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Project Persons Year Tags
(Re)connect Kate Hartman video, new media, artist
Kate Hartman is a video and new media artist who lives in New York City. She received a degree in Film and Electronic Arts from Bard College and is currently pursuing her Masters at New York Universityís Interactive Telecommunications Program. This blog chronicles her current class work at ITP. For additional information on her projects, please visit
3lectromode Valerie Lamontagne blog, lab, fashion tech
3lectromode is a Montreal-based fashion-tech studio invested in developing wearables combining cutting-edge technology with current fashion trends. The 3lectromode platform has created a series of market-ready interactive fashion products such as LED-embedded dresses and bags which are sold as kits of ready-mades. 3lectromode continues to research within the field of wearable technologies to bring you the most aesthetic, democratized and performative fashion tech.
Aeolab Elise Co, Nikita Pashenkov (Aeolab) laboratory, design, technology, experience, hardware, software
Aeolab is a design & technology firm founded by Elise Co and Nikita Pashenkov. We specialize in projects that cross boundaries: from online to in-person, physical to digital, often spanning multiple technologies and always within the context of creating a compelling experience. Our areas of expertise include interactive software & hardware, environmental installations, responsive lighting systems, and electronic device prototyping.
Arduino (SmartProjects, SparkFun Electronics, Gravitech) open-source electronics prototyping platform, flexible, easy to use, hardware, software, interactive objects, environments, built by hand, controlling lights and motors, diy
Arduino is an open-source electronics prototyping platform based on flexible, easy-to-use hardware and software. It's intended for artists, designers, hobbyists, and anyone interested in creating interactive objects or environments. Arduino can sense the environment by receiving input from a variety of sensors and can affect its surroundings by controlling lights, motors, and other actuators.
Body Pixel Deborah Hustic technology, interviews, wearable, blog, artist, beta
Deborah Hustic aka body pixel – artist, blogger, web dreamer… working with analogue and digital media. Holds MA in Comparative Literature and Ethnology, thesis on the topic of Butoh. Trained in graphic design; workshops in the fields of photography, dance, computer arts, semantic web, podcasts, textile arts, dance criticism, wearable technology, etc. For 15 years involved in new media. Interested in interactive performance and motion, wearable technology and the usage of new media art in performative context, DIY and free culture movement.
Caché Nadya Peek 2009 interaction, MIT media lab, fab-lab, sensor, dress, wearable, interactive clothing, e-textile, social, student, workshop
Nadya Peek, a first year grad student at the MIT Media Lab created a unique interactive dress to close the gap between our presents in the physical and virtual world. The scenario: a Netcitizenís photo on his/her social network platform indicates ëclickableí areas on the personís clothing. By clicking on these areas on the Website the information will be transmitted via smartphone and bluetooth to the piezo speaker in the garment indicating via a click sound someone clicked on the image letting the wearer know he/she feels close right now.
CuteCircuit Francesca Rosella, Ryan Genz (CuteCircuit) 2004 workshop, smart textile, fashion, wearable technology, interactive clothing, company, interaction, social, circuit
CuteCircuit is a fashion company based in London that designs interactive clothing. CuteCircuit products are innovative intelligent clothing that integrate new functionalities into fashion through the use of smart textiles and micro electronics. CuteCircuit is the first company to merge wearable and telecommunication technology to create emotionally rich experiences for users in the fashion, sport and communication industries.
Digital Media Culture Lab Catherine Elvin (Culture Lab-Newcastle University) research, lab, culture, digital media
The Digital Media Master of Research (MRes) programme is a flexible, creative course in the latest interactive technologies, new media theory, and exploratory media art practice. Working closely with Digital Media staff members, the course offers a supportive community for practice-based research, encouraging innovation and active engagement with the wider cultural sector.
