musicBottles by Tangible Media Group - MIT Media Lab
musicBottles is an interactive installation for visitors to interact with soundwaves encapsulated in bottles. The installation consists of a set of bottle that encapsulate sounds from Boston, Cambridge and the MIT neighborhood. When a visitor opens a bottle, sounds in the bottle evaporate into the atmosphere, giving visitors a glimpse into Bostonian culture through escaping sounds emanating from the glass vessels.
musicBottles is a work by
MIT's Tangible Media Group. MIT's Tangible Media Group.
musicBottles is part of the
RADICAL ATOMS Exhibition at
the
Ars Electronica Cente Linz.
Ars Electronica Center
Ars-Electronica-Straße 1
4020 Linz
Austria
www.aec.atCredit: Florian Voggeneder
inFORM by Tanigble Media Group - MIT Media Lab
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. inFORM is a step toward our vision of Radical Atoms.
Research: Daniel Leithinger, Sean Follmer, Alex Olwal, Philipp Schoessler, Jared Counts, Ken Nakagaki, David Doan, Basheer Tome, Akimitsu Hogge, and Hiroshi Ishii
Exhibition: Daniel Leithinger, Ken Nakagaki, and Hiroshi Ishii
Active Wood Products by Christophe Guberan and the Self-Assembly Lab MIT School of Architecture & Planning
Traditional wood-bending techniques require com- plex steaming equipment, labor-intensive forming processes and a high degree of expertise. In addi- tion, the natural pattern of wood grain and its physi- cal properties make it difficult to curve into complex shapes. Novel printing and composite material tech- nologies can now overcome previous limitations on wood forming. Flat sheets of custom-printed wood composite can be designed to self-transform in con- trolled and unique ways. We have developed a series of two-dimensional patterns, wood-printing tech- niques and processes for moisture-activation that promote precise transformation from a flat sheet to curved, twisted or folded three-dimensional forms. Active Wood Products are produced with a printed wood filament and carefully designed flat patterns that when subject to moisture can self-transform into the final shape of the product. We imagine a variety of products from tableware to jewelry and even furniture that can be designed and printed, then shipped flat in a moisture pack and self-trans- form at home.
LineFORM by Ken Nakagaki, Sean Follmer and Hiroshi Ishii
Lines have several interesting characteristics from the perspective of interaction design: abstractness of data representation; a variety of inherent interactions; and constraints as boundaries or borderlines. Utilizig such aspects of lines together with the added capability of transformation, this project investigates the design space of line-based shape changing interfaces through presenting various applications such as shape changing cords, mobiles, body constraints, and data manipulation.
Topobo by Hayes Raffle, Amanda Parkes, and Professor Hiroshi Ishii
Topobo is a 3D constructive assembly system with kinetic memory, the ability to record and playback physical motion. Unique among modeling systems is Topobo’s coincident physical input and output behaviors. By snapping together a combination of Passive (static) and Active (motorized) components, people can quickly assemble dynamic biomorphic forms like animals and skeletons with Topobo, animate those forms by pushing, pulling, and twisting them, and observe the system repeatedly play back those motions.
musicBottles / Hiroshi Ishii, Ali Mazalek, Jay Lee, Rich Fletcher, and Joe Paradiso
musicBottles is an interactive installation for visitors to interact with soundwaves encapsulated in bottles. The installation consists of a set of bottle that encapsulate sounds from Boston, Cambridge and the MIT neighborhood. When a visitor opens a bottle, sounds in the bottle evaporate into the atmosphere, giving visitors a glimpse into Bostonian culture through escaping sounds emanating from the glass vessels.
Credit: Florian Voggeneder
Rovables by Artem Dementyev and Joe Paradiso
We envision that future wearable technology will move around the human body, and will react to its host and the environment. To proof this concept, we developed Rovables, miniature robots that can move freely on unmodified clothing. The robots are held in place by magnetic wheels, and can climb vertically. Our applications include on-body sensing, modular displays, tactile feedback and interactive clothing and jewelry.
