Interactive Media
Unintended Ironies
A Virtual 'artistic research lab' conceived as an alternate / interactive version of an exhibition on old Pan - African magazines. Commisioned by the Trondheim Academy of Fine Art.
Mental Island
Virtual reality game that addresses mental well-being of young people within the context of a challenging adventure game and with the help of a helpful chatbot. Built in collaboration with Cypher App, with support from the Havering Clinical Commissioning Group.
Power Run!
Mini platform runner built with Construct2. Available on the Windows Store as a free download.
DigiGym
DigiGym is a proof of concept for a virtual fitness application. Developed while in residence at Digilab, Barking Learning Center, London. Player earns point for each hit on a virtual punching bag and is rewarded with sound effects and a score counter. Built using the Microsoft Kinect sensor.
A Virtual Gallery
A Virtual Gallery (AVG) is an interactive gallery experience conceived to provide an alternative art viewing experience to people otherwise unable to travel to visit museums / gallery spaces.
The solution incorporates a basic walk through of an architectural design in three dimensional space, with three basic interactions available for triggering actions programmed into the works on display. AVG is built for an immersive virtual reality experience, using the Google cardboard sdk to ensure the experience would be widely accessible. ‘A Virtual Gallery’ furthers previous artistic work that served to highlight how cultural programming can take place in a multitude of spaces, (including virtual space) and should define the nature of architectural programming , with reference to Nigeria's National Theatre, whose built form is echoed in this project.
BLC Wayfinding Map / App
Interactive way-finding map for the Barking Learning Center, Barking, London. Touch activated context menus provide information on different spaces depicted in the 3d representation of the facility's layout. Includes a system for providing information on events in meeting rooms, which can be updated in real time via a connected Google Drive spreadsheet.
Exhi-bits Demo: Jungle Book
Prototype for gesture controlled interactive story telling solution, using Rudyard Kipling's Jungle Book. Comissioned by and demoed at the Barking Learning Center, Barking, London, in December 2016.
Exhi-bits Demo: Microsoft's RoomAlive Toolkit
Exploring Mixed Reality using Microsoft Research's RoomAlive Toolkit, with support from Digilab, Barking Learning Center. Research on which this project was based led to a thesis that favoured a mixed reality user experience over virtual reality and preempted the current drive for mixed reality solutions, being led by Microsoft and other solution providers.
A Brief Library of Playful Media
Collection of various experiments in game development, augmented reality, virtual reality and other playful media.
Disrupted Automobiles
Interactive presentation made out of Johann Jungwirth's article on the disruption of the automotive industry. An experiment in building a presentation as an app.
Johann Jungwirth is the Chief Digital Officer at Volkswagen AG and his article lays plain Volkswagen's digital strategy which is focused on taking the gains of Silicon Valley's software based human-computer interaction centred design paradigm into the world of automobiles, through the conjoining of their design and digitalization strategies. No Automobiles were hurt in the process of making this.