Dec 27, 2010
Post-apocalyptic Tokyo scenery
fantastic photo manipulations by Tokyogenso. See more here

17:30 Posted in Blue sky, Creativity and computers, Cyberart | Permalink | Comments (0) | Trackbacks (0) | Email this
Zilok: peer to peer renting
From Mauro Cherubini's Moleskine
Zilok is a startup that offers an interesting service: peer to peer renting.
How it works? Users post possessions they are willing to rent out, along with a price. The web site processes the fee, track the reputation of your renting partner and issues insurance for the item.

17:23 Posted in Creativity and computers, Social Media | Permalink | Comments (0) | Trackbacks (0) | Email this
Aug 26, 2010
Heart Chamber Orchestra
The Heart Chamber Orchestra consists of classical musicians who use their heartbeats to control a computer composition and visualization environment. To my best knowledge, this is the first example of "group biofeedback".
The musicians are equipped with ECG (electrocardiogram) sensors. A computer monitors and analyzes the state of these 12 hearts in real time. The acquired information is used to compose a musical score with the aid of computer software. It is a living score dependent on the state of the hearts.


While the musicians are playing, their heartbeats influence and change the composition and vice versa. The musicians and the electronic composition are linked via the hearts in a circular motion, a feedback structure. The emerging music evolves entirely during the performance.
The resulting music is the expression of this process and of an organism forming itself from the circular interplay of the individual musicians and the machine.
The sensor network consists of 12 individual sensors; each one is fitted onto the body of a musician. A computer receives the heartbeat data. Software analyzes the data and generates via different algorithms the real-time musical score for the musicians, the electronic sounds and the computer graphic visualization
Below is a video documentation from the Heart Chamber Orchestra performance on the 28th of March 2010 at Kiasma Theatre at Pixelache Festival in Helsinki, Finland.
20:02 Posted in Biofeedback & neurofeedback, Creativity and computers, Cyberart | Permalink | Comments (2) | Trackbacks (0) | Email this | Tags: biofeedback, heart chamber orchestra, creativity
Dec 20, 2009
Head Chaise: Couching One's Thoughts into a Brain Wave Sofa
From Scientific American
Two European designers, Dries Verbruggen and Lucas Maassen used their alpha waves as a source of inspiration for their design work, which resulted in a piece of furniture, the Brain Wave Couch.
“The process is a wink to a rather futuristic design process,” the couch creators wrote in a press release, “for which a designer merely has to close his or her eyes, or merely rest, to have the brain do all the work, and create the data needed to have the CNC machine cut the shape of the sofa.”
The x-axis of the couch represents Maassen’s brain waves in hertz, while the y-axis shows the amount of alpha activity as a percentage, and the z-axis is the time in milliseconds. Once the foam core of the sofa was completed, the designers covered it by hand in soft gray felt and decorated the valleys of the brain waves with buttons.
The Brainwave Sofa was presented at the Bits ‘n Pieces Exhibition in New York.

20:44 Posted in Biofeedback & neurofeedback, Creativity and computers | Permalink | Comments (1) | Trackbacks (0) | Email this | Tags: brain-computer interface, neurofeedback, creativity
Dec 06, 2009
Avatar: Can't wait any longer
I just can not wait for the new James Cameron's movie Avatar...
The iPhone Orchestra
The Stanford Mobile Phone Orchestra (MoPhO) is a new repertoire-based ensemble using mobile phones as musical instrument. MoPhO's interactive musical works take advantage of the unique technological capabilities of today's hardware and software, transforming multi-touch screens, built-in accelerometers, built-in microphones, GPS, data networks, and computation into powerful and yet mobile chamber meta-instruments.
The researcher behind the idea, Ge Wang, believes cell phones are becoming so powerful that we “cannot ignore them anymore as platforms for creativity. . . . It levels the playing ground in some ways, because everyone has a cell phone.”

