The document lists the winners of the 20+10+X Architecture Award for the first cycle in September 2008. It includes 20 projects selected by the votes of honorary members, 30 additional projects cited by honorary members, and 10 more projects selected through the rating of all visitors to the website. For each project, it provides the name of the architect/firm, the project name, and its location.
Facial recognition systems use computer algorithms to identify or verify people from digital images or video by analyzing patterns in their faces. The document traces the development of these systems from early work in the 1970s to modern applications. It describes different types of facial recognition techniques and provides examples of software using the technology. The document also summarizes the results of an online survey about public awareness and interest in using facial recognition. It concludes by noting improvements in accuracy over time but also ongoing challenges regarding error rates, privacy, and changes to facial features.
This document discusses the relationship between architecture and music, specifically how rhythmic concepts can inspire architectural design. It notes that music and architecture share characteristics like rhythm, texture, harmony, and proportion. An architect can take a musical score and interpret elements like dynamics, rhythm, and texture into a building concept, such as for elevations, sections, or plans. Examples are given of Daniel Libeskind drawing inspiration from an unfinished opera for his extension of the Berlin Museum building design. In general, the document argues that music can influence an architect's inner vision and lead to successful architectural designs.
Face recognition technology uses biometrics to automatically recognize individuals or verify their identity based on unique measurable characteristics of the human face. It analyzes 80 landmarks on the face such as distance between eyes, width of nose, cheekbones, and jawline. Face recognition is commonly used for identification from large crowds, verification for credit cards and passports, and does not require physical contact or specialized interpretation of results. Common methods of face recognition include eigenface analysis using principal component analysis to extract features from faces and match new images to those in a database. Recent applications include uses for immigration, security, and targeted advertising based on facial analysis.
This document provides an overview of facial recognition technology. It discusses the history of facial recognition, how the technology works by detecting nodal points on faces and creating faceprints for identification. It also covers implementations, comparing images to templates to verify or identify individuals, and applications in security and surveillance. Strengths are its non-invasive nature, but it can be impacted by changes in appearance.
The document lists the winners of the 20+10+X Architecture Award for the first cycle in September 2008. It includes 20 projects selected by the votes of honorary members, 30 additional projects cited by honorary members, and 10 more projects selected through the rating of all visitors to the website. For each project, it provides the name of the architect/firm, the project name, and its location.
Facial recognition systems use computer algorithms to identify or verify people from digital images or video by analyzing patterns in their faces. The document traces the development of these systems from early work in the 1970s to modern applications. It describes different types of facial recognition techniques and provides examples of software using the technology. The document also summarizes the results of an online survey about public awareness and interest in using facial recognition. It concludes by noting improvements in accuracy over time but also ongoing challenges regarding error rates, privacy, and changes to facial features.
This document discusses the relationship between architecture and music, specifically how rhythmic concepts can inspire architectural design. It notes that music and architecture share characteristics like rhythm, texture, harmony, and proportion. An architect can take a musical score and interpret elements like dynamics, rhythm, and texture into a building concept, such as for elevations, sections, or plans. Examples are given of Daniel Libeskind drawing inspiration from an unfinished opera for his extension of the Berlin Museum building design. In general, the document argues that music can influence an architect's inner vision and lead to successful architectural designs.
Face recognition technology uses biometrics to automatically recognize individuals or verify their identity based on unique measurable characteristics of the human face. It analyzes 80 landmarks on the face such as distance between eyes, width of nose, cheekbones, and jawline. Face recognition is commonly used for identification from large crowds, verification for credit cards and passports, and does not require physical contact or specialized interpretation of results. Common methods of face recognition include eigenface analysis using principal component analysis to extract features from faces and match new images to those in a database. Recent applications include uses for immigration, security, and targeted advertising based on facial analysis.
This document provides an overview of facial recognition technology. It discusses the history of facial recognition, how the technology works by detecting nodal points on faces and creating faceprints for identification. It also covers implementations, comparing images to templates to verify or identify individuals, and applications in security and surveillance. Strengths are its non-invasive nature, but it can be impacted by changes in appearance.
Explore interdisciplinary approach on designing social robot (fro Biology to Performance art). An introduction lecture at the Social Robot Design workshop at Junior Science Talent Project (JSTP) camp.
Biodegradation of Polystyrene foam by the Microorganism from LandfillPat Pataranutaporn
Â
This document summarizes a research project on biodegrading polystyrene foam. The project aimed to identify microbes from a landfill that can use polystyrene as a sole carbon source. Microbes were sampled from styrofoam and soil in the landfill. Community analysis identified several bacterial species growing on polystyrene, including Caulobacter segnis, Massilia aerilata, and Herbaspirillum seropedicae. Scanning electron microscopy showed signs of polystyrene degradation by microbes from styrofoam and soil. The research suggests certain landfill microbes are capable of biodegrading polystyrene.
This document appears to be a presentation about isolating bacteria from contaminated soil that can degrade polystyrene foam. It describes collecting soil samples, growing bacteria in a mineral medium with polystyrene foam as the sole carbon source, and isolating 24 gram-positive bacterial isolates, 19 of which were rod-shaped and 5 round-shaped. Traces of degradation were seen on the polystyrene foam in the experimental flasks compared to the controls. Further study is needed to confirm these bacteria can degrade polystyrene foam.
The document describes a 48-hour hackathon called HumanityX that brings together technology experts to develop innovations for improving mental health and suicide prevention. A team is working on a system that uses machine learning to identify suicidal messages on social media and connects those users to mental health professionals for help. The goal of HumanityX is to apply technology solutions to save lives and support humanity.
The document appears to be a collection of slides in Thai about various topics related to coding, innovation, and dreams. Some of the slides discuss coding and its importance, breaking down dreams into achievable steps, looking to examples for inspiration, and not needing to start projects from scratch. Other slides provide examples of innovative projects like a friendly robot, an artificial intelligence system to identify suicidal social media posts, and using plants to detoxify dangerous chemicals. The collection encourages dreaming big but making dreams achievable through hard work and learning from others.
Innovation + Aesthetics in Computational and Biological EraPat Pataranutaporn
Â
This document discusses various projects at the intersection of biodesign, interactive art, and social innovation. It describes projects such as using bacteria to bioremediate uranium, an interactive game about uranium bioremediation, creating art with DNA, using plants to phytoremediate brownfields, an open DIY biology platform, developing a food product called JUBE to address malnutrition, 3D printing Thai food, and using technology to help with mental health crises. The document emphasizes innovation to help humanity.
This document discusses research on using a hydrogen-based membrane biofilm reactor (MBfR) to bioreduce uranium from contaminated groundwater. Key points:
- Researchers used an MBfR system fed with 80% hydrogen and 20% carbon dioxide to stimulate bacteria that can bioreduce uranium from 60 Ξg/L to below the EPA limit of 30 Ξg/L.
- The system included a circulator, sensors, and medium containing uranium that was monitored over time. Uranium concentrations decreased over time and after changing the medium.
- By harnessing bacteria in an MBfR system, this approach aims to cost-effectively remediate uranium-contaminated
The document appears to be a collection of slides from various presentations on topics related to biodesign, computational media, and social innovation. Some key points include:
- Presentations on using bacteria to bioremediate uranium contamination and on designing a bioinspired game about environmental remediation.
- A project using DNA to create biological art and an interactive platform for DIY biology.
- The founding of a startup called HumanityX to develop mental healthcare technology and an analytics platform for social good.
- Work with an organization called AWESOME Group on exhibitions combining art, science and technology.
Pat Pataranutporn is a faculty member at Arizona State University who works on multidisciplinary projects related to data science, fine arts, cultural preservation, architecture, futuristic technology, interactive media, creative bioinformatics, and biodesign. Their research interests include structural DNA nanotechnology, self-replication and dynamic molecular assembly, molecular design and biomimetics, infectious diseases and vaccinology, uranium bioremediation, and more. They have collaborated with various universities and organizations on these topics.
This document discusses an experiment to isolate bacteria from soil and foam samples that are able to degrade polystyrene foam. The key steps involved growing bacteria from the samples in a nutrient broth containing polystyrene foam. Bacterial DNA was extracted weekly and analyzed using PCR and gel electrophoresis to identify dominant bacterial species over time. Scanning electron microscopy images show signs of degradation on polystyrene exposed to bacteria from soil and foam samples, but not the control. This suggests bacteria isolated from these environmental samples have the ability to break down polystyrene foam.
Pat presented several of their projects including The Bioremediation Game and computer vision and idea development projects. The Bioremediation Game teaches kids about detoxifying chemicals and was well-received. Pat also discussed their mentor Prof. Savaporn Supaphol and encouraged attendees that inspiration can come from many places and that perfect projects are not the most important thing. Breaking problems down and finding the right tools are important for success in creating projects.
Pat presents Thailand and shares some of its secrets treasures. He introduces aspects of Thai culture like its biodiversity, agriculture, food, textiles, people and more. Pat expresses pride in his home country and invites the reader to learn about Thailand's exotic inspirations through its natural beauty, cultural heritage and warm people.
Pat Pataranutaporn is an undergraduate student at Arizona State University studying biological sciences, with a focus on environmental biotechnology and interactive media. He has a range of skills including software development, simulation design, molecular biology techniques, and biomimicry thinking. Pat is a research fellow, social media chair, and cofounder of startups working at the intersection of biology, technology, and social innovation.
This presentation explores the connection between Sciences and Arts through Pat's interdisciplinary research projects (Freshmen @ASU2015) at Arizona State University and his past years in Thailand.
Explore interdisciplinary approach on designing social robot (fro Biology to Performance art). An introduction lecture at the Social Robot Design workshop at Junior Science Talent Project (JSTP) camp.
Biodegradation of Polystyrene foam by the Microorganism from LandfillPat Pataranutaporn
Â
This document summarizes a research project on biodegrading polystyrene foam. The project aimed to identify microbes from a landfill that can use polystyrene as a sole carbon source. Microbes were sampled from styrofoam and soil in the landfill. Community analysis identified several bacterial species growing on polystyrene, including Caulobacter segnis, Massilia aerilata, and Herbaspirillum seropedicae. Scanning electron microscopy showed signs of polystyrene degradation by microbes from styrofoam and soil. The research suggests certain landfill microbes are capable of biodegrading polystyrene.
