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  • ambientROOM -
    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 -
    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
  • Triangles -
    This project explores the creation and use of a physical/digital construction kit. Triangles is a physical computer interface in the form of a construction kit of identical, flat, plastic triangles. The triangles connect together both physically and
  • Playing Alphabet is an interactive installation composed of two computer keyboards. All alphabet letters are used to be heard in the same time, all of them are pronounced by male and female artificial voices. The two users can keep quiet or listen
  • DIGITAL MONSTERS DON'T BLEED An algorithm is a distinct method of instructions for calculating and solving a problem or a set of problems. It consists of a number of well-defined individual steps and can, for instance, be implemented to execute a
  • Mirror Cells is an interactive installation that turns around our perception of space and time. The gamers as well as the visitors are immersed inside an infinitely mirrored acousmatic-visual 3d-world. The phenomenon of the so-called mirror neurons
  • inTouch -
    inTouch is a project to explore new forms of interpersonal communication through touch. Force-feedback technology is employed to create the illusion that people, separated by distance, are interacting with a shared physical object. The "shared"
  • PSyBench -
    PSyBench is a general platform for creating distributed Tangible Interfaces for collaborative design. Objects on an augmented tabletop are physically synchronized with identical objects on a remote table, allowing distant users to cooperatively
  • Digital Mudra -
    "Digital Mudra" begins with a collection of photographs from Rapoport's interactive performance entitled Biorhythm (1983). Participants, to test their own evaluation of their biorhythm condition against a computer assessment of their
  • Scientific information from technicians and from the communities are gathered in a database, with geographical information. Participatory Design and Ethnographic Protocols for Visualization specific technologies (emergent systems, model-based