The hotel chain ibis is offering guests a unique experience that combines technology and art. A mattress embedded with 80 sensors transmits data about patron’s temperature, movements and sound while they sleep.
Throughout history, human civilizations have been guided by interpretations of the cosmic order. Our ancestors observed patterns in nature that profoundly influenced their beliefs and behaviors, enabling them to anticipate and synchronize with the cycles of life. By paying close attention to the world around them, countless generations developed reciprocal relationships with environments that enabled them to survive and thrive.
Today, modern technologies enable us to manipulate our surroundings in extraordinary ways. Yet they also isolate us, encouraging us to take the life-sustaining systems of our home planet for granted as endlessly exploitable resources and economic externalities. As specialized sciences increasingly seek to reduce existence to its component parts, the universe has seemingly been diminished to little more than physical properties, isolated interactions, and mathematical laws.
Mobile devices with powerful computational abilities are becoming quite popular in recent years, but the user interface of such devices is similar to the desktop-computing system, i.e. GUI plus touch sensing technology. These technologies are not user friendly for pervasive environment because the visual demand and hand requirement can diminish the user experience and impede attention. The goal of this project is to build a foot-computer interface: a newly hand-free and eye-free interactive technology designed for the growing pervasive computing environments. By embedding multiple sensors into consuming shoes, people are allowed to control ambient digital devices with their foot gestures as well as toe gestures.
A wearable shoe-integrated system which can classify human behaviors is presented. The shoes provide a tangible interaction interface for designers. Twelve Force-Sensing Resistors (FSR), two Arduino pro mini microcontroller boards with ATmega168 microprocessors, and two Xbee wireless transmission devices are installed. The algorithm of the system is based on Principle Component Analysis (PCA) for feature generation and Gaussian Naïve Bayes (GNB) classifier for behavior prediction. It can identify feet gestures such as sitting, standing, rotating clockwise and counterclockwise, walking… etc.
The project explores a novel mode of responsive architecture based on the combination of material inherent behaviour and computational morphogenesis. The dimensional instability of wood in relation to moisture content is employed to construct a climate responsive architectural morphology. Suspended within a humidity controlled glass case the model opens and closes in response to climate changes with no need for any technical equipment or energy. Mere fluctuations in relative humidity trigger the silent changes of material-innate movement. The material structure itself is the machine.
Nervous System is a design studio that works at the intersection of science, art, and technology. We create using a novel process that employs computer simulation to generate designs and digital fabrication to realize products.
The surfaces of everyday objects are scanned and transformed into audible frequencies. Playing the Instrument is a mixture of practice, anticipation, and serendipity. A variety of everyday objects can be mounted into the instrument.
Haptic intelligentsia is a human 3D printing machine that allows the user to tactually perceive the virtual object and to directly transform it into the physical. The Method Case was with its designer,Joong Han Lee, at the Dutch Design Week and we could test the amazing feeling while moving and producing shapes with it. The user can freely move the extruding gun, which is attached to a haptic interface. When the tip of the gun is moved into a surface region of the virtual object, the interface generates forces under computer control, allowing the user to feel and touch the surface of the object.Without looking at the computer screen, the only way to visualize the virtual object is to pull the trigger and extrude the material along the feedback surface. The results are always unique and different, depending on how each user responds to the machine’s guidance. The sense of touch is no longer present in our current screen-based interface. HAPTIC INTELLIGENTSIA humanizes the 3D printing process, bringing the user a tactile relationship to the virtual object.
Chromaroma is a game that shows you your movements and location as you swipe your Oyster Card in and out of the Tube.
It connects communities of people who cross paths and routes on a regular basis, and encourages people to make new journeys and use public transport in a different way by exploring new areas and potentially using different modes of public transport.
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