starting point for assisting patients in developing empowerment and long-lasting coping strategies through affective interactions with mobile apps. The key question to be explored in this project…

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BERMUDA

BERMUDA (aka the Affect-o-meter) is a piece of soft white fabric suspended in four wires, each wire controlled by independent data streams fed by real-time analysis of the sounds in the Affective Interactions & Relations (AIR) Lab. The main idea behind the installation is to take data streams and give them a physical presence in a room for people to engage directly with. BERMUDA partially captures the atmospheric intensity in the room, and tries to add creatively to it. Partial capture is a key word here – BERMUDA does not attempt to perform a precise analysis of all the contributing factors to the atmosphere. It…

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Never let me go

- a play experience for art museums ‘Never let me go’ is designed by Karin Ryding who as part of her PhD project explores the concept of critical play from aesthetic and affective perspectives in the context of art and history museums.  ‘Never let me go’ is a two-player experience enabling art museum visitors to spontaneously create a personal experience for a companion, taking place in real time in the museum. The name ‘Never let me go’ actually gives a hint to what the experience is all about. It could be described as a playful tool that uses mobile technology to, for brief period of…

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Verbal Traces

Verbal Traces listens to words in a room, and creates an interactive visualisations based on their emotional content and character. It bares evidence of the verbal actions in a space, and feeds its representation of this back into the space. The physical form of the installation is a microphone with the ability to catch voices in the room, and a video projector for showing the resulting visualisation. The project aims at exploring ways of extracting affective value from a space, and uses that as base for interventions in the same space. Concretely its expression are generative visualisations based on sentiment analysis of texts generated by…

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