RELOGIA | TRIALOGUES WORKSHOPS
Unfolding the Human Senses
Nominated for best UK Startup 2019
Presenter: Ari Peralta, Director & Founder of Arigami
Forbes recognized innovator and serial entrepreneur Ari Peralta is the Director and Founder of Arigami. Arigami is a London-based research firm dedicated to expanding and refining multisensory science and promoting STEAM education. Ari has worked across multiple media disciplines in both large and small organisations, and currently leads an interdisciplinary coalition of scientists, technologists and designers working around the globe to improve complex human problems such as sleep, stress and wellness using advanced human data analytics.
Company profile: Arigami builds environment-specific case studies using a multisensory framework. Arigami translates biometric findings into smart sensory intelligence that can clearly guide aesthetics, sensory content and inform sensory technology procurement decisions.
Description: Multisensory science is multidiscipline by default. Unfolding the human senses requires the strategic partnership between various fields of science and technology. Join Ari Peralta, CEO of Arigami, as he shares interdisciplinary best practices along with STEAM-driven use cases that have effectively united scientists from around the world on their quest to use sensory input to improve people’s lives.
Workshop synopsis: The anxiety economy represents more than the gadgets and quick fixes that are geared towards anxious consumers, it also depicts an archaic way of approaching consumer health and wellbeing. As most brands continue to pivot their way into wellness, an opportunity arises to dispel gimmicks and leverage data to improve quality of life. Discover the recent advances in multisensory research, AI and human data analytics that are transforming our ability to innovate and make life better.
ARIGAMI (United Kingdom) Nominated for best UK Start-up 2019 https://www.arigami.co.uk
- tech requirements for attending: bring your laptops or tablets
- max number of participants: up to 100
- duration: 60-90 Minutes
Nokia Bell Labs | Ireland
Sonic Empathy project
an interactive installation where the public can create their own music using video analytics technology
ORGANIZATION PROFILE: Nokia Bell Labs, the industrial research division of Nokia, continues to conduct innovative and game-changing research around the big issues affecting the ICT industry. Using its wide-reaching expertise and collaborating with the global innovation community (both inside and outside Bell Labs), the organization is focused on finding solutions that offer a 10x (or more) improvement in multiple dimensions. These solutions will then be used to create cross-discipline ‘Future X’ initiatives that will shape the future communications landscape.
PRESENTER: Ross Dowd is an Industrial Designer with a passion for pursuing meaningful interactions, between humans, and between humans and their devices. He has exhibited work at the D’Days 2015 Design Festival in Paris, and was awarded the Universal Design Award at the Institute of Designers Ireland Graduate Awards 2016. He is also a keen participant in Nokia Bell Labs Experiments in Arts and Technology (E.A.T.) program, having designed and coordinated an interactive performance with an artist at Inspirefest 2017, and Irelands Edge 2017. He currently works as a Demonstration Designer at Nokia Bell Labs, in Dublin’s Hardware Innovation Team.
DESCRIPTION: Nokia Bell Labs will be running a small focused workshop on art science tech collaboration and exploration. Through Ross Dowd’s experience on the E.A.T. Sonic Empathy project, the time will be used to discuss the differences between the artistic and engineering methodology, the benefits of art-science exploration, and how to go about creating a successful collaborative project. The participants will leave the workshop with a white paper on how best to approach and develop these types of collaborations.
Participants profile: This workshop is ideal for:
- Those interested in facilitating or coordinating an art-science collaborative project
- Artists wanting to understand how to collaborate with engineers
- Engineering and technical minded individuals eager to learn more about artistic expression
- tech requirements for attending: those attending need not bring anything
- max number of participants: 20
- duration: 1 hour
KUNSTUNIVERSITAT LINZ/ MA INTERFACE CULTURES | Austria
Generative Synaesthesia Workshop
PRESENTER: Jürgen Ropp(AT) – creative technologist, Art & Science researcher
Jürgen Ropp is an artist based in Linz, Austria and currently part of the Interface Cultures Master´s program at University of Art and Design there. He is inspired by the tension between art and science and their (dis)congruencies. With a BSc in engineering he is able to use a palette of tools to manifest situations that lie within and emerge from these fields. From building an installation for the European Digital Art and Science program to performing at Ars Electronica Festival he is trying to avoid limitations expressively and technically.
His work is located on the border between art and sciences. He understands the epistemologic limitations of modern physics as a nutritional basis for his artistic expression and explores the implications of the underlying theories. From that interactive artifacts and audivisual experiences emerge, which utilize new technologies to interpret a specific context free from scientific formalisms. By that the work is based more in the field of artistic research, whereas it wouldn´t be possible without taking experimental research into consideration. Examples of his work here:
ORGANIZATION PROFILE: Interface Cultures, Linz University of Arts
The Interface Culture program at the Linz University of Arts Department of Media was founded in 2004 by Christa Sommerer and Laurent Mignonneau. The program teaches students of human-machine interaction to develop innovative interfaces that harness new interface technologies at the confluence of art, research, application and design, and to investigate the cultural and social possibilities of implementing them.
