highlike

tangible media group

transdock
Ken Nakagaki, Yingda (Roger) Liu, Chloe Nelson-Arzuaga, and Hiroshi Ishii
TRANS-DOCK is a docking system for pin-based shape displays that expand their interaction capabilities for both the output and input. By simply interchanging the transducer modules, composed of passive mechanical structures, to be docked on a shape display, users can selectively switch between different configurations including display sizes, resolutions, and even motion modalities such as rotation, bending, and inflation.
In our paper accepted to TEI 2020, we introduce a design space consisting of several mechanical elements and enabled interaction capabilities. Our proof-of-concept prototype explores the development of the docking system based on our previously developed 10 x 5 shape display, inFORCE. A number of transducer examples are shown to demonstrate the range of interactivity and application space achieved with the approach of TRANS-DOCK.

TANGIBLE MEDIA GROUP

inForm
is a Dynamic Shape Display that can render 3D content physically, so users can interact with digital information in a tangible way. inFORM can also interact with the physical world around it, for example moving objects on the table’s surface. Remote participants in a video conference can be displayed physically, allowing for a strong sense of presence and the ability to interact physically at a distance.

tabor robak

balenciaga collaboration
A 25 minute video loop with previously unreleased tracks by DJ Hell, made in collaboration with Balenciaga.

Here is a dramatic tension in his work between the real and the imagined in his use of often-appropriated digital objects to create virtual landscapes, which frequently contain elements – animals, machines, fragments of videogames – that are recognisable from our day to day life. This creates a symbiotic relationship between the digital and the real. In a very real way digital space has now become an intangible reality. The worlds built by Robak have a distinctly cinematic sensibility that hyperbolises the shine and dramatic effects of 3D rendered animation. The aesthetic of his work is supremely important, drawing the viewer into a truly alluring, indulgent and strangely gratifying environment. There is a further challenge to the void between high-art and the worlds of 3D animation and gaming, in the intersection between depiction and simulation. This can be partially attributed to the vernacular of advertising Robak is so proficient at utilising.

YOICHI YAMAMOTO

Japanese firm yoichi yamamoto architects has completed ‘2D/3D chairs’ for tokyo fashion labels issey miyake store. featuring a series of traditional dining chairs, the installation transforms from a two dimensional graphic into a tangible piece. The perspective is manipulated creating a unique appearance from different vantage points for onlookers. graphics of legs in varying perspectives are printed onto a horizontal plane while the chair backs rest upon the surface. The seat backs maintain a seamless transition from the graphics by utilizing assorted sizes, heights and placed at diverse angles.

Schweigman & en Cocky Eek

Spectrum
How intensely can you experience colour? Colour as a phenomenon which you don’t just see, but which totally absorbs… Spectrum is a spatial installation that makes colour tactile and tangible.
Fall backwards into a black hole and reawaken in an infinite spectrum. An immersive experience which will give you a whole new perspective on the coloured cycles of our everyday light. Following Blaas and Curve, Spectrum completes a triptych centred on white space, each piece created with spatial designer Cocky Eek in collabaration with Schweigman&. In Blaas you crawl through an inflatable balloon; in Curve you enter an endlessly spiralling tunnel. Spectrum starts by asking: how can we make the colour physically tangible?

geoffrey mann

Cross-fire cutlery detail
The focus of the Past, Present & Future Craft practice commission was to examine the intangible characteristic of the spoken word and investigate the unseen affect of sound upon its inhabited environment.The project centralizes around the context of a domestic argument. In this case the event samples an audio excerpt from the 1999 Sam Mendes Film ‘American Beauty’. The slow building dialogue between the three central characters family dinner climaxes with a sound clash of emotions. The cross-fire of the argument traverses the dinning table but where previously the inanimate everyday objects such as plates, cutlery, teapot etc were unable to express their character, the intensity of the conversation deforms their once static existence into objects of unseen familiarity.The presented sound artifacts each encapsulate a momentary emotion of the argument.

