Showing posts with label tangible. Show all posts
Showing posts with label tangible. Show all posts

Tuesday, July 15, 2008

Yard sale treasures

This summer is the perfect period for yard sales! I have a few secret collections that are building up! All of them related to my research of course. One of my recent find is this vintage electronic kit for children, "discover the magic and mystery of electronics in minutes". Working in a group that researches on a seamless and tangible relationship to digital information, I find this child's game particularly of interest.

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Each block represents an electronic component. As the child assembles the blocks together, the child designs a circuit. All the pieces have a magnet underneath. They can be assembled on a metallic large plate, plate that works as the circuit ground. The game is about electronics, analog electronics, but the iteration process of electronics discovery is "tangible". The child can relate to the kit like a puzzle and by this is invited to experiment with each piece. Many authors have claimed that the understanding of electronics is hands-on. Making this process connected to the learning of electronic symbols + offering a puzzle based interaction to circuit design is very exciting! Now there is a consequence to the connection of the pieces, where the electronics knowledge starts and the children are empowered in the design, focusing essentially on their component and how they spatially fits. Later on they can move on to working directly with the components ...

I have a more recent version of an electronic kit that shows directly the components, not the symbols. The connection is made by inserting wires between each component. I much prefer the puzzle based approach that welcome easy improvisation and experimentation with circuit design.

Posted by Cati Vaucelle @ Architectradure

Sunday, February 24, 2008

Tenori On by Toshio Iwai

I saw it many times on the net, but never quite understood the genius of it until I saw this video. It is a "64" buttons interface, very simple, but the sound works so well for its type of interaction and the device fits instantaneously with your expectation. The rhythm you create invites for more exploration.

Toshio Iwai Launch of Tenori-On


Posted by Cati Vaucelle @ Architectradure
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Saturday, January 19, 2008

Physical visualization


Mount Fear Statistics for Crimes with Offensive Weapon South London 2001-2002 (2002) corrugated cardboard 2.3m x 1.85m x height 1.85m

After tactile videos or high touch visual, data visualization becomes sculpted and physical. Artist Abigail Reynolds works with materials to bring fugitive knowledge and connections into the immediacy of physical experience.


130 layers of 10mm polystyrene with sprayed finish

In this work, she generates data sets relating to the frequency and position of urban crimes. Each individual incident adds to the height of the model, forming a mountainous terrain.


MOUNT FEAR Statistics for Violent offences 2001-02 Central Manchester (2003) Scale: 1:22,000 (1cm:22m) Relief: 1:24 (1 layer represents 24 offences per km2) Fits a 4x8ft x 70cm plinth. Height 203cm (including plinth)

The imaginative fantasy space seemingly proposed by the sculpture is subverted by the hard facts and logic of the criteria that shape it. The object does not describe an ideal other-worldly space separated from lived reality, but conversely describes in relentless detail the actuality of life on the city streets.

Posted by Cati Vaucelle
Architectradure

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Tuesday, November 13, 2007

Tech outfit communication



A costume that controls a video presentation by truth dare double dare

A zipper that turns on/off the light!



Or Rainbug, a raincoat that relies upon the natural gesture of the young wearer to interact and transform butterflies into flowers!

Monday, November 05, 2007

Tactile video



In reference to High touch visual