quarta-feira, 26 de dezembro de 2007


Head Tracking for Desktop VR Displays using the WiiRemote

Augmented Reality Application

UbiHand Augmented Reality Interaction

quarta-feira, 19 de dezembro de 2007

Ydreams & EGF

Dia 21,22,23 vai estar um camião tir na praça do comercio cheio de instalações interactivas desenvolvidas pela Ydreams para a Empresa Geral do Fomento. Se puderem deem lá um salto.

Talk at the Game Developers Conference about gestural interactions

Gave a talk at the European GDC today in Lyon. It was called “5 lessons about tangible user interfaces” and addressed an overview of classic misconceptions concerning tangible user interfaces. It’s actually a modified version of an earlier talk I gave last year at Nokia Design in Los Angeles; I added few things I’ve done since then. It’s always interesting to give such a talk to different audiences; the way it it is received by industrial designers is totally different by game developers, fully different insights and discussions. The slides are here (.pdf, 9.8Mb):

Tangible interfaces hold lots of promises ranging from being more intuitive or realistic, being more appealing to users to enabling people to get some physical exercises in the process. User experience research about it shows that things are not so simple. This presentation discusses 5 misconceptions and why they are wrong. Each can be exemplified by arguments drawn from user studies, which are of importance for game designers:1. Inert objects do not lead to tangible interactions or how non-gestural interfaces such as TV remote control can be gestural2. Direct mapping between the physical movement and the interaction in the digital world is simple and intuitive or how direct mapping is not always efficient for players or accurately detected.3. physical interfaces offer a larger variety of control than standard controllers, and are more realistic and intuitive”: depending on the task, tangible interfaces actually do not necessarily lead to intuitiveness and ease of control.4. The starting point of designing TUI is to look at real-life counterparts… so let’s design guns for shooting games, a flute for musical games…: there are actually other alternative that are almost never investigated, taking the opposite direction of direct mapping.5. Tangible interfaces are ubiquitous and allows mobile/seamless interactions or how tangible interactions do not appear in a vacuum and lots of problems due to the context can happen.
The description of why these ideas are misconceptions lead to important implications and design lessons about how to go beyond current implementations in video games.
The conference was interesting, sometimes a bit too techno-centric for me, I will try to write something about my notes from the sessions I found relevant.


'Emotion' used to mark the insurmountable border between a man and a machine. Only in a distant future (science fiction, usually) machines were able to be intertwined with emotions. Actually, in real life, emotions are tracked, transmitted and mediated by machines. The brand new CCCS, Centre For Contemporary Culture Centre La Strozzina, will be inaugurated on November 29 with the exhibition Emotional Sytems, contemporary art between emotion and reason. The challenging topic is targeting one of the unresolved problem in the creation/perception of an artwork also in the neurological perspective. The exhibition si curated by Martin Steinhoff and Franziska Nori (the latter curated landmark exhibitions in the recent years like 'I Love You' or 'adonnam.mp3', and now has been appointed as CCCS project director). In the very tradition of Nori's curating style, the program includes an art education program, a series of lectures/performances and a catalogue with different related theories and essays. Among the works included, immersed in a dark room, there's the amazing video installation 'Observance' by Bill Viola, able to affect every person who suffered a significant loss in his life with a natural flow of empathy; 'Emotional Mapping' by Christian Nold, who detects skin tension and perspiration of participating people walking in the city, visualizing then the data on mapping systems like Google Maps; 'The Subjectivisation of Repetition' by Yves Netzhammer, in his usual style of shaping abstract 3D human bodies that act, morphs and join other known or abstract forms in a continuous stream of astonishment, delight and wondering; 'Mechanics of Emotions' by Maurice Benayoun, crossing internet search data with its geographical origin, then rendering such a user's emotional status on a 3D global map made by words in real time; 'Air/Aire' by Teresa Margolles, instead is able to deeply play with the ambiguity of objects and how they are perceived in specific contexts. She uses an air conditioner and steam from water taken from the laboratories in the municipal mortuary in Mexico City after it was used to wash unidentified corpses being prepared for autopsy. The consequent triggered visitor awareness becomes an unavoidable part of the work. So can art induce real discontinuity in blood pressure, changing the state of mind, triggering sudden recalls from the past and shed lights or shadows in your daily vision? Take a tour of this exhibition and then ask yourself this question again.

quinta-feira, 13 de dezembro de 2007


Serve este email para informar de algumas novidades mesmo ao cair do novo ano.

