Grammar#1
The work was one of the 10 winners of Re:Humanism. The exhibition happened in Rome in May 2019, at Albumarte. With the advancement in the AI field, the limits between human and artificial abilities is blurring. Most likely, in the near future, we will need to learn how to discriminate between human and artificially generated outputs. This scenario raises new questions about the human nature and the role of the arts in our current society. For instance, if on one hand the traditional automatic techniques are used to “free” the artist’s expressivity, on the other hand, technical automations may produce the opposite effect of reducing expressivity to a mechanical action. Grammar#1 is an interactive installation that uses methods from scientific research such as data collection and experimental setting as aesthetic language. The viewers are engaged in a Turing test game in which they are prompt to answer the question: ”what is human?”. Their decision will create a visual dialogue between the human and the machine, informing at the same time both the scientific research and the artistic enquiry. More in specific, the installation displays 300 automatic drawings I created using my technique called “Letitbrain”. These drawings constitute the dataset I […]
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BYO
BYO is an open-source software that allows to visualise, sonify and manage real time bio-data using the Myo armband by Thalmic Labs. The aim of this project is to create a system able to visualise and sonify the arm’s movements in real time during a performance, could that be sport, art, music or generally any physical activity. BYO can stream data via OSC and can be combined with other systems such as Max MSP, PD, Wekinator to augment the performer’s expressive possibilities. ⁃ Hardware: MYO Armband (array of 8 EMG Sensors + 9-axis inertial measurement unit (IMU): Orientation, Acceleration, Angular Velocity) Software: custom software written in C++ using OpenFrameworks BYO has been exhibited at “Tragbare Technologie”, Alja & Friends during the Wiener Schmucktage (read more) The code is available licensed under CC BY-NC-SA 4.0
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Stack Oversound
Stack Oversound is a prototype for an interactive memory puzzle for kids. It can be used with songs, sounds, separate tracks, storytelling and everything that can be separated and shuffled. The virtual game is made with Processing and the hardware prototype with Arduino The code is available (Processing :: Arduino) and licensed under CC BY-NC-SA 4.0
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This Is Not Private
full project here This piece has been shown at: 06/16 – XXI Triennale International Exhibition, Call Over35 – Milano, IT (Currently Showing) 05/16 CHI2016 Art Exhibition – San Jose, CA 09/15 – “Except/0n” St. James Hatcham Building – London,UK Press Selection: Wired US – Wired JP – Prosthetic Knowledge – The Creators Project This work explores the possibilities of empathy as a meta-language through the most powerful physical interface which is our face. The face is a part of ourselves which is not visible to us without the use of a mirror or an external tool (photography, video, etc.). Dedicated entirely to the “other”, it becomes our window to the world and the world’s window to ourselves. I asked 8 people to share a personal episode of their lives which they could somehow reconnect to one of the 6 basic emotions (P.Ekman) anger, fear, sadness, joy, disgust, surprise. Everyone of them picked up a very diverse subject and I asked them to tell me that story in their original language. By doing this I am trying to disconnect the reason linked to the language, in favour of a more fluid emotional communication. My challenge with this work is inducing in the viewer a sort of ‘identity displacement’, which reminds the phenomenon […]
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Oculus Rift “Shout!”
Immersive experience – voice controlled This section will explore the possibilities that Virtual Reality and an immersive experience can bring to the experiment.One of the main aims of the overall project is to facilitate the user to connect with his/her own voice. Being totally surrounded may help the user to disconnect from the reality and to unlock the voice, mostly if that is the only tool for the user to interact with the environment.The experience is approached as a sort of a game in which the player uses the voice to repel the objects that otherwise will crush against him. This prototype was built to be tested with people with speech impairments or non-verbal so that they could try to “unlock” some of the voice’s potentiality. At the moment this is a working prototype that needs Oculus Rift and Leap Motion and could be developed as a full game.The interactive solution takes inspiration from the everyday life. We are the target of a myriad of tiny little problems that metaphorically fall on our head, sometimes they chase us, overwhelm us and often we feel totally unable to react to them. I think that introducing the user into a safe and alternative reality will […]
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Tiles
This software written using JAVA and Processing simulates the installation by Pablo Valbuena. The original project consists in creating a series of complex patterns by rotating each of the single module (a tile) placed on the floor in a grid of 20×20. You can download the GitHub Repository here. Tiles
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Draw Synth
This is a tool for audio-visual performance based on a previous project called Ideasthesia :: synesthesia. The drawing tool has been implemented with some generative synth created using ofxMaxim. The tool is still in beta version. Here is a live presentation extract of the performance during the EAVI event. more info here
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Manymals
Manymals is a genetic algorithm that explores the complexity of gender, identity, social behaviour and language. It is written in Java using Processing. download Manymals here osx – linux – win read about the full project here
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Samsung Galaxy 4
This is a work I made at the Framestore Design Lab. I worked in a group with 3 highly skilled developers, a producer and a designer. We had to realise an interactive system to be installed in all the major mobile shops in UK, that showed the latest devices by Samsung. The first part of my job was prototyping all the possible UI for the system, The second part was creating all the animations for the final UI and the icons, thinking about the best way of the design to move across the screen in a catchy and flawless way. The third and the last part was interfacing with the developers department to make sure that all the assets where in the right place and in the correct format. Although the job was highly stressful with long nights and at a very high pace, I managed to deal with the pressure and I thoroughly enjoyed all the steps. In fact I think the outcome and the result of what we achieved was brilliant. more info here
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