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Which clippings match 'Intimate Interaction' keyword pg.1 of 1
11 DECEMBER 2013

The Big Bang Theory - Howard's kissing machine

Fig.1 The Big Bang Theory: "The Infestation Hypothesis", Season 5, Episode 2: Howard invents a kissing machine for Leonard's long distance relationship with Prya.

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CONTRIBUTOR

Liam Birtles
22 AUGUST 2013

Guitar Pee: cheeky marketing stunt uses interactive urinal guitar

"Guitar Pee is a urinal equipped with sensors that plays music when someone pees on it. The different strings play different electric sounds depending on the aim of the stream, and at the end of your session you can even send an 'MPee3' straight to your phone to share your moment. Clearly, this isn't a concept for the ladies but you can try to woo them with your song even if you don't have a clue how to play a real guitar (they don't have to know the source of your craft). After all, the Guitar Pee tagline is 'Music. We know it comes from everywhere.' We guess it's better to hear rock music when you pee than the generic trickling water sound."

(Natt Garun, 30 May 2012, Digital Trends)

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TAGS

Almap BBDO • analogue correspondencebar • bathroom • BBDO • Billboard Magazine • Brazilcheekydesigning experiencesdouble entendreelectric guitarguitarguitar game • Guitar Pee • guitar solo • interactive advertisinginteractive music gamesinteractive toyintimate interaction • MPee3 • naughtyphallic symbol • phallus • playplayfulrock musicSan Paolosensorsoundmachinestoileturinaluser experience design (UX)

CONTRIBUTOR

Simon Perkins
17 DECEMBER 2012

Immersive underwater experience for high school students

"The Virtual Reef is a life–sized marine ecosystem expanding across two levels of the new Science and Engineering Centre. Multi–touch technologies enable the user to manipulate, intimately explore and interact with the reef world, specific behaviours and relationships.

Australia's leading marine science and interactive and visual design organisations, QUT and the Queensland Museum, bring knowledge and research of the underwater world to your fingertips through multi–touch screens and projectors.

Users will have the opportunity to go beyond the cinematic experience and interact with the marine world. Each interaction has associated content designed to complement the aims of the National Curriculum and provide an exploratory learning experience."

(Jeff Jones, the Cube, QUT)

Fig.1 "The Virtual Reef" project team: Professor Jeff Jones (Cube Project Leader), Associate Professor Michael Docherty (Project Leader), Warwick Mellow (Principal Animator/Art Director), Joti Carroll, Paul Gaze, Sean Gobey, Ben Alldridge, Sophia Carroll, Sherwin Huang, Bryce Christensen.

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TAGS

20123Danimation • art director • asset creation • Australia • Ben Alldridge • Bryce Christensen • character rigging • cinematic experience • creaturedigital engagementdigital technologyecologyecosystemexperience designexploratory learning experienceexplore and interactfish • Great Barrier Reef • healthy oceanshigh schoolimmersive environmentsimmersive experienceinteractioninteractive displayintimate interactionJeff JonesJoti Carroll • life-sized • marine • marine ecosystem • marine science • marine world • Michael Docherty • multi-touch screenmulti-touch technologiesnational curriculumnatural environment • Paul Gaze • Queensland Museum • Queensland University of TechnologyQUTQUT Cube Projectsreefresearch projectresource for studentsScience and Engineering Centre • scientific exploration • scientific visualisation • Sean Gobey • Sherwin Huang • simulated experience • Sophia Carroll • The Cube Projects • The Virtual Reef • underwater • underwater experience • underwater world • user experience design (UX)virtual heritagevisual representations of scientific conceptsvisualisationWarwick Mellowwildlife

CONTRIBUTOR

Simon Perkins
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