Archive for December, 2007
ED on snow: High-tech winter fashion of tomorrow
Ski fashion for the year 2036 promotes LED lighting. At an event held on November 5th 2007 for the Munich bid to host the Olympic Winter Games, fashion designer Willy Bogner sent his models on a trip into the future of winter sports.
Together with lighting manufacturer OSRAM, he ventured a brief look into the future: state-of-the-art lighting technology providing the winter sports outfits of tomorrow with a conspicuous, yet sartorially elegant design. Bogner on the outside, OSRAM on the inside – this is the motto of these sparkling ski suits.
Twelve brightly illuminated OSRAM Golden DRAGON LEDs in a special version of the DRAGONx LED module fitted on the front and rear as well as on the sleeves made the “Solar Light Suit” sparkle. The LEDs are solar-powered. Based on the thin film technology developed by OSRAM, these light sources boast a particularly high luminous efficacy. With an optical output ratio of 55 Lumen/Watt, the Golden DRAGON LEDs require little space given their minimalist size. Even with integrated lens, each measures less than a centimetre in height. Thus they are suitable for the most diverse designs and can easily be integrated into clothing. Because of different beam directions – depending on the lens used – the high-power LEDs are also perfect for architectural and accent lighting and for use in spotlights.
LEDs with extremely flat design:
The “Private Space Suit“ – a further creation by Willy Bogner – featured LINEARlight Flex LED strips to place impressive illuminated highlights in red and white. The LED module, which is fixed on a flexible and separable pc board, emits the light either at the top or at the side – without generating a great deal of heat in the process. Due to its low height, it can be fitted in extremely flat designs, thus also in trousers or jackets. As a long-life solution with more than twice the luminous flux, the LINEARlight W2 has a life of up to 50,000 hours.
“There is no question that light will assume a whole host of different functions in the future that are quite inconceivable to the modern consumer,” said Florian Hockel, applications engineer at OSRAM. “As an innovative lighting company, it is our task to act and plan with a view to the future. Consequently, the Future Outfits for Willy Bogner were an excellent chance to demonstrate just what our LED modules can do, even in the face of an unusual, futuristic challenge.”
LOSTVALUES explores the beauty and melancholy of craft to challenge the aesthetics and function of smart fabrics and this way emphasize the emotional value of keepsakes, garments and toys.
This is highly personal approach into exploring materials and new technologies that produces unique pieces of craft. Technology can’t be more personal then this. Watch this space for more brilliant work.
exploring lost values through clothing and technology- Elena Corchero
A collection of fashion accessories that explores delicate ways of incorporating organic solar cells into textiles in which technology meets tradition. The pieces are charged while used outdoors during the day. When brought indoors in the evening they transform into a decorative ambient light display for the home, powered only by energy stored earlier.
Electronic components like solar cells, resistors, and LEDs are integrated directly into the textile and wired together into working circuits using conductive thread. Organic prints and embroidery motifs recall endangered birds.
Well Done: a food company annual report that has to be cooked first
Called Well Done, the report features blank pages printed with thermo-reactive ink that, after being wrapped in foil and cooked for 25 minutes, reveal text and images.
Here are details from Bruketa & Zinić:
Well Done, the annual report for food company you have to bake before use
Empty pages become filled with content after being baked at 100°C for 25 minutes.
“Well done” created by Bruketa & Zinić is the new annual report for Podravka, the biggest food company in South-East Europe. It consists of two parts:
a big book containing numbers and a report of an independent auditor
a small booklet that is inserted inside the big one that contains the very heart of Podravka as a brand: great Podravka’s recipes.
To be able to cook like Podravka you need to be a precise cook. That is why the small Podravka booklet is printed in invisible, thermo-reactive ink. To be able to reveal Podravka’s secrets you need to cover the small booklet in aluminium foil and bake it at 100 degrees Celsius for 25 minutes.
If you are not precise, the booklet will burn, just as any overcooked meal. If you have successfully baked your sample of the annual report, the empty pages will become filled with text, and the illustrations with empty plates filled with food.
The annual report is printed on paper Conqueror Laid Brilliant White 120 g/m2, Munken Polar 130 g/m2 and Soporset 90 g/m2 and written with typography Thema by Nikola Djurek and Lexicon by Bram De Does.
The creative team of the project consists of Creative Directors Davor Bruketa & Nikola Zinić; Art directors Davor Bruketa, Nikola Zinić, Imelda Ramovi, Mirel Hadžijusufović; Copywriters Davor Bruketa, Nikola Zinić, Lana Cavar, Teo Tarabarić, Project manager Mirna Grzelj; Prepress: Danko Đurašin and editor Drenislav Zekić.
This is the seventh annual report for Podravka designed by Bruketa & Zinić OM. Those seven books won numerous awards worldwide such as London International Awards (Gold), Art Directors Club New York (Silver), Red Dot (Best of the Best), Cresta (Winner of Category), I.D. Annual Design Review (Best of Category), Type Directors Club (Typographic Excellence), Graphis (Gold) , Creativity (Gold) , Good Design (Graphics Award), HOW International Design Awards (Best of Show), Moscow International Advertising Festival (Gold), International Forum Communication Design (Design Award) and ARC Awards (Gold).
Bruketa & Zinić OM is a 60-people independent agency based in Zagreb, Croatia. It was established 10 years ago. The agency has been awarded for their projects by many prestigious contests and their work has been presented in many publications, books and exhibitions worldwide.
Tokyo Design Week: Takehiro Ando’s installations at 100% Design Tokyo consisted of interlocking felt components.