This document appears to be a presentation about isolating bacteria from contaminated soil that can degrade polystyrene foam. It describes collecting soil samples, growing bacteria in a mineral medium with polystyrene foam as the sole carbon source, and isolating 24 gram-positive bacterial isolates, 19 of which were rod-shaped and 5 round-shaped. Traces of degradation were seen on the polystyrene foam in the experimental flasks compared to the controls. Further study is needed to confirm these bacteria can degrade polystyrene foam.
The document describes a 48-hour hackathon called HumanityX that brings together technology experts to develop innovations for improving mental health and suicide prevention. A team is working on a system that uses machine learning to identify suicidal messages on social media and connects those users to mental health professionals for help. The goal of HumanityX is to apply technology solutions to save lives and support humanity.
The document appears to be a collection of slides in Thai about various topics related to coding, innovation, and dreams. Some of the slides discuss coding and its importance, breaking down dreams into achievable steps, looking to examples for inspiration, and not needing to start projects from scratch. Other slides provide examples of innovative projects like a friendly robot, an artificial intelligence system to identify suicidal social media posts, and using plants to detoxify dangerous chemicals. The collection encourages dreaming big but making dreams achievable through hard work and learning from others.
Innovation + Aesthetics in Computational and Biological EraPat Pataranutaporn
Â
This document discusses various projects at the intersection of biodesign, interactive art, and social innovation. It describes projects such as using bacteria to bioremediate uranium, an interactive game about uranium bioremediation, creating art with DNA, using plants to phytoremediate brownfields, an open DIY biology platform, developing a food product called JUBE to address malnutrition, 3D printing Thai food, and using technology to help with mental health crises. The document emphasizes innovation to help humanity.
This document discusses research on using a hydrogen-based membrane biofilm reactor (MBfR) to bioreduce uranium from contaminated groundwater. Key points:
- Researchers used an MBfR system fed with 80% hydrogen and 20% carbon dioxide to stimulate bacteria that can bioreduce uranium from 60 Ξg/L to below the EPA limit of 30 Ξg/L.
- The system included a circulator, sensors, and medium containing uranium that was monitored over time. Uranium concentrations decreased over time and after changing the medium.
- By harnessing bacteria in an MBfR system, this approach aims to cost-effectively remediate uranium-contaminated
The document appears to be a collection of slides from various presentations on topics related to biodesign, computational media, and social innovation. Some key points include:
- Presentations on using bacteria to bioremediate uranium contamination and on designing a bioinspired game about environmental remediation.
- A project using DNA to create biological art and an interactive platform for DIY biology.
- The founding of a startup called HumanityX to develop mental healthcare technology and an analytics platform for social good.
- Work with an organization called AWESOME Group on exhibitions combining art, science and technology.
Pat Pataranutporn is a faculty member at Arizona State University who works on multidisciplinary projects related to data science, fine arts, cultural preservation, architecture, futuristic technology, interactive media, creative bioinformatics, and biodesign. Their research interests include structural DNA nanotechnology, self-replication and dynamic molecular assembly, molecular design and biomimetics, infectious diseases and vaccinology, uranium bioremediation, and more. They have collaborated with various universities and organizations on these topics.
This document discusses an experiment to isolate bacteria from soil and foam samples that are able to degrade polystyrene foam. The key steps involved growing bacteria from the samples in a nutrient broth containing polystyrene foam. Bacterial DNA was extracted weekly and analyzed using PCR and gel electrophoresis to identify dominant bacterial species over time. Scanning electron microscopy images show signs of degradation on polystyrene exposed to bacteria from soil and foam samples, but not the control. This suggests bacteria isolated from these environmental samples have the ability to break down polystyrene foam.
Pat presented several of their projects including The Bioremediation Game and computer vision and idea development projects. The Bioremediation Game teaches kids about detoxifying chemicals and was well-received. Pat also discussed their mentor Prof. Savaporn Supaphol and encouraged attendees that inspiration can come from many places and that perfect projects are not the most important thing. Breaking problems down and finding the right tools are important for success in creating projects.
Pat presents Thailand and shares some of its secrets treasures. He introduces aspects of Thai culture like its biodiversity, agriculture, food, textiles, people and more. Pat expresses pride in his home country and invites the reader to learn about Thailand's exotic inspirations through its natural beauty, cultural heritage and warm people.
Pat Pataranutaporn is an undergraduate student at Arizona State University studying biological sciences, with a focus on environmental biotechnology and interactive media. He has a range of skills including software development, simulation design, molecular biology techniques, and biomimicry thinking. Pat is a research fellow, social media chair, and cofounder of startups working at the intersection of biology, technology, and social innovation.
This presentation explores the connection between Sciences and Arts through Pat's interdisciplinary research projects (Freshmen @ASU2015) at Arizona State University and his past years in Thailand.
SCIENCE, TECHNOLOGY, ART + CULTURE (Edited version) : the new approach on edutainment place
1. SCIENCE,
TECHNOLOGY,
ART + CULTURE
the new approach on edutainment place
Pat Pataranutaporn, College of Liberal arts & Sciences, Arizona State University
5. 852 B.C.E.
English King Bladud is apparently
killed attempting to ïŽy.
1000 B.C.E.
Kite is invented in China.
3000B.C.E.
Icarus, Greek mythology
1485
Leonardo da Vinci designs
ïŽying machines and
parachute.
1783
Jean François PilÃĒtre de Rozier
and Marquis d'Arlandes make
the ïŽrst free aerial voyage in a
MontgolïŽer hot-air balloon.
1903
Orville and Wilbur Wright
make ïŽrst powered,
sustained, and controlled
ïŽight in a heavier-than-air
ïŽying machine.
Itâs taking both Art
& Sciences to ïŽy
āđāļĢāļēāđāļāđāļāļąāđāļāļĻāļēāļŠāļāļĢāđāđāđāļĨāļ°āļĻāļīāļĨāļāđāđāļāļāļēāļĢāļāļīāļ
2000
First crew arrives to take up
residence in the
International Space Station.
http://www.loc.gov/exhibits/treasures/wb-timeline.html
7. âImagination is more important
than knowledge. For knowledge
is limited to all we now know and
understand, while imagination
embraces the entire world, and
all there ever will be to know and
understand.â
â Albert Einstein
āļāļĢāļĢāļāļ°āļāļĩāđāļāļĢāļēāļĻāļāļēāļāļāļīāļāļāļāļēāļāļēāļĢāļāļąāļāļāļąāļ
āļĄāļāļļāļĐāļĒāđāđāļāļāļāļāđāļāļāļāļĩāđāđāļĢāļēāļĢāļđāđ
āđāļĨāļāđāđāļāļ
āļāļāļāļīāļāđāļĄāđāđāļāđ
āđāļĢāļēāđāļāļĨāļ·āđāļāļāļāļĩāđāļāđāļ§āļĒ
āļāļ§āļēāļĄāđāļĢāđāļ§āđāđāļŠāļāđāļĄāđāđāļāđ
āļĢāļāļāđāļāļāđāļāđāļāļģāđāļĄāļąāļ
8. âScience without religion is lame,
religion without science is blind.â
â Albert Einstein
āļāļĄāļāļēāļĒ
āļāļēāļĢāļĄāļāđāđāļŦāļāļ·āļāđāļŦāļāļļāļāļĨ
āļāļĨāļąāļ§āļāļ§āļēāļĄāļĢāļđāđ
āļāļĨāļąāđāļāļāļēāļāļī
āļāļĨāļąāđāļāļāļ§āļēāļĄāđāļāļ·āđāļ
āļāļīāļāļāļāļēāļāļēāļĢāļāļĩāđāđāļĄāđāļĄāļĩāļāļĢāļĢāļāļ°āļāļąāļāļāļģāļĄāļāļļāļĐāļĒāđāđāļāļŠāļđāđ
āļāļ§āļēāļĄāļāļĄāļāļēāļĒ āđāđāļĨāļ°āļāļ§āļēāļĄāđāļĄāđāļĢāļđāđ
23. History based
āļāļīāļāļāļĢāļ°āļ§āļąāļāļīāļĻāļēāļŠāļāļĢāđ
852 B.C.E.
English King Bladud is apparently
killed attempting to ïŽy.
1000 B.C.E.
Kite is invented in China.
3000B.C.E.
Icarus, Greek mythology
1485
Leonardo da Vinci designs
ïŽying machines and
parachute.
1783
Jean François PilÃĒtre de Rozier
and Marquis d'Arlandes make
the ïŽrst free aerial voyage in a
MontgolïŽer hot-air balloon.
1903
Orville and Wilbur Wright
make ïŽrst powered,
sustained, and controlled
ïŽight in a heavier-than-air
ïŽying machine.
