Difference between revisions of "Main Page"

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School of Interactive Arts and Technology(SIAT), Simon Fraser University
 
School of Interactive Arts and Technology(SIAT), Simon Fraser University
  
Professor: '''Diane Gromala''' (Assoc. Director, SIAT)
+
<b>Professor:</b> Diane Gromala (Assoc. Director, SIAT)
 +
dgromala [at] sfu [dot] ca
  
dgromala [at] sfu [dot] ca
 
  
 +
The <b>BioMedia Lab</b> is dedicated to creatively exploring the relationships among art, technology, and the biosciences.<br>
 +
Our interests range across disciplines: biomedical phenomenology, open source DNA, visceral forensics, genome hacking, <br>
 +
affective biometrics, and biomolecular networking.
  
The BioMedia Lab is dedicated to creatively exploring
 
the relationships among art, technology, and the biosciences.
 
  
Our interests range across disciplines: biomedical phenomenology, open source DNA, visceral forensics, genome hacking, affective biometrics, and biomolecular networking.  
+
Projects in the BioMedia Lab emphasize the role that aesthetics, design, and representation play in our broad understanding <br>
 +
of biotechnology, biomedicine, and related fields. Many projects involve collaboration with SFU colleagues and students in <br>
 +
computer science, biomedical engineering, bioinformatics, electrical engineering, and architecture.
  
Projects in the BioMedia Lab emphasize the role that aesthetics, design, and representation play in our broad understanding of biotechnology, biomedicine, and related fields. Many projects involve collaboration with SFU colleagues and students in computer science, biomedical engineering, bioinformatics, electrical engineering, and architecture.
 
  
===Links===
+
 
 +
<b>Related Links</b>
 +
 
 
http://www.confrontingpain.com
 
http://www.confrontingpain.com
  
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http://thoughttechnology.com/
 
http://thoughttechnology.com/
 
  
  
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== Walking Meditation ==
 
== Walking Meditation ==
  
[[3D sound resources]]
+
[[3D sound resources]]  
 +
 
  
 
== Banyan Tree ==
 
== Banyan Tree ==
 +
<br><br>
  
=='''Other Projects''' ==
+
= Other Projects =
  
  
 
'''Meditation Chamber'''
 
'''Meditation Chamber'''
  
[[Image:MeditationC.jpg]]
+
[[Image:MeditationC.jpg]]  
  
VR Environment that responds to a person's state - Diane Gromala
+
VR Environment that responds to a person's state by <i>Diane Gromala</i>
  
  
The Meditation Chamber is an immersive VR environment that provides users with real-time feedback. Wearing a head-mounted display and biofeedback device, users are guided through a series of relaxation and meditation techniques. In real-time, the audio and visuals are synced to the users' continually changing physiological states (respiration, pulse rate and sweat gland activity (a measure of calmness)). As users' approach meditative states, the hypnotic visuals dissolve to moving mist and darkness as the user relaxes. Exhibited at SIGGRAPH's Emerging Technologies, and seen on CNN.
+
The Meditation Chamber is an immersive VR environment that provides users with real-time feedback. Wearing a head-mounted <br>
 +
display and biofeedback device, users are guided through a series of relaxation and meditation techniques. In real-time, <br>
 +
the audio and visuals are synced to the users' continually changing physiological states (respiration, pulse rate and sweat <br>
 +
gland activity (a measure of calmness)). As users' approach meditative states, the hypnotic visuals dissolve to moving <br>
 +
mist and darkness as the user relaxes. Exhibited at SIGGRAPH's Emerging Technologies, and seen on CNN.
  
  
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'''MeatBook'''
 
'''MeatBook'''
  
[[Image:Metbook.jpg]]
+
[[Image:Metbook.jpg]]  
  
A project that provokes users' senses of their visceral responses.- Diane Gromala
+
A project that provokes users' senses of their visceral responses by <i>Diane Gromala</i>
  
  
A time-based (that is, decaying) slab of meat, constructed as a book, is embedded with various sensors that cause the meat to react and quiver as the viewer approaches it. The reanimated flesh also responds with other movements and sound when users touch it. The next stage of development includes artificial intelligence and explores notions of generative art.
+
A time-based (that is, decaying) slab of meat, constructed as a book, is embedded with various sensors that cause the meat <br>
 +
to react and quiver as the viewer approaches it. The reanimated flesh also responds with other movements and sound when <br>
 +
users touch it. The next stage of development includes artificial intelligence and explores notions of generative art.
  
  
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'''Neurofloat'''
 
'''Neurofloat'''
  
[[Image:neurofloat.jpg]]
+
[[Image:neurofloat.jpg]]  
  
A novel interface for exploring brain data - Steven Barnes & Meehae Song
+
A novel interface for exploring brain data by <i>Steven Barnes & Meehae Song</i>
  
  
The goal of the NeuroFloat project is to create an interactive system that uses electroencephalographic (EEG) or other biological signals obtained from the user as a primary input for navigation through an immersive real-time 3-D visualization of various regions of the human brain. One of our primary goals is to create a system where the brain-computer interface is intrinsically related to content of the virtual-reality (VR) environment that it interfaces with. Accordingly, we have chosen to develop multiple VR environments that collectively represent a tour through the early stages of the user’s very own visual system.
+
The goal of the NeuroFloat project is to create an interactive system that uses electroencephalographic (EEG) or other <br>
 +
biological signals obtained from the user as a primary input for navigation through an immersive real-time 3-D visualization <br>
 +
of various regions of the human brain. One of our primary goals is to create a system where the brain-computer interface <br>
 +
is intrinsically related to content of the virtual-reality (VR) environment that it interfaces with. Accordingly, we have <br>
 +
chosen to develop multiple VR environments that collectively represent a tour through the early stages of the users very <br>
 +
own visual system.  
  
