Atoyfactory.

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Atoyfactory.


 

Concepts

EtchASound

EtchASound is an installation inspired by the world famous toy Etch-A-Sketch. By interacting with EtchASound audiences can have the unique experience of drawing with their own voice.

First the user creates a 2 dimensional image in real time with his or her voice, and after a few moments the computer converts this into a 3 dimensional drawing. Then when you wear anaglyph glasses (3d red and cyan glasses) users can see in real space the drawing that you have created.

The user's voice is input through four microphones. Volume controls the vertical and the horizontal variables. Pitch controls the depth. Therefore by using nothing but your voice you create a 3d drawing.

Voice is one of our most defining characteristics, we can usually recognise a person just by his or her voice. In addition, in this project we aim to let people discover a new and creative application for their voice, namely drawing. The artist usually uses his hand to draw, but in EtchASound our voice plays the role of the hand.

Pixel Factory

Pixel Factory is an analog animation player that doesn’t need electricity. Originally, pixel animation is displayed on a computer monitor, but it can be produced by working with pixel sheets with hands. It is possible to make out a pixel sheet by use of a color pen or a color pencil, and using the application to create pixel, anyone can simply make or play animations, texts, or short pixel images on a computer. Audience can have the experience of producing this analog animation and in addition, they can instantly print the analog animation that they make.

With a paper strip painted with pixel data "Pixel Factory" converts this data through a 7*7 pixel window to create images. By sliding the paper strip over the head of the box, the unrecognisable pixel data becomes an animation. The image on the paper is generated through computer processing, and the image can be taken from text images and video images, recorded real time.

Emotoscope

Emotoscope is a device that gives you an experience of missing time.
Recent digital recording devices such as digital cameras or video cameras make it possible for us to take thousands of pictures or videos with high quality image, but as much as it becomes convenient, we are losing the opportunity of looking at things more carefully.

For this reason, I sometimes use an analog film camera to shoot my everyday life and play the films with a projector. Every time I watch film, it gives me nostalgic and emotional feelings. Then I start to miss the moment that I was there. The experiences become very precious to me. Why couldn ft I see that the moment was precious to me? If I can see present time as if seeing past experience, how would I feel by that?

Biography

Toyman
Seul-ki Kang is currently studying MA Interactive Digital Media at Ravensbourne College of Communication and Design. He is interested in using new technologies for recreating traditional objects and ideas contained in human emotions and senses that are important for interaction.

Toyman
Kenichi Okada is currently studying BA Interaction Design at London College of Communication. Currently, he is focusing his interest in making toys and educational tools for children.

Seul-Ki Kang
Seul-Ki Kang (digitypo) is an interaction and graphic designer. Recently, he has been working for developing physical objects, human-centred interaction at V lab.(A new media art laboratory at Vinyl in Korea) as an art director since 2007. Moreover he is a lecturer in industrial design dept., Konkuk University, South Korea.

He focus on using new technologies for recreating traditional objects and ideas contained in human emotions and senses that are important for interaction. For this reason, he has been directing atoyfactory(2005), is a new project group with the objective of creating interactive plays and toys.

He was involved professional works for Hyundai, Carrefour, Hanwha, iRiver, London knowledge Lab, Design festival(England), Kunsthal Charlottenborg(Denmark) and many other projects.

Seul-Ki Kang
Seul-Ki Kang (digitypo) is an interaction and graphic designer. Recently, he has been working for developing physical objects, human-centred interaction at V lab.(A new media art laboratory at Vinyl in Korea) as an art director since 2007. Moreover he is a lecturer in industrial design dept., Konkuk University, South Korea.

He focus on using new technologies for recreating traditional objects and ideas contained in human emotions and senses that are important for interaction. For this reason, he has been directing atoyfactory(2005), is a new project group with the objective of creating interactive plays and toys.

He was involved professional works for Hyundai, Carrefour, Hanwha, iRiver, London knowledge Lab, Design festival(England), Kunsthal Charlottenborg(Denmark) and many other projects.

Kenichi Okada
Kenichi Okada was born in 1980, grown up in the country in japan. He studied architecture in Yokohama the moved to UK. He finished his MA Design Interactions at Royal College of Art. And currently working in Interaction Design Development team at Sony.
 
Kenichi works in the area between digital and analog technology, currently looking at the relationship between object and human perception. How can object modified human experience and emotion. He usually find ideas by watching people, playing with bugs, hacking toys, and sometimes in his dream.