History of Human ïŽight
āļāļēāļĢāļŠāļ·āđāļāļŠāļēāļĢāđāļāļĒāļāļīāļāđāļŦāļāļļāļāļēāļĢāļāđāļāļēāļāļāļĢāļ°āļ§āļąāļāļīāļĻāļēāļŠāļāļĢāđāļāļģāđāļŦāđ
āđāļŦāđāļāļāļēāļĢāļāļąāļāļāļēāļāļēāļĢāļāļāļāļĄāļāļļāļĐāļĒāļāļēāļāļīāļāļąāđāļāļāļēāļāļāļēāļĢāļŠāļĢāđāļēāļāļŠāļĢāļĢāļāđ
āļŠāļīāđāļāļāļĢāļ°āļāļīāļĐāļāđ āļāļēāļāļĻāļīāļĨāļāļ° āļ§āļĢāļĢāļāļāļĢāļĢāļĄ āļĢāļ§āļĄāđāļāļāļķāļāļāļēāļĢāļāđāļāļāļ
āļāļāļāđāļāļ§āļēāļĄāļĢāļđāđāđāļŦāļĄāđ āļāļāļāļāļēāļāļāļąāđāļāļĒāļąāļāđāđāļŠāļāļāđāļŦāđāđāļŦāđāļāļāļ§āļēāļĄāđāļāļ·āđāļāļĄ
āđāļĒāļāļāļāļāļŠāļīāđāļāļāđāļēāļāđāļāļĩāđāđāļāļīāļāļāļķāđāļāđāļāļĄāļīāļāļīāļāļāļāđāļ§āļĨāļē
History based theme shows the development of human
civilization through creation of innovation, art piece,
and poetry. This theme also shows the connection
between all of those components
25. History based
āļāļīāļāļāļĢāļ°āļ§āļąāļāļīāļĻāļēāļŠāļāļĢāđ
āļāļīāļāļĢāļĢāļĻāļāļēāļĢ online āđāđāļŠāļāļāļāļąāļāļāļēāļāļēāļĢāļāļāļ
Apple computer āļāļ apple.com āļāļĨāļāļ
āļāļĢāļāļĢāļāļ 30 āļāļĩ Macintosh
Online exhibition on Apple
computer development on
apple.com for the 30th
anniversary of Macinstosh
āļāļāļīāļ§āļąāļāļīāļ§āļīāļāļĒāļļ āļŠāļđāđāđāļāļāđāđāļāļāđāļŦāļĄāđ
āļāļāļāđāđāļāļ
āđāļ§āļāļĩāđāļĨāļ
āļ§āļīāļāļĒāļēāļĻāļēāļāļĢāđāļāļāļ
āļŦāđāļāļāđāđāļĨāļ
āļāļēāļĢāļŠāļĢāđāļēāļāļ āļēāļāļāļēāļĢ
āļāđāļēāļāļąāļāļāļēāļ
āļ āļēāļĒāļāļāļāļŠāļđāđāļ āļēāļĒāđāļ
27. History based
āļāļīāļāļāļĢāļ°āļ§āļąāļāļīāļĻāļēāļŠāļāļĢāđ
The Universe Our Solar System & Earth Life Humans The Future
āļāļīāļāļĢāļĢāļĻāļāļēāļĢāđāđāļĨāļ°āļāļāđāļĢāļĩāļĒāļ online āđāđāļŠāļāļāļ āļēāļ
āđāļŦāļāđāļāļāļāļ§āļīāļ§āļąāļāļāļēāļāļēāļĢāđāđāļĨāļ°āļāļēāļĢāļāļąāļāļāļēāļāļāļāđāļĨāļ
āļŠāļīāđāļāļĄāļĩāļāļĩāļ§āļīāļ āđāđāļĨāļ° āļāļēāļĢāļĒāļ°āļāļĢāļĢāļĄāļĄāļāļļāļĐāļĒāđ
Online exhibition and e-learning on
the evolution of earth, living
creatures and human civilization.
BIG HISTORY PROJECT
28. History based
āļāļīāļāļāļĢāļ°āļ§āļąāļāļīāļĻāļēāļŠāļāļĢāđ
āđāļāļĢāļāļāļēāļĢ Big History āđāđāļŠāļāļāđāļŦāđāđāļŦāđāļāļāļ§āļēāļĄ
āđāļāļ·āđāļāļĄāđāļĒāļ āđāđāļĨāļ° āļāļ§āļēāļĄāļŠāļģāļāļąāļāļāļāļāļāļēāļĢāđāļāđāļēāđāļ
āļ āļēāļāđāļŦāļāđāđāļāļāļąāļāļāļēāļāļēāļĢāļāļāļāđāļĨāļ
Big History Project shows the
connection between elements in the
world, and answers the advantages
of knowing them as seeing a big
picture.
āđāļāļāļāļāļĩāđāļ§āđāļēāļāđāļ§āļĒāļāļēāļĢāļāļģāđāļāļīāļ
āļāļąāļāļĢāļ§āļēāļĨ āđāļāļ·āđāļāļŦāļēāļāļāļāļāļēāļāļāļ°
āļāļĢāļāļāļāļĢāļļāļĄāļ§āļīāļāļĒāļēāļĻāļēāļŠāļāļĢāđ āđāđāļāđāļĒāļąāļ
āļāļĢāļāļāļāļĨāļļāļĄāļāļāļīāļāļ§āļēāļĄāđāļāļ·āđāļāļāļāļāđāđāļāđ
āļĨāļ°āļāļāļāļēāļāļī
In the chapter that talk about the
origin of universe, the contents
not only cover the scientiïŽc
facts, but also talk about the
tales from different culture that
has a story of the universe
creation.
30. History based
āļāļīāļāļāļĢāļ°āļ§āļąāļāļīāļĻāļēāļŠāļāļĢāđ
āđāļāļĢāļāļāļēāļĢ Big History āđāđāļŠāļāļāđāļŦāđāđāļŦāđāļāļāļ§āļēāļĄ
āđāļāļ·āđāļāļĄāđāļĒāļ āđāđāļĨāļ° āļāļ§āļēāļĄāļŠāļģāļāļąāļāļāļāļāļāļēāļĢāđāļāđāļēāđāļ
āļ āļēāļāđāļŦāļāđāđāļāļāļąāļāļāļēāļāļēāļĢāļāļāļāđāļĨāļ
Big History Project shows the
connection between elements in the
world, and answers the advantages
of knowing them as seeing a big
picture.
31. History based
āļāļīāļāļāļĢāļ°āļ§āļąāļāļīāļĻāļēāļŠāļāļĢāđ
āđāļāļĢāļāļāļēāļĢ Big History āđāđāļŠāļāļāđāļŦāđāđāļŦāđāļāļāļ§āļēāļĄ
āđāļāļ·āđāļāļĄāđāļĒāļ āđāđāļĨāļ° āļāļ§āļēāļĄāļŠāļģāļāļąāļāļāļāļāļāļēāļĢāđāļāđāļēāđāļ
āļ āļēāļāđāļŦāļāđāđāļāļāļąāļāļāļēāļāļēāļĢāļāļāļāđāļĨāļ
Big History Project shows the
connection between elements in the
world, and answers the advantages
of knowing them as seeing a big
picture.
32. Object based
āļāļīāļāļ§āļąāļāļāļļ
āļāļēāļĢāļŠāļ·āđāļāļŠāļēāļĢāđāļāļĒāļāļīāļāļāļēāļāļ§āļąāļāļāļļ āļāļ·āļāļāļēāļĢāđāļāļēāļ§āļąāļāļāļļ
āļāļ āļŦāļĢāļ·āļ āļŠāļāļēāļāļāļĩāđāđāļāđāļāļĻāļđāļāļĒāđāļāļĨāļēāļāđāđāļĨāđāļ§āļŠāļģāļĢāļ§āļāļāļ§āļēāļĄ
āļŠāļąāļĄāļāļąāļāļāđāļāļāļāļŠāļīāđāļāđāļāļąāđāļāđāļāļĄāļīāļāļīāļāđāļēāļāđāđāļāđāļ āļāļēāļĢāļĻāļķāļāļĐāļē
āđāļĄāđāđāļāđāđāļāđāđāļāđāļāļĩāļ§āļ§āļīāļāļĒāļē āļ§āļīāļĻāļ§āļāļĢāļĢāļĄ āļŠāļāļēāļāļąāļāļĒāļāļĢāļĢāļĄ
āļ§āļĢāļĢāļāļāļĢāļĢāļĄ āđāđāļĨāļ°āļ āļđāļĄāļīāļāļąāļāļāļēāļāļāļāļāļāđāļāļŠāļąāļāļāļĄ
Object based theme is the theme
around object, person, or place. The
theme explore the interaction between
the subject and other things in multiple
dimension and perspectives. For
example, the study on Bamboo can be
in the perspective of biology,
engineering, architecture, literature,
and local wisdom.
Confocal image of Bambusa (Bamboo)
plant cross-section. Haseloff Lab,
University of Cambridge.Microscopic structure of Bamboo cross section
Weaved Bamboo Installations : Cicada by Marco Casagrande
Thoughts on hemp stalk frame Cocoon House Haiti
Morphology of BambooBamboo in Chinese poetry
Bamboo
Science, Engineering, and culture
33. Object based
āļāļīāļāļ§āļąāļāļāļļ
http://blogs.getty.edu/iris/ancient-greek-pottery-lends-its-secrets-to-future-space-travel
âCeramic components are used all through space technology and space vehicles. We need to continue
to learn about interactions of components within these materials to help us better understand any real-
world issues that may arise in actual space components,â explained Mark Zurbuchen, a materials
scientist with the Aerospace Corporation. Interestingly, Zurbuchen also is an amateur potter.
âI have a ïŽrst-hand perspective of how clay works,â Zurbuchen told me. âMolding clay is very much
about precision and craft. As a scientist and a potter, I ïŽnd this project fascinating from both
viewpoints.â
āļāļēāļāļāļēāļĢāļĻāļķāļāļĐāļēāļ āļēāļāļāļ°āđāļāļĢāļēāļāđāļāļĒāļļāļāļāļĢāļĩāļ
āļāļąāļāļ§āļīāļāļĒāļēāļĻāļēāļŠāļāļĢāđāļŠāļēāļĄāļēāļĢāļāđāļāļ·āđāļāļĄāđāļĒāļāđāđāļĨāļ°āļāđāļāļĒāļāļ
āļāļāļāđāļāļ§āļēāļĄāļĢāļđāđāļāļēāļāļ§āļąāļŠāļāļļāļĻāļēāļŠāļāļĢāđāļāļāļāđāļāļĢāļēāļĄāļīāļāđāļāļŠāļđāđ
āļāļēāļĢāļŠāļĢāđāļēāļāļ§āļąāļŠāļāļļāļāļĩāđāļĄāļĩāļāļ§āļēāļĄāđāđāļāđāļāđāđāļĢāļāđāļāļĒāļēāļāļāļ§āļāļēāļĻ
34. Object based
āļāļīāļāļ§āļąāļāļāļļ
BJORK'S EXHIBITION AT MOMA
The Museum of Modern Art
presents a retrospective of the
multifaceted work of composer,
musician, and singer BjÃķrk. The
exhibition draws from more than
20 years of the artistâs daring and
innovative projects and her eight
full-length albums to chronicle her
career through sound, ïŽlm,
visuals, instruments, objects, and
costumes.
https://www.moma.org/visit/calendar/exhibitions/1501
āļāļīāļāļīāļāļ āļąāļāļāđāļĻāļīāļĨāļāļ°āļŠāļĄāļąāļĒāđāļŦāļĄāđāļāļĩāđ Newyork
āđāđāļŠāļāļāļāļĨāļāļēāļāļŠāļĢāđāļēāļāļāļāļ BjÃķrk āļĻāļīāļĨāļāļīāļāđāđāļĨāļ°āļāļąāļ
āļāļ§āļąāļāļāļĢāļĢāļĄāļāļēāļ§āđāļāļāđāđāđāļĨāļāļāđ āļāļĨāļāļēāļ 20 āļāļĩāļāļāļ
āđāļāļāļāļ·āļ āļāļāļāļĢāļĩāđāđāļāļ§āļāļāļĨāļāļ āļ āļēāļāļĒāļāļāđ āļāļēāļ
interactive āđāļāļĢāļ·āđāļāļāļāļāļāļĢāļĩāđāļāļīāļāļāļāļĨāļāļ āļāļēāļ
āļĻāļīāļĨāļāļ° āđāđāļĨāļ° āļāļļāļāđāļāļāļēāļĢāđāđāļŠāļāļāļāļāļāđāļāļ
35. Object based
āļāļīāļāļ§āļąāļāļāļļ
The Biophilia app consists of a series of 10
separate apps, one for each song, all included
in a "mother app" (Cosmogony) which
contains a menu made up by a three-
dimensional constellation which the user can
shift, zoom and orbit by swiping their ïŽngers
to open the apps.also make the user return to
the main screen. The apps are roughly divided
into two kinds: the ones in which the user play
a sort of games, and the other ones that work
like a musical instrument.