Felt Unit (CUMA, CROSS) is the design concept of Takehiro Ando in collaboration with felt manufacturer Aviland. It is the result of Ando’s desire to work with a soft and warm natural material (wool) to create a design (shape) that could be produced without the use of adhesives or stitching. The felt for this project has been custom designed using a woven pattern of wool fibers that are pre-died in order to create a rich color and texture and woven repeatedly in order to provide the desired thickness, density and rigidity to support its use in many different applications. The resulting shapes, CUMA/CROSS are two shapes that can be easily connected using an unlimited number of parts to create the desired product. Each piece can be connected up/down/right/left to create an infinite number of patterns. CUMA/CROSS products/installations can be used in interior design, as fashion accessories and for illumination applications. The usages are limited only by your imagination.
The felt pieces are available in two shapes, Cuma (shown above), and Cross (shown below).
CUMA was designed to create a shape that could be used when inter-laced to provide a dense/thick tapestry to be used in many applications. The CUMA shape with its round curves gives a soft appearance and its curves allow for very small gaps when connected. The resulting shape, CUMA (Japanese for bear) looks like a bear head (face and ears), with cut outs in order for the pieces to be linked together. This unintended result creates a silhouette that is cute when used individually but when the pieces are linked together the design is strikingly modern. The sound absorption and thermal retention properties of the felt and this shape make it great for varied usages such as: table coverings, wall hangings, cushion covers and as fashion accessories.
CROSS was designed to create an open/ airy design that is simple and striking on its own and when utilized in large numbers has a permeability and openness that makes it ideal for not only flat installations but for 3 dimensional as well. When connected , CROSS becomes a woven net that is perfect for applications where natural or man-made illumination are used. (wall hangings/ separators/ light shades, etc). CROSS’ simple design is also perfect in accessory applications (necklaces, hand bag decorations, belts).
Working together with the amazing Emily Gobeille, we created the interactive installation, ‘Funky Forest’ which premiered at the 2007 Cinekid festival in the Netherlands. ‘Funky Forest’ is an interactive ecosystem where children create trees with their body and then divert the water flowing from the waterfall to the trees to keep them alive. The health of the trees contributes to the overall health of the forest and the types of creatures that inhabit it. Made with openFrameworks.
The reactable is a collaborative electronic music instrument with a tabletop tangible multi-touch interface. Several simultaneous performers share complete control over the instrument by moving and rotating physical objects on a luminous round table surface. By moving and relating these objects, representing components of a classic modular synthesizer, users can create complex and dynamic sonic topologies, with generators, filters and modulators, in a kind of tangible modular synthesizer or graspable flow-controlled programming language.
The instrument was developed by a team of digital luthiers under the direction of Dr. Sergi Jordà. The “Interactive Sonic Systems” team is working in the Music Technology Group within the Audiovisual Institute at the Universitat Pompeu Fabra in Barcelona Spain. Its main activities concentrate on the design of new musical interfaces, such as tangible music instruments and musical applications for mobile devices.
The reactable intends to be:
collaborative: several performers (locally or remotely)
intuitive: zero manual, zero instructions
sonically challenging and interesting
learnable and masterable (even for children)
suitable for novices (installations) and advanced electronic musicians (concerts)
The reactable hardware is based on a translucent, round multi-touch surface. A camera situated beneath the table, continuously analyzes the surface, tracking the player’s finger tips and the nature, position and orientation of physical objects that are distributed on its surface. These objects represent the components of a classic modular synthesizer, the players interact by moving these objects, changing their distance, orientation and the relation to each other. These actions directly control the topological structure and parameters of the sound synthesizer. A projector, also from underneath the table, draws dynamic animations on its surface, providing a visual feedback of the state, the activity and the main characteristics of the sounds produced by the audio synthesizer.
Remote Impact is a “Sports over a Distance” game that provides a full body contact experience between geographically distant players. The game encourages extreme physical exertion and, unlike the Nintendo Wii and other console games, it recognizes and registers intense brute force. The physical intensity of the game contributes to general fitness, weight loss, and stress relief at the same time it allows you socialize and create new friendships over a distance in an entertaining sportive way.
Current widespread telecommunication technologies can support generic messaging and business-oriented tasks, but they do not adequately support opportunities for building a trust relationship between distant colleagues. On the other hand, traditional contact sports like football, rugby, and martial arts are well known for their effectiveness in social bonding and teambuilding. Remote Impact aims to provide these benefits to participants who are in different places.
A life-sized silhouette of the remote participant is projected on the interface, which resembles a mattress standing against a wall. A unique sensing system measures the location and intensity of each impact. Players can punch, kick, or throw their entire bodies against their projected opponent, and the system recognizes when there has been a hit or a miss. Players can dodge hits by ducking or moving out of the way, just as in real sports. More points are scored by hitting your opponent harder. At the end of a specific time interval, the player with the most points wins. Players can also talk to and hear each other through a voice connection between the locations.
At the moment, Remote Impact is just a prototype, but in the future it could allow friends and family members who live apart to engage in a full-body exertion exercise experience together in a playful environment without anybody getting hurt. Teambuilding coaches could use Remote Impact to increase the effectiveness of teams that work across continents. Event companies or networking organisations could use the system to break the ice between remote participants and build a sense of togetherness. Health club companies with multiple locations could offer dedicated installations to allow members to work out with their distributed friends in connected gyms.
Please contact Distance Lab if your company or organisation would be interested in trying Remote Impact or if you would be interested in supporting the development of products like this