Get in Touch
2001
Get in Touch is an exhibition at the interface of man and machine. Communication with and by means of digital technology as a design task. The centerpiece is Tangible Bits by Hiroshi Ishi. Tangible Bits give physical form to digital information, making bits directly manipulable and perceptible. The goal is to blur the boundary between physical and digital, realizing seamless interface between the people, bits, and atoms. The exhibition includes several years of work by Prof. Hiroshi Ishii and his Tangible Media Group from the Media Laboratory of the Massachusetts Institute of Technology and presents it to a wide audience in Europe for the first time.
Arbeiten von/works by: Will Arora, Joanna Berzowska, Scott Brave, Colin Bulthaup, Charlie Cano, Daniel Chak, Angela Chang, Ben Chun, Seungho Choo, Emily Cooper, Andrew Dahley, Blair Dunn, Benjamin Fielding-Piper, Rich Fletcher, Phil Frei, Matt Gorbet, Andres Hernandez, Rujira Hongladaromp, James Hsiao, Hiroshi Ishii, Minoru Kobayashi (NTT), Jay Lee, Tim Lu, Ali Mazalek, Seye Ojumu, Julian Orbanes, Maggie Orth, Joseph Panganiban, Joe Paradiso, Sandia Ren, Gustavo Santos, Victor Su, John Underkoffler, Craig Wisneski/USA
Raumgestaltung/spatial design: Scott Ritter/USA/A
inTouch
Two users separated by distance can play moving two rollers or more passively feel the other person’s manipulation of the object. Force-feedback technology is employed to explore new forms of interpersonal communication through touch.
Triangles
With this construction kit the user can create a variety of physical structures, from two-dimensional tiling to three-dimensional structures, while directly manipulating the corresponding digital information structure. One might compare Triangles to the English alphabet. It is entirely up to the content designer to decide what kind of vocabulary, language, or grammar to design with this alphabet.
MusicBottles
Three sets of bottles filled with jazz, techno and classical music explore the transparency of the interface. Glass bottles as containers and controllers of digital information accessed by opening and closing the lids. The project tries to create emotional value different from conventional function-centric interfaces.
pinwheels
An ambient display that spins in a wind of digital information. It allows people to feel the flow of bits representing human activities or happenings in the natural world in the peripheral vision while they concentrate on other activities (such as conversation) in the foreground. . Ambient displays, such as spinning pinwheels, help to solve this problem by representing continuous information-flows as continuous physical phenomena in the background.
I/0 bulb
I/0 bulb is conceived as a light bulb that gives new digital meaning to surfaces in architectural space and to the manipulation of objects within its beam. Using I/0 bulbs to project real-time computer simulations onto physical models makes it possible to understand and directly manipulate digitally rendered urban spaces in a world contiguous with the space of one’s own body.
PingPongPlus
Digital water covers the surface of a ping-pong table. Each time a ball bounces off the table, digital ripples spread out quietly and the fish scatter. The sport of ping-pong is transformed into an interactive experience with the digital world.
ClearBoard
ClearBoard combines video drawing on a common white board and a video conferencing function that allows face to face conversation. The seamless integration of interpersonal space and the shared workspace, in which shared information is manipulated collaboratively.
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