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Client

Livity / Facebook

Project

Stand Up Tall

  • highlights
  • installation
  • interactive
  • movement
  • visuals

Stand Up Tall is an interactive installation for the House Of Us, an anti-bullying event by Facebook and The Diana Foundation working with the creative network Livity.

Young people arriving into the space see their reflection covered in grey blobs representing the long lasting negative self image and inhibition that bullying creates. They’re encouraged to move, dance, jump about to shake off the bad vibes to reveal the reflection of their colourful self beneath, and release this energy in colourful bursts through high fives.

Tools: C++, Cinder, OpenGL, Kinect

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Client

miriamandtom

Project

Skyscape

  • installation
  • light
  • visuals

Above the new concourse of Penn Station, New York, 258 edge lit glass panes are individually controlled to create a canvas for a generative skyscape.

Working for designers miriamandtom, I developed software to create generative skyscapes, allowing them extensively detailed controls through a bespoke realtime interface.

Tools: C++, Cinder, OpenGL, GLSL, OpenCV, Qt

Client

Random International

Project

Fragments

  • highlights
  • interactive
  • movement

Fragments is an interactive mirror made up of 184 motorised mirrors that orient themselves in harmony with each other. As an onlooker approaches, the mirrors together turn to face the individual creating a surface that seems organic and alive.

I developed a prototype algorithm for Random International to track individuals in front of the mirror through collating a number of different types of sensor.

Tools: C#, OpenCV

Client

Field

Project

Quasar

  • highlights
  • interactive
  • sound

Quasar is a work from Field describing the spirit of pioneering through three human archetypes. Each is experienced through a sculpted helmet housing a virtual reality headset transporting the wearer to a musical world of light and sound.

I developed the audio engine and worked with the studio to craft a musically intuitive interactive experience.

Tools: Unity, C#, FMOD, Occulus Rift.

Client

Seeper

Project

Indigo

  • highlights
  • installation
  • interactive
  • visuals

Indigo is a projection mapped sculpture installed in a new nightclub in Bangalore created by Seeper. Visuals are morphed by the club’s sound system as well as being created directly by the audience through camera-based interaction.

I was part of the coding team on this project working on graphics, sound analysis, camera image processing and user interface. I was also part of the on site team to erect and install the work on site in Bangalore.

Client

Engage Works

Project

SAP Futures

  • installation
  • interactive

SAP Futures is an imagining of the future of data mining created by Engage Works for SAP. The work is an immersive three-walled cave projection spanning over 6 HD outputs. Visitors interact with the work through a touch table interface which controls the surrounding space.

I coded the software for both touch table and the projection on the walls.

Tools: C++, openFrameworks, OpenGL, GLSL, TUIO

Client

Typeone

Project

Gratuitous Digital Thingy

  • installation
  • interactive
  • movement

Gratuitous Digital Thingy is a collaboration between the studio Typeone and the agency KBWA.

Created in a week, four windows of KBWA’s offices were transformed into a glitchy dancing Santa that follows passers-by as they walk along the street.

As creative coder, I developed software to identify the location and movement of people on the street from an infrared camera feed.

Tools: C++, Cinder, OpenGL, OpenCV

Client

Seeper

Project

Clear Noise

  • highlights
  • installation
  • interactive
  • visuals

Clear Noise is a work created by the arts and technology studio Seeper.

An interactive installation about focus in a world of distraction, it was exhibited at Le Cube, Paris in December 2012 as a part of the NEMO festival of digital arts. Electromagnetic radiation is read from the brain using an Emotiv EPOC EEG sensor which is used to estimate the participant’s emotional state. This is represented visually through four rings orbiting a central brain, each created procedurally as an organically evolving form, and sonically through a responsive soundscape. Each ring represents the strength of a different mental state sensed by the brain sensors: noise, frustration, excitement and meditation. As the wearer focuses their mind and reduces the noise, these rings converge into a single point.

Role: Creative coder, part of the design and on-site installation team.

Tools: C++, OpenGL, GLSL, Emotiv SDK, Qt

Client

Seeper

Project

Mandala

  • highlights
  • interactive
  • movement
  • performance
  • visuals

Mandala was a collaboration between South Asian arts organisation, Sampad, and the arts and technology studio Seeper.

The performance combined traditionally influenced dance from South Asia with stunning real-time camera-driven generative visuals, projection mapped onto Birmingham Town Hall and Nottingham Council House.

I was a coder on the graphics and image processing to extract a silhouette and motion vectors from an infrared camera feed.

Tools: C++, OpenCV, openFrameworks, OpenGL, GLSL shaders, Qt

Client

Seeper

Project

Interactive Carbon

  • installation
  • interactive
  • movement
  • sound
  • visuals

Interactive Carbon is a gestural game installed in the Olympic Park during the London Games 2012.

Interactive Carbon is a gestural game installed in the Olympic Park during the London Games 2012.

Left alone, particles representing different greenhouse gases gently drift over the screen driven by a fluid simulation. When an individual approaches, they are invited to channel greenhouse gases with the movement of their hands, which work both as mallets and as attractors.

While at seeper, I was involved as coder, sound designer, part of the design and on-site installation team.

Tools: C++, Cinder, OpenGL, GLSL, Kinect, Ableton Live