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jan torpus |
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| contact / CV + work list / PUBLICATIONS | ||
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| projects | ||
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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. |
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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. |
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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. |
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living-room2, design research project of the University of Applied Sciences Northwestern Switzerland, Academy of Art and Design, 2005-2007 |
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TelcomGallery, interactive art project, Basel 2005 |
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lifeClipper,
outdoor art project, audiovisual walking experience, Basel 2004 |
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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. |
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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. |
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affectiveCinema1,
interactive video art installation, Basel 2001 |
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Las meninas, CD-ROM, 1999 |
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Gender Media Art (GMA), CD-ROM
on gender theories, 1998 |
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