  
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[[Image:Abstractchassis.jpg]]
 
[[Image:Abstractchassis.jpg]]
  
A tool for creating interfaces with racecar drivers - Jack Sam
+
A tool for creating interfaces with racecar drivers by <i>Jack Sam</i>
  
  
A person's psychological and physiological states are different when driving a racecar from when commuting to work. The goal of this research method and its tools is to understand the experience of racing and to use this knowledge to design novel interfaces for racecars.  
+
A person's psychological and physiological states are different when driving a racecar from when commuting to work. The <br>
 +
goal of this research method and its tools is to understand the experience of racing and to use this knowledge to design <br>
 +
novel interfaces for racecars.  
  
  
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[[Image:Scarletskellen.jpg]]
 
[[Image:Scarletskellen.jpg]]
  
A novel interface that changes aesthetics based on affective states - Angela Tomizu & Joshua Tanenbaum
+
A novel interface that changes aesthetics based on affective states by <i>Angela Tomizu & Joshua Tanenbaum</i>
 +
 
  
 +
Scarlet Skellen and the Absent Urchins is an interactive, multimedia comic book that employs a user modeling approach <br>
 +
for affective interaction.
  
Scarlet Skellen and the Absent Urchins is an interactive, multimedia comic book that employs a user modeling approach for affective interaction.
 
  
 
----
 
----

Revision as of 20:31, 23 June 2010

BioMedia Lab

School of Interactive Arts and Technology(SIAT), Simon Fraser University

Professor: Diane Gromala (Assoc. Director, SIAT) dgromala [at] sfu [dot] ca


The BioMedia Lab is dedicated to creatively exploring the relationships among art, technology, and the biosciences.
Our interests range across disciplines: biomedical phenomenology, open source DNA, visceral forensics, genome hacking,
affective biometrics, and biomolecular networking.


Projects in the BioMedia Lab emphasize the role that aesthetics, design, and representation play in our broad understanding
of biotechnology, biomedicine, and related fields. Many projects involve collaboration with SFU colleagues and students in
computer science, biomedical engineering, bioinformatics, electrical engineering, and architecture.


Related Links

http://www.confrontingpain.com

http://transformingpain.org

https://transformingpain.basecamphq.com

http://wiki.iat.sfu.ca/BiomediaLab

http://thoughttechnology.com/


Transforming Pain

Walking Meditation

3D sound resources


Banyan Tree



Other Projects

Meditation Chamber

MeditationC.jpg

VR Environment that responds to a person's state by Diane Gromala


The Meditation Chamber is an immersive VR environment that provides users with real-time feedback. Wearing a head-mounted
display and biofeedback device, users are guided through a series of relaxation and meditation techniques. In real-time,
the audio and visuals are synced to the users' continually changing physiological states (respiration, pulse rate and sweat
gland activity (a measure of calmness)). As users' approach meditative states, the hypnotic visuals dissolve to moving
mist and darkness as the user relaxes. Exhibited at SIGGRAPH's Emerging Technologies, and seen on CNN.




MeatBook

Metbook.jpg

A project that provokes users' senses of their visceral responses by Diane Gromala


A time-based (that is, decaying) slab of meat, constructed as a book, is embedded with various sensors that cause the meat
to react and quiver as the viewer approaches it. The reanimated flesh also responds with other movements and sound when
users touch it. The next stage of development includes artificial intelligence and explores notions of generative art.




Neurofloat

Neurofloat.jpg

A novel interface for exploring brain data by Steven Barnes & Meehae Song


The goal of the NeuroFloat project is to create an interactive system that uses electroencephalographic (EEG) or other
biological signals obtained from the user as a primary input for navigation through an immersive real-time 3-D visualization
of various regions of the human brain. One of our primary goals is to create a system where the brain-computer interface
is intrinsically related to content of the virtual-reality (VR) environment that it interfaces with. Accordingly, we have
chosen to develop multiple VR environments that collectively represent a tour through the early stages of the users very
own visual system.




Unconventional Racecar Interfaces

Abstractchassis.jpg

A tool for creating interfaces with racecar drivers by Jack Sam


A person's psychological and physiological states are different when driving a racecar from when commuting to work. The
goal of this research method and its tools is to understand the experience of racing and to use this knowledge to design
novel interfaces for racecars.




Scarlet Skellen and the Absent Urchins

Scarletskellen.jpg

A novel interface that changes aesthetics based on affective states by Angela Tomizu & Joshua Tanenbaum


Scarlet Skellen and the Absent Urchins is an interactive, multimedia comic book that employs a user modeling approach
for affective interaction.



Graduate Students

Graduate Students