ANOUK WIPPRECHT AND ADUEN DARRIBA

Smoke Dress
Fellow designer, Valerie Lamontagne, writes: “SMOKE DRESS is a collaboration between fashiontech designer Anouk Wipprecht [NL] and technologist Aduen Darriba [NL]. The dress is a wireless and wearable tangible couture “smoke screen” imbued with the ability to suddenly visually obliterate itself through the excretion of a cloud of smoke. Ambient clouds of smoke are created when the dress detects a visitor approaching, thus camouflaging itself within it’s own materiality. The SMOKE DRESS, with its loose net of metallic threads and electrical wire, works at the scale of the magical illusionists trick, permitting a hypothetical magician’s assistant to perform her own disappearing act.

Shohei Fujimoto

Intagible #Form
In this artwork “intangible #form [2019]”, focusing on how do we see the intangible as tangible using 420 kinetic laser modules. I’ve tried to generate virtual consciousness, presence and behavior of life in this time. And then I’ve been exploring what are we getting the surfacing consciousness and presence from the thing is in front of us or are we giving these to them? I think that when paying attention to consciousness, it could be a trigger to sense that we are human ourself.

Christoph De Boeck

Staalhemel

The intimate topography of the brain is laid out across a grid of 80 steel ceiling tiles as a spatialized form of tapping. The visitor can experience the dynamics of his cognitive self by fitting a wireless EEG interface on his head, that allows him to walk under the acoustic representation of his own brain waves.The accumulating resonances of impacted steel sheets generates penetrating overtones. The spatial distribution of impact and the overlapping of reverberations create a very physical soundspace to house an intangible stream of consciousness.‘Staalhemel’ (‘steel sky’, 2009) articulates the contradictory relationship we entertain with our own nervous system. Neurological feedback makes that the cognitive focus is repeatedly interrupted by the representation of this focus. Concentrated thinking attempts to portray itself in a space that is reshaped by thinking itself nearly every split second.

MOUTH CTRLER

The project developed in collaboration with experts from different scientific and creative fields: Dr.Trevor Coward,Dr.Shama Rahman,Nuala Clooney,Matteo Rossetti
A collaboration with designer: Luca Alessandrini and Dr. Michelle Korda
Mouth CTRLer is a transdisciplinary project combining scientific findings about the sensing and sensory capabilities of the oral cavity with prosthetics and interactive technologies. It investigates tangible technological possibilities for human enhancement inside the mouth in the form of wearable prototypes.

Mathieu Merlet Briand

Google red marble

Digital native et issu d’une famille d’agriculteur, Mathieu s’intéresse à l’influence des technologies sur la perception de notre réalité contemporaine. Il s’interroge sur la matérialité d’internet et ses représentations. Il cherche à traduire l’expérience du web surfer, l’imagination de l’internaute face à ce flux infini d’informations.
Dans ses projets se dégagent de façon récurrente des questions environnementales. Inspiré par la lecture de l’essai philosophique d’Ariel Kyrou « Google God » de 2010, il interroge cette image presque divine associés aux géants du web.
Il utilise comme médium les big datas. Via ses algorithmes qu’il développe, par des processus de recyclage et des analogies à la nature, il façonne des flux de données afin d’en créer des matérialisations tangibles. Abstractions, reliques, cristallisations ou fragment du World Wide Web, son travail protéiforme se matérialise principalement en sculptures et installations multimédia.
Influencé autant par l’histoire de l’abstraction, les artistes du Land Art, que par les Nouveaux Réalistes, ses créations sont associées au Culture Digital, au mouvement Post-Digital ou Post-Internet Art.

 

ALMA HASER

Cosmic Surgery
Originally from Germany, Alma Haser is currently based in London, UK. She received her photographic degree from Nottingham Trent University in 2010[…] Her most recent series titled, Cosmic Surgery, combines the tangible photograph and the subject with the photograph itself. This facet of the images creates distinctive stages. Alma as the viewer of the subject, the origami construction, and then the reconstruction is then photographed thus creating a new aspect of the subject’s identity.