Eleksen (Eleksen) electro conductive, core technology, interactive apparel, interactive textiles, industries, group, fabric touch pad, fabric touch screen interfaces, sensitive
Peratechís Eleksen division is the world leader in touch sensitive interactive textiles for interactive apparel and soft goods products. The core technology, ElekTex, is a unique QTC-based electro-conductive fabric touch pad optimized for the creation of flexible, durable and rugged fabric touch screen interfaces.
Interaction Design Department (Domus Academy) academy, school, ICT
The Master course in I-Design comes from a challenge: to bring the originality of Italian Design in the world of Information and Communication Technology (ICT). The course represents the natural evolution of a series of training and research initiatives developed in Domus Academy since 1983 on theme of technological innovation and on the design of intangible relations with interactive objects and services. It is part of a permanent laboratory on the themes of digital information with the culture of design at its centre, intended as knowledge of the changing world and as a way of learning by designing.
Interactive Architecture Ruairi Glynn blog, news, Architecture, Articles, Audio, Books, Devices, Events, Flying, Furniture, Haptic, Inflatable, Interactive, Kinetic, Lighting, New Materials, Reciprocal, robotics, Scuplture/Installation, Virtual, Visual
covers emerging architectural and artistic practices where digital technologies & virtual spaces merge with tangible and physical spatial experiences. An active architecture, sensing, observing, feeling, listening, thinking, reacting, proposing, adapting, learning, even sometimes interacting. It is an architecture in constant flux best suited to prototyping and semi-perminant installations.
Interactive Institute (Interactive Institute) 1998 research, institute, experiment, art, design, innovation, cultural sector
The Interactive Institute is a Swedish experimental IT-research institute that combines expertise in art, design and technology to conduct world leading applied research and innovation. We develop new research areas, art concepts, products and services, and provide strategic advice to corporations, the cultural sector and public organisations. Our research results are communicated and exhibited worldwide and brought out to society through commissioned work, license agreements and spin-off companies.
Interactive Wear (Interactive Wear) Solar and other mobile power systems, Garment heating systems, Entertainment and communication systems, new applications, innovative products, garment industry, solutions, Electronics textiles, collaborations, research, company, Lighting solutions, Textile interconnection components, wearable electronics, sports, healthcare, workwear
Interactive Wear AG was founded in May 2005. The company headquarters are located in Starnberg near Munich, Germany. The company emerged from the complete acquisition of Infineon Technologies AG's wearable electronics activities.
Interface Culture (Kunst Universitat Linz-Department of Media) interface, artist, researcher, students, university, school
Acting as creative artists and researchers, students learn how to advance the state of the art of current interface technologies and applications. Through interdisciplinary research and team work, they also develop new aspects of interface design including its cultural and social applications. The themes elaborated under the Master's programme in relation to interactive technologies include Interactive Environments, Interactive Art, Ubiquitous Computing, game design, VR and MR environments, Sound Art, Media Art, Web-Art, Software Art, HCI research and interaction design.
Intimacy Daan Roosegaarde (V2_, Studio Roosegaarde) 2009 smart foils, electronic art, fashion, wireless, wearable, garments, social, interaction
Intimacy, developed by Studio Roosegaarde and V2_Lab, is a project that straddles the world of fashion, wearables and the electronic arts, while exploring the relation between technology and intimacy in contemporary tech-society. The project consists of high-tech garments made with wireless, interactive technologies and smart foils, which can become transparent.
Katherine Moriwaki Katherine Moriwaki fashion, technology, media, art, school, Parsons, professor, research
Katherine Moriwaki is an Assistant Professor of Media Design in the School of Art, Media, and Technology at Parsons School of Design in New York City. As faculty at Parsons Katherineís focus is on interaction design and artistic practice. She teaches core curriculum classes in the M.F.A. Design + Technology Program where students engage a broad range of creative methodologies to realize new possibilities in interactive media. Katherine is also currently completing a Ph.D. in the Networks and Telecommunications Research Group at Trinity College Dublin, which examines the intersection between fashion, technology, and creative practice.
