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Download IxDC 中国交互设计体验日-A2_林欣杰_新媒体的科技思考:颠覆展示空间与人的互动关系

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课程目标 思考互联网以外的互动展示方式。将他们的目标观众跟他们的作品/产品以新媒体形式互动。 环节安排 1、Dimension+ 的案例分享 2、为什为要用科技,新媒体 3、新媒体创造的接口 4、将观众置入虚空间中 5、观众成为创作创造的原素 6、答问 2010年首届中国交互设计体验日,是以“赢在互动”为主题的大型交互设计会议盛宴。大会包括交互设计演讲、论坛、展览及工作坊。通过互动、交流体验的方式,将“交互设计”的理念在中国设计产业中进行高层次、深度、广泛的推广与传播。 我们希望通过这次大会,聚集国内外交互设计先驱者;展示中国交互设计优秀成果;为交互设计教育与企业搭建一个交流的平台; 促进中国交互设计产业与国际设计前沿的同步发展。

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  • 1. 2010

2. 2010 3. ABOUTdimension+ 2010 4. AWARDS / HONORS HIGHLIGHTSPRIX Ars Electronica 2008Honorary Mention 20082005, 06, 07, 08,Creative Forces of Hong Kong, Milk Magazine...2008Ars Electronica Festival), ,(FILE) 2009 Ave Com Festival 2009, Split Film Festival 2008, Split,2003,2008, ,404 Festival 2010,..... 2010 5. 2010 6. ABOUTDimension+ () ( ) 2009Hello Kitty 35th Anniversary Special Event, Kitty LabSanrio 50th Anniversary Special Event, Whos the Next Hello KittyHello Kitty Special Event, Black WonderShanghai World EXPO 2010Pepsi Green FactoryITU World 2006, Opening CeremonyU19 Creative ExhibitionTaiwan Culture and Technology Expo : Dimension GearTaiwan Arts Archive FestivalUrban Invader SeriesPlayaround Workshop: 2008, 2009, 2010 2010 7. SOME HIGHLIGHT PROJECTS 2010 8. Dimension Gear Dimension Gear go though the time and space, it experiences the relationship between spatial and flowing time. It manipulates our perception of dimension. From familiar to extraordinary, audience are experiencing a special flowing and non-sense dimension between virtual and reality.DIMENSION GEAR Taipei / Culture and Science Expo / 2008 2010 9. DIMENSION GEAR Taipei / Culture and Science Expo / 2008 2010 10. UVA: LONDON DIGITAL ARTS EXHIBITIONTaiwan / 2008* Consultation, Management and Organize, Interactive Installation Setup and Execution 2010 11. ITU World () 20061971 dimension+ dimension+ITU World is the first time to have its exhibition oversea and it picks Hong Kong as its first time. We created2 interactive performance for its opening and 1 interactive performance for its VIP dinner gala. Theinteractive performances in the opening are cooperating with the team of Chinese drum musician. We grabthe information of the drum: rhythm and position hit to generate the visual outputs in the huge screen ofprojection behind. The interactive performance for the dinner gala is working with the dancer, the movementof the dancers would trigger different visuals. ITU WORLD Hong Kong / ITU World Opening / 20062010 12. ITU WORLD Hong Kong / ITU World Opening / 20062010 13. APM SHOW SUITE Hong Kong / APM Show Suite / 2003-2004 2010 14. 2010Sanrio All Rights ReservedSanrio 50: Whos Next Hello Kitty Sanrio In 2010, we work with Sanrio and All Rights Reserved again, creating the special project for Sanrio 50th Anniversary. Audiences go into a wonderland, and taking different tests and examinations to see whether you would be the Next Hello Kitty Super Star. Different interactive including Dance, Catwalk, QnA, Photo Shooting, etc. Audience will get a Star Coin for each tests/examination, and then would come up with the result. Finally, a certificate will be distributed according to the result.WHOSKong / Sanrio 50th Anniversary HELLO KITTY HongTHE NEXT Special Project / 20102010 15. 2010 We work with the sub-Pavilion of China Pavilion: ShanDong Pavilion for their theme exhibition: future home. We created 4 parts of interactive in this project: Interactive Performance with lightings and videos, Interactive Table to present the inter-object-network concept for the future home, Future home making and Future home printing Kiosk.SHANGHAI WORLD EXPOShanghai / China Pavilion-ShanDong Pavilion / 2010 2010 16. WHOSKong / Sanrio 50th Anniversary HELLO KITTY HongTHE NEXT Special Project / 20102010 17. 