Epilog is a room installation that uses light, sound and haze to create a 25-minute constantly transforming world of moving images and sounds.
Saint-Petersburg based Alexander Letcius and Bulat Sharipov create a magnificent virtual forest, illuminated by luminous flying creatures that react to visitors’ position.
The latest two instalments of the *old works* by Lia include number 10 of the re-move.org and 21 pieces from the highly influential turux collection, both now available for the iOS.
John Lennon: The Bermuda Tapes in an interactive Album App that tells the story of John Lennon’s life changing journey sailing through a mid-Atlantic storm to Bermuda in June 1980, the creative discovery during his time on the island and the artistic collaboration from abroad with wife Yoko Ono at home in New York.
IDNA by Sylvain Joly is the first story deployed on their spatial storytelling prototype for the iOS platform. Each scene of the story is designed in 360 degrees, and thanks to the built in gyroscope, it can be explored virtually throughout.
Britzpetermann was commissioned to create an installation for the entrance hall that draws attention to the topic energy. The team decided to break down the topic energy and chose the 4 elements, the basis of all energy extractions which are used in the park and present in an elegant and interactive way.
Constellaction is an installation by panGenerator which included swarm like intelligent and light responsive tetrahedrons that evolved and branched thanks to the collaborative effort of the audience.
INDG in Amsterdam are looking for an interactive genius who will be responsible for the visual design of the creative part of INDG’s experiences.
From custom geometry to adding textures to 2D and 3D shapes, Amnon Owed shows you practical examples of a number of crucial building blocks for 2D/3D Processing projects.
Project explores the notion of worship, the Internet and identity by combining animated GIFs + WebGL and delivering an unusual but very intriguing web experience.
For more than a decade, the artist collective Squidsoup have been designing rich interactive experiences. From their early navigable sonic environments, through their playful experiments with computer vision and interest in ‘volumetric visualizations’, an email exchange between Squidsoup’s Anthony Rowe and CAN begat a mammoth interview abound light, sound and many of the collective’s projects.
Choosing the right type of camera for your interactive installation is one of the most important technical choices you can make in your initial planning phases. Making the incorrect choice can really impact how well your installation reacts to its victims and it can also impact its ability to perform robustly in a large amount of environments.