i contact

December 12, 2008

My final project is an interactive table that allow people to interact together to sampling video sequences of a human body by touch a surface and touch each others skin.

Indeed, Participants give the voice to the the digital body as sending a visual message, then the body become a signal, a frequency which is use in a embodied dialog.

Communicate

November 25, 2008

My “Communicate” object is call “Touch Link”, and it’s basically a device that use allow people to play sound by touching eachothers directly on the skin. The body is use as a resistor that close the circuit of a electronic sound process which is activate by the participants as a switch.

dscf3966

Then, with several devices connected to each others, people can create a ensemble and become a global human instrument, by touching hands to connect as a organic circuit.

Obviously, it’s take minimal two persons to run it and the body, the skin, become a musical instrument. So the users can create differents kind of sounds and modify the rythme and the pitch of it, according to the pressure of the touch and depending to the part of the body that is being used.

The sound is connected to a computer via line in and is modified and processed in real time by a buch of effects that create a more granular sound, like a chorus effect for example.

I use the arduino and a bit of coding for this project to modify the sound by an analog in connected to the conductive surface that modulate the sound depending of the pressure on the conductive surface.

The electronic circuit.

circuit-instrument1

Final Project Proposal

November 18, 2008

i contact

i contact

Mon projet est de réaliser une table interactive qui permettrait au spectateur de participer a un échange sensitif, un dialogue tactile a travers une interaction visuelle lie au langage corporelle et a l’expression gestuelle.

Ainsi, Il s’agirait de mettre en place une interface interactive qui jouerait le rôle de support, de filtre ou de calque sur lequel on puisse projeter une intention sans en donner la forme définitive, émettre une proposition sans en situer le contexte formel, temporel ou spatial.
L’interactivité vient ici prendre tout son sens, car elle est la clé de voûte de la relation au contexte et au langage, et elle crée une nouvelle perception du rapport social. En effet, considérant que l’interactivité est fondée sur la notion d’échange et de réciprocité, il s’avère tout à fait nécessaire d’en définir la finalité. L’interactivité dans cette optique se base et se détermine dans la réunion de deux entités de sens qui évoluent et communiquent.

On peut considérer le premier niveau d’interactivité comme étant le dialogue qu’entretient l’homme avec une machine ou un système plus ou moins actif et réactif, doté d’une faculté d’adaptation, et de mémoire. Le second niveau d’interactivité serait d’utiliser le système comme interface entre deux personnes ou plus, le plaçant ainsi au rang de médium de communication et de diffusion. Cette interface aurait pour simple but de partager une expérience d’échange, de produire un dialogue nouveau dans des contextes utopiques, c’est-à-dire imaginaires.
C’est un véritable discours entre deux personnes ou plus, qui partagent et échangent quelque chose, par une interface dotée d’un langage commun.

Ce nouveau langage qui se libère des postulats, des conventions et des codes de représentation, laisse la place à l’adaptation immédiate au contexte en perpétuel changement. En effet, on peut désormais parler non plus d’écrans mais bien de surface médiatiques.
Le but de cette initiative de « réunion interactive » est d’ordre relationnel, c’est une recherche de l’approche, de « sens » partagés, de réalités échangées dans un processus de fusion instantanée. Elaborer l’échange comme un don de soi, de son identité, de son image, de sa réalité. Réaliser le dialogue tel un jeu de signes personnifiés.
L’interface numérique transpose notre rapport à l’identité et la figure différente.
L’hyper langage s’étale, s’échappe, s’échelonne sur une surface réactive, un espace de transition entre l’être et sa présence, entre la présence et son message, entre le message et son sens. C’est un espace où le corps se transforme et devient typographie, langage du mouvement, geste intelligible.
Le corps tactile se diffuse et est la source de symboles et de représentations émotionnelles. Il s’agit d’un don du corps en mouvement comme message vivant, intelligent, conventionnellement différent, « inter réactif ».
La communication de l’image-identité traduit le corps comme interface linguistique. L’interlocuteur du dispositif fait l’expérience quasi-physique du langage, le mouvement du signe, la représentation comme communication.

