This page is dedicated to our brilliant participants and the projects which they have breathed first life into here at School of Machines, Making & Make-Believe.
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Closer by Marie LeBlanc Flanagan, June 2016.
Closer is a co-operative computer vision game for two people: to start you must stand close together, and to succeed you must work together.
Closer uses a Kinect to track the movement of the players’ bodies, and draws a single shared playable character exactly at the space between the players, growing and shrinking with their proximity and moving as they move.
Project page: http://marieflanagan.com/closer/
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Cloud Factory by Rita Eperjesi, June 2016.
Rita thinks people will rule the sky soon. Really soon. It's super easy, you just need to pixelize the whole sky, and control the moisture, temperature, pressure in all the little air cubes, so you can turn clouds on and off.
The sky will be a huge blank blue 3D canvas. Just play with it.
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Gilbert Sinnott, June 2016.
Two projects created during "See or Be Seen" at the School of Machines, Making & Make-believe.
In A Basin (OpenFrameworks + Kinect) - "Exploring the textual, mythopoetic and religo-sensory sublimination of floating in a lake after you've had a few too many".
Prototype for Improved Checkout Options (OpenFrameworks + Raspberry Pi) - "A low-cost prototype for ubiquitous use in retail outlets, places of work, worship and play. Our friendly anemones consume your bio-metric data into warm query sloop. One day you will die and your body will turn to mulch, but you will live on in Improved Checkout Options!"
Music by user48736353001 - 1 nocares / 8 Lush Ambulance 2
Thanks to Irina Spicaka and Rita Eperjesi for the footage.
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-__- by Eli Muro, June 2016.
Given the rich history of the cultural purpose of masks in human societies in relation to ritual and ceremony, I want to explore these areas in a modern technological paradigm.
Often being used to tell stories or represent mythical figures while being accompanied my music and dance, masks have served the purposes of empowering, creating disinhibition or bringing shame to the wearer throughout the ages.
Thinking of music as a storytelling medium I am seeking ways to incorporate theatrical elements into a narrative performance in future projects.
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Why No Torrenting?! by Woraya Boonyapanachoti, June 2016.
Did you know that you cannot download torrents in Germany? Well.... I did not. First time in Germany. First time to be FINED. But will not be the last time Torrenting.
This artwork is an experimental adaptation of the downloaded movie and the most expensive PIXELS I have ever bought.
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Ear Candy with Blob! by Tartaruga Feliz, June 2016.
This is an interactive installation I created as a result from a one month program at the School of Machines, Make and Make Believe, in Berlin. "See or be seen" focused on computer vision and image processing for creative projects and critical discourse. Computer Vision is an area of research centered on how algorithms can extract information from images.
This was originally done using still images, later video and now includes 3D data from cameras with 3D sensors. "Eat candy with Blob" was my piece for our final exhibition. It brings a character named Blob, that you can control with the movements of your face, using OpenFrameworks.
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Flow by Irina Spicaka, June 2016.
The interactive installation FLOW created during the Computer Vision study at the School of Machines, Making & Make-Believe. In this work there is used computer vision as the main medium.
The Kinect sensor detects silhouette and motion of body. The gathered information changes the behaviour of the optical flow - the pattern of apparent motion of objects, surfaces, and edges in a visual scene caused by the relative motion between an observer (an eye or a camera) and the scene.
The body movement triggers the sound when a body enters specific fields of the Kinect sensor. This art project in abstract way explores the idea of "being watched", "privacy" and "influences".
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Experiment with computer vision, Jerome Herr, June 2016.
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The Groping Machine by Sukanya Aneja, June 2016.
The Groping Machine is an interactive installation created to address the issue of sexual harrasment in public places, which is all too common in India.
Project page: http://playdo.io/projects/groping-machine.html
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See Or Be See, June 2016.
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Empathy Bomber Jacket by Monique Grimord, February 2016.
The Empathy Bomber Backpack is a speculative object designed for the extreme activists of a near-future, where biological contraband creates a chemical metaphor of the ‘empathy warfare’ that defines our globe today.
Project page: http://moniquegrimord.com/



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Growing Trash by Matt Visco, February 2016.
Growing Trash is part of a project created at the School of Machines entitled "Hidden Communications". This trash can aims to expose the ways in which objects can contain embedded forms of communication.
The can grows taller as it gets filled as a subtle way of conditioning the user to not take out the trash – more space is added so the trash doesn't need to be taken out.
This project explores how communication can occur in non-verbal ways and over a different time-scale.
Project page: http://mattvis.co/projects.html
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Unread Cats by Matt Visco, February 2016.
Part of project created at The School of Ma entitled "Hidden Communications". This chrome extension populates your gmail with cat videos based on how many unread emails you have.
Unread Cats aims to encourage the user to not read their emails because the more unread emails they have the more mindless cat videos you receive.
Project page: http://mattvis.co/projects.html
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Why meet new people or go out with friends when you can stay home, post stuff on the internet, and get almost instant approval from a world of people you don’t know and will likely never meet. Such is the joy and ease of social media over social life. But even with all this social approval and “connection”, do you ever wonder if perhaps we’re still missing something?
Be Here Now is an attempt to bring us into the present moment from wherever we might be (on social media) if only for a brief moment. By selecting our platform of choice (twitter, facebook, instagram, etc.), we will be notified of the all-important likes, favourites, shares and retweets in the form of fire notification.
Why fire?
1. Because fire is scary (and can spread really quickly if we’re not careful). 2. Because we really don’t want to die, we want to live (so we’ll pay attention)! 3. Because in order to live life we need to experience it. 4. Because life is made up of moments and the only way to experience a moment is to be aware in the moment. 5. Because we can have social media and life. Why choose?
Try it for yourself! Now. Now. Be here now.
By Rachel Uwa, February 2016.
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Coming Soon, first night potluck dinner at Casa Jasmina, February 2015.
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Nine Days by Rachel Uwa, November 2015.
This work is an attempt to express the unexpressable: the complex situations of the mind.
Having been interested in ‘Situation mapping’ which involves mapping out locations and social settings based on data (people, placement, social interaction), an upsetting personal situation lasting nine days became the provocation to try and bring confusion and thoughts as situational map of the mind into the physical realm to explore the idea that headlines and even people enter our thoughts at any moment with varying degrees of clarity, focus, or even understanding.
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Black Lives Matter by Rachel Uwa, November 2015.
Amidst renewed controversy of cops in Chicago killing black youth, finding new ways to represent the numbers is increasingly necessary to draw attention to the problem.
So far in 2015, homicides in Chicago, IL, break down as follows:
80% Black
16,2% Hispanic
3,8% White / Other

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