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metaDESK
1996
-
1997
The metaDESK is our first platform for exploring the design of tangible user interfaces. The metaDESK integrates multiple 2D and 3D graphic displays with an assortment of physical objects and instruments, sensed by an array of optical, mechanical,
On translation
2008
-
2010
... the free will and interpretation are p
art
of the process of translation and by this...
ambientROOM
1996
-
1997
The ambientROOM is a Tangible Bits platform which explores the use of ambient media as a means of communicating information at the periphery of human perception. The ambientROOM allows users to be aware of background bits using ambient display media
transBOARD
1996
-
1997
The transBOARD is a Tangible Bits platform which explores the use of a digitally-enhanced whiteboard as a model of a wall in the future. The transBOARD supports distributed access to physical whiteboard activity. Distributed users can monitor
Proxy-Distributed Computation
1996
-
1997
The Tangible Bits platforms make complex use of physical objects and surfaces monitored by a range of sensors, augmented by a variety of graphical and ambient displays, and linked by a diverse combination of networked computers.
All you can see
2008
-
2008
... have been known for a long time from
art
history about the end of painting find their...
Torso
1985
A work using simulated recombinant genetic algorithms. The piece used two live computed image sources for two of the monitors, one prerecorded computer animated sequence and two live video feeds from surveilance camera's installed in the space. A
mediaFlow
1996
-
1997
mediaFlow is the first project to interlink the multiple Tangible Bits platforms. mediaFlow uses Triangles to route the flow information such as activity on the transBOARD, metaDESK, or online sources to destinations like Ambient Fixtures, the
PingPongPlus
1997
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1998
PingPongPlus is a digitally enhanced version of the classic ping-pong game. It is played with ordinary, un-tethered paddles and balls, and features a "reactive table" that incorporates sensing, sound, and projection technologies. Projectors display
FishFace
1997
-
1998
FishFace is a gestural input device with proximal visual feedback. It detects motion using a "LazyFish" electric field module, and displays graphics on an array of LED's. The integration of the display and sensing creates the illusion that the
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