This is a hands-on lecture to grasp the nature and characteristics of video, audio, devices, and the communication that binds them together through simple implementation, and to gain a toolbox of digital media by being able to actually move your hands and do prototyping.
This is a device that divides the space of a distant "somewhere" into blocks and brings a part of it to the "here and now. By sending a message to myself in the here and now as someone who is somewhere else, this work makes me feel that somewhere else is more real.
Online plant growth system. The system matches people who want to grow plants with people who are willing to lend them land, and allows users to remotely monitor the status of the plants. Users can monitor the plants remotely and take care of them, such as watering.(Created by Shunsuke Uda)
A system for experiencing a sense of involvement through interactive images. In the prototype, we attempted to visualize the reactions of the people participating in the work, which links their physical movements to the storyline.(Created by Yukina Natsume)
This is a game-type work that conveys the frustration that some people still feel today when they cannot go home. While picking up items, it not only aims at the goal of home, but also prepares the way back, making the player aware of looking back.(Created by Shunta Senzaki)
This is a sound game that aims to make "something" that catches the eye exist in the "nothing" that we want to convey. In order to subconsciously instill the message we wanted to convey, we introduced a design that makes "unimportant interesting things" stand out.
This interactive video aims to eliminate the feeling of loneliness through the experience of empathy. When the expression of the person experiencing the video changes, the person on the display also changes his or her expression in response.
A window to connect to another place, such as the scenery you always saw or the scenery you want to be connected to. By projecting a different landscape on the window, it is an interface that brings the scene you don't want to forget into your daily life as an unconscious air.(Created by Nairu Kimura)
This is a sound installation in which the biological information of the pulse is regarded as "one's thoughts," and by sharing and overlapping them, a sense of alienation is alleviated. Various harmonies are created by overlapping the audible pulses. (Created by Yang Hongyi)
In order to convey accurate information in an easy-to-understand manner, we constructed a visualization system using a geographic information system. By reading information from various PDF files and plotting it on a map, the degree of recovery was visualized.(Created by Kazuhiro Wada)
An interactive video that encourages communication between the present and the past. The display is divided into five blocks, and the people in each block are recorded and archived to interact with past experiencers.(Created by Shogo Inadomi)
A web app that encourages the act of looking at things that are not clearly visible, based on the concept of "going to find life. By clicking and tapping on a daringly blurred landscape photo, the image becomes clearer while zooming in.(Created by Kanato Kono)
This is a device- and video-linked work that expresses the present moment, when people are striving to overcome pain and helplessness with strong aspirations. The action of pouring or drawing water from a water fountain triggers the development of the cherry blossoms in the video.(Created by Hong Haoran)
A remote device that tries to relieve the feeling of alienation by sending a faint "attention" from a distance. It rings the bell of the difficult-to-return area from the website, and at the same time logs the location of the person who accessed it.(Created by Akane Wakasugi)
It has been over a decade since the Great East Japan earthquake, some detailed things in this disaster are being forgotten, especially the real life of people living near difficult-to-return zones. In this prototype, I try to bring users to Namie Town, one of the towns in Fukushima, mainly by using various sound effects. User can only hear some sound effects at first, but related scenes of the sound effects would appear when user approach the audio source. Users can experience not only memories about that disaster, but also something about local real life.(Created by Ziyang FENG)
The strings strung both indoors and outdoors transform every space into a koto (Japanese stringed instrument). The history of the place is converted into sound, and its echoes are engraved in our memories.(Created by So Tokuyama)
This light gradually brightens when a person sits down and gradually goes out over time after the person leaves. It retains people’s traces in space, which become part of the landscape. We can capture the movement of people in the city and direct urban design to the next stage.(Created by Taichi Amaya)