Archive for May, 2010

Living CrossMedia

Living CrossMedia

[ITALIANO]

AOS & FakePress

insieme a

Università di Roma La Sapienza, Facoltà di Architettura Ludovico Quaroni, Dipartimento di Disegno Industriale

e con la presenza di

Assessorato alla Cultura e alla Comunicazione del Comune di Roma

presentano:

Living CrossMedia

le opportunità dei nuovi media nei Centri Commerciali e nei nuovi spazi della cultura e dell’aggregazione

Martedì 1 Giugno 2010

Facoltà di Architettura Ludovico Quaroni

Università di Roma “La Sapienza”

via Gianturco 2, Roma

aula G11

dalle 9:30 alle 12:00

Marco Torresan, Direttore del Centro Commerciale “Porta di Roma”

Simona Pantò, Responsabile del Marketing del Centro Commerciale “Porta di Roma”

Alessandro Ferrante, Assessorato alla Cultura e Comunicazione del Comune di Roma

terranno una lecture e dibattito per discutere delle opportunità che, nello scenario contemporaneo, si aprono con la comunicazione e l’interazione multi e cross mediale nei nuovi spazi della socializzazione, dell’aggregazione e della cultura, a partire dalla loro esperienza.

Partendo dall’analisi della trasformazione degli spazi pubblici e commerciali nelle città del nuovo secolo, per arrivare alle suggestioni che vedono display, interazioni con dispositivi mobili ed ubiqui, ambienti interattivi, e nuove forme di comunicazione digitale arricchire la nostra esperienza della città, dei nostri rapporti con le persone, le aziende e gli spazi che percorriamo tutti i giorni.

L’intervento, propositivo anche nel ragionare sulle possibilità di interazione tra ricerca, arte, design e marketing, sarà seguito da un dibattito aperto a tutti gli intervenuti.

L’incontro sarà coordinato da Salvatore Iaconesi (Art is Open Source, FakePress e docente del corso di Sperimentazioni di Tecnologie e Comunicazioni Multimediali della Facoltà di Architettura Ludovico Quaroni dell’Unversità di Roma “La Sapienza”) e Oriana Persico (Art is Open Source, FakePress).

[ENGLISH]

AOS & FakePress

together with

University of Rome La Sapienza, Faculty of Architecture Ludovico Quaroni, Department of Industrial Design

and with the presence of

Culture and Communication Council of the City of Rome

present:

Living CrossMedia

the opportunities for new media in Commercial Centers and in the new spaces for culture and social aggregation

Tuesday, June 1st, 2010

Faculty of Architecture Ludovico Quaroni

University of Rome “La Sapienza”

via Gianturco 2, Rome

room G11

from 9:30 am to 12:00

Marco Torresan, Director of the Commercial Centre “Porta di Roma”

Simona Pantò, Marketing Responsible of the Commercial Centre “Porta di Roma”

Alessandro Ferrante, Culture and Communication Council of the City of Rome

will hold a lecture and debate to investigate the opportunities opening in the contemporary scenario through the adoption of multi and cross medial communication and interaction in the emerging spaces for socialization, culture and aggregation, starting from their experience.

Starting from the analysis of the current transformation of public and commercial spaces in the cities of the new century, and arriving to the suggestions coming from the wide availability of display technologies, of interactions with mobile and ubiquitous devices, of interactive and responsive environments, and of new forms of digital communication enriching our experience of the city, of our relationships with other people, companies and spaces.

The lecture will also explore the possible interactions among scientific research, art, design and marketing, and will be followed by an open dialogue to which everyone attending the event will be invited to contribute.

The event will be coordinated by Salvatore Iaconesi (Art is Open Source, FakePress and professor of Experiments in Multimedia Technologies and Communications at the Faculty of Architecture “Ludovico Quaroni”  at Rome’s University “La Sapienza”) and by Oriana Persico (Art is Open Source, FakePress).

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The Sancho Plan

http://www.thesanchoplan.com/index.html

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The Sancho Plan create new interactive entertainment experiences for the 21st century. Fusing animation, music, gaming, technology and performance, our unique performances and environments form a a series of live, interactive and immersive musical adventures.

Our performances feature a live band in front of or surrounded by screens, the on-stage musicians orchestrating sounds and simultaneously controlling the on-screen animated characters. You can read more about our latest performance piece, The Black Page here.

Our environments might allow the public to interact with our characters or enjoy new immersive spaces. In 2008 we were commissioned to create a new animated-musical experience for the world’s largest permanent 3D stereoscopic theatre at the Ars Electronica Centre in Linz for their year as European Capital of Culture. Read about Jungle Imperator here.