 

 

Representando el presente: una lectura del tiempo a través del juego

 

Por: Angélica Gómez
La propuesta de Atoyfactory no se limita a la simple exploración del juego desde la teoría de Huizinga del “Homo Ludens” en la cual el juego constituye una base esencial en la configuración de sociedades, cultura, y nuevas tecnologías, sino que por el contrario propenden a la estimulación de los individuos hacia la introspección y la reflexión, en términos del desarrollo de la imaginación y la creatividad tomando como punto de partida las formas de experimentación de diversos fenómenos que pueden ser traducidos a experiencias sensibles, que, finalmente, nos remiten a la utilización de los sentidos para generar bancos de recuerdos similares a los que se construyen en la niñez.

Se habla entonces de un retorno a la infancia a través de la interacción con los juguetes que producen, para rememorar, como ellos mismos afirman, experiencias pasadas que resultan familiares, y que son activadas a través de la estimulación de los sentidos.


Para llevar a cabo dichos fines, resulta necesaria la búsqueda dentro de las diferentes tecnologías, haciendo posible que en esta ocasión nos encontremos con los trabajos que han realizado dentro de los límites de lo “análogo”, en los cuales se mecaniza el accionar de objetos que ya existen dentro del mercado de lo digital, o en los que se ponen a trabajar en conjunto mecanismos análogos y digitales.


Dentro de su producción, es posible destacar el juguete llamado “Emotoscope” el cual indaga dentro de la construcción social del tiempo desde la perspectiva de la logística de la percepción de Virilio, que supone la mediación de la máquina en la experiencia individual de los fenómenos de la realidad, generando no sólo una transformación de los procesos de percepción de los individuos, sino que al mismo tiempo modifica la interpretación y significación de los fenómenos a los cuales el sujeto se enfrenta en su vida cotidiana.


Bajo esta lógica, se construye un aparato capaz de generar la sensación en el usuario de estar reproduciendo ante sus ojos el registro de una experiencia antigua, cuando en realidad lo que sucede es una especie de deformación del presente a través de la inclusión de un objeto que permite al individuo distanciarse del momento que vive para poder, reflexivamente, dotarlo de sentido y significado.


Esto puede relacionarse con lo planteado por Alfred Schütz y Thomas Luckmann sobre la estructuración del mundo de la vida, en tanto ambos autores afirman que la realidad cotidiana se construye a partir de la significación e interpretación de las experiencias acumuladas, según lo cual el mundo se presenta como politético en el presente, pero que dicha condición de mundo es imperceptible para el sujeto que actúa.


En este sentido, la propuesta de Atoyfactory, es la de dar al individuo la posibilidad de llevar a cabo la significación e interpretación de los fenómenos a medida que estos se le presentan, rompiendo con la lógica temporal de funcionamiento de estos procesos, al tiempo que se permite la experimentación emocional de los sucesos.

 


Atoyfactory. Korea / Japan
Representing the present: a time’s lecture through the game


By: Angélica Gómez
Atoyfactory’s propose is not limited to the game’s exploration from Huizinga’s theory ‘Homo Ludens’ perspective, which says that game is the essential base at societies, culture and new technologies configuration, therefore they foster to persons stimulation towards the introspection and reflection in terms of imagination and creativity developing, taking as start point experimentation ways from several phenomenon that can be taken into the sensible experience, what finally lead us into the senses uses to generate childhood like memory banks.


We are talking about the return to the childhood through the interaction with toys able to generate memories, as they said, based on past experiences and activated through senses stimulation.


In order to achieve those goals, it is necessary a search into different technological possibilities, making possible that we can presence analogical works, which mechanizes objects already existing at digital market, or combines analogical and digital mechanisms.


Among their work is possible to emphasize a toy named “Emotoscope” which explores into social time construction from Virilio’s logistic perspective. It supposes the machine’s mediation at individual experience of reality’s phenomenon, generating much more than a process transformation of individual perception, but at the same time modifies the interpretation and meaning of daily life facts.


According to this logic, an artifact able to generate a pastlike experience is constructed when in fact, what is happening is a sort of present’s deformation through an object’s inclusion allowing users to take distance from present time in order to give him a new sense and meaning.


All this can be related with Alfred Schütz and Thomas Luckmann statements about life’s world structuration, so then both autors affirm that daily reality is constructed from signification and interpretation of accumulated experiences, according to this, we live in a poli-ethical world, however that condition is not perceptible for subject.


In that way, Atoyfactory’s propose consist in giving to user the possibility of developing its own phenomenon’s signification and interpretation as they are appearing, breaking this processes working temporal logic, meanwhile it allows an emotional experimentation of events.

 

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