The Stanford Mobile Phone Orchestra’s performance on December 3 at Palo Alto (CA) used an Apple iPhones amplified by speakers attached to small fingerless gloves. Here is a video of the concert.
13:34 Posted in Creativity and computers, Cyberart, Positive Technology events, Wearable & mobile | Permalink | Comments (2) | Trackbacks (0) | Email this | Tags: iphone, cybermusic, cybersound, orchestra, stanford, mobile phone, digital creativity
Oct 10, 2009
Nokia N900 hacks
Enjoy
15:22 Posted in Creativity and computers | Permalink | Comments (16) | Trackbacks (0) | Email this | Tags: creativity, nokia n900, hacking
Jun 26, 2009
Reactable
From the Reactable website:
The Reactable is a revolutionary new electronic musical instrument designed to create and perform the music of today and tomorrow. It combines state of the art technologies with a simple and intuitive design, which enables musicians to experiment with sound, change its structure, control its parameters and be creative in a direct and refreshing way, unlike anything you have ever known before.
The Reactable uses a so called tangible interface, where the musician controls the system by manipulating tangible objects. The instrument is based on a translucent and luminous round table, and by putting these pucks on the Reactable surface, by turning them and connecting them to each other, performers can combine different elements like synthesizers, effects, sample loops or control elements in order to create a unique and flexible composition.
As soon as any puck is placed on the surface, it is illuminated and starts to interact with the other neighboring pucks, according to their positions and proximity. These interactions are visible on the table surface which acts as a screen, giving instant feedback about what is currently going on in the Reactable turning music into something visible and tangible.
Additionally, performers can also change the behavior of the objects by touching and interacting with the table surface, and because the Reactable technology is “multi-touch”, there is not limit to the number of fingers that can be used simultaneously. As a matter of fact, the Reactable was specially designed so that it could also be used by several performers at the same time, thus opening up a whole new universe of pedagogical, entertaining and creative possibilities with its collaborative and multi-user capabilities
20:09 Posted in Creativity and computers, Future interfaces | Permalink | Comments (0) | Trackbacks (0) | Email this | Tags: creativity, music, future interfaces
Jun 09, 2009
Google Wave
Google Wave is a new tool for communication and collaboration on the web, coming later this year. A "wave" is equal parts conversation and document, where people can communicate and work together with richly formatted text, photos, videos, maps, and more. In Google Wave you create a wave and add people to it. Everyone on your wave can use richly formatted text, photos, gadgets, and even feeds from other sources on the web. They can insert a reply or edit the wave directly. It's concurrent rich-text editing, where you see on your screen nearly instantly what your fellow collaborators are typing in your wave. That means Google Wave is just as well suited for quick messages as for persistent content — it allows for both collaboration and communication. You can also use "playback" to rewind the wave and see how it evolved.
Watch the demo video below
15:52 Posted in Creativity and computers | Permalink | Comments (1) | Trackbacks (0) | Email this | Tags: computer supported collaborative work, creativity
Mar 10, 2008
New platform for crowdsourcing
Via TheAppGap
Kluster is a platform for crowdsourcing and then organizing and putting to use skills, energy and availability on projects and initiatives. From the ReadWriteWeb review:
Kluster Launches at TED: A New Product in 72 Hours
Crowdsourcing firm Kluster officially launched yesterday at the TED conference, which is underway this week in Monterey, California. Founder Ben Kaufman, who bankrolled the company in part with money from the sale of his last company Mophie, has organized a gimmick over the course of the TED conference he hopes will prove Kluster’s worth. Kaufman intends to let TED attendees — and users from around the world — design a completely new product over the course of 72 hours.
The idea behind Kluster is that a group of passionate people working together can come up with better solutions for any decision-making problem than a single person. Whether that is planning an event, designing a new logo, or creating a new product, Kluster believes their system can.
[ Snip … ]
The Kluster system works by breaking down products into manageable chunks. For each chunk (or "phase"), people submit what are called "sparks." Sparks are proposed solutions for that phase. For each spark, other participants can submit "amps" — which are improvements to that idea. Users also assign "watts" to sparks and amps they like. Watts work kind of like investments. You accrue points based on participation and other factors, and can invest those points (watts) in ideas you like.Then an algorithm that takes into account "each user’s successes, failures, reputation, areas of expertise, and overall history" goes to work to determine which sparks are the best. Companies interested in using the Kluster system, put up cash prizes that are doled out along the way (at the completion of each phase).
00:15 Posted in Creativity and computers, Social Media | Permalink | Comments (0) | Email this
Mar 03, 2008
Board Game: Fright Night At The ER
Re-blogged from Medgadget

