How light interacts with surfaces, lenses and our visual perception is fundamental to how visual arts are created and perceived. Despite this importance, education around basic optical principles tends to employ a science-first approach which may not resonate within an artistic community. This installation attempts to bridge that gap by encouraging audience members to holistically engage with optics and the phenomenon of refraction. This installation consists of a series of engagements with playful and impractical lenses.
A new search ‘vehicle’ for the Library of Congress’ unfathomably massive photo archive, this experiment uses the analog of a roadtrip as a search through these collections. As you plot a route on the map, photos taken along that route are displayed. My hope is to allow serendipitous connections between photos from different times, collections and populations which would otherwise never appear together within the archive. On Glitch.
This project, made in collaboration with Itay Niv, was built for Data through Design’s 2019 exhibition “celebrating tangible and multimedia expressions of New York City’s Open Data.” The project reimagines routes through the city as tracks on a musical sequencer, with the city’s trees and urban elements (e.g. subway stops, wifi access points) as notes on these tracks. Using an interactive map displayed on an supersized touchscreen, audience members are immersed in a synesthetic experience of the once-familiar landscape.
This (ongoing) project is an exploration into new methods of visualization for a museum setting started during a Fellowship at Terreform One, a nonprofit architecture and urban design group based in the New Lab at the Brooklyn Navy Yard. I was particularly interested in breaking down the barrier between scientific research and science communication and facilitating a sense of agency among a viewing public in the process of scientific discovery.
This project explores real-time interactive world-building in virtual reality. Users speak and objects appear around them. They ask kindly and mountains move. Basically, it turns them into the gods of their own terrible little worlds. Voice control allows virtual reality to feel a little closer to our reality, in which spoken words have meaning and merit responses. This experience allows us to consider what might happen when virtual reality advances enough to feel truly real: will we all succumb to the temptations of complete control and live our lives in VR?
Click here to see the 3D model This mask was 3D scanned using a technique called photogrammetry. Many (>150) photos are taken of the mask from different angles and depth information is extracted from these photos using specialized software. The result is a cloud of several million points plotted in 3D space from which a ‘mesh’ describing the mask’s surface can be created. The print seen here is a ‘texture map’ — a 2D image which, when unwrapped over the surface of this model, describes its color and brightness at every point.
While modern life is full of job, family, academic and interpersonal responsibilities, “Take the Money and Run” is a game that allows anyone to live out their dreams of dropping out of the rat-race and traveling the world (in a safe and much less expensive way).
Produced short film “Around the Corner” shot in NYC and surrounding area. Organized 3-day shoot, managed expenses, equipment pickup and drop-off, transportation, permitting with NYC Department of Film and Television as well as NYC Parks Department, and hiring of production staff.
For a couple of years, I made Electrostatic (ES) headphone drivers (the part of the headphones which produce noise) for my personal use. This was inspired in large part by the incredible post and documentation found here about a similar project undertaken by a user on the “head-fi” forum about headphones.