4. AWARDS / HONORS HIGHLIGHTS
PRIX Ars Electronica 2008 Honorary Mention
2008
2005, 06, 07, 08,
Creative Forces of Hong Kong, Milk Magazine...
2008 Ars Electronica Festival), ,
(FILE) 2009
Ave Com Festival 2009,
Split Film Festival 2008, Split,
2003,
2008,
,
404 Festival 2010,
.....
中国交互设计体验日
2010
6. ABOUT
Dimension+ ( ) ( ) 2009
Hello Kitty 35th Anniversary Special Event, Kitty Lab
Sanrio 50th Anniversary Special Event, Who’s the Next Hello Kitty
Hello Kitty Special Event, Black Wonder
Shanghai World EXPO 2010
Pepsi Green Factory
ITU World 2006, Opening Ceremony
U19 Creative Exhibition
Taiwan Culture and Technology Expo : Dimension Gear
Taiwan Arts Archive Festival
Urban Invader Series
Playaround Workshop: 2008, 2009, 2010
中国交互设计体验日
2010
8. Dimension Gear
Dimension Gear go though the time and space, it experiences the relationship between spatial and flowing time. It
manipulates our perception of dimension. From familiar to extraordinary, audience are experiencing a special
flowing and non-sense dimension between virtual and reality.
DIMENSION GEAR
Taipei / Culture and Science Expo / 2008
中国交互设计体验日
2010
10. UVA: LONDON DIGITAL ARTS EXHIBITION
Taiwan / 2008
* Consultation, Management and Organize, Interactive Installation Setup and Execution
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2010
11. ITU World ( )
2006 1971
dimension+
dimension+
ITU World is the first time to have its exhibition oversea and it picks Hong Kong as its first time. We created
2 interactive performance for its opening and 1 interactive performance for its VIP dinner gala. The
interactive performances in the opening are cooperating with the team of Chinese drum musician. We grab
the information of the drum: rhythm and position hit to generate the visual outputs in the huge screen of
projection behind. The interactive performance for the dinner gala is working with the dancer, the movement
of the dancers would trigger different visuals.
ITU WORLD
Hong Kong / ITU World Opening / 2006
中国交互设计体验日
2010
12. ITU WORLD
Hong Kong / ITU World Opening / 2006
中国交互设计体验日
2010
13. APM SHOW SUITE
Hong Kong / APM Show Suite / 2003-2004
中国交互设计体验日
2010
14. 2010 Sanrio All Rights Reserved
Sanrio 50 : Who’s Next Hello Kitty
Sanrio
In 2010, we work with Sanrio and All Rights Reserved again, creating
the special project for Sanrio 50th Anniversary. Audiences go into a
wonderland, and taking different tests and examinations to see
whether you would be the Next Hello Kitty Super Star. Different
interactive including Dance, Catwalk, QnA, Photo Shooting, etc.
Audience will get a Star Coin for each tests/examination, and then
would come up with the result. Finally, a certificate will be distributed
according to the result.
WHO’SKong / Sanrio 50th Anniversary HELLO KITTY
Hong
THE NEXT Special Project / 2010
中国交互设计体验日
2010
15. 2010
We work with the sub-Pavilion of China Pavilion: ShanDong Pavilion for their theme exhibition: future home.
We created 4 parts of interactive in this project: Interactive Performance with lightings and videos,
Interactive Table to present the “inter-object-network” concept for the future home, Future home making and
Future home printing Kiosk.
SHANGHAI WORLD EXPO
Shanghai / China Pavilion-ShanDong Pavilion / 2010
中国交互设计体验日
2010
16. WHO’SKong / Sanrio 50th Anniversary HELLO KITTY
Hong
THE NEXT Special Project / 2010
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2010
17. 2009 Sanrio All Rights Reserved Kitty Lab: Hello Kitty 35
Kitty ID Kitty KTA Kitty DNA
Kitty ID
Kitty ID Kitty ID
In 2009, we worked with Sanrio and All Rights Reserved for the 35th Anniversary of Hello Kitty Special
Event. The concept of the event is “Kitty Lab” which all the audience would create their own Kitty ID thought
out the whole journey in the sim city. Every audiences are holding the KTA: Kitty DNA and build up their Kitty
ID thought out the interactive installation and game. Finally, a Kitty ID card will be printed out for the
audience and the icon of the ID will also be uploaded to the internet for downloading.
KITTY LAB
Hong Kong / 35th Anniversary of Hello Kitty Special Project / 2009
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2010
18. KITTY LAB
Hong Kong / 35th Anniversary of Hello Kitty Special Project / 2009
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2010
20. 2006 U19
2008 U19 U19
09 U19 dimension+
_ u19”
” dimension+
” ”
ITRI Taiwan take a reference on European countries, and bring in the concept U19 to Taiwan, turn it into a
competition with local characteristics and have a good feedback. From 2008, U19 use the core concept of
“playaround” and develop it as the creative platform for new generation. U19 invites dimension+ in 2009 to
transform the awarded concept into a physical and interactive experience for the exhibition. In the exhibition,
dimension+ create the digital journey of creation for every single audience: audience would create their own
digital song with the “entry pass”: barcode. There are kiosks in every single mainpoints of the event, and the
audience would translate the entry time and duration with the barcode on hand into the notes of music. After
that, audience would play with the music box that we create with the physical printout of the “digital music
notes”.
