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Demo of iO's real estate solution based on SkinTwo. Features dynamic layers based on a database of apartments. Queries are made through manipulation of physical objects; the interface is always coherent. Shows use of an embedded photo printer and an external display. May 2008.
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Testing a 10-meters-wide interactive ceiling at BitBang Festival, Stibbert Museum, Florence. Visual materials by Francesco Buso (iO) and Filippo Principi (MediaBoulevard). July 2008.
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A great success. A very useful experience. The Skin demo shows several iO's products and projects. Tagged cubes allow to choose the subset of media of interest. Sending content to a printer or other external device mapped on the table's edge is also demonstrated. April 2008.
We'll be at CHI 2008, April 5-10, Florence, Italy.
It is the premier international conference for human-computer interaction. We'll present and demo the new SensitiveTable. Come meet us!
For the 78th International Motor Show in Geneva, iO designed the space concept and provided interactivity and digital contents. March 2008.
We provided interactivity to the wonderful Komatsu Pavillion at the Samoter Fair.
Three SensitiveWall, three SensitiveFloor, two SensitiveTable, two interactive scenographies for visitors, and one huge interactive scenography for the theatre, for circus artists. March 2008.
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The SensitiveWall consists in a large vertical touchless display able to detect hands' presence in real time, and a set of software templates that present digital content on screen.
Liveliness is expressed through a fluid continuous motion of contents: attraction and repulsion of bubbles, spin of towers' discs at different speeds, accelerated and decelerated viewpoint translation on a large landscape. Contents can be dynamically added, erased or substituted at runtime through a remote control server.
People can move contents just by waving their hands in front of the screen; in order to make contents manifest (e.g. play and zoom for a video) it is sufficient to move a hand close to the content. January 2008.
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Filmed interactive character concept. Special behaviors are enabled when there's no one around the artifact for a long time (it becomes an ambient display) and when someone is passing by, in order to engage people. December 2007.
We've won the selection for the LIFT08 Venture Night.
The presence of digital content in the real, physical world is continuously growing. Architecture now embraces the play of digital information in space. This is one of the faces of the phenomenon called 'ubiquitous computing'.
Traditional user interfaces and web metaphors, mouses and keyboards, don't work anymore, don't work outside the desktop. So a new language is needed. Our work is to research such a language, which we call 'natural interaction'. A language based on complete intuitiveness.
Digital does not exist, it is just a form of representation, ones and zeros: real things do exist. By presenting digital content as real things, we allow people to interact with them intuitively, as they are used to interact with the real world.
Something that is absolutely necessary especially in public spaces, where zero-learning-curve is needed, since there you don't have users, you just have people.
In order to shape the space we created a series of digitally-empowered physical elements, such as interactive and skinnable walls, tables, floors, custom artifacts, windows, lamps, etcetera. Such elements are all based on our own sensing and presentation technology.
The space thus becomes place, a dynamical and communicating place, simple and seductive, that defines the experience of the people inside it. This is our notion of experience design. Technology disappears in the environment, and just beauty and simplicity remain.
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Wallpaperize tech demo. January 2008. Wallpaper is visual information on paper glued onto the physical environment. Substitute the glued paper with projected light: visual information thus becomes dynamical, from photo to movie, and can adapt to circumstances.
In the movie above you can see some tests done with a scale model. But the approach has been designed for immersive full size spaces, in an immersive cinema sense and in a skinnable atmosphere sense. The method also allows to pervasively project analytical visual information in the real world space, on furniture, etcetera.
Interactive, dynamical scenographies can be obtained through real time perspective distortion of images and videos, so that the projector-space distortion is neutralized. A different number of projectors is necessary depending on the nature of the scene.
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