Quick Project Listing:

Click on one of the projects from the list below to learn more about our work, or browse the short texts on the right to get some general information first.

Swarm (2008)
- Wixel Cloud (2008)
- Wixel Play (2007)
- Wixels (2007)
- TouchMe (2004)
- Robotract (2004)
- Demor: location-based 3d audiogame (2004)
- Jalaani (2003)
- MoCap Performance (2002)

Seminars & Workshops:

- Physical Interaction Design (2007/2008)
MoCap Lab v.2.0 (2006)
- Designing Augmented Reality Experiences (2006)
- MoCap Lab (2005)
- Kunstkavel 2.12 (2005)

Projects Overview

Swarm - (2008)

Swarm is an interactive mixed reality sculpture which intersects a static physical swarm of light objects and a virtual swarm of moving colours that reacts to those walking underneath. Its appearance invokes associations with flocks, schools and swarms, where many individuals seem to merge into a single superorganism with its own distinct character.

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Wixel Cloud - (2008)

Wixel Cloud is a physical 3D light sculpture that consists of 75 Wixels composed in a cloud like formation in a 3x1x1 meter space. Within this physical shape, there is a limitless amount of motion and colour combinations available to dramatically affect its appearance and the atmosphere of the space it’s placed in.

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Wixel Play - (2007)

Wixel Play is a physical computer game-installation. Never before have children had to run so much in a computer game. 48 glowing balls (Wixels), lighting up in a range of different colours, create a playing field in which children can play games on their own, with other children or against each other. This interactive installation was created for the 2007 Cinekid Festival, an annual film, television and new media festival for children.

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Wixels - (2007)

Wixels are wireless pixels that exist in physical space. They are small light objects of which the colour can be controlled wirelessly. Wixels liberate pixels from the two-dimensional constraints of the screen and make it possible to create colours and patterns in full, three-dimensional physical space. Like pixels, the colour of individual Wixels can be controlled in real-time, allowing for a continuously changing appearance. Sculptures can be composed of thousands of Wixels in any imaginable configuration.

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TouchMe - (2004)

TouchMe is an interactive installation for the public space. It uses a nifty technical solution to allow people to contribute something personal to an otherwise impersonal environment.  Members of the public can create an image of themselves by pressing their body against a glass surface. The resulting picture will be stored by the installation to become part of the permanent exhibition.

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Robotract - (2004)

Robotract is a Tangible Augmented Reality Game that blurs the boundary between the physical and the virtual world. The game lets players physically control tiny virtual robots that run around on a real table. By holding a real world magnet close to the virtual robots, their path and movements can be affected. In this way Robotract creates a seamless interface between digital game elements and the ordinary physical environment in which we are living and interacting.

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Demor - (2004)

Demor is a location-based 3d audiogame developed for the Accessibility department of the Bartiméus Institute for the Blind. We were asked to create a location-based computer game, equally enjoyable for sighted and visually impaired children. Our efforts resulted in Demor, an innovative audiogame that is best explained as a virtual reality for the blind. Players get to experience a full 3d first person shooter while they are actually walking on an empty soccer field. Demor was considered highly successful by both the external client and international press.

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Jalaani - (2003)

A custom interface was developed to give actors control over the animations that are projected during the performance of ‘Jalaani and the Lock’. The animated sequences were triggered by manipulating a wireless game-controller (which fitted nicely as a prop in this play, that for a large part is set in a computer game). This approach allowed the actors to be flexible in their timing.

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MoCap Performance - (2002)

With the use of motion capture technology we set out to explore a novel relationship between performer and technology, between real and virtual. In this performance a real-time connection is made between a dancer and different media elements on stage. Both the soundtrack and the projected visuals are being generated and controlled in real-time on basis of the dancer's movements.

Read more about Mocap Performance