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Pins
2002
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2003
Pins generates dynamic three-dimensional geometries within a tabletop environment serving both as volumetric display and co-spatial input device. Our goal is to liberate otherwise static everyday objects and surfaces with intelligent materials that
Phoxel Space
2002
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2003
Phoxel-Space is an interface to enable the exploration of voxel data through the use of physical models and materials. Our goal is to improve the means to intuitively navigate and understand complex 3-dimensional datasets. The system works by
Retrato Suposto- Rosto Roto
1988
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1988
Telecommunications event between Rio de Janeiro and São Paulo uniting fax and live TV, 1988. Connecting the public medium of television with the private medium of the fax this work created a system of feedback based on the continuous exchange and
TellTale
2000
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2001
TellTale is a story construction kit for children. Its goal is to help youngsters create and experiment with the structure and content of oral language in way similar to how written text is composed. The design consists of a number of modular body
Urban Simulation
1999
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2000
The Furp ("Future of Urban Planning") project exists as a first step toward disseminating the work undertaken in the Luminous Room project into the world at large. Specifically, we are engaged in a collaboration with MIT's Department of Urban
Extruder
2008
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2008
The automobile is a fascinating machine. Since its inception the automobile has driven us faster and faster into the future. Carving out the modern world, it has done brilliantly, reproducing itself by the multi-millions. Along the way it has
Level Head
2007
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2007
levelHead is a spatial memory game by Julian Oliver. levelHead uses a hand-held solid-plastic cube as its only interface. On-screen it appears each face of the cube contains a little room, each of which are logically connected by doors. In one
ClearBoard
1990
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1995
ClearBoard is designed to integrate interpersonal space and shared workspace seamlessly. A design goal of ClearBoard is to allow a pair of users to shift easily between interpersonal space and shared workspace using familiar everyday cues such as
I/O Bulb and the Luminous Room
1997
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1998
The I/O Bulb and the Luminous Room are the two central ideas in a project whose goal is the pervasive transformation of architectural space, so that every surface is rendered capable of displaying and collecting visual information. An I/O Bulb
Dildomatic Opera
2011
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2011
Discovering the secrets of nostalgic "circuit bending" it seems that here the drive immediately sadistic turns of its true purpose. The crushing nature of games against child trying to convert sounds, notes and voice stuttering, screaming,
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