I had the opportunity to lead a digital transformation of SAP stadium. We designed and executed a set of interactive activations from VR to kiosks and selfie booths for SAP stadium to engage with the fans throughout their journey.
In celebration of AIGA’s centennial and the profound impact of American design on our culture, this microsite acts as a living resource for design.
This interactive table was made as a sales tool for Palazzo Del Sol in Fisher Island. The table uses touch gesture and fiducial to push content to the large displays on the surrounding walls.
Project was done at Sapient Nitro Atlanta.
Role : Lead Developer, and software architect.
One Museum Place was a residential high-rise in Shanghai, China. The project was consisted from multiple large displays to showcase different units and amenities in the building. Each presentation display was controlled by a tablet app and was synced to a small physical model of the building using micro-controllers.
The Digital Arts Panorama stands four feet tall and spans 58 feet. It features live data, graphic visualizations, an interactive platform, and ambient music. The interactive display turns the building’s lobby into a real-time dashboard with updates on the Commission’s activity and the performance of their LEED Platinum-certified headquarters. Gesture-controlled real-time news populates the screen as visitors interact with the dynamic, intelligent system.
Role : Language localization, video decoding and playback, CMS Integration.
Google Map Time Machine PixelTree is a collection of time lapses from locations on the earth where the most sudden changes have occurred. This application creates an array of connected Chrome Books over socket.io to assemble a more immersive Google Map experience.
I had the opportunity to help with this project at Obscura in creating a custom-designed hardware and software system for the LUMINA Sales Gallery. This provides an immersive projection platform for media content, which shows view options from different floors of the high-rise building, as well as views from different vantage points. To orient visitors to the features of the 656-unit residence, Obscura partnered with Steelblue and provided specifications for panoramic views of the San Francisco skyline, the Bay Bridge, San Francisco Bay, and viewscapes from day to night.
In addition to laser scanning the condo space for an accurate 3D model, Obscura built a simulated 3D environment projection-mapped onto a 72 ft long by 10 ft high curved wall. Twenty projectors are used to illuminate the wall, where visitors can interact with media via mobile devices and send messages to the interactive display to update visual media content.
This is one of the first times immersive simulation projection technologies have been used to support the real estate sales industry. To date, Obscura’s technology has enabled the LUMINA showroom to become the most successful residential sales gallery in San Francisco.
Source : Obscura
As a centerpiece to the space and beacon to attract visitors, the Pulse is an 82-foot hanging sculpture that displays a stream of relevant, up-to-date information including statistics, quotes, tweets, and news. it was an honor for me to help with interactive programming of this project at Second Story Interactive Studios. I also created an interactive design and visualization tool in Unity3D and various animation renderings in 3DSMax.
In this fully immersive interactive game, visitors find themselves being led by the man in the hat through a series of virtual environments across time and place where the secret formula has been kept through the years.
Role : Developer
Source : Second Story
Becoming Los Angeles at the Natural History Museum of Los Angeles County tells the story of one of the country’s most vibrant and vital cities. At 14,000 square feet, the permanent exhibit is the museum’s largest in scale and broadest in scope, guiding visitors through L.A.’s complicated past, exploring its dynamic present, and looking toward its promising future. The relationship between cause and effect, nature and culture, human activity and the land, provides the prism through which Becoming Los Angeles organizes and tells the tales of the frontiers, opportunities, communities, and individuals that have shaped the city’s history.
Second Story collaborated as part of an integrated team of designers, engineers, fabricators, and historians, helping to develop the exhibit’s design and communication strategy. The interactive media experiences we created complement the exhibit, enhancing visitors’ understanding of how Los Angeles as we know it came to be.
Role : Interactive Developer
Source : Second Story
A collaboration between Arnold and Helios. This project takes advantage of 360 video and webVR technologies to push the boundaries of interactive storytelling.
Visitors explore custom maps and 3D graphics to learn the rich history of Pennsylvania’s First Fork Valley, from pre-industry communities to present-day conservation efforts.
Role : Lead Developer
Source : Second Story
Experiment using Sifteo cubes and MS Surface
The typical interactive surface does very little to engage our very fine touch senses. Our fingers reach out and find smooth glass, rather than objects. Finding new ways to integrate tangible interaction into digital experiences has long been a goal of Second Story’s.
While brainstorming ideas for a new collaborative table interactive experience we hit on the idea of using Sifteo cubes in tandem with Microsoft Surface. The Sifteo cubes are both tactile and interactive as well as aware of their position in space: you can shake them, tilt them, rotate them. The Surface is a multitouch table that can "see" what’s touching it.
The opportunity to combine these capabilities into one experience was too intriguing to pass up.
While the technical challenge was to combine the two different technologies, there was also the user experience challenge: What type of experience would suit the interaction between these small, peripheral devices and a multitouch table?
The answer evolved into Satellite, a collaborative musical table that link these intriguing new technologies: users play with the Sifteo cubes, turning them into "satellites" that communicate with the main unit.
The experience is fun, fluid, and creative: A planet is surrounded by four orbits, each of which represents a musical track. Placing a cube on an orbit claims the track. When the player presses the cube’s screen, a note appears. Tilting the cube in different directions changes the pitch of the note. The music evolves over time, forming an ephemeral, ambient composition that varies from polyrhythm to soothing melody, as the playhead sweeps across.
We’re fascinated with the potential of meshing digital interfaces with hybrid digital/tangible objects. The implications of groups using objects to interact with tables and each other are very exciting. While Satellite is a music-making experience, it’s just one in a galaxy of possible applications we look forward to exploring.
Parklane presentation system is a massive micro tile screen powered by three synchronized computers and a content management server. The video player is designed to stream 4800x1200 pixel synced video over the three computers.
The system is designed to handle many content types such as PowerPoint, PDF, Images, and Videos. The content is controlled with an iPad.