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Category: Research

GenFrame prototyp at ITU.

GenFrame

GenFrame is an interactive picture frame that mimics traditional paintings while being equipped with generative AI capabilities. Painting “portraits of a girl” has been a trope in art history for centuries. However, in the era of generative AI models, the perma- nence of traditional art is challenged. When an AI model is able to mimic any painting style, it can also give agency to the viewer to repaint the painting per individual desires. In this installation, we modify the role of the museum placard to provide a minimal tangible interface to change the style of the image and the mood of the depicted girl. In…

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Exploring Futures of Sexuality: Cloud Breathe Lust prototype.

Exploring Futures of Sexuality: Cloud Breathe Lust

Cloud Breathe Lust is a speculative design artefact that explores the relationship between erotic aspects of sexuality and inclusive technologies. Inspired by sex toys and soma design, it engages the body and creates somatic sensations through breathing and temperature changes while also being a communication tool for the feeling of lust in a teasing way. It involves two persons. When one breathes into the cloud, the air is translated into heat on the other person's arm as an indication of lust, and a mediated intimate space is established. The experience can also be supported by eye contact and whispering between the two persons. The artefact…

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Udredning prototype.

Udredning

UDREDNING ("Diagnosing") is an MR (mixed reality) audiovisual installation based on diaries, social media entries, and interviews with parents who have kids who are either in a diagnosing process or who recently have been through one. In the project, we try to express what it means to be a parent to a child going through the process of a rare disease diagnosis. There are around 800 known rare disease diagnoses, and for a disease to be rare only 1-2 persons for every 10.000 persons can be diagnosed with it. When you are the parent of a child being diagnosed due to developmental delays, medical events,…

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Lydspor prototype ved havnen.

Lydspor

LYDSPOR (SONIC TRACES), is a site-specific sonic experience that allows people to feel and sense narrative fragments of the past, interwoven with the present-day experience of human and nonhuman bodies co-existing in the city of Elsinore. The LYDSPOR experience uses sonic technologies and soundscapes to augment the existing space of the city with forgotten sounds and stories from the 1500-1600s, and it consists of three parts. Two physical installations; one at the harbour and the other at the City Museum of Elsinore, and one app-based soundwalk on the street Hestemøllestræde, leading up from the harbour to where the museum is located. The installation at the…

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New snow prototype.

New Snow

Exploring a Digital Art Collection through Drawing Interactions with a Deep Generative Model. New Snow is an interactive drawing table that investigates human interaction with a deep generative model based on Edvard Munch’s sketching practice. Through drawings with pen and paper, you can interact with the model which will return synthetic sketches based on the input drawings in near real time. The StyleGAN 2 model is trained on 5800 of Edvard Munch's sketches, and is thus constrained to representing images within the latent space of his sketching practice. As you draw on the tracing paper an infrared sensitive camera records the lines your produce. A…

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Disharmony of Spheres.

Disharmony of Spheres

This project is an art project and exhibition by art duo Foo/Skou (link). For this project AIR LAB has been developing an interactive framework and the sonic interaction design for the exhibition, on close collaboration with the two artists. The result of the collaboration was exhibited at Nikolaj Kunsthall in Copenhagen (29th of May - 22nd of August, 2021). Disharmony of Spheres was created with inspiration from the German astronomer and mathematician Johannes Kepler’s idea of ‘the music of the universe’, a universe in ‘perfect harmony’. In a time of climate crisis, increasing polarisation and global pandemic, the audio-visual and interactive installation challenges the concept of…

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Plurivers user test.

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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Dementia Simulator test

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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Affective Design for Increased Health Outcomes for Chronic Patients app mock up

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 showcase.

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: test at museum.

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 showcase

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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