Researchers at Breakthrough Learning have developed the world's most stressful board game to help foster systems thinking, collaboration, and innovation in the health care setting.
Played out over a simulated 24-hour day at a hospital, "Friday Night at the ER" graphically shows the downside of short-term thinking, faulty assumptions and an every-manager-for-himself philosophy.
Four-player teams try to juggle a limited number of hospital beds, a relentless influx of patients and a gradual attrition of nurses to care for them, all while racing against a clock that forced faster and faster decisions. Every so often, game cards announce another mini-crisis to ramp up the pressure.
The patient count in the ER waiting room soars as the day goes on, especially if the players running the operating room, critical care unit and medical-surgical floor don't cooperate to free up bed space, share nursing staff and think ahead to the next challenge.
"It's about collaboration and teamwork, about seeing your department as one piece of an enormous mosaic," game leader William Ward [Johns Hopkins University professor of health finance and management -ed] told the players. "Whether it's lab, registration, records, we tend to manage just in our own little departments. I swear at the bottom of the Atlantic there's still a hospital department manager in dry room on the Titanic who went down thinking 'It's OK. My department is dry.'"
23:25 Posted in Creativity and computers | Permalink | Comments (0) | Email this | Tags: creativity and computers
Oct 20, 2007
Computational Arts and Creative Informatics

Proposals Deadline: November 15, 2007
Full Articles Due: February 28, 2008.
At the core of the fundamental questions of “what is art” and “what is technology” we focus The Handbook of Research on computational Arts and Creative Informatics at the convergence of computer science and artistic creativity. We seek to discover new ways to conceptualize art and investigate new methods of self expression through the use of technology. Here we are inviting experts in a wide range of disciplines to discuss the emergence of expression and art through that of science, information technology, computer science, artificial intelligence and many other related fields. We see this book as a comprehensive recourse where artists and scientists can collaborate on ideas, practices and experimentations on these topics. As technology becomes meshed further into our culture and everyday lives, new mediums and outlets for creative expression and innovation are abound. We are emphasizing the creative nature of technology and science itself. How does the human side of technological achievement influence our creative abilities as technology is a creation in itself? Has the ontology of the information age influenced society at the level of both the human and non human? Through this handbook we are addressing novel concepts from creation, interaction, communication, interpretation and emergence of art through various technological means and mediums.
The Handbook of Research on computational Arts and Creative Informatics will provide a comprehensive range of topics regarding the interaction of the sciences and the arts. Key concepts, theories and innovations involving the computational side of the arts and other creative technologies will be discussed. This particular volume will feature chapters (8,000-10,000 words) written by experts and leading innovators of their respective fields.
Recommended topics include, **but are not limited to**, the following:
+Essays and Discussion on Art and Technology
+Art and web design
+Fractals, tessellations and Creativity through mathematical expression
+Interactive and computational sculptures and artworks
+Kinetic sculptures
+Creativity as an emergent property of art and science
+Digital art and creative expressions
+The creative process in IT education
+Art created by Artificial Life and Intelligent Agents
+Creativity in computer interface and web design
+Creativity from emergent properties
+Art expressed or created by multi-agent systems
+Virtual spaces and Art of synthetic/ virtual worlds
+Art and expression through information visualization
+Animation, simulation and modeling
+3-D artwork
+Art for the blind and visually impaired- Universal Creativity
+Human expression through cybernetics
+Robotics and Art
+Future trends in Art as influenced by emerging technologies
Submissions: Interested individuals are invited to submit a 1-2 page manuscript on their proposed chapter by November 15, 2007. We encourage the inclusion of related topics not mentioned above that may be related to both the theme of the handbook and your particular research area or expertise. Upon acceptance of your proposal, you will have until February 28, 2008 to submit a completed draft of your chapter.
A set of guidelines will also be sent to you upon acceptance. Each potential author will receive notification on their acceptance status by November 30, 2007.
17:10 Posted in Creativity and computers, Cyberart | Permalink | Comments (0) | Email this | Tags: cyberart
Aug 07, 2007
Free web application for brainstorming online
Bubbl.us is a (free) web application that lets you brainstorm online. Key features include:
- Create colorful mind maps online
- Share and work with friends
- Embed your mind map in your blog or website
- Email and print your mind map
- Save your mind map as an image
Here is an example:

