Lynn Hughes founded the Interstices research group (with Prof. Jean Dubois – UQAM) in 2000. Interstices focused on producing new media works that explore the aesthetic and poetic potential of interaction with the screen and sound, with a particular emphasis on the development of innovative physical and gestural interfaces. More recently, she and Prof.
Bart Simon (Sociology, Concordia) founded TAG (Technoculture Art and Games).
TAG is a radically interdisciplinary, inter-Faculty Research Center that brings together researchers from a broad spectrum of disciplines to work on thinking about games and producing innovative prototypes. TAG leads a multi-university project group in the GRAND Network of Centers of Excellence and frequently collaborates with Kokoromi, an internationally known collective that curates and produces independent games.
Lynn’s productions include:
• Propinquity: a full body game for two players wearing sensors. Players gain points by staying as close as possible to active sensors on the others participant’s body, but lose if they touch. This performance/game explores very physical, electronically enhanced games as well as the ambiguous territory between fighting and dancing.
• Fabulous / Fabuleux: another interactive game using a custom physical interface in which the real space of the room is activated as much as the virtual space on the large projected screen. The game also uses spatialized sound to direct the players movements in the room.
• CUBID: a large scale play /game environment in which two players collaborate in real space to move through the levels of the virtual game. The players use custom wireless physical interfaces to control the visuals and the sound in real time.
Jill Fantauzzacoffin (Fantauzza) created gesturally sensitive clothing using custom-built electronics, and active textiles with the TML (Ubicomp 2003). She completed a Masters Thesis Digital Media with Dr. Sha, on Responsive Electronic Garments at Georgia Tech (2003). Jill is a Ph.D. student in the Department of Digital Media at Georgia Tech. Jill creates technologies through art installations, for example in the area of haptics (touch-based technologies). Jill is founding co-chair of the ACM SIGCHI Digital Arts Community.
Chaim is a computer scientist and interactive designer by training. By trade, he is a computer game designer & digital toymaker. He studied with Janet Murray and Sha Xin Wei at Georgia Tech, where he earned an MS in Digital Media (2003). As a key member of Spore’s prototyping & design team, Gingold worked closely with Will Wright at Maxis/EA, designing the game’s award winning creative tool suite. Currently, he is developing an interactive geology book that teaches through play, works as an independent game developer & design consultant, and is pursuing a PhD at UC Santa Cruz on design, computation, & play.
Steven is an Assistant Professor at the HCI Institute at Carnegie Mellon University where he researches human-computer interaction, social computing, design education, and prototyping. He received an MS and PhD in Human-Centered Computing from the Georgia Institute of Technology, and a BS in Industrial Engineering fromUniversity of Iowa, and was a Post-Doc at the HCI group in Computer Science at Stanford. At Georgia Tech, Steven helped develop the TinyOS sensing platform as part of the TML’s continuous expressive gesture research in hybrid physical/computational media (Ubicomp 2003).
David studied with Dr. Sha 2003-2004 while a graduate student in HCI program at the College of Computing at Georgia Tech. David is a Senior Researcher at Nokia, looking at people’s interactions with an ecology of novel mobile and wearable technologies. In general, David’s research interests are in Ubiquitous Computing (Ubicomp) and Human-Computer Interaction (HCI). David has a PhD in Information and Computer Science from UC Irvine, and studied computer science and cognitive sciences at UC San Diego and the University of Michigan.
Yoichiro Serita was a principal researcher at the TML in 2002-2004, and Masters student in Georgia Tech’s HCI program in the Graphics Visualization, and Usability Center. At Sony KRC Tokyo, Yoichiro was a member of the software group for the PS3 while it was under development. Yoichiro authored the second generation of the TML’s realtime video processing instruments, and the first set of computational physics for calligraphic video.
Morgan designed responsive environments and tangible interfaces as a core member of the Ozone media choreography team (2009-2012) and pursued an interdisciplinary education in new-media, ﬁne art, philosophy, computer science and mathematics at Concordia. He is interested in responsive media systems for creative expression and collective articulation.
His projects with the TML include Time-Sand, Skylight, Pneus, E-Sea, Plant Life Support System (PLSS), Grotesque Perturbations, Touch, Remedios’ Terrarium and Gemini II,
Mechanical engineering and architectural design. Physics. Building engineer. Graduated from DCART graduate certificate program with a project on animated typography and physics visualization.
Laura is a graduate of Concordia’s Honours Philosophy program. Her
interests in Philosophy of Biology, Urbanism, Agricultural/Environmental History and Social Justice frequently converge in both academic and creative projects, including the Plant Life Support System. She has been an active member of several TML
reading groups and workshops.
Jessica Noriega-Lessard refers herself as a computer-based artist. She has worked with all kinds of mediums, from traditional art such as hand drawing, mixed media, and collage to photography and computer based art such as animation, 3D modeling, web, graphic, game, sound, video design and programming. Her background interest is music.
She assisted the Topological Media Lab in the conceptualization, programming, and the construction of immersive real-time interactive installation designs for performers and children.