The Sancho Plan is an award-winning collaboration of writers, musicians, animators, designers and computer programmers, whose creative output has been shown in clubs, festivals, cinemas, theatres and on television and computer screens around the world. Through the careful combination of animation, sound, music and interactive technology, we create fantastical worlds in which animated musical characters are triggered by a variety of electronic musical instruments and interfaces.

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Nathan Shedroff

http://www.nathan.com/ed/

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While everything, technically, is an experience of some sort, there is something important and special to many experiences that make them worth discussing. In particular, the elements that contribute to superior experiences are knowable and reproducible, which make them designable.

These elements aren't always obvious and, surely, they aren't always fool-proof. So it's important to realize that great experiences can be deliberate and are based upon principles that have been proven. This book explores the most important of these principles.

The design of experiences isn't any newer than the recognition of experiences. As a discipline, though, Experience Design is still somewhat in its infancy. Simultaneously, by having no history (since it is a discipline so newly defined), and the longest history (since it is the culmination of many, ancient disciplines), experience design has become newly recognized and named. However, it is really the combination of many previous disciplines; but never before have these disciplines been so interrelated, nor have the possibilities for integrating them into whole solutions been so great.

Experience Design as a discipline is also so new that its very definition is in flux. Many see it only as a field for digital media, while others view it in broad-brush terms that encompass traditional, established, and other such diverse disciplines as theater, graphic design, storytelling, exhibit design, theme-park design, online design, game design, interior design, architecture, and so forth. The list is long enough that the space it describes has not been formally defined.

There are, at least, 6 dimensions to experiences: Time/Duration, Interactivity, Intensity, Breadth/Consistency, Sensorial and Cognitive Triggers, and Significance/Meaning. Together, these create an enornous palette of possibilities for creating effective, meaningful, and successful experiences.

The most important concept to grasp is that all experiences are important and that we can learn from them whether they are traditional, physical, offline experiences or whether they are digital, online, or other technological experiences. In fact, we know a great deal about experiences and their creation through these other established disciplines that can-and must-be used to develop new solutions. Most technological experiences-including digital and, especially, online experiences-have paled in comparison to real-world experiences and have been relatively unsuccessful as a result. What these solutions require is for their developers to understand what makes a good experience first, and then to translate these principles, as well as possible, into the desired media without the technology dictating the form of the experience.

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haque design

http://www.haque.co.uk/

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The domain of architecture has been transformed by developments in interaction research, wearable computing, mobile connectivity, people-centered design, contextual awareness, RFID systems and ubiquitous computing. These technologies alter our understanding of space and change the way we relate to each other. We no longer think of architecture as static and immutable; instead we see it as dynamic, responsive and conversant. Our projects explore some of this territory.

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http://vispo.com/misc/ia.htm

a list of interesting audio projects for the web

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changing habbits

http://www.changinghabbits.co.uk/
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The Habbits are humanoid forms with body parts distorted relative to the environmental impact of common activities. Each body part is assigned to one impact: Feet – Transport; Hands – Home Energy; Mouth – Water; Bum – Waste; Belly – Food and Head – Electrical Goods and the body parts are grown where an individual's impact is higher.

The government target for sustainable living in 2050 is that no individual shall have a higher carbon footprint than 2 tonnes. The Changing Habbits programme is designed to help you reduce your carbon emissions whilst saving you money.

What can I do as an individual?

We all have responsibility to change our Habbits and reduce our carbon footprint. Every UK citizen emitts on average 12.1 tonnes of CO2. Simple life-style changes can guide you in the right direction towards a more sustainable and balanced Habbit.

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Squatting Supermarkets at Mondovì

Squatting Supermarkets at Mondovì

On Friday May 5th 2010 Art is Open Source , FakePress and The Hub Roma will be in Mondovì together with the Piemonte Share Festival and associazione Marcovaldo to present the next steps of the Squatting Supermarkets / iSee project.

Squatting Supermarkets is one of the projects included in the SMIR (Spazi Multimediali per l’Innovazione e la Ricerca / Multimiedia Spaces for Innovation and Research) project, an european project inolving the restoration of two ancient churches in Mondovì (Italy) and Embrun (France) to create a trans-frontier media research center that will investigate on the possibilities for digital arts to collaborate with the development of territories and populations.

We (as AOS and FakePress) are investing a lot on this project, as we feel that arts and social innovation go well together hand in hand in exploring new practices for a more sustainable world.

And we are not alone in this. The Sharing (the association behind the Piemonte Share Festival) and Marcovaldo (an association with a long history of territorial interventions promoting development, the arts, local economies and creativity) have been truly active, lately, on our involvement wih Squatting Supermarkets, and they are setting up an ecosystem of local producers that will form a first official experimentation base for the adoption of the practices designed with iSee / Squatting Supermarkets.