« La surface-médium », transcrit l’idée du geste sur une surface transitionnelle, une ouverture sur un espace entre deux images performatives, entre deux éléments sémantiques, le corps et l’image. Le corps, support des organes ou médias informatifs les plus complexes, devient l’outil d’une plateforme d’émission expressive et créatrice.
C’est un territoire de littérature corporelle, de poésie du mouvement, de signalétique de l’attitude, un jeu d’identités fluctuantes à mi-chemin entre intra et extra personnalité. Cette approche du « corps-interlocuteur » développe l’intention d’une séduction par l’image, le mouvement et l’espace. Il s’agit d’un mouvement suggestif, une parade émotionnelle entre moi et ce que je veux représenter.
La surface est une fenêtre miroir qui joue le rôle de support d’échange et d’expression en temps réel. C’est la communication par l’hyper corps, l’hyper surface, l’hyper échange dans un langage devenu hyper(inter) actif.

Ce langage visuel basé sur le mouvement et l’inter-activité nous pose ici la question d’une relation d’un nouveau genre.
Cette liaison hyper physique, relation hyper sensible, pousse la faculté de l’homme a créé d’autres signes et d’installer un dialogue immersif à l’image de la danse, physiquement imprégné par une intention d’échange, une communication réciproque et spontanée grâce à un échange hyper présent, une présence numérique en alternance.
L’échange doit être complet, or l’image nous parle du corps et le fait vivre ailleurs, dans des espaces et avatars métaphoriques. L’empreinte corporelle du geste dans l’espace devient message, un territoire d’informations expressives. Cette danse immatérielle devient le support d’une relation nouvelle, basé sur l’interactivité intuitive, dans l’espoir d’une intention de fusion, une recherche de l’assemblage, de l’assimilation, de l’association, du brassage, de la combinaison, de l’éclectisme, de l’intégration, du mélange, du syncrétisme, de l’union..

Projets similaires

Cantique 3 (2004)

cantique-3-a

Cantique 3 est un dispositif interactif permettant aux spectateurs de jouer avec les images et les sons d’une chorégraphie de têtes, de grimaces et d’onomatopées; un langage à la fois du corps, de la bouche et de la langue, ce muscle expressif rarement apprécié et même un peu tabou. Pourtant, cette surprésence du corps, dans ses efforts tendus du cou et de la langue, s’allège pour devenir une sorte de cantate au fur et à mesure que deux spectateurs, deux joueurs jouent d’une sorte de clavier numérique (deux écrans tactiles) permettant de produire une poésie sonore dosée par leur jeu. Chacun d’eux joue avec le répertoire d’images, de sons et de voix associé à l’un des deux personnages et en variant rythmes et arythmies, un étrange dialogue à deux voix prend forme, « un dialogue-cantate » comme le dit Marie Chouinard. Ce dispositif, qui est aussi, en quelque sorte, un instrument de montage en temps réel procède par synthèse granulaire et par boucles de séquences vidéographiques de la performance des deux interprètes. Des microévénements gestuels et sonores sont relevés et mis en relief. Ils nous montrent les « émois et les rythmes de la communication ». (2) Marie Chouinard débusque dans le langage humain et dans le corps ce qui en constitue la part inchoative, la part d’avant le verbe, la part qu’une micro-analyse du geste rend visible et audible, ces remuements du corps dans l’expression.

http://www.fondation-langlois.org/e-art/f/marie-chouinard.html

Jeff Hann

Multi-Touch Interaction Research
“Since refining the FTIR (frustrated total internal reflection) sensing technique, we’ve been experimenting with a wide variety of application scenarios and interaction modalities that utilize multi-touch input information. These go far beyond the “poking” actions you get with a typical touchscreen, or the gross gesturing found in video-based interactive interfaces. It is a rich area for research, and we are extremely excited by its potential for advances in efficiency, usability, and intuitiveness. It’s also just so much fun!”

Jefferson Y. Han, Bi-manual, multi-point, and multi-user interactions on a graphical display surface”.