BJORK'S EXHIBITION AT MOMA
Source : Biophilia on Wikipedia
Biophilia
Biophilia āđāļāđāļ application āļāļāļĄāļ·āļāļāļ·āļ āļāļķāđāļāđāļāđāļ app
āļāļĩāđāđāđāļŠāļāļāļāļāļāļĢāļĩāđāļāļīāļāļāļāļĨāļāļāļāļāļ BjÃķrk āļāļēāļāļāļīāđāļāļāļĩāđāļāļģ
āđāļŠāļāļāļāļāđāļāļĨāļāļāđāļēāļāļāļĢāļīāļāļāļāļēāļāļāļĩāļ§āļ§āļīāļāļĒāļē āļāļđāđāđāļāđ app
āļŠāļēāļĄāļēāļĢāļāđāļāđāļēāļĄāļēāļĄāļĩāļŠāđāļ§āļāļĢāđāļ§āļĄāđāļāļāļēāļĢāļāļĢāļąāļāđāļāļĨāļĩāđāļĒāļāļāļāļāđ
āļāļĢāļ°āļāļāļāđāļāļāļāļāļĢāļĩ āđāđāļĨāļ° āļŠāļēāļĄāļēāļĢāļāļŠāļĢāđāļēāļāļāļāļāļĢāļĩāđāļŦāļĄāđ
āļāđāļ§āļĒāļāļēāļĢ interact āļāļąāļāļāļąāļ§ app āļāļēāļāļāļīāđāļāļāļĩāđāđāļāđāļĢāļąāļāļāļēāļĢ
āļāļĢāļĢāļāļļāđāļāđāļēāđāļāđāļ collection āļāļēāļ§āļĢāļāļāļ MoMA
(Museum of Modern Art, Newyork)
Cosmogony : āļāļąāļāļĢāļ§āļēāļĨāļŦāļĨāļąāļāļāļāļ Biophilia
the central universe of Biophilia
āļāļđāđāđāļĨāđāļāļāđāļāļāđāļĨāđāļāđāļāđāļ virus āļāļģāļĨāļēāļĒ cell āđāļāđāļāļĨāļ
the player is the virus that need to attack
cell in the musical track
36. Story based
āļāļīāļāđāļĢāļ·āđāļāļāļĢāļēāļ§
Stan Winston Studio
āļāļēāļĢāļŠāļ·āđāļāļŠāļēāļĢāđāļāļĒāđāļāđāđāļĢāļ·āđāļāļāļĢāļēāļ§ āđāļāđāļāļāļēāļĢāļāļŠāļĄ
āļāļŠāļēāļāļĢāļ°āļŦāļ§āđāļēāļāļāļēāļĢāđāļĨāđāļēāđāļĢāļ·āđāļāļāđāļāļĒāđāļāđāđāļĢāļ·āđāļāļ
āļĢāļēāļ§ āļ āļēāļāļĒāļāļāđ āļĄāļēāļāļģāđāļŠāļāļāļāļāļāđāļāļĢāļ°āļāļāļ
āļāđāļēāļāđāļ āļēāļĒāđāļ āļāļķāđāļāļŠāļĢāđāļēāļāļĄāļēāļāđāļ§āļĒāļāļāļāđāļāļ§āļēāļĄāļĢāļđāđ
āļāļŦāļļāļŠāļēāļāļē āđāļāđāļ āļŠāļēāļĢāļāļāļĩāļāļēāļĢāļŠāļĢāđāļēāļāļ āļēāļāļĒāļāļāđ
Jurassic park
Story based theme is the mixed
theme around story, ïŽction, or
movie. The theme shows the
development of each component
that comes together to become a
story. The example of this is the
documentary : the making of
Jurassic park
37. Source : http://www.sheepsclothingproductions.com/
lost_world.html
Story based
āļāļīāļāđāļĢāļ·āđāļāļāļĢāļēāļ§
āļāļēāļĢāļŠāļĢāđāļēāļāļāļļāļāđāļāđāļāđāļŠāļēāļĢāđ Velociraptor āļāļąāļ
āđāļāđāļāļŠāđāļ§āļāļāļĢāļ°āļāļāļāđāļāļŦāļāļąāļāđāđāļŠāļāļāđāļŦāđāđāļŦāđāļ
āļāļĢāļ°āļāļ§āļāļāļēāļĢāļāļŠāļĄāļāļŠāļēāļāļāļ§āļēāļĄāļĢāļđāđāļāļēāļāļāļĢāļĢāļ
āļāļĩāļ§āļīāļāļ§āļīāļāļĒāļē āļāļēāļĢāļāļąāđāļāļŦāļļāđāļāļāļģāļĨāļāļ āđāđāļĨāļ°āļāļēāļĢ
āļāļāļāđāđāļāļāļāļļāļ
The making of velociraptor costume
reïŽects the interdisciplinary
knowledge from paleontology to
sculpture and costume design.
39. Story based
āļāļīāļāđāļĢāļ·āđāļāļāļĢāļēāļ§
Source : LucasïŽlm | Film and Television Production
āļāļēāļĢāļŠāļĢāđāļēāļāļ āļēāļāļĒāļāļāđ Starwars āđāđāļŠāļāļāđāļŦāđāđāļŦāđāļāļāļĢāļ°āļāļ§āļāļāļēāļĢāļāļŠāļĄ
āļāļŠāļēāļāļāļ§āļēāļĄāļĢāļđāđāđāđāļĨāļ°āļāļīāļāļāļāļāļēāļĢāļāļēāļāļāļēāļĢāļēāļĻāļēāļŠāļāļĢāđ āļāļąāļāļĢāļ§āļēāļĨāļ§āļīāļāļĒāļē
āļŠāļāļāļĢāļēāļĄ āđāđāļĨāļ°āļŠāļąāļāļāļĄāļ§āļīāļāļĒāļē
The making of Starwars reïŽect the interdisciplinary
knowledge and imagination in the space science,
Cosmology, War and sociology.
40. Story based
āļāļīāļāđāļĢāļ·āđāļāļāļĢāļēāļ§
Source : LucasïŽlm | Film and Television Production
āļāļļāļāļāļāļāļĢāļēāļāļīāļāļĩ Padme Amidala āđāļ Starwars āđāļāđāļĢāļąāļāđāđāļĢāļāļāļąāļāļāļēāļĨ
āđāļāļāļēāļāļāļļāļāļāļ·āđāļāđāļĄāļ·āļāļāļāļāļāļāļāļĄāļāļāđāļāđāļĨāļĩāļĒāđāļāđāļē Khalkha
The costume of Queen Pasme Amidala in Starwars is
inspired by the traditional costume of Mongolian,
Khalkha ethnic costume.
Queen Padme Amidala
Khalkha ethnic costume
41. Story based
āļāļīāļāđāļĢāļ·āđāļāļāļĢāļēāļ§
Dreamworks Studios | ArtScience Museum
āļāļīāļāļĢāļĢāļĻāļāļēāļĢ Dreamworks
Animation āđāđāļŠāļāļāđāļŦāđāđāļŦāđāļ
āļāļĢāļ°āļāļ§āļāļāļēāļĢāļŠāļĢāđāļēāļāļŠāļĢāļĢāļāđ animation
āļāļĩāđāļāļēāļĻāļąāļĒāļāļāļāđāļāļ§āļēāļĄāļĢāļđāđāļāļŦāļļāļŠāļēāļāļēāđāļāļāļēāļĢ
āļāđāļēāļĒāļāļāļāđāļĢāļ·āđāļāļāļĢāļēāļ§āđāļāļāļīāļāļāļāļēāļāļēāļĢāļāļāļ
āļĄāļēāđāļāđāļāļ āļēāļāļĒāļāļāđ
Dreamworks Animation
exhibition demonstrates a
process of creating animation,
which involved the
interdisciplinary knowledges
and skills in order to bring the
imaginative story to live.
42. Story based
āļāļīāļāđāļĢāļ·āđāļāļāļĢāļēāļ§
Dreamworks Studios | ArtScience Museum
āļāļīāļāļĢāļĢāļĻāļāļēāļĢ Dreamworks
Animation āđāđāļŠāļāļāđāļŦāđāđāļŦāđāļ
āļāļĢāļ°āļāļ§āļāļāļēāļĢāļŠāļĢāđāļēāļāļŠāļĢāļĢāļāđ animation
āļāļĩāđāļāļēāļĻāļąāļĒāļāļāļāđāļāļ§āļēāļĄāļĢāļđāđāļāļŦāļļāļŠāļēāļāļēāđāļāļāļēāļĢ
āļāđāļēāļĒāļāļāļāđāļĢāļ·āđāļāļāļĢāļēāļ§āđāļāļāļīāļāļāļāļēāļāļēāļĢāļāļāļ
āļĄāļēāđāļāđāļāļ āļēāļāļĒāļāļāđ
Dreamworks Animation
exhibition demonstrates a
process of creating animation,
which involved the
interdisciplinary knowledges
and skills in order to bring the
imaginative story to live.
43. Story based
āļāļīāļāđāļĢāļ·āđāļāļāļĢāļēāļ§
Dreamworks Studios | ArtScience Museum
āļāļīāļāļĢāļĢāļĻāļāļēāļĢāļŠāđāļ§āļāļāļĩāđāđāđāļŠāļāļāđāļāļ·āđāļāļāļŦāļĨāļąāļāļāļēāļĢ
āļāļāļāđāđāļāļāļāļąāļ§āļĨāļ°āļāļĢāļāļāļāđāļĢāļ·āđāļāļ
Madagascar āļāļķāđāļāđāļāđāđāđāļĢāļāļāļąāļāļāļēāļĨ
āđāļāļĄāļēāļāļēāļāļĻāļīāļĨāļāļ°āđāļāđāđāļāļāļĢāļīāļāļē
The exhibition on the
designing of âMadagascarâ
characters, which are inspired
by African arts.
