2007. Visitors compose sound by flapping their arms and moving their bodies to control a spatial, navigable sound space..
Interactive video installation. A dynamic animated image is generated in response to participants' movements and gestures in the installation space.
2006. Projected letters accumulate at the feet of viewers to form short phrases like ones of book titles.
2006. Viewer motion affects the activities of an artificial life form that eats at sound and video images projected onto piles of sand and dust.
2001. Audience members can move closer to projections of characters to hear inner thoughts.
2005. A video character tracks the movements of the visitor and shoots the visitor with a pretend finger gun if they stay still too long.
2005. Floor and Wall projected images of New York City and Baghdad are distorted and torn apart by viewer motion.
2006. Videos of urban life projected inside bottles come to life when viewers come near.
2002. Electronically generated shadows dance at the feet of the viewers as they move around the installation.
2005. Captured viewer shadows take on independent life by animating and following viewers around..
2006. Visitors access Internet sites by moving in front of an abstract ocean visualization of the Web.
2006. Audience members wear inflatable fat suits that inflate in accordance with the audience's motion.
2006. Live analysis of the topology of current and historical visitor activity in a café is visualized on a display. The intensity and position of the ghost-like red, white, and tan shapes presents an abstract animation of people's movements and stillness.
2006. Motion tracking system controls motorized fluorescent strip lights to create paths of light between people.
2004. A video analyzing system that applies four processes to video captured on Venice's San Marco Square. It extracts people and pigeons, creates motion study loops of actions, creates composite visuals of streams of action, and extracts what is moving from what is still.
2003. An interactive installation that lets web users track anonymous individuals in public places, by pursuing them with a robotic spotlight and focused acoustic beam.
2005. Video captures tango dance performance. The dancer's movements are used to shape an a-life 'virus' which transforms the music.
2003. 2004. Viewers free-form movements control the pan, zoom, location, and other qualities of projected video.
Project linked visitor gestures (sensed via room and wearable sensors) to evolving textures of sound and projected, computer-synthesized video. .
2006-7. Performers work with computers and a variety of sensors, which let them use gesture and body movements to create sound and visual music events.
2003. A motion capture, body, video interactive performance. The suspended dancer is wired with motion capture sensors.
2004. This system electronically hooks up people so they become virtual drums. Each time the player touches someone’s hand, drums are sounded.
2007. Multidisciplinary project in which detailed monitoring of gestures of musicians and dancers are used to control live robot and virtual projected dancers and robots.
An infrared gesture detection system lets visitors create Calder-like mobiles by gesturing.
2004. Viewer navigates deserted cityscape by running on treadmill interface.
2006. Dancers move in front of animated strands of virtual DNA, whose movements are influenced by motion sensing systems tracking the dancers.
2002. Performers wired with motion sensors (such as those on the arms) control the media space of image and sound.
2005. Viewers pushing or gesturing on the screen can move sections of the image forward or backward in time.
Viewer is surrounded by a navigable hemispheric 360° immersive display.
2003-2007. Spatialized recordings of metronome clicks in urban space overlap with real clicks of metronome in front of audience.
2004. A semi-autonomous computer mirror reflects the viewer’s face modified to express various emotions.
2000. Two video monitors on stands opposite each other automatically reveal the eye tracking patterns of two people’s eyes looking at each other.
2004. System extracts faces from video, categorizes, groups, and composites them in projected portraits
2006. Ventriloquist dummies use algorithmically generated speech to speak to each other about their relationship.
2005. Giant robot singing, dancing, and breathing fire only responds to children'™s voices (determined by voice tone).
2006. As both participants speak, their speech is turned into projected text, which moves to fill up the other participant's video image.
Each member of an array of computers, which usually chant together, responds to visitors' words by changing its chant, developing a dynamic constantly emergent composition.
2003-4. Performers' vocal utterances and body silhouettes are analyzed by a computer, and used to generate animated graphics, which appear to emerge from the performers' bodies.
2005. The dress records details about when the wearer has been touched.
2007. A set of stitchable controllers, sensors and actuators enables novices to build their own electronic textiles. Image shows microcontroller pad that can be sewed into garment.
2007. Electronics and software control conductive and resistive yarn in hand-woven fabrics. Different patterns of signals cause yarns to heat up to change hand printed heat-responsive thermochromic ink.
2005. Boots with integrated positional navigational system (such as GPS) that give the wearer tactile signals when they are walking in wrong direction. Grid visualizes the topography of the forces indicating the target path.
2006. Foam-based system that turns into interlocking fabric when sprayed on the body.
2003. A VR dance-floor environment inhabited by life-size puppets animated by movements of tracked users at multiple remote locations.
2003. Shared Networked VR environment allows viewers to modify VR representations of Florence and Chicago. Image shows interweaving of buildings and sculptures from the two cities.
2007. A VR visualization of an urban environment builds from a combination of real data and self-organizing algorithmic elaboration.