During the next few months we will add a layer of digital reality to the wonderful traditional cheeses, wines, vegetables, salamis and meats, through which producers will be able to inform people about their sustainable production and distribution processes, and people will be able to gather information on what it means for them and for the rest of world to consume critically, accessing informations, documentaries, global sources of information. Finally the products we eat and consume every day will have a story: we will be able to know who produce them, where, how and with what effects on our world. And we will be able to communicate with them and among ourselves, near and far, directly throgh the products that shape our daily lives.

So, we are really excited to get this part of the project going!

And “We” is growing by the minute, as you can read here about the recent collaborations with our friends and partners at The Hub Roma, the research group at the Tor Vergata University in Rome, the students that will produce end-of-course project works on Squatting Supermarkets and iSee at La Sapienza University in Rome. And there will be additions by the minute.

In Mondovì we will present a research poster (you can download the PDF of the poster here) that describes the current state of the research (titled “the Active Consumer“) and the planning we have set up for the next important date for Squatting Supermarkets, around the half of July 2010, back in Mondovì for the next steps of the project and a beautiful event in the medieval city square together with all the artists and initiatives of the SMIR project.

In Mondovì we will also present the new features of the iSee application for iPhone / Android that is at the heart of Squatting Supermarkets, including a new information visualization technology that will be released as Open Source.

So, as usual: stay tuned!

please register at the Facebook Event if you’d like to inform us that you’re coming, and if you want to stay updated on the event:

Facebook Event

More info at:

Squatting Supermerkets – info
Squatting Supermerkets – artistic statement by Salvatore Iaconesi
iSee – info
Zero Impact Technology Prize offered by the EnviParc in Turin – Piemonte Share Festival ‘09
Presentation  @Faculty of Architettura “La Sapienza” May 4th 2010 – Rome

Site Reference
www.smirproject.eu
www.toshare.it
www.artisopensource.net
www.fakepress.it
www.hubroma.net
www.designinteraction.it

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FakePress, Art is Open Source and The Hub Roma

in collaboration with

the “Multimedia Technologies and Communications Experimentations” course at the “Ludovico Quaroni” Faculty of Architecture at Rome’s University “La Sapienza”, Industrial Design Department

and

the “Management of Non profit Organizations” course at the Faculty of Economics at the “Tor Vergata” University

are happy to invite you to the lecture:

Squatting Supermarkets/iSee

Artistic fundamentals, eco-sustainability, market: from Shoptivism to the Active Consumer.

Who: Oriana Persico and Cary Hendrickson (AOS/FakePress), Dario Carrera and Ivan Fadini (The Hub Roma/Faculty of Economics, Tor Vergata), Ilaria Bassi, Vanessa D’Acquisto, Piergiorgio Malfa, Vittoria Mauro (research group at the “Management of Non Profit Organizations” course, Tor Vergata), Salvatore Iaconesi (visiting professor)

What: lecture/workshop

Where: Faculty of Architecture “Ludovico Quaroni”, via E.Gianturco 2 (Rome) – room G 11 [ MAP ]

When: May 4th, 2010 – from 9am to 12pm

A radical version of a marketplace, a point of sale in augmented reality, Squatting Supermarkets tells the tale of the evolution of our daily realities, entering the live and pulsating heart of consumism. Looking at products on the shelves, choosing, paying, debts, persuasion and seduction, relations with logos, messages and other people. Buying is an experience that fills our daily lives, built through images, suggestions and strategies that are so complex that they systematically evade the perception of the final user. Technologies can be used to create new spaces for action/communication, and to overlay them onto our ordinary reality, thus creating new action/communication spaces, allowing new possibilities for interaction and fruition: ubiquitous, accessible, emergent and polyphonic, emotional and relational. Squatting Supermarkets narrates this possibility: an augmented reality space that is technologically layered to everyday life, an interstitial marketplace living in squat on the physical and immaterial infrastructures.

Presented for the first time at the Piemonte Share Festival in 2009, Squatting Supermarkets has two souls: a site-specific installation and an innovative technology, iSee. The installation reproduces an interactive supermarket in which the widespread interconnection network defining products’ histories and stories can become explicit and accessible. The techniques of traceability and control are transformed into their ecosystemic, narrative and poetic versions: information is not only for corporations anymore. By overlaying and integrating codes coming from barcodes, tags, RFIDs, credit cads, financial tranactions.
Grabbing a product becomes an immersive experience with its story, and the possibility of writing a part of it: moving hands, drawing gestures, exposing our points of view and our emotions. Products animate, becoming a space for expression, a network of relations, a domain for possibility and opportunity. Distributed storytelling practices in which the hidden stories of producers and consumers come in contact. The access door to these domains are the logos. iSee, the technological heart of the installation is a mobile application based on image recognition and computer vision techniques.
Framing the product on the camera, an image processing algorithm identifies the logo, allowing the user to access an additional set of information coming from a plurality of sources. Narrative galaxies (open, emergent, multi-author) connected to p2p thematic social networks layered over products.
Logos become wikis, open communication infrastructures, distributed social networks, p2p ecosystems.
The Project is based on the analisys of the contemporary technological/economic context. On one side, environmentalism and eco-sustainability are issues that are acknowledged as being among the globally most important drivers in piloting the shopping choices of large parts of the population. On the other side, statistics demonstrate that progressively large numbers of individuals search for information on social networks befre purchasing commodities and services, and that the users of last-generation mobile devices are steadily growing by the numbers.
In all this, enterprises start feeling the need to confront a globally interconnected communication and relation system, emergent, polyphonic, in which the acquisition and the maintenance of a “good reputation” goes through complex social and cultural dynamics that are progressively more chaotic. The “Company” is not the sole center of communication and of the shaping of its corporate identity.