45. Story based
āļāļīāļāđāļĢāļ·āđāļāļāļĢāļēāļ§
āļāļīāļāļĢāļĢāļĻāļāļēāļĢ Dreamworks Animation āđāđāļŠāļāļ
āđāļŦāđāđāļŦāđāļāļāļĢāļ°āļāļ§āļāļāļēāļĢāļŠāļĢāđāļēāļāļŠāļĢāļĢāļāđ animation āļāļĩāđ
āļāļēāļĻāļąāļĒāļāļāļāđāļāļ§āļēāļĄāļĢāļđāđāļāļŦāļļāļŠāļēāļāļēāđāļāļāļēāļĢāļāđāļēāļĒāļāļāļāđāļĢāļ·āđāļāļ
āļĢāļēāļ§āđāļāļāļīāļāļāļāļēāļāļēāļĢāļāļāļāļĄāļēāđāļāđāļāļ āļēāļāļĒāļāļāđ
Dreamworks Animation exhibition
demonstrates a process of creating animation,
which involved the interdisciplinary
knowledges and skills in order to bring the
imaginative story to live.
Dreamworks Studios | ArtScience Museum
46. Story based
āļāļīāļāđāļĢāļ·āđāļāļāļĢāļēāļ§
Dreamworks Studios | ArtScience Museum
āļāļīāļāļĢāļĢāļĻāļāļēāļĢāļŠāđāļ§āļāļāļĩāđāđāđāļŠāļāļ
āđāļāļ·āđāļāļāļŦāļĨāļąāļāļāļēāļĢāļŠāļĢāđāļēāļ
animation āđāļĢāļ·āđāļāļ
Kungfu Panda āļāļķāđāļāđāļāđ
āđāđāļĢāļāļāļąāļāļāļēāļĨāđāļāļĄāļēāļāļēāļ
āļĻāļīāļĨāļāļ° āđāļĨāļ°āļ§āļąāļāļāļāļĢāļĢāļĄāļāļĩāļ
The exhibition on
the making of
âKungfu Pandaâ,
which is inspired
by Chinese arts
and cultures.
48. Story based
āļāļīāļāđāļĢāļ·āđāļāļāļĢāļēāļ§
Dreamworks Studios | ArtScience Museum
āļāļīāļāļĢāļĢāļĻāļāļēāļĢāļŠāđāļ§āļāļāļĩāđāđāđāļŠāļāļāđāļāļ·āđāļāļāļŦāļĨāļąāļ
āļāļēāļĢāļŠāļĢāđāļēāļ animation āđāļĢāļ·āđāļāļ
Kungfu Panda āļāļķāđāļāđāļāđāđāđāļĢāļāļāļąāļ
āļāļēāļĨāđāļāļĄāļēāļāļēāļāļĻāļīāļĨāļāļ° āđāļĨāļ°
āļ§āļąāļāļāļāļĢāļĢāļĄāļāļĩāļ
The exhibition on
the making of
âKungfu Pandaâ,
which is inspired
by Chinese arts
and cultures.
49. Story based
āļāļīāļāđāļĢāļ·āđāļāļāļĢāļēāļ§
Dreamworks Studios | ArtScience Museum
āļāļīāļāļĢāļĢāļĻāļāļēāļĢāļŠāđāļ§āļāļāļĩāđāđāđāļŠāļāļāđāļāļ·āđāļāļāļŦāļĨāļąāļāļāļēāļĢāļŠāļĢāđāļēāļ animation āđāļĢāļ·āđāļāļ Kungfu
Panda āļāļķāđāļāđāļāđāđāđāļĢāļāļāļąāļāļāļēāļĨāđāļāļĄāļēāļāļēāļāļĻāļīāļĨāļāļ° āđāļĨāļ°āļ§āļąāļāļāļāļĢāļĢāļĄāļāļĩāļ
The exhibition on the making of âKungfu Pandaâ,
which is inspired by Chinese arts and cultures.
50. Story based
āļāļīāļāđāļĢāļ·āđāļāļāļĢāļēāļ§
Dreamworks Studios | ArtScience Museum
āļāļīāļāļĢāļĢāļĻāļāļēāļĢāļŠāđāļ§āļāļāļĩāđāđāđāļŠāļāļ
āđāļāļ·āđāļāļāļŦāļĨāļąāļāļāļēāļĢāļŠāļĢāđāļēāļ
animation āđāļĢāļ·āđāļāļ
Kungfu Panda āļāļķāđāļāđāļāđ
āđāđāļĢāļāļāļąāļāļāļēāļĨāđāļāļĄāļēāļāļēāļ
āļĻāļīāļĨāļāļ° āđāļĨāļ°āļ§āļąāļāļāļāļĢāļĢāļĄāļāļĩāļ
The exhibition on
the making of
âKungfu Pandaâ,
which is inspired by
Chinese arts and
cultures.
54. Institute of Museum and Library Services http://www.imls.gov/assets/1/AssetManager/21stCenturySkills.pdf
āļĨāļąāļāļĐāļāļ°āļāļēāļāđāļāļāļāļēāļāļ
āļāļļāļāļŠāļĄāļāļąāļāļīāļāļāļāļāļāđāļāļĻāļāļ§āļĢāļĢāļĐāļāļĩāđ 21 āļāļēāļ
Institute of Museum
and Library Services
As libraries and museums bring their
services in line with their communitiesâ need
to promote 21st century skills, three strands
of action stand out: leadership, evidence,
and new program models.
55. asu.edu
Marsha L. Semmel, Director for Strategic Partnerships, Institute of Museum and Library Services (IMLS)
This initiative underscored the critical role our nationâs museums
and libraries could play in helping citizens, including students,
build such 21st century skills as information,
communications and
technology literacy,
critical thinking, problem
solving, creativity, civic
literacy, and global
awareness.
56. asu.edu
Marsha L. Semmel, Director for Strategic Partnerships, Institute of Museum and Library Services (IMLS)
āļāļąāļāļĐāļ°āļāļĩāđāļāļģāđāļāđāļāļŠāļģāļŦāļĢāļąāļāļĄāļāļļāļĐāļĒāđāđāļāļĻāļāļ§āļĢāļĢāļĐāļāļĩāđ 21
āļāļēāļĢāļŠāļ·āđāļāļŠāļēāļĢāđāđāļĨāļ°āļāļēāļĢāđāļāđ
āđāļāļāđāļāđāļĨāļĒāļĩ, āļāļīāļāļ§āļīāļāļēāļāļĐāđāļ§āļīāļāļēāļĢāļāđ,
āļāļēāļĢāđāđāļāđāļāļąāļāļŦāļē, āļāļ§āļēāļĄāļāļīāļ
āļŠāļĢāđāļēāļāļŠāļĢāļĢāļāđ, āļāļ§āļēāļĄāđāļāđāļāļāļĨāđāļĄāļ·āļāļ,
āļāļ§āļēāļĄāđāļāđāļāļāļĨāđāļĨāļ.
65. Q?rius is a new way for students to make
sense of the connections between nature, the
planet, the universe, and their lives.
Case2 Q?RIUS | Smithsonian Institute
Source : Smithsonian Institute
68. Q?RIUS | Smithsonian InstituteCase2
āđāļāđāļāđāļāļ°āļŠāļēāļĄāļēāļĢāļāļāļģāļāļąāļ§āļāļĒāđāļēāļāļāļĨāļąāļāļĄāļēāļāļĩāđāđāļāđāļ°āđāļāļ·āđāļāđāļāđāļāļĨāđāļāļāļāļļāļĨāļāļĢāļĢāļĻāļāđāļŠāļģāļĢāļ§āļ
āđāđāļĨāļ°āļĻāļķāļāļĐāļēāļāļąāļ§āļāļĒāđāļēāļ āđāļāļĒāļĄāļĩāđāļāđāļēāļŦāļāđāļēāļāļĩāđāļāļāļĒāļāđāļ§āļĒāđāļŦāļĨāļ·āļ āļāļāļāļāļēāļāļāļąāđāļāļĒāļąāļāļĄāļĩ
āļāļāļĄāļāļīāļ§āđāļāļāļĢāđāļāļĩāđāđāļāļ·āđāļāļĄāļāđāļāļāļąāļāļāļēāļāļāđāļāļĄāļđāļĨāļāļāļāļ§āļąāļāļāļļāļāļąāđāļāđāđāļŠāļāļāļāļģāļāļāļīāļāļēāļĒāđāļāļīāđāļĄāđāļāļīāļĄ
At the station, kids can use microscope to explore and
study the sample that they get with the help from staffs.
There are also computers that are connected to the
database for displaying other informations.
Source : Smithsonian Institute
70. Q?RIUS | Smithsonian InstituteCase2
āļāļąāļ§āļāļĒāđāļēāļāđāļāļāļīāļāļīāļāļ āļąāļāļāđāļĄāļĩāļāļąāđāļāđāđāļāđāļŠāļąāļāļ§āđ āļāļ·āļ āļāļāļāđāļāđāļāļēāļāļ§āļąāļāļāļāļĢāļĢāļĄ
āļāđāļēāļāđāļāļąāđāļ§āđāļĨāļ āļāļēāļāļāļąāļ§āļāļĒāđāļēāļāļāļĩāđāļāļģāļĢāļļāļāļāđāļēāļĒ āļāļ°āļāđāļāļāļĄāļĩāđāļāđāļēāļŦāļāđāļēāļāļĩāđāļāļāļĒ
āļāđāļ§āļĒāđāļŦāļĨāļ·āļāđāļāļāļēāļĢāđāļāļĨāļ·āđāļāļāļĒāđāļēāļĒ
The samples in the museum are vary from animal
and plant specimens through the object from
around the world culture. Some samples that can
be easily damage required a staff to help kid
examining the samples.
Source : Smithsonian Institute
71. Q?RIUS | Smithsonian InstituteCase2
āļāļāļāļāļēāļāļāļąāđāļāļĒāļąāļāļĄāļĩāđāđāļāļ§āļāļēāļāđāļāļāļēāļĢāļŠāļģāļĢāļ§āļāļāļķāđāļāļāļāļāđāđāļāļāđāļāļĒāļāļđāđ
āđāļāļĩāđāļĒāļ§āļāļēāļāđāļāđāļāļāļēāļĢāļāļāļĨāļāļāđāļāļīāđāļĄāđāļāļīāļĄāđāļŦāđāļāļąāļāđāļāđāļ
There is also an additional explore activities
for kids to work on,
Source : Smithsonian Institute
72. Through real-world questions with
scientists and interactions with
thousands of authentic objects,
visitors to the new space, located
within the National Museum of
Natural History, will unleash their
curiosity with surprising results.