LED Kimono Miya Masaoka 2009 traditional kimono patterns, musical, light emitting diodes, handmade, prototype, light sound instrument, art, LED, interactive instrument, dress, wearable
The LED KIMONO PROJECT is a new light/sound instrument designed and fabricated by composer Miya Masaoka. This prototype consists of a single handmade sleeve, embroidered with 444 LEDís (light emitting diodes that respond to musical and physical conditions and act at times as a low-resolution monitor interpreting live video.
Maggie Orth Maggie Orth artist, interactive, physical interfaces, wearable computing, electronic textiles, interactive textile musical instruments
Maggie Orth is an artist and technologist who designs and invents interactive textiles in Seattle, WA. She is the founder and Chief Executive Officer of International Fashion Machines, Inc. Orth received her Phd. in Media Arts and Sciences from the Massachusetts Institute of Technology, Media Lab in June 2001. Her academic work at the Media Lab (1997-2001) included patents, research, publications and design in new physical interfaces, wearable computing, electronic textiles, and interactive textile musical instruments.
Marcelo Coelho Marcelo Coelho shape changing composites, paper computers, design, material science, human computer interaction, researcher, designer, interactive garments, edible circuits
Marcelo Coelho is a designer and researcher whose work dwells in the intersection of human-computer interaction, materials science and design. He is an inventor of paper computers, shape changing composites, interactive garments, and edible circuits.
Margarita Benitez Margarita Benitez solo show, designer, installations, diy, materials, technology, interactive textiles, critical media, data sonifications, group show, internationally
Her current studio investigations are in interactive installations, DIY culture, experiments with materials and technology to create works that combine high/low tech, wearables and interactive textiles as critical media and data sonifications (with Markus Vogl). Her work has been exhibited in solo and group shows internationally.
Missmoun Mouna Andraos wearables, electronics, mobile, web, varius media, interaction designer, art, electronic, intimacy
Mouna Andraos an R&D OpenLab Fellow, is an interaction designer in various media including web, mobile, electronics and wearables, while applying ideas of softness, intimacy and uniqueness to the electronic spaces and objects that are increasingly inhabiting our personal environments. Her work for a Montreal-based interactive production studio has won recognition ranging from a Best of Show & Best of Art at the South by South West web awards to a cyberLion in Cannes. She recently completed her master's degree at the Interactive Telecommunications Program (ITP), Tisch School of the Arts, New York University.
NATO ASI PROTECTIVE TEXTILES 2010 Ir. Els Van der Burght (NATO OTAN) 2010 wearability, confort, electronic processor, wearable sensor, nanotechnology, high level, protective textile, protective apparel, chemical, biological, nuclear, ballistic, clothing, intelligent textile, defense, study institute, textile materials, design, manufacturing, New dress concepts, Department of Textiles/ UGent
Modern protective clothing needs to meet a variety of multifunctional requirements and offer a very high level of protection as well as remarkable comfort and wearability, influencing the wearerís physical performance which puts it far beyond usual definitions of comfort. The demand for multifunctional properties makes it necessary to develop and improve fibre and textile materials and structures (suits, uniforms, Ö). Introduction of nanotechnology and the use of a variety of (wearable) sensors / embedded electronics and processors turn traditional protection into a value added market posing ever increasing challenges to researchers and engineers at universities, institutes and industry. Design and manufacturing of sophisticated interactive protective textiles and clothing, meeting very tight specifications, has to be done taking into account cost-effectiveness, environmental issues and even the need to be applied to military as well as civil purposes.
Platforms Norene Leddy (The Aphrodite Project Team) 2000 social sculpture, wearable, shoes, sex, DIY, platform, community
Platforms, the latest series of work in the ongoing Aphrodite Project, is a social sculpture: an interactive, wearable device that is a conceptual homage to the cult of the Greek goddess of love, Aphrodite, a practical object for contemporary sex workers, and a vehicle for public dialogue. An integrated system of shoes and online services, Platforms draws on innovations made by venerated courtesans from antiquity to improve conditions of 21st century women. Despite advances in culture and technology, sex workers are now perceived to be outlaws by trade and are vulnerable to surveillance and violence. Platforms empowers people by providing tools they need to stay safe.