Under Water dialogue

Installation interactive qui nous raconte l’histoire d’une femme prisonnière d’un autre monde. Le spectateur interagit par le toucher et communique avec elle dans un dialogue sensitif utopique.

Locative media project

November 3, 2008

Catch me if you can!

General Terms:

Experimentation, group and organization interaction.

Keywords:

Outside game, way finding, psychogeography.

Technology:

Skype (With Video Conference plug-in), Large Band WiFi nodes, Phone Helmet, Webcams.

Context:

“MONTREAL, June 14 /CNW Telbec/ – Montreal will soon become the first Canadian city to deliver wireless Internet and mobile IP telephony to residents. A new WiMAX based Wi-Fi network is being deployed across the metropolitan area thanks to a joint venture between two Quebec-based businesses: independent Internet service provider Radioactif.com(TM) and Nomade Télécom, wireless network installer and operator.

The mission of this joint venture is to create an alternative to large Internet service and IP telephony providers by offering quality services at the best possible prices. “For less than $30 per month, Montreal residents will soon be able to have wireless Internet access and IP telephone service almost everywhere on the island,” explained Daniel Robichaud, President of Radioactif.com. “Wireless telephony, including voice mail, call waiting and free local calling will be available across the network with no per minute charge, except in the case of long distance calls,” he concluded.” [CNW Telbec]

Further news
A Free WiFi network on 1.2 Km in a park

“This is puzzling for us, because it’s free whereas every other telecom provider, especially Rogers, are charging like crazy every other hotspot in Montreal.”

Concept:

With the growing popularity of the Internet, people tend to like to be in the virtual world exploring other space, like looking at photos, videos etc. Consequently people pass more time at home. They are stock with their computer as well as an Internet connection. Their activity is mostly invested into virtual acts. As example, today’s kids probably play as much as kids of the past but the game environment have changed; it has almost become a huge abstract world, in which a lot of time is spend. At this moment it’s all about the creation, exchange and selling of things that don’t represent a tangible feedback in reality. In consequence, it exists now a busy space of activities which doesn’t bear upon the real space. A good question is what is the effect of their special interconnection? In other word, we aim to create an experience that illustrates the quality of spaces covered of virtual reality. (Why this internet coffee where we are writing is different from any other coffee on the street?)

As both spaces exist and no one would like to renounce the opportunities of the web and it communication possibilities, the web is going mobile through large wifi installations. This gives space for activities outside while making full use of the virtual environment. Moreover people have to get a feeling for having both realities at one time and to find a way of using them. By making full use of the large free wifi band located at the Montreal Old Port, an opportunity is given to explore an early example of doubling reality in their geography location. To dress the links between the two, this experiment aim to make your physical location having an impact on your virtual universe and vice versa. Using a man hunter game setup, real acting can easily be shared over the virtual space and create the connection between player localization and their actions in virtual spaces. A person only needs a headset and a webcam and others can follow her via the web. Having this addition point of view the people on the Internet can feedback, in a conversation format, to the real space. The person who is informed about several locations at one moment is able to combine this information to it’s real sensing of places.

Method: Taking place over the Old Port Promenade, a game interconnecting a group of man hunter to a group of escaper will be ran, documented and analysed. The game consists of two teams of participants all connected over one or few video chat software. Each Team designates a player who will act as the person in charge of the communication. These players are not running on the field and install their stations on a spot where they can provide information to the member of their team. They are the only ones who know where are the hunters as well as the escapers and they are the only ones able to communicate (describing) the location of the enemy to their team-mates. Even if the hunters/escapers take care of their own space sensing, the two game monitors (one for each team) provide an extra orientation fundamental to the game organisation and the essential strategy tool to ensure victory.

This game will make use of video conferencing with Skype and every members laptop as well as communication devices. Few match will be played on the same afternoon/evening. These matches will be video documented and will serve our observation concerning interconnection of virtual space and geographical space. Our goal is to learn from this experience and make this experimental use of Large WIFI playground evolve. Actually, few contests are open for designer having ideas in term of mobility design and the collected material as well as group critic might be an essential input into our goal of participating to these contest.

