Projects:
Claudia Miranda "Soft Dissolve"
Soft Dissolve is an ongoing project that deals with creating virtual spaces modeled after distressing emotional states. It was inspired by the sensation of therapeutic dissociation.
Colin WIlson, "Botnique"
Wilson's goal is to resurrect his passion project, which is to develop a kit that enables the owner to build and program a robot made out of paper. This kit is intended to encourage education and creativity in a non-intimidating and accessible community for a large variety of ages.
Duran Rose, "Ambient"
Ambient is an application that pulls input from any environment; whether physical movement, audio or color information. This information, in turn, helps create a dynamic and ever evolving visual representation of the mood in that space.
Jack Anderson, "midi.city"
midi.city is an open music platform for creating, listening, and sharing music in a raw, flexible, and standardized format. Members will be able to openly "remix" or "fork" tracks by taking particular melodies or rhythms and modifying the respective tempos, instrument selection, and modulation effects to their liking. midi.city will take a strong focus on user-submitted content and enhancements like custom samples, sound syntheses, and sound visualization. Anderson hopes to turn midi.city into a strong community of music lovers, aspiring creators, and seasoned producers that embrace the open-natured format
John Capogna, "New World Trail"
New World Trail is a story exploding, a meta-narrative that takes place on the present day Oregon Trail where you'll form a bond with Kid, a digital nomad who has left society for reasons you don't know. Kid is making a video game as a way to connect to the society she has left behind. To make this game John will assemble his gear, hit the road and recreate the journey under the guise of Kid in real life. The resulting game will be a mixed-reality hybrid of what the trail looks like today, as well as Kid's interpretation of her surroundings as she copes with the loneliness of having made the choice to vanish.
Matt Fisher, "IFORWE"
Fisher is building a free, open source tool that helps curators do crowdsourced, socially focused exhibition research and data visualization. His immediate focus is gathering information and visualizing connections for IFORWE. His exhibition piece seeks to trace relationships and characteristics between artist collectives and collaboratives in the Bay Area. The tool lets people contribute to a taxonomy that links groups, and visualizes hubs, connections, and influences among those groups laterally in a network and also over time.
Matt Paul, "Hardly Strictly Platonic"
Throughout history the regular convex polyhedra collectively known as Platonic solids -- tetrahedron, cube, octahedron, dodecahedron and icosahedron -- have inspired both artist and architect, geometer and philosopher. Plato himself theorized that the classical elements of earth, water, air, fire, and æther, were made of these regular solids. Beautiful in their symmetry, these solids continue to inspire even to this day. By way of their study, we intuit the nature of the world around us and indeed the universe itself.
Over the last 12 months, the artist conducted a study of various methods by which the Platonic solids might be constructed from a minimal set of component parts. During this exploration, the realization dawned that illuminating these geometric forms would not only be instructive to geometers young and old but aesthetically pleasing for all to behold.
Morgane Santos, "Tenebra"
Santos is creating a VR experience, with an accompanying physical space, that will focus on meditation, calm, and beauty for beauty's sake. The goal is to provide a tranquil virtual space whenever people need it, and to show how technology (in combination with nature) can be used for more peaceful goals.
Niki Selken, "EmojiFlower VR"
Have you ever wanted to live in a musical wonderland of flowers and Emoji? Now you can. EmojiFlower VR is a Virtual Reality art-game that combines Emoji with 90s interiors, natural environments, and original music.
SENSOREE, "Sensoree Therapeutic Biomedia"
SENSOREEs therapeutic biomedia is emotive technology with auditory, visual, and tactile displays to promote extimacy – externalized intimacy – showing how you feel on the inside to the outside world. SENSOREEs designs give the body a voice – self awareness, insight, communication, empathy, and fun!
Stephen Standridge, "The Deep"
The Deep sits on the border of the limitations of human perception, playing with duality and polarity the dialectics upon which knowledge and understanding is built. The cyan waves and magenta particles set the stage as a depiction of the conceptual duality of the nature of light. The painting's colors flirt between real and imaginary transitioning the perceived palette while the reality of each symbol ebbs and flows in sync; offering momentary understanding of the imaginary colors hidden just beneath the actuality of perception. The control presents a physically real depiction of the content that does not correspond linearly to its presentation of space intentionally misleading the viewer's internal illusion of space. The deep pulls at the illusions of space, time, and color; illusions inherit to perceiving through the human body and mind. It asks the viewer to bridge their microcosmic understanding to the macrocosmic reality that exists just beyond this trained and limited internal distortion of mind.
Zoe McCloskey, "αὐτόματον (Automatones)"
In Ancient Greek the word automatones denotes metal creatures who could feel and think like men, "acting of one's own will." They were created by Hephaestus who besides his automatones of metal also created Pandora of clay. This rage game is half material object and half interactive digital text. Both curiosity and ignorance might make you lose. Winning relies on literally changing ones perspective to the information.