PneUI by Lining Yao, Ryuma Niiyama, Jifei Ou, Sean Follmer and Hiroshi Ishii
Energy or substance, air is one the most abundant resources on earth. In many mythologies across culture, air brings life to and animate static substance. PneUI explores the dynamic interaction between the air and sheet materials. The digital fabrication processes enable various shapes to be created, transformed in a programmable way.
bioLogic by Lining Yao, Wen Wang, Guanyun Wang, Helene Steiner, Chin-Yi Cheng, Jifei Ou, Oksana Anilionyte and Hiroshi Ishii
bioLogic is growing living actuators and synthesizing responsive bio-skin in the era where bio is the new interface. Natto bacteria are harvested in a bio lab, assembled by a micron-resolution bio-printing system, and transformed into responsive fashion, a “Second Skin”. The synthetic bio-skin reacts to body heat and sweat, causing flaps around heat zones to open, enabling sweat to evaporate and cool down the body through an organic material flux.
jamSheets by Jifei Ou, Lining Yao, Daniel Tauber, Juergen Steimle, Ryuma Niiyama and Hiroshi Ishii
This work introduces layer jamming as an enabling technology for designing deformable, stiffness-tunable, thin sheet interfaces. Interfaces that exhibit tunable stiffness properties can yield dynamic haptic feedback and shape deformation capabilities. Through three application prototypes, we demonstrate the benefits of using layer jamming in interface design.
SandScape by Tangible Media Group - MIT Media Lab
SandScape is a tangible interface for designing and understanding landscapes through a variety of computational simulations using sand. Users view these simulations as they are projected on the surface of a sand model that represents the terrain. The users can choose from a variety of different simulations that highlight either the height, slope, contours, shadows, drainage, or another aspect of the landscape model.
Research: Yao Wang, Assaf Biderman, Ben Piper, Carlo Ratti, and Hiroshi Ishii
Exhibition: Daniel John Fitzgerald, Luke Vink, Ken Nakagaki, Nikolaos Vlavianos, and Hiroshi Ishii
Lift-Bit by Carlo Ratti Associati (IT) and OpenDot team
Lift-Bit is a modular, digitally reconfigurable furniture system that allows a sofa to seamlessly turn into a chair, a chaise longue, a bed, a complete lounge, and a myriad of other configurations. The system is composed of a series of individual, upholstered stools. Each element is motorized using a linear actuator, enabling it to be raised or lowered. It can double (or halve) in height in just a few seconds. Lift-Bit can be controlled in person, via a simple gesture (just by hovering your hand over the seat), or from a distance by a mobile app.
Lift-Bit is a project by Carlo Ratti Associati, developed with the support of Vitra; Engineering and interaction design: Opendot; Originally realized in spring 2016 for the ROOMS: Novel Living Concepts exhibition organized by Salone del Mobile.Milano as part of the XXI Triennale; Carlo Ratti Associati team: Carlo Ratti, Giovanni de Niederhausern, Andrea Cassi (project leader), Ina Sefgjini, Damiano Gui, Antonio Atripaldi, Emanuele Protti, Gary Di Silvio, Daniele Belleri; OpenDot
team: Alessandro Masserdotti, Fabrizio Pignoloni, Vittorio Cuculo.
Infinite Cube by ART+COM Studio (DE) and Ólafur Arnalds (IS)
Infinite Cube is a spatially concentrated but at the same time expansive kinetic installation. The spheres follow a computational narrative that molds them into a fluid succession of abstract shapes. An optical illusion extends the apparently clear spatial confines of the installation into infinity. Viewers are also reflected in the installation, and their presence adds an additional layer to the interplay of real and reflected space. Combined with the specially composed music by Ólafur Arnalds, a poetical correlation of the three elements of reflection, sound, and movement is obtained.
inFORM by Tanigble Media Group - MIT Media Lab
inFORM is a shape display that gives physical form to digital information. Imagine being able to reach out and grasp a digital model right in front of you or to handle physical objects thousands of miles away! Motorized pins act like physical pixels that extend from a tabletop to form a dynamic, computer-controlled sculpture that users can view, touch, and deform. Besides rendering information, inFORM can interact with the world around it by accurately moving and manipulating objects placed on its surface.
Research: Daniel Leithinger, Sean Follmer, Alex Olwal, Philipp Schoessler, Jared Counts, Ken Nakagaki, David Doan, Basheer Tome, Akimitsu Hogge, and Hiroshi Ishii
Exhibition: Daniel Leithinger, Ken Nakagaki, and Hiroshi Ishii
Artist Biographies - Radical Atoms / Ars Electronica