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Tag: Prototyping

CreativeCodingClub#1

In april AIRLab hosted the very first Creative Coding Club! Creative Coding Club is a workshop aimed at establishing an informal coding-events for students all across ITU. For this initial soft launch of CCC, we invited students to design an Album Artwork in Processing. The workshop was kicked off with a general introduction to Processing and generative art, before we initiated a lot of sketching and coding. Collaboration between students let to a lot of original and icon album artwork! Check out our Instagram-Profile for more!    

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LY

LY is a reimagining of our relationship with nature and is the result of a redesign process which started as a critique of the app SHELTER. The app represents an ontological view of nature which sees humans and nature as two separates. This project challenges this view and creates a more sensory and emotional nature experience, grounded in a holistic nature-human ontology. LY is a sensory experience that lets you interact with a nature soundscape through touch-based interactions. The physical installation consists of carefully selected nature elements which is combined to create a wall mounted panel that connote nature. When you put on the attached noise cancelling…

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A Sense of Direction

  This explorative project examines the unique capabilities of haptics for personal mobility purposes by examining current issues with pedestrian navigation. A research through design methodology was adopted, using sketching and prototyping practices in the design of a haptic wrist-worn display, able to express spatial directional guidance through vibrotactile stimuli. The final prototype is user-tested, and the process findings are discussed. It is argued that the designed interaction presents an alternative approach to turn-by-turn navigation, although more research is needed in this area. PROJECT MEMBER Gabriel Frederik Brodersen  

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The Sensory Garden

The Sensory Garden was designed in collaboration with Bioteket Nørrebro; a volunteer-based green culture hub for sustainability that accommodates the growth of plants, music, art, social events and sustainable ideas. The goal was to make the space outside Bioteket more inviting while creating awareness about Bioteket among locals by enticing them to participate in a playful activity in green surroundings. The final design is a plant bed placed outside Bioteket with a screen hanging above it. The screen invites passers-by to interact with the plants by touching them. Touch is registered by the MPR121 capacitance sensor which activates sound and the screen to display information about…

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Collective Affective Loops

Designing for shared experiences in Affective Computing This thesis explores the proposed concept of a Collective affective loop. The Collective affective loop aims to reinforce a mutual emotion within both its users, and increase the engagement in the social experience. A prototype was built in the social context of a blind date. This social context was chosen for its specific set of expectations, culture and rules. We anticipated that participants were more likely to express a smile in this social context, as it would be perceived as a positive gesture. Through the applied technology of Facial Expression Recognition (FER), the system tracked both participants’ facial…

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SoundDive

SoundDive is the result of a collaboration between the Center for Art, Design and Technology (CATCH) in Elsinore and AIR LAB at the IT-University of Copenhagen. The installation is an auditive augmented virtuality experience of a science-fiction soundscape. The soundscape represents what the deep sea around Elsinore could sound like in the not too distant future. When entering SoundDive, users encounters the buzzing of internet cables along the seabed and drones speeding by them as they explore and interact with the soundscape by moving around the room. The project was an experiment in how sound could function as the main modality of mixed reality experiences.…

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LEDcube

The LEDcube is an interactive art installation that is designed using quantification of movement types through an analysis of five field studies in Copenhagen. Field study areas: Søpavillonen, Ofelia Plads, Højbro Plads, ITU, Fælledparken. It is argued that LEDcube can stimulate movement in the visitor to some degree based on the theories and models involved in its making. The movement types are divided into categories to describe the way in which active and passive visitors interact with LEDcube. A Bachelor project by: Daniel Brandt-Olsen, Max Madsen & Jakob Løfstedt.

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