Eunice Choe – Looking Outwards-10

TACTUM – Tactile Augmented Reality from Madeline Gannon on Vimeo.

This video highlights the process of creating a Tactum wearable.

An example of a final product.

Tactum (2015), by Madeline Gannon, is a skin centric design tool that allows people to design 3D printed wearables on their bodies using depth sensing and projection mapping. This modeling tool allows people to design wearables naturally. Through touching, poking, rubbing, or pinching the skin, people can easily manipulate the design of the wearables and then 3D print them. I admire this project because it is interactive, efficient, and customizable. I admire how the designer found a way to use interactive technology for fashion and functional purposes. This project was led by Madeline Gannon, the head of Madlab.cc and a PhD candidate in Computational Design at Carnegie Mellon University. She runs Madlab.cc which is a research studio that specializes in creating interfaces for wearables on the body.

Vicky Zhou – Looking Outwards – 10

Swing Time (2014) by Howeler + Yoon Studio

Swing Times is an interactive public installation of 20 illuminated ring-shaped swings located in Boston. At rest, the swings emit a soft, white light that lightens the area, but, once in motion, a custom micro-controller flips the LED lighting within the swing from a white to a more vibrant purple. This controller signals and measures the swing’s activity level, which then triggers the light at varying intensities. I admire this project a lot because of how it creates an engaging experience and transforms a static place into an active park for Boston residents and visitors, as I had the pleasure of personally interacting with this installation when I visited my brother in Boston.

J. Meejin Yoon is an architect, designer, educator, and co-founder of design-drive architecture studio Howeler + Yoon. She is a current professor and Head of the Department of Architecture at the Massachusetts Institute of Technology, and previously studied at Cornell University for her Bachelor of Architecture degree and Harvard University for her Master of Architecture degree in Urban Design. She also received a Fullbright Fellowship to Korea. Broadly speaking, her work revolves around innovative and interactive landscape, and subversive structural work in various communities and for various audiences. Although she is not listed as a direct member of the design team for the Swing Time project, she is in charge and principle of many other projects under her studio, such as an upcoming “Float Lab” architectural installation.

Sophia Kim – Looking Outwards 10 – Sec C

link to her website is below (projects, teaching, about, contact)

http://lauren-mccarthy.com

Lauren Lee McCarthy is an artist based in Los Angeles and Brooklyn. Majority of her works focus on issues of how surveillance, automation, and network culture affect our social relationships. She is the creator of p5.js! In 2011, McCarthy received her MFA from UCLA Design Media Arts. Now, she is an assistant professor at UCLA Design Media Arts. Along with her works being exhibited internationally, McCarthy is a Sundance Institute Fellow

Among all McCarthy’s projects, I really loved her project “24h HOST,” which was collaborated with Casper Schipper. It was created in November of 2017. I approached this project mainly, because I was intrigued by the use of space and colors in this project. Reading into “24h HOST,” I admired how it used algorithms and emphasized the future role of humans in AI driven world. This project is a small, 24 hour party. Unlike most parties, this 24 hour party is driven by a software that automates the event. Every 5 minutes, one guest departs and a new guest arrives. Throughout the 24 hours, the software system all continue to bring in an endless cycle of guests, which will tire the human host.

https://24hour.host/tr/

Above is the link to the project site, but it uses a non-English language; therefore, I relied on using the information from her website (below) and different articles.

http://lauren-mccarthy.com/24h-HOST

John Legelis – Looking Outwards, Week 10

Recently I visited the Carnegie Museum of Art down the road for the first time since before this summer. There have been several new installations since I last visited the museum but one stuck out specifically which was an exhibit by the Guerrilla Girls. The Guerrilla Girls are a self defined as a group of “feminist activist artists”. The aim to target discrepancies in the art world between representation of women’s works vs men’s. Among the groups tactics for bring attention to these sexist discrepancies are absurdism and borderline threatening. One of their favorite facts to demonstrate the underrepresentation of female artist is as follows:

An example of the Guerrilla Girls Activist Art

The group consists of an ever changing flux of people who remain anonymous in order to keep the attention on the issues instead of the members. I admire this group because of their frankness, aggression, and successful unorthodox methods.

Looking Outwards – 10 Min Lee

 

Vareldi’s Minicade was showcased at Eyebeam.
Minicade by Chloe Varelidi, 2015

Chloe Varelidi is an artist and designer whose mission statement is to “design and build playful products that empower humans to be creative, kind and curious about the world around them.” She studied design at Parsons School of Design and is now the founder and design director at humans who play. Her main work focuses on designing products that are both irresistable and fun.

Like many of her other projects, Minicade is an interactive and educational tool made by Veralidi that uses fun methods to teach important skills. I look up to this particular project because it is a web app that involves the user (along with others) to create and customize a playlist of games by learning how to code in HTML. It’s an extremely relevant skill to have and it’s projects like these that educate younger generations through a medium that they can enjoy.

Check it out: http://www.minica.de/

Source: http://varelidi.com/

Katherine Hua – Looking Outwards – 10

Sophia Kahn is an Australian new media artist currently living in Brooklyn, New York. She earned her BA in Fine Arts and History Goldsmith College, University of London; a Graduate Certificate in Spatial Information Architecture from RMIT University, Melbourne; and an MFA in Art and Technology Studies at the School of the Art Institute of Chicago.