2009 SanrioAll Rights ReservedKitty Lab: Hello Kitty 35 Kitty IDKitty KTA Kitty DNAKitty ID Kitty ID Kitty ID In 2009, we worked with Sanrio and All Rights Reserved for the 35th Anniversary of Hello Kitty Special Event. The concept of the event is Kitty Lab which all the audience would create their own Kitty ID thought out the whole journey in the sim city. Every audiences are holding the KTA: Kitty DNA and build up their Kitty ID thought out the interactive installation and game. Finally, a Kitty ID card will be printed out for the audience and the icon of the ID will also be uploaded to the internet for downloading. KITTY LABHong Kong / 35th Anniversary of Hello Kitty Special Project / 2009 2010 18. KITTY LABHong Kong / 35th Anniversary of Hello Kitty Special Project / 2009 2010 19. HELLO KITTY: Hong Kong, Beijin / Sanrio Annual Project / 2008, 20102010 20. 2006U19 2008U19 U1909 U19 dimension+ _ u19 dimension+ ITRI Taiwan take a reference on European countries, and bring in the concept U19 to Taiwan, turn it into a competition with local characteristics and have a good feedback. From 2008, U19 use the core concept of playaround and develop it as the creative platform for new generation. U19 invites dimension+ in 2009 to transform the awarded concept into a physical and interactive experience for the exhibition. In the exhibition, dimension+ create the digital journey of creation for every single audience: audience would create their own digital song with the entry pass: barcode. There are kiosks in every single mainpoints of the event, and the audience would translate the entry time and duration with the barcode on hand into the notes of music. After that, audience would play with the music box that we create with the physical printout of the digital music notes. U19 Taipei, Tainan, Kaohsiung / ITRI / 2009 2010 21. SIGGRAPHIC ASIA Hong Kong / Cyber Port / 2007 2010 22. NOKIA N95 CAMPAIGNHong Kong / Causeway bay and Mongkok MTR station / 20072010 23. INTERACTIVE MIRROR Hong Kong / innovation centre / 20072010 24. SMS WISHING TREEHong Kong / innovation centre / 2007 2010 25. SOME HIGHLIGHT PROJECTS 2010 26. Bahaus PopArts This is a transforming city. From point-line-shap of Bahaus, shocking colors of PopArts, dizzy feelings of 60s, thats how popular culture begins. We show this by borrowing elements of culture. We borrow the culture of TV and movies arose the collective memories of recent decades. King of Kowloon Mr.Tang join us and help the museum wears the street arts and root culture of Hong Kong of 80s and 90s again. It disappear; It disappear in the intensive-urbanization and reconstruction of city. There are tons of model and cold sky-high building. There is disappearing of Hongkongism. Building dances, transform, until, it becomes a cold machine. It represents duplication, industrial-mechanics. It becomes a factory, and be smashed. Transcity recalling the culture of city explicitly, and rethinking our local culture implicitly. TRANCITY, DORBOT LIVE!Hong Kong / Visual Arts Centre of Hong Kong & Museum of Arts Hong Kong / 2009 2010 27. TRANCITY, DORBOT LIVE!Hong Kong / Visual Arts Centre of Hong Kong & Museum of Arts Hong Kong / 2009 2010 28. virtual reality wiimotephysical experience Moving Mario Over the years, the development of video games is trying its best to produce the virtual reality experience which getting closer to the reality. By changing the interface, from Ataris joystick to Analog Vibration of PS2 joystick, then Gun Shape controller for shooting game, and Dance Manias floor controller to Wii wiimote, video game design is creating more and more physical experience for the players. Players now can actual smash and swing to play the game, but we are still playing the games in a 2D virtual environment: manipulating the character in an unlimited virtual space in a fixed static limited real world. Moving Mario is definitely not reproducing Super Mario Bros in another way. By grabbing partial concept and some of the key elements behind the