Birdball project

November 2, 2008

Birdball is an animated game that will make you think of rotary movements as strategy allies. You need a partner to play in your team and preferably a team to play against.

Two people at one have to control the movement of the bird and by doing so, score the ball in the containers. By inviting two people to synch their gestures to create coherent and complex material movement, social interaction and coupling is made between the participants within a fun gamespace, allowing them to enjoy life and social aspects of humanity.

Url :

http://sites.google.com/site/tangible360/birdball

Programation Patch

The project is a sound and visual instrument which work with a sensitive surface. This tactile interface allow users to play with 2 hands by the pressure, the friction and the contact on the table, the conductive material.

Then the sound is modify and amplify by the computer which is also produce real time visuals interactions.

The goal of this project is to develop and research a new way to think about electronic sensitive music instrument. Because of his tangible aspect, making music and produce sound become very tangible and subtile. This artistic aproach is a reflexion about the sensibility of a interactive instrument which respond as precise as human perceive his surface. It is so sensible, so then it`s create a kind of intimate relationship with the sound, the instrument and his potential, as often greats musiciens have with their old or favorite instruments.

Electronic circuit

Many people can play in the same time and they can also use the body as a conductive surface between each participants. So the body become an alive instrument, and create different kind of sound by touching differents parts of participants skins.

This device can also be use as a instrument for visuals and real video mixing like scratching videos loops, by using the FFT analysis and associate the datas to any kind of visuals programing patchs. So it can be use as a live perfomance instrument and real time visual controler.

Reactable

I know this project since few years, but I still look at videos about it and look at technicals documentations, because it’s a always a source of inspiration, for a technical and an artistic aspect of it.
I use the same tracking technology to develop few project, and it’s really efficient and playful.

It was the start for me to built interactive installation via those kind of tracking and objects recognition. Later, I moved to infra-red technology and tactiles screens, but it still really interesting to have a material or tangible objet to interact with specificly for a library of sound or videos that are stock in those intermedia objets.

So basicly, you can have a physical artefact that can represent virtual entities or contents, then, it’s become more sensible and relevant to have real matter with the infinite potential of the virtual world.

What is it exactly?

The reactable is a collaborative electronic music instrument with a tabletop tangible multi-touch interface. Several simultaneous performers share complete control over the instrument by moving and rotating physical objects on a luminous round table surface. By moving and relating these objects, representing components of a classic modular synthesizer, users can create complex and dynamic sonic topologies, with generators, filters and modulators, in a kind of tangible modular synthesizer or graspable flow-controlled programming language.

reactable

The instrument was developed by a team of digital luthiers (Sergi Jordà, Martin Kaltenbrunner, Günter Geiger and Marcos Alonso), working in the Music Technology Group within the Audiovisual Institute at the Universitat Pompeu Fabra in Barcelona Spain. Their main activities concentrate on the design of new musical interfaces, such as tangible music instruments and musical applications for mobile devices. The reactable team was recently awarded with various prizes such as the “Ars Electronica Golden Nica”, the “Premi de la Cuitat de Barcelona 2007″ and two “D&AD Yellow Pencils” and the Icelandic singer Björk has successfully used the reactable during her last “Volta” world tour.

By the way I’ve try to print some t-shirts with those “reactable symbols”, to have people as a kind of interactives artefacts, and it’s work very well, it’s become more theatrical and performative.

Poetic switch! The work of art is a mini instrument which make some colored light when you play with. The music track is french : “Milord” and composed by Edith Piaf in 1959.

The idea was to create an utopic low tech representation of what entertainment is, as his smallest and simplest visible version in the world.

The prototype is intentionnaly homemade style ( without welding and made with card board ) to contrast with hightech technology and holywood industry.

The object cost less than 5 dollars to claim his lowtech aspect against the american entertainement super-production, who don’t care about poetry.

//The light-music instrument can be multiply and developed to build a performance with many different songs and colors from all around the world and disposed on a huge interactive musical map.

First Post

September 12, 2008

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