Periode de Delire II, Sophie Khan (2016)

She creates illustrations and videos but the main focus of her work is creating sculptures through 3D printing.She uses a precisely engineered 3D last scanner to design the body of her sculpture. When scanning, the human body is constantly moving, so the scanner receives conflicting spatial coordinates, thereby creating a glitch. This glitch is what gives her sculptures the fragmented, deconstructed appearance. She takes this scan of damaged data and re-envisions it onto a different a canvas: prints, video, hand-painted, or 3D printed sculptures.

I admire her work because her 3D printed sculptures reflects ideas of deconstruction as she blurs the lines between old and new media, digital and physical realms, and interior and exterior spaces. Her work seems to dive into the haunting challenges of time, history, and identity. They seem to resonate the idea that death is inevitable as her pieces are fragmented, giving reminders of decay and aging.

Kevin Thies – Looking Outwards 10

LA HYBRIDScope CITY from Filipa Valente on Vimeo.

limiLAB is run by Filipa Valente, a Portugese architect and interactive artist based in Los Angeles. She did her undergrad and Masters in Architecture at the Bartlett School of Architecture in London, and her Masters in Media Art and Architecture MEDIASCAPES at SciArc. Her work explores space, and leverages light and sound.

Of her works, I found the Hybridscope City to be the most evocative. The project was sited at LAX airport, and passersby getting off the plane could cycle through the different real-time sights and sounds of the city. The form itself is also like an organic web, or specifically filleted voronori meshes. The projection mapping and skeleton tracking were powered by a kinect and a custom max/MSP/Jitter script.

While it is interactive, it doesn’t look intuitive. In the video, people really have to reach out, and it’s said that it needs a person to calibrate first. Plus, it doesn’t look obviously interactive. Since the images are projected downwards, a person’s shadow would only get in the way of the projector, which I think would make people less likely to interact with the piece.

Sophie Chen – Looking Outwards 10

Yael Braha

Viewers watching their 3D selves in installation

Originally from Rome, Italy, Yael Braha is a creative director, designer, film maker, educator and fine artist. She is currently working as a multimedia director at the Moment Factory. Braha has worked on many projects across the country and across the world, ranging from intimate immersive experiences to projection mapping large-scale shows. One of her projects that caught my attention is Kontinuum, a 3-floor underground multimedia interactive installation that’s built in an actual subway station under construction. Created for the 150th anniversary of Canada’s confederation, this installation combines lighting, video projections, and music to create an interactive experience that scans the viewers in 3D. Throughout the installation, as viewers travel through the environment, they have choices of which path to take and ends with viewers watching their own 3D image aboard the “invisible train”.

Video documenting Kontinuum

What really stood out to me about this project is its ability to be instantly personal to every viewer as they can literally see themselves be a part of it. Braha strives to push the boundaries of art and technology through generative animations, coding, and kinetic sculptures, and I think she successfully did that with this project.

Yael Braha’s website: http://www.yaelbraha.com/

Christine Seo- Looking Outwards 10

Sorting Feminist Data collected at SOHO20, July 2018
Installation shot of piece, SOHO20 March 2018
First workshop for Feminist Data Set, SPACE Art and Technology, October 2017

Caroline Sinders is a machine learning designer, user researcher, artist, and digital anthropologist who produced the project, Feminist Data Set. She has been focusing on the intersections of natural language processing, artificial intelligence, abuse, and online harassment. She currently works at BuzzFeed/Eyebeam Open Labs and lives in Brooklyn, NY. She was born in New Orleans and has a masters from NYU’s Interactive Telecommunications Program focusing on HCI, storytelling, and social media theory. Feminist Data Set is a project that started in October 2017 which calls to action to collect feminist data.  This data set compiles art works, essays, interviews, and books that are from, about or explore feminism and a feminist perspective. The series explores how data and interfaces can be agents of change within machine learning systems that are utilized by the public and private sectors of our daily lives.

Sinders was heavily influenced by the idea to remove bias within machine learning, which has to be manifested into a learning experience to teach or sway the algorithms. She also aims to initiate a standard for equity and equality, by centering collaboration in the creation of this data set. I thought that this project was very intriguing because she is a female artist that focuses on feminism. A lot of people are very hesitant to approach this topic, but I appreciate her effort to conceptually organize her thoughts into a data set and use it through design and machine learning. This concept and idea is very unique and different from all of the other ideas I’ve approached in looking outwards research, so it was great to find something that I strongly resonate with outside of visual forms of art!

Anthony Ra – Looking Outwards 10

Filipa Valente’s Filtered Transparencies 2.0

After a lot of searching through different female interactive artists, Filipa Valente’s overall portfolio caught my eye the most, unsurprisingly, because of her incorporation of both light and architecture. Of her work, I decided to delve deeper into her “Filtered Transparencies 2.0”, an interactive art installation that uses space, sound and layered lights to create an unworldly inhabitable experience.

installation in Lisbon

This installation’s main goal is to clear the user’s head of all habitable boundaries around us to immerse ourselves into an “augmented hologram-like environment”.

this piece creates space without the practical manner of how space is normally made

I am very intrigued in how she incorporates an architectural mindset without the practical logic in how space should be made. A current architecture student would see space using walls or differing elevations or alteration in materials; however, she creates space using an illusion of mass and dimensionality, manipulating oneself in between screens and altering voids.

Filipa Valente’s website

Filtered Transparencies 2.0