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computing and art

presented at

siggraph 06

In this paper we report on an interdisciplinary course “Computing and Art” taught at the Sabanci University, Istanbul for the first time in fall of 2004. We also present research activities initiated by the course activities and continued to graduate work. The two faculty members teaching the course as well as the students are an equal mix from the visual communication design and computer science departments. The course’s objective is to create interactive 3D virtual environments by multiple teams of students comprised of one computer science and one design student each. The students are challenged to develop realtime graphics software and well designed virtual spaces and/or interfaces as part of the course project. However the primary mission for both domain members is to create meaningful content that is to be implemented into a non-linear spatial structure, possessing non-linear narrative; thus necessitating content development, scenario and dialogue writing, as well as research, such as relevant social, historic, art historic, audial or scientific data, when and as needed. In this paper we present the structure of the course, as well as some of the projects and lessons learned.

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maestro

presented at

Infoviz 07

A 3D calendar visualizer (maestro) is developed for coordinatingmultiple schedules, with a new entry represnetation concept is introduced with this project, when compared to other calendar application dealing with the management of the data only. Spotting thne relevant information in order to avoid a complicated demonstration is the most challenging issue. Thnis is the main reason why  recognizable, primitive shapes for the data expression were preferred nad aimed to design a software scalable according to thne number of calendars.

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fluxitecture

presented at

isea 09

Fluxitecture is a three dimensional virtual installation which takes to task the visualization of human motion, generating representations of spatial memory. One aspect of the project is the creation of a complex kinesthetic tracking system, which moves between the concepts of space and duration through a set of simple rules. A second ambition is the creation of a complex design system through the adaptation of simple shapes evolving into progressive complexity, again through the tracking of human movement over time, thus articulating complex spatial ideas grounded in duration and memory.

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miro avatar

This project originates from the desire to integrate an emotional presence into the Web. In real life, we do not communicate our emotions consciously; hence the idea of using EEG to collect a person’s emotions. However, since the EEG data cannot have reliable or interpretable meaning concerning any emotional state, we may only speak of collecting the “idea” of one’s emotions. EEG is used to accumulate an individual’s brain signals; signals that occur each moment, unconsciously, in response to the interaction with our immediate environment. Since we desired to interpret these signals as the idea of one’s emotional presence in virtual reality, the 3-D virtual world, Second Life naturally became our platform to apply this metaphor of reality.

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shadow play

presented at

siggraph asia 08

A method for computer-aided shadow play, where shadows cast on a screen are saved and projected back onto the screen. Users can create an environment with butterflies that are controlled by user shadows.

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synaesthetics

presented at

siggraph 07

The intent is to investigate the possible connections of the textual and the visual, to use these connections to generate visuals which are user – specific and even personal. The idea has stemmed from synesthesia, a neurological phenomenon in which stimulation of one of the five senses invokes perception by the way of a different sense, for example, the taste of chocolate causing the perception of  prickles on the skin. The most common kind of synesthesia is grapheme – color synesthesia, in which letters and numbers are perceived as colors.

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