Q?RIUS | Smithsonian InstituteCase2
Source : Smithsonian Institute
73. Case2 Wonder center | Arizona Science Center
The Wonder Center, Arizona Science Center
āđāļĢāļĩāļĒāļāļĢāļđāđāļŠāļĢāļĩāļĢāļ§āļīāļāļĒāļēāļāļāļāļĄāļāļļāļĐāļĒāđāļāļēāļāļāļēāļĢāļāļāļĨāļāļāļāđāļ§āļĒāļāļāđāļāļ
The Wonder Center, Arizona Science Center
Learns human physiology and anatomy
through experimental activities
74. Case3 Wonder center | Arizona Science Center
āļāļēāļĢāļāļāļĨāļāļāđāļāđāļāļāļāļāļīāļāļēāļĢāļāļāļĢāļāđāļāđāļ
Try being a disability person on
the wheel chair
āļāļēāļĢāļāļāļĨāļāļāļāļāļāļĢāļŦāļąāļŠāļāļąāļāļāļļāļāļĢāļĢāļĄ āđāļāļ·āđāļāđāļāļīāļāļāļđāđāđāļāļ
Cracking the code experiment
āļāļēāļĢāļāļāļĨāļāļāļāļāļāļŦāļēāļāļĢāļīāđāļ§āļāļāļāļāļŠāļĄāļāļāļāļĩāđāđāļāļĩāđāļĒāļ§āļāđāļāļāļāļąāļāļāļēāļĢāļĄāļāļāđāļŦāđāļ
Interactive station for vision recognition
75. Wonder center | Arizona Science CenterCase3
āļāļēāļĢāļāļāļĨāļāļāļŦāļēāļŠāļĄāļāļļāļĨāļāļēāļŦāļēāļĢ
āđāđāļĨāļ°āļŠāļēāļĢāļāļēāļŦāļēāļĢ
The interactive station on
balancing foods and nutrients
āļāļēāļĢāļāļāļĨāļāļāđāđāļŠāļāļāđāļŠāđāļāđāļĨāļ·āļāļāđāļāļĢāđāļēāļāļāļēāļĒāļĄāļāļļāļĐāļĒāđ
Interactive station for visualizing
blood vessels
āļāļēāļĢāļāļāļĨāļāļāļāļāļāļāļēāļĢāļāđāļēāļĒāļāļāļāļāļēāļāļāļąāļāļāļļāļāļĢāļĢāļĄāļāļāđāļāļŦāļāđāļēāļāđāļ§āļĒāļāļēāļĢ
āļĄāļāļāļāļĢāļ°āļāļāļāļĩāđāļŠāļ°āļāđāļāļāļŦāļāđāļēāļāļāļāđāļĢāļē āđāđāļĨāļ°āļāļāļāļĢāļāļāđāļēāļĄ
Mother eyes experiment
76. Wonder center | Arizona Science CenterCase3
āļāļēāļĢāļāļāļĨāļāļāđāļĢāļ·āđāļāļāļāļēāļĢāļāļāļāļŦāļĨāļąāļāļāļąāļ
āļāļ§āļēāļĄāļāļģ āļāļĢāļķāđāļāļŦāļāļķāđāļāļāļāļāļāļēāļĢāļāļāļĨāļāļāļāļĩāđāđāļŦāđ
āļāļđāđāļāļāļŠāļāļāđāļāļāļģāļāđāļāļāļĩāđāļāđāļēāļāļāđāļēāļāđāļ§āđāļāđāļāļāđ
āļŦāļĨāļąāļāļāļāļāļŦāļĨāļąāļāđāļāļ·āđāļāđāļāļĢāļĩāļĒāļāđāļāļĩāļĒāļāļāļĨ
Sleep & Memory station
āļāļēāļĢāļāļāļĨāļāļāđāļĢāļ·āđāļāļāļāļēāļĢāļŠāļ·āđāļāļŠāļēāļĢāļāļĩāđāļĄāļĩāļāđāļāļāļģāļāļąāļ
Pattern Talk station
āļāļēāļĢāļŠāļģāļĢāļ§āļāļāļĢāļ°āđāļāļēāļ°āļāļēāļŦāļēāļĢāļĒāļąāļāļĐāđ
Monster stomach station
77. Wonder center | Arizona Science CenterCase3
āļāļēāļĢāļāļāļĨāļāļāđāļĢāļ·āđāļāļāļāļēāļĢāđāļāđāļāļāļāļāļŦāļąāļ§āđāļ
Heart Beat Drum station
āļāļēāļĢāļāļāļĨāļāļāđāļāļĩāđāļĒāļ§āļāļąāļāļāļ§āļēāļĄāļāļĢāļāļāļģ
Memory test station
79. Projection mappingCase1
greatestdmfypblog.blogspot.com
Projection mapping, also known
as video mapping and spatial
augmented reality, is a
projection technology used to
turn objects, often irregularly
shaped, into a display surface
for video projection.
Projection mapping āļāļ·āļāļāļēāļĢ
āđāļāđ projector āļāļēāļĒāļĨāļāđāļāļāļ
āļāļ·āđāļāļāļīāļ§āļŠāļēāļĄāļĄāļīāļāļī āđāļāļ·āđāļāļŠāļĢāđāļēāļāļ āļēāļ
āđāļāļĨāļ·āđāļāļāđāļŦāļ§āđāļŦāđāļĨāđāļāđāļāļāļąāļ
āļĨāļąāļāļĐāļāļ°āļāļēāļāļāļēāļĒāļ āļēāļāļāļāļāļ§āļąāļāļāļļ
āđāļĢāļēāļŠāļēāļĄāļēāļĢāļāđāļāđ projector 1 āļāļąāļ§
āđāļāļ·āđāļāļŠāļĢāđāļēāļāļ āļēāļāļāļāļŦāļĨāļēāļĒāļāļ·āđāļāļāļīāļ§āđāļāđ
āđāļāđāļ āļ āļēāļāļĨāđāļēāļāđāļāđāļāļāļēāļĢāđāļāđ
projector āđāļāļĩāļĒāļāļāļąāļ§āđāļāļĩāļĒāļ§āļāļēāļĒāļāļ
āļāļĨāđāļāļ 5 āđāļ āļāļĩāđāđāļĢāļāđāļĢāļĩāļĒāļ
āļĄāļ.āļ§āļīāļāļĒāļēāļāļļāļŠāļĢāļāđ
81. Projection mappingCase1
Source : BK Digital Art Company
Projection mapping āļāļāļĢāļđāļāļāļąāđāļāļāļĢāļĩāļāđāļāļ·āđāļ
āļāļģāđāļŦāđāļĢāļđāļāļāļąāđāļāļāļĢāļĩāļāļĄāļĩāļāļĩāļ§āļīāļāļāđāļ§āļĒ animation
The BK Digital Art Company managed to breathe life into a
sculpture of Apollo using Omote-like facial projection mapping. The
"Golem X Apollo" project used projection mapping technology to
revive the disembodied head of the ancient Greek god of light,
music and healing. Golem explores the thin line between virtual
reality and real virtualityâ, artistic director Arnaud Pottier says.
82. Haus der Berge, BerchtesgadenÂĐ Michael Jungblut
Projection mappingCase1
83. The vast exhibition space was turned into a splendid world of Renaissance
in its various forms: painting, sculpture, architecture and music. Leonardo
da Vinci, Michelangelo, Raphael, Titian, Botticelli.
Unique multimedia projection from ïŽoor to ceiling and powerful server that
synchronizes thousands of images transform gallery space into one display
of impressive magnitude that makes legendary artworks alive.
Read more about the project on our blog.
Projection mappingCase1
Multimedia
Renaissance by
Front Pictures
95. Interactive tableCase2
Interactive sandbox āđāļāđāļāļāļĢāļ°āļāļ°āļāļĢāļēāļĒāļāļĩāđāļĄāļĩ projector
āļāļēāļĒāļāļĒāļđāđāļāđāļēāļāļāļāđāđāļŠāļāļāļĢāļ°āļāļąāļāļāļ§āļēāļĄāļŠāļđāļ āđāđāļĨāļ°āļĒāļąāļāļĄāļĩāļāļēāļĢāļāļģāļĨāļāļ
āļāļēāļĢāđāļŦāļĨāļāļāļāļāđāļģāđāļāļ·āđāļāđāļāđāļāļģāļĨāļāļāļŠāļ āļēāļāļ āļđāļĄāļīāļāļĢāļ°āđāļāļĻ āđāļĄāļ·āđāļāļāļĢāļēāļĒ
āļāļđāļāļāļĒāļąāļ graphic āļāļāļāļĢāļēāļĒāļāđāļāļ°āđāļāļĨāļĩāđāļĒāļāđāļāļāđāļ§āļĒ
The project offers an irresistible combination: the timeless tactile joy of
sand in hand plus a dollop of whiz-bang tech to top it off. A Kinect
camera mounted above the sandbox tracks the physical activity below.
As visitors young and old go about their terraforming, a projector
throws a dynamic topographic map on top of it all, updating contour
lines and elevation colors in real time. Developed by a team of
researchers at UC Davis.
http://www.wired.com/2013/08/this-augmented-reality-sandbox-turns-dirt-into-an-interactive-interface/
97. Interactive tableCase2
Future Energy Chicago
Museum of Science and
Industry delivers powerhouse
with new interactive gaming
exhibit. Interactive game āđāļŠāļāļāđāđāļāļ§āļāļīāļāļāđāļēāļāļāļĨāļąāļāļāļēāļ
āđāđāļĨāļ°āļāļĢāļąāļāļĒāļēāļāļĢāļāļĩāđ Chicago Museum of
Science and Industry
98. Future Energy Chicago
Museum of Science and
Industry delivers powerhouse
with new interactive gaming
exhibit.
Interactive game āđāļŠāļāļāđāđāļāļ§āļāļīāļāļāđāļēāļāļāļĨāļąāļāļāļēāļ
āđāđāļĨāļ°āļāļĢāļąāļāļĒāļēāļāļĢāļāļĩāđ Chicago Museum of
Science and Industry
101. At the Brooklyn Navy Yardâs Visitor Center, the Time
Table documents 400 years of American history as it
has progressed through the waters of the East River
and Wallabout Bay.
