Good Boy, Sammy
Good Boy, Sammy is an interactive hologram experience, where the user can play with a holographic dog (holo-dog) and get him to do tricks on command.
Good Boy, Sammy comes to life through voice recognition programming (p5.js speech library), projection, archived footage from 2009, and a hologram screen. Sammy responds to commands including sit, down, give me 5, 5 dollars, yodel and speak. A user approaches the cage he/she can get close, give a command and experience Sammy reacting in real time. It feels like he is alive and in the space with you.
Step aside taxidermy, because holo-dogging is taking over.
Current Times is an interactive window display that explores the current state of human communication, where we exist in a physical world yet we are trapped in the digital world, only to communicate to the outside through digital devices. Visitors can only communicate with the live person in one window, by interacting with their avatar in the next window through an online chat feature.
Current Times took a team of 4 to design and bring to life. It combines my work on 3D body scanning and mesh modeling, with the other key components of the project including Mixamo, Max MSP, Unreal Engine and a custom chat program.
Nowhere, Somewhere is an immersive experience that brings the user on a journey into the illusion of being nowhere, in the middle of somewhere.
Enter Nowhere, Somewhere by crawling through a small space on the floor and entering an infinite space in the middle of a forest. Experience 24-hours of time in a vast forest in 1 minute and a half, without ever leaving 5x5 feet of a building in the middle of Manhattan. Disappear to nowhere, in the vast expanse of somewhere.
This is accomplished through back projecting onto the back of a standing shower tent using two projectors, Isadora software, immersive sound, and projection mapping. This experience creates the illusion of being in a place of infinite space for a long period of time, when in reality the user is in a confined area for a brief passing moment.
I am Italian and have a tendency to talk with my hands. A lot. And because of this, I have knocked over my fair share of glassware and liquids that get in the way of my physical talking. No discussion ends dry, shatter-less or unstained. Mano Italiano is an interactive game created with Unity and Leap Motion, where the player can talk and see just how destructive their hand gestures can be.