On may 4th 2010, from 9am to 12pm,  FakePress’ interaction design lab will analyze the possibilities for expression and interaction enabled by the shopping based narratives offered by Squatting Supermarkets under an artistic/performative point of view and by iSee under the perspectives of technology and infrastructures.

Oriana Persico will confront the themes related to the installation, introducing the artistic statement,

Cary Hendrickson will focus on the themes of eco-susteinability, social responsibility and on the governance of related processes;

The research group of the “Management of Non profit Organizations” course at the Tor Vergata University coordinated by Dario Carrera and Ivan Fadini will expose the first results coming from the research titled “Active Consumer: from Movements to Shopping Based Publishing“.

How are consumers sensible to the environment and to critical consumism? How do they relate to the opinions generated on social media and on brand reputation created through User Generated Content? How widespread are smartphones? How many individuals would be willing to use a mobile application such as iSee? Who could finance it? What are the possible business models?

The theoretical and artistic premises, the analisys on eco-sustainability and the market scenarios will be used by the students of the course at the Faculty of Architecture to create a series of project works focused on the evolutions of the iSee platform and on the creation of a site specific installation to be implemented in a public commercial space, integrating multiple skills and points of view and, most of all, creating multidisciplinary and inter-university collaboration paths among students and faculties to achieve common goals.

The project works will be presented together with the research during the Open Day at the end of the course.

Entrance to the lecture is free and open to all.

Additional information

Squatting Supermarkets/iSee is a co-production by FakePress/Art is Open Source. Special project at the Piemonte Share Festival 2009, winner of the “Zero Impact Technlogy” prize offered by the Environment Park in Turin. Squatting Supermarkets/iSee is part of the SMIR project under the artistic direction of The Sharing:

http://www.fakepress.it/FP/?p=523

http://www.fakepress.it/FP/?p=47

http://www.toshare.it/

http://www.smirproject.eu/ (site available next week)

Site

http://www.fakepress.it/

http://www.artisopensource.net

http://www.hubroma.net/

http://designinteraction.it/

please use the Facebook Event to stay updated:

http://www.facebook.com/#!/event.php?eid=122966341053373

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from: http://www.imaginyze.com/Site/Welcome.html

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Experience augmented reality and real-time object detection in action on the road.

Are you often driving on highways or country roads? Then you do not want to miss the impressive technology of Augmented Driving with real-time object detection with up to 10 fps for your iPhone 3GS including the following features:

      • Dynamic augmented reality overlays for lanes and vehicles
      • Head-up display (HUD) for system and status information
      • Lane detection and lane change warning
      • Vehicle detection and low distance information
      • Automatic system-calibration for easy setup
      • Many configuration options and quick manual including video tutorial

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http://www.plinkart.com/apps.html

Plink Art is an app for your mobile phone that lets you identify almost any work of art just by taking a photo of it.

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The coolest feature of Plink Art is instant art identification. Just snap a photo and if the painting is in our database our visual search system will recognise it and tell you all about it. Currently Plink knows about tens of thousands of famous paintings. Try it and you might be surprised!

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originally on: http://emergingexperiences.com/2010/04/augment-your-reality-with-rockstar/

"

We recently created an experience named RockstAR which features augmented reality and multi-touch technology. It is the classic photo booth experience taken to the next level with interactive technology, social integration (currently the experience posts to twitter, twitpic and flickr), good ole fashioned Rock n Roll and a little 80s video game nostalgia. We also can’t leave out the pink rug – one of the most important parts of any experience.

The application is the first demonstration of the Razorfish Vision Framework (RVF) and it is integrated with our Razorfish Touch Framework (RTF). The experience was featured at several SXSW Interactive Conference 2010 events including the Razorfish and Microsoft parties.

Stay tuned as we’ll be posting a behind-the-scenes tech walkthrough in the next week.

"

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Face Pong

Here is a small game built with Processing and using the OpenCV pour Processing library. You can play Pong using your faces

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