jan torpus

    contact / CV + work list / PUBLICATIONS
   

 

 

    projects

lifeClipper3   lifeClipper3, game-like augmented reality art project, Basel 2009-2010
The implementation of parallel worlds, which form reference layers with alternative logic and dynamics, question visitors' perceptions and offer them an opportunity to experience other dimensions. The game-world is mainly built on the combination of three types of systems: a location-sensitive system, an iterative climate circle and an emergent ecosystem. The visitor can interact with the surroundings by moving, looking and breathing.

lifeClipper2, design research project of the University of Applied Sciences Northwestern Switzerland, Academy of Art and Design, 2006-2008
lifeClipper2 is the continuation of the art project lifeClipper (see below) in the applied design research context. The development of a design vocabulary and the necessary technical equipment for applications in the fields of tourism, game and architecture visualization are the main goals of this project.

arhabitats AR-Habitats, additional part of the research project "living-room2" of the University of Applied Sciences Northwestern Switzerland, Academy of Art and Design, 2008
AR-habitats offers you a selection of habitats – game-like immersive AR-applications optimized for daily home use. Habitats can be educational, therapeutic, travel related and many more options. The project AR-Habitats simulates a possible future market for commercial AR applications.

living-room2, design research project of the University of Applied Sciences Northwestern Switzerland, Academy of Art and Design, 2005-2007
The former research project living-room1 served as a proof-of-concept and evaluation phase. The main aspects were spotted: Physical/Virtual, Interaction, Dramaturgy. The new installation works on an improved system (ultra sonic tracking, game development software) which allows the implementation of much more complex scenarios and a more specific exploration of design and content management  issues.


TelcomGallery, interactive art project, Basel 2005
TelcomGallery is an ironic proposal for selling art with commercial telecommunication strategies. Video scenes are exhibited in urban showcases or exhibition halls. They can be activated by mobile phone dialling a chargeable number. The mobile phone is used as a remote control and headset for the sound.
The exhibited scenes are static and remind us to famous paintings. The system recognizes the incoming audio signal which can have effect on the scene. Return calls and spam messages prompt the visitor later.


 

lifeClipper, outdoor art project, audiovisual walking experience, Basel 2004
The visitor’s position and viewing direction is measured and captured image and sound augmented according to defined presets.
Through interventions on habitual ways of listening and seeing, reality becomes questioned. The borders between subjective and objective perception become blurred as the user is immersed into space and action but also contemplates artistic compositions and cultural reflections.


  living-room1, design research project of the Academy of Art and Design HGK FHNW, 2003
Different aspects of augmented reality got examined in a clearly defined studio situation from a design and room perception point of view. The choreography is dependent on user interactions in the real world (position and direction) and focuses on the boarderline between real and virtual worlds.

  affectiveCinema2, interactive video art installation, Basel 2002
The order and parameters of image and sound shown on the video are influenced according to the visitor’s measured emotional response to displayed video clips.
They see more important video scenes the stronger they react and understand more of a secret system, where abstract characters and objects tell a situation of social dependencies and connections.

 

affectiveCinema1, interactive video art installation, Basel 2001
affectiveCinema deals with unreflected human reactions and perceptions.
The affective content sent from a video gets emotinally answered by the human. The parameters of image and sound shown on the video are influenced according to the emotional input sent by the visitor. The user follows different branches of the non-linear structure and enters an emotional-technological dialog.


 

Las meninas, CD-ROM, 1999
An artistic interpretation of the painting of Velazquez (presented at the art fair Art’99 Basel, Galerie Klaus Littmann)


 

Gender Media Art (GMA), CD-ROM on gender theories, 1998
AXIS, Bureau voor de Kunsten, Amsterdam. Collaboration on concept and creation of image and moving image. (1. Price Multimedia Festival Nagasaki, 1. Price VIDEOFORMES, XVème Festival International le Palmarè; exposed at various international multimedia festivals)