DESCRIPTION: Machine Synaesthesia is an introductory workshop to creative coding with vvvv.
Тhis workshop will give an introduction to the node-based programming language vvvv. In this workshop visitors will get introduced to vvvv as a tool for creative computing. Participants will learn basic handling of the software to generate sound-based generative visuals inspired by Kandinsky, whose work is one of the most famous examples of synaesthesia. Geometric patterns will be animated dynamically based on real-time sound input. The goal is to have a working environment from which the participants can continue to explore the possibilities of real-time visuals.You will learn how to animate geometric objects and make them sound reactive to your own realtime input. Hands on coding will give you results that can be explored further afterwards.
participants profile: Since the software framework is making use of DirectX, the workshop is Windows only.
No prior knowledge needed
- technical requirements for attending:Windows computer and 3-button mouse
- max number of participants: 30
- duration: 2 hours
Microsoft Hacks – STEAM Education methods and toolkits developed by MIT
Brain impact simulator
Building models to understand and mitigate brain injury
PRESENTER: Teodora Varbanova, PhD; Microsoft CEE – Education Solution Specialist Windows Devices, Central and Eastern Europe
My goal is to support my customers (schools, universities, governments) by providing integrated, reliable and secure solutions to fill the gap in the digital divide:
- Cloud solutions: Microsoft Office 365 Education platform, the rich and smooth environment for administrative and learning process, securing the opportunity for students for anytime, anywhere learning.
- Devices: very important component in the digital world. There are various scenarios I am working on: BYOD, Labs, National deals, suitable devices for different learning purposes.
- Opportunities: I truly believe that the main purpose of Education is to create opportunities for students, local society, economy. My leading principle is that in the digital era competitiveness is related to intellectual power, not manufactural one. And my all efforts are focused on helping my customers to build, improve, extend learning process to provide opportunities.
COMPANY PROFILE: Microsoft enables digital transformation for the era of an intelligent cloud and an intelligent edge. Its mission is to empower every person and every organization on the planet to achieve more.
DESCRIPTION: Students learn about the regions of the brain and their function. Then, they build a model to visualize in real-time what happens when the brain collides with the skull. Next, they design methods to protect and mitigate the effects of collisions.
- participants profile: Math & Physics, Natural Science School / 8th-9th grade
- max number: 25
- duration: 2 days x 5 hours per day
UNION INTERACTIVE Ltd. | Bulgaria, zSpace® STEM laboratories
From the Idea in the Mind – to the Matter in the Hand
Invent it, Create it via Tech, Touch it
Presenter: Union Interactive Ltd.
Company profile: Currently, Union Interactive Ltd. has built over 200 interactive classrooms / classrooms with interactive whiteboards or interactive displays, has created 2 completed zSpace® STEM laboratories, has created about 15 technology science centers, has worked on multiple modernization projects for learning infrastructure and has trained over 1000 teachers to work with the appropriate teaching and work technologies and models that they suggest.
One of their key and best-selling products – the OnBoard interactive whiteboard is assembled in Bulgaria by Union Interactive Ltd.
Among other things, Union Interactive Ltd. works on larger projects with different schools. These include building up a modern learning infrastructure that includes interactive educational technologies, quality teaching software and teacher training.
Description: It is no coincidence that, apart from STEM, many schools around the world are talking and working on the concept of STEAM. The additional “A” is crucial because it stands for “Arts”. Effective technology learning is a kind of an art, and pure art itself can increasingly rely on the help and capabilities of technology without taking away or killing the creativity of the young person.
This Workshop aims to show just that – a unique model of work and “creation” where the student “immerses” and undergoes a complete process of creation:
FROM THE MIND > THROUGH TECHNOLOGY > TO MATTER!
Workshop synopsis: Students and teachers will be challenged to come up with a three-dimensional image / model / layout with a specific idea and concept. They will then have to use the latest generation of virtual and augmented reality technology, the zSpace® workstation, to model their idea in the form of a 3D model generated as a virtual interactive hologram. The completed result will be saved as a finished file and transferred to a 3D printer processing and pre-printing software, where final sizing is made. In the final part, the best 3D models will be printed on a 3D printer and presented to their “creators”.
Participants can create small cups, vases, souvenirs with the logo of their school or give complete freedom to their imagination and create completely fanciful shapes and models in three-dimensional space.
- participants profile: students, teachers; other interested visitors
- max number of participants: 12
- duration: 90 Minutes
- more info (pdf)