History at the Navy Yard has not merely been
witnessed, but physically manifested in the evolution of
the Yard itself. It is this incredible and massive change
over time that the Time Table was designed to
visualize.
Visitors can watch the Time Table evolve, or they can
dive deeper by touching any of the sites displayed on
the map. These sites feature buildings, boats and even
the BQE. Visitors access photographs, illustrations and
text describing the state of the site at different points in
time. Sites also include personal stories of the
exceptionally industrious people who have populated
the yard over 400 hundred years of history.
Interactive tableCase2
Interactive table āđāđāļŠāļāļāļāđāļāļĄāļđāļĨāđāļāļĩāđāļĒāļ§āļāļąāļāļāļĢāļ°āļ§āļąāļāļī
āļāļ§āļēāļĄāđāļāđāļāļĄāļēāļāļāļ Brooklyn Navy Yard āđāđāļĨāļ°
āļāļąāļāļāļēāļāļēāļĢāļāļāļāļāđāļĄāļīāļāļēāđāļāļāļĢāļīāđāļ§āļāļĢāļīāļĄāļāđāļēāļ§ Wallabout
102. Interactive tableCase2
Brooklyn Navy Yardâs Visitor Center
Interactive table āđāđāļŠāļāļāļāđāļāļĄāļđāļĨāđāļāļĩāđāļĒāļ§āļāļąāļāļāļĢāļ°āļ§āļąāļāļī
āļāļ§āļēāļĄāđāļāđāļāļĄāļēāļāļāļ Brooklyn Navy Yard āđāđāļĨāļ°
āļāļąāļāļāļēāļāļēāļĢāļāļāļāļāđāļĄāļīāļāļēāđāļāļāļĢāļīāđāļ§āļāļĢāļīāļĄāļāđāļēāļ§ Wallabout
104. The exhibition âHome and Exile. Jewish Emigration from Germany
since 1933âģ focused on the forced exodus of German Jews. ART
+COM created an interactive installation that told stories about
persecution and preparing for ïŽight, about journeys to an
uncertain future and, above all, about beginning anew in a foreign
world.
The installation featured a world map from 1939. 80 ïŽags marked
those countries of destination, to which German Jews primarily
emigrated. The static map was superimposed by dynamic
information â by the simple turn of one of the three knobs, users
could choose a country and retrieve information about the
selected place of emigration and destinies connected to them.
The installation provided personal stories about peopleâs journeys
and struggles, and illustrated the cultural and societal
consequences of the exodus of German Jews for Germany,
Europe and the whole world.
The exhibition travelled to the Haus der Geschichte in Bonn and to
the Zeitgeschichtliches Forum in Leipzig, Germany.
Interactive tableCase2
Home and Exile Jewish Emigration
from Germany since 1933
Interactive table āđāđāļŠāļāļāļāđāļāļĄāļđāļĨāđāļāļĩāđāļĒāļ§āļāļąāļāļāļēāļĢāļāļāļĒāļ
āļāļāļāļāļāļĒāļīāļ§āđāļāđāļĒāļāļĢāļĄāļąāļ
Source : https://artcom.de/en/project/home-and-exile/
105. Interactive tableCase2
Home and Exile Jewish Emigration
from Germany since 1933 Source : https://artcom.de/en/project/home-and-exile/
106. Interactive tableCase2
Home and Exile Jewish Emigration
from Germany since 1933 Source : https://artcom.de/en/project/home-and-exile/
107. Interactive tableCase2
Home and Exile Jewish Emigration from
Germany since 1933 focuses on the forced
exodus of German Jews.
Home and Exile Jewish Emigration
from Germany since 1933
Interactive table āđāđāļŠāļāļāļāđāļāļĄāļđāļĨāđāļāļĩāđāļĒāļ§āļāļąāļāļāļēāļĢāļāļāļĒāļ
āļāļāļāļāļāļĒāļīāļ§āđāļāđāļĒāļāļĢāļĄāļąāļ
108. Erica Carter, 32 (left), and Mar Fujimoto, 29, view "The Crossroads Table," an interactive exhibit that draws
attention to 160 genres of music and how they relate to one another, at the Grammy Museum.
Interactive tableCase2
110. Preregistered visitors for the upcoming Cityscape Abu Dhabi 2014, one of the emirateâs most prominent real estate show, have increased by 26 per
cent compared to last year, according to an organiserâs statement released on March 23.Now in its eighth edition, Cityscape Abu Dhabi will be held
from April 22-24 at the Abu Dhabi National Exhibition Center (Adnec). More than 120 exhibitors from various countries,including Egypt, Turkey,
Oman, Kuwait, India, Russia, UK, US and Qatar are expected to take part in the show. The event will also see attendance from many investors,
government authorities, architects, and professionals involved in real estate developments across the Middle East.
Interactive tableCase2
http://www.cityscapeabudhabi.com/
111. Rebecca Eydt and Leilah Lyons joined the University of Wisconsin- Madison for a
play test at the Games Learning and Society Center. Fifteen local middle school
children from an after school program specializing in computer sciences visited in
order to test out the newly ïŽnished table top game. The researchers observed three
groups of children during their game play so that developmental changes could be
made before the table was shipped to NYSCI.
Interactive tableCase2
Source : University of Wisconsin
113. Augmented RealityCase3
āļāļēāļĢāđāļāđāđāļāļāđāļāđāļĨāļĒāļĩ Augmented Reality āđāļāđāļāļĄ
Xvolution āđāļāļĄāđāļāđāļāđāļŠāļēāļĢāđāđāļāļĒāļāļĩāđāļĄāļĩ application
āđāļŠāļĢāļīāļĄāđāļāļ·āđāļāđāđāļŠāļāļāļ āļēāļāļŠāļēāļĄāļĄāļīāļāļīāļāļāļāđāļāđāļāđāļŠāļēāļĢāđ
The used of Augmented Reality in the
Dinosaur Board game : Augmented Reality
114. This video shows a simple application of augmented reality where a broken vase is virtually
restored. The system runs on iOS and it is based on Unity3d and Vuforia (Qualcomm). The
complete vase was ïŽrst scanned with a 3d scanner and textured by hand using pictures taken
from multiple angles. The vase was then inadvertently dropped on the ïŽoor. Luckly, the base was
intact. The top portion of the vase was virtually cutted out of the 3d scanned model and
integrated in the augmented reality application resulting in what is shown in the video. The ïŽnality
of the projet is to use real acheological artefacts: scan the found pieces, create the missing parts
with a 3d artist and a specialist, and virtually restore the artifact to its former glory.
Augmented RealityCase3
āļāļēāļĢāđāļāđāđāļāļāđāļāđāļĨāļĒāļĩ Augmented
Reality āđāļāļāļēāļĢāļŠāļĢāđāļēāļāļ āļēāļāļŠāļēāļĄāļĄāļīāļāļī
āļāđāļāļĄāđāđāļāļĄāļŠāļ§āļāļāļĩāđāļŠāļķāļāļŦāļĢāļāļāļāļ
āļāļąāļ§āļāļĒāđāļēāļāđāļāļāļīāļāļīāļāļ āļąāļāļāđ
116. Cisco Interactive
Museum Tour
Cisco wanted an engaging way to tell the
story of the amazing mobile experiences
they deliver with a more intelligent Wi-Fi
network. The team wanted to celebrate the
launch of a partnership on a recent
interactive museum tour app at a natural
science museum in Atlanta.
The result was a simulated mixed-media
interactive tour that allows a user to select
their persona and device, then experience a
day at the museum with Cisco-powered Wi-
Fi solutions. It incorporates illustration and
sound design to create a sense of fun and
delight.
Source : http://www.annaradley.com/
Augmented RealityCase3
āļāļēāļĢāđāļāđāđāļāļāđāļāđāļĨāļĒāļĩ Augmented Reality
āđāļāđāļāđāļāļāđāļāļąāļ§āļĢāđāđāļāļāļīāļāļīāļāļ āļąāļāļāđ
118. National Maritime Museum
Britainâs Maritime Heritage
Brought to Life
London, UK
A series of columns are placed towards the exit of
the gallery through which the visitors pass to leave.
Eight small video monitors inset in these columns
show short ïŽlms of people answering questions
such as: "What does the sea mean to you?", "What
is your maritime story?", "What are your memories
of the sea?â Specially recorded at the museum,
they provide a sometimes humorous, sometimes
thought-provoking and even provocative insight
into how Britons, as inhabitants of an island nation,
still maintain powerful and meaningful relationships
with the sea.
Beneath the giant wave is an area where children
can sit amongst images of ïŽshes and marine life
and play with shell shaped musical instruments.
Interactive BalloonsCase4
120. Water, Wind, & Weather: Miami in a Changing Climate is a large-scale
computer-based interactive installation exploring the changing global
climate and potential impacts on Miami, notably the risks associated
with sea level rise and links to strong storms. Miami Science Museum
and my ïŽrm, Ideum, developed this project with funding from The
National Oceanic and Atmospheric Administration (NOAA).
The original project title was: Hurricanes and Climate Change: Local
Impacts and Global Systems. This title was more descriptive of the
general aim of the installation, which was to help visitors make the
connection between global climate changes and local impacts.
http://www.exhibitïŽles.org/water_wind_weather_miami_in_a_changing_climate
Interactive BalloonsCase4
123. http://www.mymodernmet.com/proïŽles/blogs/takahiro-matsuo-aquatic-colors
Swimming in a glowing, underwater
sea of jellyïŽsh would be a really
beautiful experience. But, with limited
access to the deep sea, this
interactive installation by artist
Takahiro Matsuo could be considered
a backup to that kind of actual
encounter. The dark blue room, a
reminder of the oceanic abyss, is a
seamlessly ïŽowing design in which
viewers can appreciate the beauty of
these fascinating creatures without
having to actually run the risk of a
jellyïŽsh sting.
Interactive ScreenCase5
Takahiro Matsuo
125. Interactive ScreenCase5
The Collection Wall is a 40-foot, interactive, multitouch MicroTile
wall, displays in real-time all works of art from the permanent
collection that are currently on view in the galleriesâbetween
4,200 and 4,500 artworks, at any given time. In addition, the
Collection Wall displays thematic groupings that may include
highlighted artworks that are currently on loan as well as select,
light-sensitive artworks that are in storage.
