Check out these lovely kinetic material experiments that came out of a five day workshop organized by Dino Rossi of the Adaptive Systems Lab (ASL).
Students modeled their molds in Rhinocerous and fabricated them on a MakerBot 3D printer. The supple skins were made from a soft silicone and controlled using an Arduino and pneumatic valves.
The results are quite mesmerizing.
Posted by Syuzi on December 8, 2013 at 7:23pm
Resinance 2.0 is the successor of Resinance, realized six month after the first project. Its general system is building upon the initial installation with improved behavioural complexity and technical and material resilience. The project emerged from a student application to showcase the work at the 2013 ACADIA conference at the school of architecture, University of Waterloo, Cambridge, Canada.
While the main concept of the installation is similar to the previous one, e.g. responsive smart material elements, that change colour when physically touched and share the information with their neighbouring elements in order to develop a global emergent behaviour based on local interactions, several parts of the installation are significantly different.
The layout of the installation is changed to a linear arrangement consisting of ten clusters, each containing three elements. The clusters are linked wireless and constantly communicate their current state to a Master node, which compiles the information and gives it back to the respective module. Every cluster is sitting atop an acrylic base that both provides stability when the elements are moving and also houses the necessary electronic an mechanical components.
The sensing capabilities of the individual elements are vastly simplified. While in Resinance piezo-vibration sensors are used to measure human interaction, in Resinance 2.0 a metallic mesh has been embedded into the polyester resin walls. The mesh, which was added during the rotational casting process, is used as a capacitive proximity sensor. This allowes visitors to interact with the modules all over their surface and makes them directly experience the change of temperature when…
Posted by responsive design studio on December 2, 2013 at 2:00pm
This project may have nothing to do with wearables but I wanted to take a moment to share it with all of you because (1) it’s ridiculously fun and addictive (2) I’ve watched the artist/founder Jed Berk iterate on the concept for the past two years until he finally nailed the play experience and (3) I make a personal debut in the video— see if you can find me!
With this full disclosure behind us, let me tell you about the joys of ITSABOB, its past and its hopeful future.
ITSABOB is a toy that transforms the play experience with balloons. Simply put, it’s kinda like a yo-yo for balloons.
The play experience is so darn addictive for kids and adults alike because the interaction is designed around our shared experience and collective memory of letting a balloon go. Berk has aptly coined this the “you can let go” moment.
The interaction with the device is quite intuitive. You squeeze it to pull the balloon towards you, and the moment you release your grip, the balloon naturally floats up again.…Continue
Posted by Syuzi on November 21, 2013 at 7:00am
As scientists develop the next wave of smartwatches and other wearable computing, they might want to continue focusing their attention on the arms and the wrists. According to a recent Georgia Tech study, portable electronic devices placed on the collar, torso, waist or pants may cause awkwardness, embarrassment or strange looks.
In a paper titled “Don’t Mind Me Touching My Wrist,” Georgia Tech researchers reported the results of a case study of interaction with on-body technology in public. Specifically, they surveyed people in both the United States and South Korea to gain cultural insights into perceptions of the use of e-textiles, or electronic devices, stitched into everyday clothing.
For the study, researchers directed participants to watch videos of people silencing incoming phone calls using e-textile interfaces on various parts of their body, including wrists, forearms, collarbones,…Continue
Posted by Hal on November 13, 2013 at 7:30am
Similar in function to Vibe-ing, Tactile Dialogues is a beautifully designed e-textile pillow constructed with touch sensors and vibrating motors. The pillow is used to generate a positive interaction between a caregiver and an individual suffering from severe dementia.
Vibe-ing and Tactile Dialogues essentially use the very same technologies yet take on very different forms. Worn on the body, Vibe-ing is a personal and intimate tool used to promote self-healing. Tactile Dialogues instead is a medium to generate interaction and conversation.
Both of these wonderful projects point to the importance of how much form and context (not the technology specifically) shape the development of the user experience.
They also give us a glimpse into the future of wearables: tactile knits and wovens, with haptic feedback mechanisms that are a pleasure to touch and wear.
Tactile dialogues is a collaboration between Eindhoven University of Technology (Martijn ten Bhömer), De Wever Borre…Continue
Posted by Syuzi on November 5, 2013 at 12:52pm
As part of an e-textile research project for Smart Textile Services (CRISP), designers Eunjeong Jeon, Kristi Kuusk, Martijn ten Bhömer and Jesse Asjes have developed a therapeutic wearable to treat a variety of physical ailments, including pain, sports injuries, and bone density loss.
Aptly called "Vibe-ing," the wearable is embedded with circuits that can sense touch and actuate a vibrating motor on specific pressure points on the body.
As our bodies vary in size, the garments must be customized to suit the wearer's needs and size.
Made from merino wool, the garment is beautifully constructed.
Learn more about the…Continue
Posted by Syuzi on November 4, 2013 at 4:00pm
It's difficult to completely digest the implications of this video. The the simple questions around data ownership and the ethical implications of wearable technology become expounded once individuals begin to hack their own bodies without the blessing of the medical community.
Share your thoughts below.
Katia Vega is a Beauty Tech Designer and is currently a PhD candidate in Computer Science at the Department of Informatics from the Pontifical Catholic University of Rio de Janeiro (Brazil) under the supervision of Prof. Hugo Fuks. She describes beauty technology as an emergent field in wearable computer using software in innovative ways. She has envisioned, designed and created several devices or interactive systems which have the ability to transform they way in which we interface with our environment.
Blinklifier can be seen as a development from the intrusive glasses and electromyography. This revolutionary piece of wearable computer amplifies human blinking. It follows the natural eye muscles' contractions, extending that motion into a visible light array that changes pattern depending on the blinking gesture. Technically speaking, Vega has used several components. Fake eyelashes have been metalized to capture the blinking motion and a conductive material was used as eyeliner to connect the…Continue
Posted by Carly Whitaker on October 31, 2013 at 7:30am
Halloween is right around the corner, and if you —like me— are a little behind in crafting your illuminated, animatronic getup, I've found a few relatively easy projects to inspire you.
Have a glowly one!
Tron Hoodie with EL Wire
EL Wire Fairy Wings
LED Warrior Shoulder Pads
Electronic Mini-mouse Bow
The Eyebeam initiative, Computational Fashion brings together various artists, designers and promotes collaborate and the development projects which combine technology and fashion, creating incredible works of art. The lead consultant on the programme is Dr Sabine Seymour, owner of Moondial and professor of Fashionable Technology at Parsons The New School for Design who has featured several times on this blog – for her incredible contribution creatively and theoretically to the field of wearable technology.
Kaho researches and builds digital games that are played in the physical world, face to face. Kaho's work is largely focused on improving social and personal experiences through the use of technology, fashion and games. For the initiative n with Dr. Katherine Isbister, she developed The Lightning Bug Game to explore how wearable technology can act as both a game controller and costume, in order to create a far richer, more immersive game experience.
Posted by Carly Whitaker on October 21, 2013 at 1:00am