19:49 Posted in Creativity and computers | Permalink | Comments (2) | Email this | Tags: creativity and computers
Feb 06, 2007
Programmable Media: Open Platforms for Creativity and Collaboration
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Programmable Media: Open Platforms for Creativity and Collaboration :: A symposium organized and presented by New Radio and Performing Arts, Inc., hosted by Pace Digital Gallery :: Date: March 2, 2007 :: Time: 10 am to 3:30 pm :: Venue: Multipurpose Room, 1 Pace Plaza, Pace University :: Contact: Helen Thorington (newradio[at]turbulence.org); Jillian McDonald (jmcdonald2[at]pace.edu). Registration is encouraged: email turbulence at turbulence.org.
In July 2004 the not-for-profit media organization New Radio and Performing Arts, Inc. began the networked_performance blog to chronicle observations that internet based creative practice is expanding due to the ready availability of wireless, mobile, and GPS computational devices and the emergence of the programmable web. We observe that artists, designers and researchers working in digitally networked and programmable environments are increasingly making projects that are media platforms, tools and services which are open and contingent upon participation and the contribution of content to realize them.
Programmable Media: Open Platforms for Creativity and Collaboration, hosted by Pace University, will explore two forms of current practice. First, the creation of original software to create tools and services for creative and social use, such as a freely available 3-D drawing tool and musical instrument, or a public commons meta layer conceived as a continuous public space for collaboration. Second, the creation of original work using the tools available within open platforms such as Second Life and MySpace to build community and raise awareness.
16:24 Posted in Creativity and computers | Permalink | Comments (0) | Email this | Tags: creativity and computers
Jan 02, 2007
7th International Conference on New Interfaces for Musical Expression

NIME 2007 CALL FOR PARTICIPATION: On behalf of the NIME07 Committee, we would like to invite you to be part of the 7th International Conference on New Interfaces for Musical Expression (NIME), organized by Harvestworks and New York University's (NYU) Music Technology Program in partnership with LEMUR and the NYU InteractiveTelecommunications Program (ITP).
We encourage contributions of the following kinds: * Papers (full-length, short-length, posters) * Demos * Live Performances * Installations. Complete submission guidelines are now available at http://www.nime.org/2007.
23:02 Posted in Creativity and computers | Permalink | Comments (0) | Email this | Tags: creativity and computers
Dec 23, 2006
Positive emotions boost creativity
Researchers from the University of Toronto found that creativity is improved when people are in a good mood.
Read the post on WoP
Read ABC health report on the study
17:55 Posted in Creativity and computers | Permalink | Comments (0) | Email this | Tags: creativity and computers
Oct 31, 2006
ENGAGE: Interaction, Art and Audience Experience
from Rhizome.org
26-28 November 2006
University of Technology, Sydney
Reduced fee early registration deadline approaching: 8 November 2006.
ENGAGE is an international symposium positioning audience experience at the heart of our understanding of interactive art. Papers will be presented by leading artists, curators and theorists exploring key issues in audience-based interactive art research.
Further information on keynote speakers, presenters, registration and contact information is available at: http://www.creativityandcognition.com/engage06/
ENGAGE is the 3rd annual symposium organised by the Creativity and Cognition Studios at the University of Technology, Sydney. Sponsorship is care of the Australasian CRC for Interaction Design (ACID), creating new forms of human interaction with emerging content technology; and the Australian Network for Art and Technology (ANAT), Australia's peak network and advocacy body for media arts.
17:47 Posted in Creativity and computers, Cyberart | Permalink | Comments (0) | Email this | Tags: cyberart
Oct 26, 2006
EvoMUSART 2007
From Networked Performance

