experience & exhibit design
Museum of Funny Ladies, A Museumette
The Museum of Funny Ladies, A Museumette is an interactive exhibit that transports visitors to the 1970s and into the writers room of pioneer comedy writer Sybil Adelman, where they can interact with the objects in the space to experience her story as a groundbreaking female comedy writer as she navigated the male-dominated writers world of that era.
The Museumette features vintage objects that are brought back to life through Arduino, Max MSP and Mad Mapper. It is a proof of concept for the larger design plan for the .
You’ll laugh, you’ll sigh. And you will leave knowing that with chutzpah and humor, women were able to navigate their way to success during this pivotal point in history.
The Museum of Funny Ladies, A Museumette has been exhibited at the NYC Independent Film Festival (2017), MIT Hacking Arts Festival (2017) ITP Spring Show (2017) and was featured in Make Magazine and SparkFun.
Viva Lost Vegas Museum
Viva Lost Vegas is an interactive exhibit that pays homage to Old Las Vegas and the faces that turned a once sandbox into the Entertainment Capital of the World.
Las Vegas has experienced booming growth over the last 60 years, but with each passing day, more and more of Old Las Vegas and the people who built this city are slowly slipping away. Viva Lost Vegas aims to explore the different pillars and people who laid the foundation for the fabulous city. From Bellman to cocktail waitresses, entertainers to patrons, through the narratives of these individuals who helped bring Las Vegas to life, visitors can dive into their shoes and interact with the objects in the environment to experience what it was like to be part of the action in 1960s-1980s Las Vegas, when anything was imaginable and everything was happening.
Viva Lost Vegas is a work-in-progress and will continue to develop and grow through interviews, research and construction of the different exhibits based on the narratives of those who built the city. The Bellman's Story is the first installment of this exhibition.
Viva Lost Vegas has been on display at CLV Art Services in Chelsea and Tri TryAgain Maker Space.
To read more about Viva Lost Vegas or to learn how to contribute your story, please visit www.vivalostvegasmuseum.com.
Oceans of Plastic
Oceans of Plastic is an interactive exhibit featuring books that explore the plastic peril in our world’s oceans. From informative guides to quirky discoveries, the collection offers a variety of content and know-how for ocean enthusiasts of all kinds. Visitors can peek below the water’s surface and directly interact with the book display to see just what is happening in this fish-plastic tango. From a fishing boat reeling in a plastic bag, to the rotating life cycle of a fish in this polyethylene environment, Oceans of Plastic explores the underwater world we face in today’s oceans.
Designed and fabricated by Angela Perrone and curated by Jennifer Govan, this exhibit ran from during the summer of 2018 in the Everett Cafe at Teachers College Columbia University.
Tools: Arduino, Servo Motor, laser cutter, Adobe Illustrator
Out of This World Experience
EdLab, Teachers College Columbia University
Welcome to Mars! In 2017, EdLab at Teachers College Columbia University, designed an immersive theater experience that took visitors on an hour round-trip journey to Mars, all within the walls of the brand new Smith Learning Theater.
As a member of the design team, I created an electronic mechanism for our backstage crew to press on cue, allowing hidden mission cards to be magically revealed to the audience.
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.
A Holo-ed History with JFK
Looking Glass Factory
Imagine a world where you can experience history by directly interacting with it. A Holo-ed History with JFK is an interactive hologram experience created for Looking Glass Factory, a hologram development company, that allows users to talk with President Kennedy and get responses in real time.
A Holo-ed History combines archived footage of JFK and brings him to life through the magic of video editing, Unity, and speech recognition.
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.