TV game development, Moving Mario is trying to challenge some of the traditional game elements. Throughout the gaming process, players can rethink the relationship between the player and the game MOVING MARIOHong Kong / Austria / Netherlands / Croatia / Brazil / Ireland / Argentina / 2007 - 20102010 29. MOVING MARIOHong Kong / Austria / Netherlands / Croatia / Brazil / Ireland / Argentina / 2007 - 20102010 30. Strolling and loafing is an art; using ones own feelings and perspectives to vieweach corner of the city. The same corner may have different people seeing it usingtheir own different perspectives, and roaming through it with their own differentfootsteps, to compose the city of their own viewpoints, and to develop an urbansensitivity to observe and be observed.Flneur Symphony turns individual wanderings into music. It records the viewsand experiences of the city which belongs to the individual. The conversationbetween Flneur and city wandering speed, location, interaction with others, etc. through the flneurs steps are captured and turned to musical notes andrhythms. The audience watches and listens, but may choose to reverse the rolesand use his own footsteps, to turn from the watcher to be the watched, and letothers observe his city. FLANEUR SYMPHONYHong Kong / Argentina / Taiwan / Hong Kong Culture, Hong Kong Creative / 404 Festival / 2010 2010 31. FLANEUR SYMPHONYHong Kong / Argentina / Taiwan / Hong Kong Culture, Hong Kong Creative / 404 Festival / 2010 2010 32. . His-story is a progress. When you are wandering in the space, experiencing and enjoying the history, thought our the digital generation, the action of you in the particular time and space will transform into a process of creating history. We are walking the history; We are creating the history. HIS-STORY Taiwan / The Digital Archives Festival / 20082010 33. (Generative Arts) ( )(generation)(algorithm) Calligraphy Space Generation focus on the few key points of Chinese Calligraphy: space and text. It is talking about the relationship between space and Chinese Calligraphy. Audience would see the text happens on the specific space and the work generate and extending the text in the space.42sonicography() installs four sets of 42 plasma TV; when the audience blows to the microphone, the calligraphic character on the screen, through program processing, will spread outlike threads or squirm like a caterpillar. In the other work, the artist holds the electronic device to go along the calligraphic strokes on the screen to record the sounds produced when they werewritten, which all is to imitate the audio creation of the calligraphy. CALLIGRAPHY SPACE GENERATIONTHE SOUND OF SILENCETaiwan / / 20072010 34. Arts Technology 2010 35. Design Technology 2010 36. art [ahrt]the quality, production, expression, or realm, according toaesthetic principles, of what is beautiful, appealing, or ofmore than ordinary significance.the class of objects subject to aesthetic criteria; works ofart collectively, as paintings, sculptures, or drawings: amuseum of art; an art collection. 2010 37. technology [tek-nol-uh-jee] the branch of knowledge that deals with the creation anduse of technical means and their interrelation with life,society, and the environment, drawing upon such subjects as industrial arts, engineering, applied science, and purescience. 2010 38. /Arts/DesignMediumTechnology2010 39. why technology / new media? 2010 40. Technology not as tool, or as something that is separate fromus, but rather as a second skin to use the words of MarshallMcLuchan. ....In the same way, we now consider it impossible to think aboutour world without technology simple because technology hasbecome the language or the unavoidable medium for ourthoughts.We work with technology not because it is original, butprecisely because it is inevitable and commonplace in ourglobal society. 