EvoMUSART 2007: 5th European Workshop on Evolutionary Music and Art: 11-13 April, 2007, Valencia, Spain: EVOSTAR: EVOMUSART: "ArtEscapes: Variations of Life in the Media Arts"
The use of biological inspired techniques for the development of artistic systems is a recent, exciting and significant area of research. There is a growing interest in the application of these techniques in fields such as: visual art and music generation, analysis, and interpretation; sound synthesis; architecture; video; and design.
EvoMUSART 2007 is the fifth workshop of the EvoNet working group on Evolutionary Music and Art. Following the success of previous events and the growth of interest in the field, the main goal of EvoMUSART 2007 is to bring together researchers who are using biological inspired techniques for artistic tasks, providing the opportunity to promote, present and discuss ongoing work in the area.
The workshop will be held from 11-13 April, 2007 in Valencia, Spain, as part of the Evo* event.
The event includes the exhibition "ArtEscapes: Variations of Life in the Media Arts", giving an opportunity for the presentation of evolutionary art and music. The submission of art works for the exhibition session is independent from the submission of papers.
Accepted papers will be presented orally at the workshop and included in the EvoWorkshops proceedings, published by Springer Verlag in the Lecture Notes in Computer Science series.
Further information can be found on the following pages:
Evo*2007: http://www.evostar.org
EvoMUSART2007: http://evonet.lri.fr/TikiWiki/tiki-index.php?page=EvoMUSART
21:39 Posted in Creativity and computers, Cyberart | Permalink | Comments (0) | Email this | Tags: cyberart, creativity and computers
Aug 02, 2006
EJEL special issue on Communities of Practice and e-learning
In the issue of the Electronic Journal of E-Learning to be published in the summer of 2006, there will be a section focusing on Communities of Practice. This special section will examine, from a theoretical and practical perspective, how the concepts of Communities of Practice and e-learning can be combined.
Possible topics include:
- Communities of Practice for e-learning professionals;
- Establishing Communities of Practice to support e-learners
- Communities of Practice and informal e-learners;
- Technologies supporting Communities of Practice and e-learning
The Electronic Journal of e-Learning provides perspectives on topics relevant to the study, implementation and management of e-Learning initiatives.
The journal contributes to the development of both theory and practice in the field of e-Learning. The journal accepts academically robust papers, topical articles and case studies that contribute to the area of research in e-Learning.
10:33 Posted in Creativity and computers | Permalink | Comments (0) | Email this | Tags: collaborative computing
ECGBL 2007: The European Conference on Games Based Learning
University of Paisley, Scotland, UK 25-26 October 2007
Over the last ten years, the way in which education and training is delivered has changed considerably with the advent of new technologies. One such new technology that holds considerable promise for helping to engage learners is Games-Based Learning (GBL).
The Conference offers an opportunity for scholars and practitioners interested in the issues related to GBL to share their thinking and research findings. The conference examines the question “Can Games-Based Learning Enhance Learning?” and seeks high-quality papers that address this question. Papers can cover various issues and aspects of GBL in education and training: technology and implementation issues associated with the development of GBL; use of mobile and MMOGs for learning; pedagogical issues associated with GBL; social and ethical issues in GBL; GBL best cases and practices, and other related aspects. We are particularly interested in empirical research that addresses whether GBL enhances learning. This Conference provides a forum for discussion, collaboration and intellectual exchange for all those interested in any of these fields of research or practice.
Important dates:
Abstract submission deadline: 17 May 2007
Notification of abstract acceptance: 24 May 2007
Full paper due for review: 5 July 2007
Notification of paper acceptance: 16 August 2007
Final paper due (with any changes): 6 September 2007
A full call for papers, online submission and registration forms and all other details are available on the conference website.
10:15 Posted in Creativity and computers, Positive Technology events, Virtual worlds | Permalink | Comments (0) | Email this | Tags: serious gaming