O Atmosferas está agora oficialmente numa nova fase: alterou o nome para CADA (Centro de Artes Digitais Atmosferas) e é uma estrutura completamente independente. Temos finalmente um novo site em www.cada1.net .

Nos últimos meses temos estado a trabalhar num projecto de design generativo para telemóvel chamado "TODAY".
Embora ainda esteja numa fase beta, beta, vamos fazer a primeira apresentação pública do projecto no próximo dia 18 Dez (prox. 3ª feira) às 22h no LUX, no âmbito da Pecha Kucha Night Lisbon. Info sobre o evento em http://pechakuchalisbon.blogspot.com/. Estão convidados.

Ana Reis a reactable teve este ano em portugal na zdb

é um dos meus projectos preferidos.

domingo, 9 de dezembro de 2007

sexta-feira, 7 de dezembro de 2007

Sites com papers interessantes:


White Box

White Box

A Unique Multimedia Exhibition of Artists from Portugal
Curated by João Silvério

November 30, 2007 - January 5, 2008
Opening Reception: Friday, November 30, 6-8pm

White Box
525 West 26th
StreetNew York, NY 10001
P: 212.714.2347 / F: 212.714.2354


STREAM is an exhibition that will surprise New York audiences, making us reconsider, rethink and re-contextualize global art making and information technology. The selected group of Portuguese artists stretch and stream their particular lenses into outposts of innovative art, be it where their work is made, in New York or elsewhere.
STREAM’s media-based works require a public art space where the art is available in a one-to-one temporal engagement, a viewing that takes place in the context of continual coming and goings, with traffic and a constant flow of visitors -- different from a cinema or a concert hall. STREAM is presented as an irregular flux, which overflows its margins and continuously re-establishes its limits.
All are time-based works, moving in various directions, streaming from the artist’s studio to a public space: artworks that fetishize digital media, use video and audio narratives, and display performative aspects inherent to technology.

White Box is a 501(c)(3) non-profit organization. Your donations are tax-deductible to the full extent of the law.
Annual exhibitions are supported in part by the New York City Department of Cultural Affairs and the Andy Warhol Foundation for the Visual Arts, with additional annual organizational funds from the Rockefeller Brothers Fund and the Lily Auchincloss Foundation.

53 Ludlow street
New York, NY 10002, USA

quinta-feira, 6 de dezembro de 2007

Nokia The Passenger


The Passenger, advergame da Nokia para lançamento de seu novo kit para carros. Vale a pena explorar esta missão com locações na França. Durante a jornada, um passeio pelas funcionalidades do aparelho: GPS, MP3 e Viva Voz

quarta-feira, 5 de dezembro de 2007

domingo, 2 de dezembro de 2007



The Wall Piano

As we traipse around the summer’s degree shows on the hunt for the hottest, brightest, tastiest new talent, some projects just leap out and slap us about the head with their all-round neatness. Like this: a little bit of tech-trickery that turns an ordinary wall into, you guessed it, a piano.
The Wall Piano is the work of Hon Lam Li (Patrick to his friends), who has just graduated from the London College of Communications’ Interactive Design BA. Watch a video of it in action here
We got in touch with Patrick to find out more:
CR: How does the Wall Piano work exactly?P: There are two microphones attached on the wall surface. Those microphones are acting like human ears for the computer. Therefore, the computer is able to hear people who tap/bang on the wall. The program that I made could translate those hits into piano keys.
It all depends on how hard you hit the wall. The lower key will be produced when you hit it harder; and the higher key will be produced when you hit it softer. Just like every other modern piano, it has 88 keys.