U19
Taipei, Tainan, Kaohsiung / ITRI / 2009
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2010
21. SIGGRAPHIC ASIA
Hong Kong / Cyber Port / 2007
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26. Bahaus PopArts
This is a transforming city. From point-line-shap of Bahaus, shocking colors of PopArts, dizzy feelings of
60s, that’s how popular culture begins. We show this by borrowing elements of culture. We borrow the
culture of TV and movies arose the collective memories of recent decades. King of Kowloon Mr.Tang join us
and help the museum wears the street arts and root culture of Hong Kong of 80s and 90s again. It
disappear; It disappear in the intensive-urbanization and reconstruction of city. There are tons of model and
cold sky-high building. There is disappearing of “Hongkongism”. Building dances, transform, until, it
becomes a cold machine. It represents duplication, industrial-mechanics. It becomes a factory, and be
smashed. “Transcity” recalling the culture of city explicitly, and rethinking our local culture implicitly.
TRANCITY, DORBOT LIVE!
Hong Kong / Visual Arts Centre of Hong Kong & Museum of Arts Hong Kong / 2009
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2010
27. TRANCITY, DORBOT LIVE!
Hong Kong / Visual Arts Centre of Hong Kong & Museum of Arts Hong Kong / 2009
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2010
28. virtual reality
wiimote physical experience
“Moving Mario”
Over the years, the development of video games is trying its best to produce the virtual reality experience which
getting closer to the reality. By changing the interface, from Atari’s joystick to Analog Vibration of PS2 joystick, then
Gun Shape controller for shooting game, and Dance Mania’s floor controller to Wii wiimote, video game design is
creating more and more “physical experience” for the players. Players now can actual smash and swing to play the
game, but we are still playing the games in a 2D virtual environment: manipulating the character in an unlimited
virtual space in a fixed static limited real world.
Moving Mario is definitely not reproducing Super Mario Bros in another way. By grabbing partial concept and
some of the key elements behind the TV game development, Moving Mario is trying to challenge some of the
traditional game elements. Throughout the gaming process, players can rethink the relationship between the
player and the game
MOVING MARIO
Hong Kong / Austria / Netherlands / Croatia / Brazil / Ireland / Argentina / 2007 - 2010
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2010
29. MOVING MARIO
Hong Kong / Austria / Netherlands / Croatia / Brazil / Ireland / Argentina / 2007 - 2010
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2010
30. …
Strolling and loafing is an art; using one’s own feelings and perspectives to view
each corner of the city. The same corner may have different people seeing it using
their own different perspectives, and roaming through it with their own different
footsteps, to compose the city of their own viewpoints, and to develop an urban
sensitivity to observe and be observed.
“Flâneur Symphony” turns individual wanderings into music. It records the views
and experiences of the city which belongs to the individual. The conversation
between Flâneur and city – wandering speed, location, interaction with others, etc.
– through the flâneur’s steps are captured and turned to musical notes and
rhythms. The audience watches and listens, but may choose to reverse the roles
and use his own footsteps, to turn from the watcher to be the watched, and let
others observe his city.
FLANEUR SYMPHONY
Hong Kong / Argentina / Taiwan / Hong Kong Culture, Hong Kong Creative / 404 Festival / 2010
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2010
31. FLANEUR SYMPHONY
Hong Kong / Argentina / Taiwan / Hong Kong Culture, Hong Kong Creative / 404 Festival / 2010
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2010
32. .
–
“His-story” is a progress.
When you are wandering in the space, experiencing and enjoying the history,
thought our the digital generation,
the action of you in the particular time and space will transform into a process of creating
history.
We are walking the history; We are creating the history.
HIS-STORY
Taiwan / The Digital Archives Festival / 2008
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2010
33. (Generative Arts)
( ) (generation) (algorithm)
“Calligraphy Space Generation” focus on the few key points of Chinese Calligraphy: space and text. It is
talking about the relationship between space and Chinese Calligraphy. Audience would see the text happens
on the specific space and the work generate and extending the text in the space.
42
“sonicography”( ) installs four sets of 42” plasma TV; when the audience blows to the microphone, the calligraphic character on the screen, through program processing, will spread out
like threads or squirm like a caterpillar. In the other work, the artist holds the electronic device to go along the calligraphic strokes on the screen to record the sounds produced when they were
“written”, which all is to imitate the audio creation of the calligraphy.
CALLIGRAPHY SPACE GENERATION
THE SOUND OF SILENCE
Taiwan / / 2007
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2010
36. art [ahrt]
the quality, production, expression, or realm, according to
aesthetic principles, of what is beautiful, appealing, or of
more than ordinary significance.
the class of objects subject to aesthetic criteria; works of
art collectively, as paintings, sculptures, or drawings: a
museum of art; an art collection.
中国交互设计体验日
2010
37. technology [tek-nol-uh-jee]
the branch of knowledge that deals with the creation and
use of technical means and their interrelation with life,
society, and the environment, drawing upon such subjects
as industrial arts, engineering, applied science, and pure
science.
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2010
40. “Technology not as tool, or as something that is separate from
us, but rather as a “second skin” to use the words of Marshall
McLuchan. ....
In the same way, we now consider it impossible to think about
our world without technology simple because technology has
become the language or the unavoidable medium for our
thoughts.
We work with technology not because it is original, but
precisely because it is inevitable and commonplace in our
global society.”
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2010
41. “Some day artists will work with
capacitors, resistors and
semiconductors as they work today
with brushes, violins and junk.”
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43. “…Interaction is the most common
activity between humans. They are
interactive living beings who make
objects, talk with each other, write
texts and pass these on to others…”
Masaki Fujihata, Hierarchies of Communication, ZKM
中国交互设计体验日
2010
102. Auckland
Turn the Auckland Ferry Building into an interactive
playground. Our job was to create an installation that
would go beyond merely projection on buildings and
allow viewers to become performers, by taking their
body movements and amplifying them 5 stories tall.We
used 3 different types of interaction - body interaction on
the two stages, hand interaction above a light table, and
phone interaction with the tracking of waving phones.
NIGHT LIGHTS
New Zealand / Auckland Ferry Building / 2009
中国交互设计体验日
2010