Popeye Works Minoru Fujimoto research, performance, wearable tech, artist
Minoru Fujimoto was born in Kobe on August 9, 1983. He is a Research Associate at Tokyo University of Technology in Japan. He received the B.Eng., M.Eng. and Ph.D. degrees from Kobe University in 2007, 2009 and 2012, respectively. He is a dancer and researcher. His research interests include wearable computing, entertainment computing and performance art. He has developed some interactive systems for dance performance.
Popkalab Ricardo Nascimento artist, multimedia, body, environment
Ricardo Nascimento,1977. He works as artist, multimedia developer and producer. He investigates body-environment relations focusing interface development and autonomous adaptative systems for interactive installations and hybrid environments.
seamless 2006-2008 exhibition, show, interactive, smart clothing
seamless is a fashion event featuring innovative and experimental works in computational apparel design, interactive clothing, and technology-based fashion. each project [re]interprets the conceptual goal of a seamless relationship between technology and fashion. these are real clothes that inspire and provoke.
see yourself sensing Madeline Schwartzman book, art, senses, perception
Black Dog Publishing. Exploring this concept through the last 50 years of contemporary art and design, See Yourself Sensing: Redefining Human Perception examines the work of key practitioners in this field, from Rebecca Horn’s object based installations, Stelarc’s robotic body extensions to Carsten Höllers’ physically interactive sculptures. The works and artists illustrated throws into consideration how we see and sense the world around us through artistic interpretation. Whether extending these senses through projections, technological spectacles or even telepathy, our perceptual limitations are challenged and our senses realized visually. Analyzing the importance and influence of body-scaled sensory experiments, Schwartzman reveals the fascinating relationship between senses, body, art and perception.
sensoree Kristin Neidlinger 2011 - ongoing tech lab, smart textiles, future fabric
SENSOREE is an art and technology design lab elaborating on ideas of therapeutic, body architecture, interactive installations, sensitive technology, and robot clothes. SENSOREE designs future fabric and smart textiles for wearable technology and interactive installations. Our whimsical designs create external nervous systems that inspire body awareness, insight, and spontaneity. We promote extimacy – externalized intimacy. SENSOREE explores for the Sensory Computer Interface [SCI] — the investigation of proximity, intimacy, telepathy, intuition, and humor between human and machine. It’s a sensory soiree !
Seven mile boots L. BELOFF, E.BERGER, M.PICHLMAIR 2003 interactive, shoes, audio
The project SEVEN MILE BOOTS is a pair of interactive shoes with audio. One can wear the boots, walk around as a flaneur simultaneousy in the physical world and in the literal world of the internet. By walking in the physical world one may suddenly encounter a group of people chatting in real time in the virtual world. The chats are heard as a spoken text coming from the boots. Wherever you are with the boots, the physical and the virtual worlds will merge together.
SFIT (CSEM, CORDIS, IST ) projects cluster, collaborations, MyHeart, BIOTEX, PROETEX, STELLA, OFSETH, CONTEXT, MERMOTH, smart fabrics, interactive textile, flexible wearable systems, smart textile, smart clothes, sensor, piezo-resistive yarns, optic fibers, colored multi layers, Research and Development, Intelligent Biomedical Clothing, Biomedical Clothing, European Commission, Wearable Healthcare System
The symbiosis of textiles with wearable computing, augmented reality, human machine interfaces, media and interface design and the collaboration between established electronics and textile industries currently lead to a totally new class of flexible, conformable informative and interactive wearable systems. The current market size for wearable computing and smart fabrics and interactive textiles (SFIT) is modest but presents a strong future outlook.