Author Archives: judeth
a-reading (glasses) by Judeth Oden Choi and Vivek Sangubhotla (final project)
a-reading (glasses) Imagine a pair of reading glasses that allow you to read more immersively, more critically, more to your liking. Imagine an augmented reality experience that allows you to keep the best part of reading the newspaper: the smell
a-reading (glasses) by Judeth Oden Choi and Vivek Sangubhotla (final project)
a-reading (glasses) Imagine a pair of reading glasses that allow you to read more immersively, more critically, more to your liking. Imagine an augmented reality experience that allows you to keep the best part of reading the newspaper: the smell
Brainstorming, Scenarios, Process: Judeth & Vivek
This is a process report on our final project. Much of the project, I believe, is about the trial and error, starts and false starts of designing content for evolving tech. I have never been in this situation. I’ve never
Brainstorming, Scenarios, Process: Judeth & Vivek
This is a process report on our final project. Much of the project, I believe, is about the trial and error, starts and false starts of designing content for evolving tech. I have never been in this situation. I’ve never
AR for a critical “how to manual”
If one major use of AR so far has been in creating how-to’s, particularly highly technical (or military) how to’s… YouTube / Bloomberg Business – via Iframely (This is less advanced, but you can see more of the interface:) YouTube
AR for a critical “how to manual”
If one major use of AR so far has been in creating how-to’s, particularly highly technical (or military) how to’s… YouTube / Bloomberg Business – via Iframely (This is less advanced, but you can see more of the interface:) YouTube
“Publish!” by Writ Large Press (2013-2015)
As I think about mapping narratives and creating narratives through interactions in space. I am sharing some of my previous work–more of a way to figure out how to build on it. Our “Publish!” series is all about engaging the public to write, curate and edit, to see themselves as part of the literary landscape.
“Publish!” by Writ Large Press (2013-2015)
As I think about mapping narratives and creating narratives through interactions in space. I am sharing some of my previous work–more of a way to figure out how to build on it. Our “Publish!” series is all about engaging the public to write, curate and edit, to see themselves as part of the literary landscape.
“Art Mapping” by the Tate Modern, et al. (2013-2015)
This appears to be two things (at least). One is mapping art works to their actual location in the real world. The other is tagging photographs and text to specific locations (creating art work). Comments and conversation centers around the tagged art works. I love how the art work anchors the conversation.
“Art Mapping” by the Tate Modern, et al. (2013-2015)
This appears to be two things (at least). One is mapping art works to their actual location in the real world. The other is tagging photographs and text to specific locations (creating art work). Comments and conversation centers around the tagged art works. I love how the art work anchors the conversation.
“N Building” by teradesign + Qosmo (2009)
N Building is a commercial building near Tachikawa station. The facade is a static QR code. When viewed through an iPhone app, characters appear, store information and live Tweets from people inside the building. From the designers: “Our proposed vision of the future is one where the facade of the building disappears, showing those inside who want to be seen.”
“N Building” by teradesign + Qosmo (2009)
N Building is a commercial building near Tachikawa station. The facade is a static QR code. When viewed through an iPhone app, characters appear, store information and live Tweets from people inside the building. From the designers: “Our proposed vision of the future is one where the facade of the building disappears, showing those inside who want to be seen.”
“Pokémon GO!” by Nintendo (2016)
I couldn’t pass up the opportunity to share Pokémon Go! Pervasive games have been around since the 1970’s, but have never really caught on. More recent pervasive games were basically played by sending the player text notifications. Pokémon Go! promises an augmented reality game that uses location tracking to encourage players to play in real-life locales.
“Pokémon GO!” by Nintendo (2016)
I couldn’t pass up the opportunity to share Pokémon Go! Pervasive games have been around since the 1970’s, but have never really caught on. More recent pervasive games were basically played by sending the player text notifications. Pokémon Go! promises an augmented reality game that uses location tracking to encourage players to play in real-life locales.
“Les métamorphoses de Mr. Kalia ” by Beatrice Lartigue and Cyril Diagne (2014)
Guests personify the character, who is undergoing a surrealistic transformation. Guests experience the strange body transformations themselves. Their movements affect the movement of the projected character, but changes in the projected character also affect the way the guest moves. Designed by artists in the collective, Lab212, in Paris.
“Les métamorphoses de Mr. Kalia ” by Beatrice Lartigue and Cyril Diagne (2014)
Guests personify the character, who is undergoing a surrealistic transformation. Guests experience the strange body transformations themselves. Their movements affect the movement of the projected character, but changes in the projected character also affect the way the guest moves. Designed by artists in the collective, Lab212, in Paris.
“Momentum” by schnellebuntebilder (2014)
As the guest moves, his body appears to disperse and combine with it’s surroundings. Using Kinect and Ableton Live. The coordination of movement, visual effects and music is impressive.
“Momentum” by schnellebuntebilder (2014)
As the guest moves, his body appears to disperse and combine with it’s surroundings. Using Kinect and Ableton Live. The coordination of movement, visual effects and music is impressive.
“No Ad” by Re+Public (2014)
A mobile augmented reality app that projects curated works of art over advertisements in the New York subway system. The app reclaims ad space as art space.
“No Ad” by Re+Public (2014)
A mobile augmented reality app that projects curated works of art over advertisements in the New York subway system. The app reclaims ad space as art space.