Gallery One interactive wall
http://www.clevelandart.org/gallery-one/collection-wall
126. Interactive ScreenCase5
The Collection Wall facilitates discovery and dialogue with other visitors and can serve as an orientation experience, allowing visitors
to download existing tours or create their own tours to take out into the galleries on iPads and iPhones. The largest such screen in the
United States, the Collection Wall enables visitors to connect with objects in the collection in a playful and original way, making their
visit a more powerful personal experience. Its display transitions every 40 seconds to keep things interestingâgrouping artworks by
theme and type, such as time period or materials and techniques, as well as by 32 curated views of the collection.
http://www.clevelandart.org/gallery-one/collection-wall
130. Interactive ScreenCase5
The interactive exhibit will be a key element of the new permanent Egyptian exhibition at
The Museum of Mediterranean and Near Eastern Antiquities in Stockholm, which is making
its collection of mummies available in digital form for the ïŽrst time.
http://inthefold.autodesk.com
132. As part of our multimedia Nike 100 exhibition at the 2008 Beijing
Olympics, we designed a series of interactive installations embodying
Nike's pursuit of lightness and speed. We worked with NY based Potion to
develop the technology for two interactive pieces in the exhibition.
In "Light Matters," visitors were invited to weigh their shoes. A
corresponding wall projection visualized the extra weight a visitor would lift
over the course of their lifetime by wearing those shoes, in relation to the
weight of large animals ranging from elephants to blue whales.
http://2x4.org/work/81/nike-100-interactive-installations/
Mixed realityCase5
āļāļīāļāļĢāļĢāļĻāļāļēāļĢāļāļāļ Nike āļāļĩāđāđāļŦāđāļāļāđāļāļēāļĢāļāļāđāļāđāļēāļĄāļēāļ§āļēāļ
āđāļāļ·āđāļāļāļĩāđāļāļ°āđāļāļĢāļĩāļĒāļāđāļāļĩāļĒāļāļāļąāļāļāđāļģāļŦāļāļąāļāļāļĩāđāđāļāđāļēāļāļāļāļāđāļāļ
āđāđāļāļāļĢāļąāļāļāļĨāļāļāļāļĩāļ§āļīāļāđāļāļĒāđāļāļĩāļĒāļāļāļąāļāļŠāļąāļāļ§āđāļāļāļēāļāđāļŦāļāđ
133. FrÃĐdÃĐric Penelle, the witty graphical storyteller from Brussels, and Yannick Jacquet (aka Legoman), a member of one of the most
outstanding audiovisual labels: AntiVJ, have released an inspiring work in-collaboration a few days ago. We caught Yannick
Jacquet in social media to ask him about this âwork in progressâ video. Their rendez-vous seems to evolve into a stage of an
ultimately improvisational form between visuals in static, and visuals in motion. The mapping projections are measured to the little
detail making the drawings feel live.
Mixed realityCase5
136. Body trackingCase6
āļāļēāļ interactive āļāļĩāđāđāļāđāļāļēāļĢ
āđāļāļĨāļ·āđāļāļāđāļŦāļ§āļāļāļāļĢāđāļēāļāļāļēāļĒāļŠāļĢāđāļēāļ
āļāļāļīāļŠāļąāļĄāļāļąāļāļāđāļĢāļ°āļŦāļ§āđāļēāļāļāļāļāļąāļāļŠāļ·āđāļ
137. Body trackingCase6
Make a Face â Facial recognition
software is employed to match visitorsâ
facial expressions with one of 189
artworks in the museumâs collection. The
matched faces are displayed in photo-
booth styled strips that are both
displayed on the Beacon near the
galleryâs entry and are able to be shared
via email.
Strike a Pose â The visitor is asked to
imitate the pose of a sculpture, and is
given feedback relating to the accuracy
of their pose. Visitors are able to share
their poses and view othersâ poses, in
addition to trying another pose.
Sculpture Lens
Source : http://www.clevelandart.org/gallery-one/interactives
āļāļēāļ interactive āđāļāļāļīāļāļīāļāļ āļąāļāļāđāļāļĩāđāđāļāđ
āļāđāļēāļāļēāļāļāļāļāļāļāđāļāđāļēāļāļĄāļĄāļēāđāļāđāļāļāļąāļ§āđāļĨāļ·āļāļ
āđāļāļ·āđāļāļŦāļē(āļāļēāļāļĻāļīāļĨāļāļ°)āļāļĩāđāļĄāļĩāļāđāļēāļāļēāļāđāļāļĨāđāđāļāļĩāļĒāļ
āļĄāļēāđāđāļŠāļāļ
138. Body trackingCase6
Make a Face â Facial recognition software is employed to
match visitorsâ facial expressions with one of 189 artworks in
the museumâs collection. The matched faces are displayed in
photo-booth styled strips that are both displayed on the Beacon
near the galleryâs entry and are able to be shared via email.
Strike a Pose â The visitor is asked to imitate the pose of a
sculpture, and is given feedback relating to the accuracy of
their pose. Visitors are able to share their poses and view
othersâ poses, in addition to trying another pose.
Source : http://www.clevelandart.org/gallery-one/interactives
139. Body trackingCase6
Created by Cambridge (US) based creative studio Design I/O (Theo
Watson, Emily Gobeille and Nick Hardeman), Connected Worlds is a large
scale immersive, interactive ecosystem developed for the New York Hall of
Science.
The installation is comprised of six interactive ecosystems spread
out across the walls of the Great Hall and connected together by a 3000
sqft interactive ïŽoor and a 45ft high waterfall. Visitors can use physical logs
to divert water ïŽowing across the ïŽoor from the waterfall into the different
environments, where children can then use their hands to plant seeds. As
the different environments bloom creatures appear based on the health of
the environment and the type of plants growing in it. If multiple
environments are healthy creatures will migrate between them causing
interesting chain reactions of behaviours.
http://www.creativeapplications.net
144. A multi-media installation used typography and the most
advanced digital technologies to ethically engage the
audience.
In Order to Control was realized last year by NOTA BENE
Visual, a multi-disciplinary studio based in Istanbul.
Using kinetics and projections, the installation consisted
of a dark room where a text was initially projected on the
ïŽoor.
As viewers accessed the space their shadows covered
words on the ïŽoor, which were then projected on the wall
instead. In order to make sense of the text, the viewer
had to move and possibly to join arms with other
viewers.
NOTA BENE Visual designed the installation in a way that
calls for the viewer's complete engagement of body and
mind. In fact, the ethical question behind the work
addresses our capacities to 'move' and take action in
our controversial society.
One text projected demonstrates this notion: 'To do
nothing is sometimes the worst thing you can do.
Whenever you know but donât act upon, you are
committing crime as well. Are you really the one to
distinguish the moral from the immoral?'
Photos courtesy NOTA BENE Visual.
http://www.frameweb.com/news/in-order-to-control-by-nota-bene-visual
Body trackingCase6
Order to Control
146. Nokia Museum Interactive Navigation
Interactive FloorCase7
Moscow House of Photography and Nokia along with AR-Door and SILA have created the
projective animated navigation across the building and its expositions. SILA is a small but brave
Moscow-based media design studio did a number of good identity and conceptual design works
that are worth to explore on http://s-i-l-a.com/
http://designcollector.net/interactive-navigation-by-sila/
āļĢāļ°āļāļāļāļģāļāļēāļāđāļāļāļīāļāļīāļāļ āļąāļāļāđāđāļāđāļāļĩāļĒāļāļĩāđ Moscow
147. Using pure data as a source for sound and visuals,
datamatics combines abstract and mimetic presentations of
matter, time and space in a powerful and breathtakingly
accomplished work. datamatics is the second audiovisual
concert in Ryoji Ikedaâs datamatics series, an art project that
explores the potential to perceive the invisible multi-
substance of data that permeates our world. Projecting
dynamic, computer-generated imagery â in pared down
black and white with striking colour accents, Ikedaâs intense
yet minimal graphic renderings of data progress through
multiple dimensions. From 2D sequences of patterns derived
from hard drive errors and studies of software code, the
imagery transforms into dramatic, rotating views of the
universe in 3D, whilst the ïŽnal scenes add a further
dimension as four-dimensional mathematical processing
opens up spectacular and seemingly inïŽnite vistas. A
powerful and hypnotic soundtrack reïŽects the imagery
through a meticulous layering of sonic components to
produce immense and apparently boundless acoustic
spaces. datamatics, alongside the recently released and
critically acclaimed dataplex album, marks a signiïŽcant and
exciting progression in Ikedaâs work.
Interactive FloorCase7
149. http://entertainmentdesigner.com
Physical InteractiveCase8
In a recent paper âDesigning Exhibits for
Children: What Are We Thinking?â Gail
Ringel offers a fascinating perspective.
She suggests that a basic interactive
approach isnât enough. âAs we focus on
designing interactive exhibits for families,
there seems to be pretty broad agreement
that engaging people in play, and thinking
about family dynamics in museums will get
us to exhibit design heaven: weâll attract,
hold, and communicate to people. And
while itâs true that being playful seems to
work better than some approaches, Iâm
here with some pretty bad news: itâs
probably not working nearly as well as you
think it is.â
āļāļāļāļāļēāļ Interactive
āļāļĩāđāđāļāđāļ digital media
āđāđāļĨāđāļ§āļāļēāļāļ§āļīāļāļąāļĒāđāļŠāļāļāļ§āđāļē
āļāļīāļāļīāļāļ āļąāļāļāđāļĒāļąāļāļāļģāđāļāđāļāļāļ°
āļāđāļāļāļĄāļĩāļŠāļ·āđāļāļāļēāļĒāļ āļēāļāļāđāļ§āļĒ
150. http://entertainmentdesigner.com
Physical InteractiveCase8
Ringel goes on the highlight one of the core process
deïŽciencies thatâs impacting interactive attraction
development today. The issue is epitomized by projects that
simply replace traditional signage with iPads and call the
result âinteractive.â Often, Ringel says, we approach
interactive exhibit development for children with a
fundamental misconception: that children think like adults,
but simply have less experience, read less, and need to
move more.
203. Insanity: doing the
same thing over and
over again and
expecting different
results.
Albert Einstein
āļĄāļĩāđāđāļāđāļāļāļāđāļēāļāļĩāđāļāļģāļŠāļīāđāļāđāļāļīāļĄāđāđāļāđ
āļŦāļ§āļąāļāļāļĨāļĨāļąāļāļāđāļāļĩāđāļāđāļēāļāđāļ