2010 41. Some day artists will work withcapacitors, resistors andsemiconductors as they work todaywith brushes, violins and junk. 2010 42. how? 2010 43. Interaction is the most commonactivity between humans. They areinteractive living beings who makeobjects, talk with each other, writetexts and pass these on to others Masaki Fujihata, Hierarchies of Communication, ZKM 2010 44. Information Visualization2010 45. Nicolas Feltronhttp://www.google.com.hk/images?q=Feltron&um=1&ie=UTF-8&source=og&sa=N&hl=zh-TW&tab=wi&biw=1004&bih=561 2010 46. The DumpsterGolan Levin 2010 47. The Morphing CityPedro M Cruz 2010 48. Visualizing Pressiableblprnt 2010 49. Design Arts 2010 50. Design ArtsProblem SolvingArts2010 51. Aesthetic 2010 52. Interaction Design 2010 53. 2010 54. MetaphorPerspective Fitts LawLearning CurveColor Temperature2010 55. Interaction Design 2010 56. Designing Interaction ? 2010 57. 2010 58. 2010 59. Interface 2010 60. Legible CityJeffery Shaw 2010 61. Virtual MuseumJeffery Shaw 2010 62. TextRainCamille Utterback2010 63. sonic column Mok-Jin Yo Ars Electronica Festival, 20052010 64. sonic column Mok-Jin Yo Ars Electronica Festival, 20052010 65. Imagin Arts 2010 66. Scrapple Golan Levin 2010 67. Berline (multitouch)Art + com 2010 68. rectablerectable Ars Electronica, PRIX, Digital Music, 20082010 69. London Collage of Fashion Graduation ShowMoving Brands2010 70. MveTable 2010 71. NokiaSimens NetworksMoving Brands 2010 72. Minimum InterfaceLeading Edge Design 2010 73. Environment 2010 74. A Playing of great observer at restPRIX Ars Electronica, Interactive Arts, 20082010 75. Messa Di VoiceGolan Levin, Zach LiebermanPRIX Ars Electronica, Interactive Arts, 20032010 76. Audience Random International , Chris OSheaPRIX Ars Electronica, Interactive Arts, 20092010 77. Audience Julijonas Urbonas PRIX Ars Electronica, Interactive Arts, 2009 2010 78. Touched Echo Markus Kison PRIX Ars Electronica, Interactive Arts, 2008 2010 79. Optical ToneTsutomu Mutoh PRIX Ars Electronica, Interactive Arts, 2008 2010 80. Optical ToneTsutomu Mutoh PRIX Ars Electronica, Interactive Arts, 2008 2010 81. Dune 4.0Daan Roosegaarde 2010 82. Kef - Muonmoving brands 2010 83. 2010 84. N-3D DemoAircord 2010 85. Nike Air 2010 86. Hermes Window DisplayTokujin Toshioka 2010 87. HBOChristmas Window Display 2010 88. Hilger Tommyin-store interactive 2010 89. Delicate BoundariesChristine Sugure 2010 90. LightrailsStrukt Studio 2010 91. Living Lightthe living 2010 92. Color Tokyo777 interactivehttp://www.777interactive.jp/awards/2008/bravia/e/index.html 2010 93. NBuilding 2010 94. Absolut Quartet Jeff Lieberman, Dan PaluskaPRIX Ars Electronica, Interactive Arts, 20082010 95. Cloud Troika2010 96. EGGER_Virtual_Studio 2010 97. TransCitykeith lam & dimension+ 2010 98. 555 kubrickurban screen 2010 99. APPARATI EFFIMERI 2010 100. LCF Catwalk 2010 101. antiVJ 2010 102. AucklandTurn the Auckland Ferry Building into an interactiveplayground. Our job was to create an installation thatwould go beyond merely projection on buildings andallow viewers to become performers, by taking theirbody movements and amplifying them 5 stories tall.Weused 3 different types of interaction - body interaction onthe two stages, hand interaction above a light table, andphone interaction with the tracking of waving phones.NIGHT LIGHTS New Zealand / Auckland Ferry Building / 20092010 103. BMW: 20-27 DEC 20102010 104. Body 2010 105. performance 2010 106. true / 2010 107. euphorie1024 http://thecreatorsproject.com/creators/1024-architecture 2010 108. AR Magacian 2010 109. Shadow Monster Philip Worthington2010 110. Delicate BoundariesChristine Sugure 2010 111. Tuskuba Series PRIX Ars Electronica, Interactive Arts, 2003 2010 112. Kontaktstationaudiocommander 2010 113. Hussein ChalayanMoritz Wadlemeyer2010 114. 2010 115. Royal Chair Moritz Wadlemeyer 2010 116. Bio Circuit2010 117. Interacton DesignDesigning Interaction2010 118. Contacthttp://www.the-demos.comhttp://www.d-p.cchttp://t.sina.com.cn/[email protected] 2010