NYC MEDIA LAB 100: THE DEMO EXPO

THURSDAY, SEPTEMBER 20TH, THE NEW SCHOOL (1PM-5PM)

The Demo Expo at NYC Media Lab's annual Summit is the largest pan-university showcase of emerging media and technology in New York City. As the event's signature "science-fair," over 100 projects, prototypes and startups will be on view. The Demo Expo will be held at The New School in University Center's Starr Foundation Hall and Event Cafe, as well as the nearby Theresa Lang Student Center. NYC Media Lab will award $25,000 in prizes to the most innovative work.

BROWSE XR →
BROWSE DATA →
BROWSE ENTREPRENEURIAL →
BROWSE ENGINEERING →
BROWSE CREATIVE TECH →

 ParticipatingDemoswereselctedfromNYCMediaLab;s S

XR | VIRTUAL, AUGMENTED AND MIXED REALITY

Collaborative Exploration of Urban Data in VR and AR. Columbia University, Computer Science. Multiple users in VR and AR collaboratively explore live urban data in context of an immersive scale model of New York City.

Wilde Eastern. NYU ITP. A multi-ending, cinematic VR/360° film noir experience where the viewer’s gaze can determine the fate of the film.

Craft. NYU IDM. A new multi-modal way of creating digital art in immersive realities using voice commands and eye movements.

CoMix. NYU Game Center. Inspired by classic Sunday comics, CoMix is a marker-based AR experiment that allows you to change a story by changing the order of panels in real life.

Let Me Give Light. NYU ITP. A mobile application and installation that repurposes ancient lighting technology in a modern context, inviting us to a meaningful and connected life using augmented lighting.

Missing 10 Hours. NYU ITP. Multi-ending VR experience for two people, based on a true story, Missing 10 Hours reconstructs the night Girl K was drugged with rape drug GHB.

Cosmic Sugar. NYU Computer Science. A GPU driven force field visualizer and crafting sandbox designed to facilitate immersion in a flow state.

Interiors. NYU, UX Design. An Augmented Reality based app to allow users to "place" custom rugs from Holland & Sherry Interiors in any environment, allowing the user to experience how the rug could look in reality.

Grandpa's Reef. NYU IDM. Funded by National Geographic, "Grandpa's Reef" is a 5-minute, 360-video experience that aims to inspire young Filipinos to become ocean advocates. Our film will be distributed in the Philippines in Spring 2019, as part of an educational campaign around marine conservation.

See Level. The New School, Design & Technology. An AR app that explores how Governors Island has been engineered to fight climate change. Visitors will experience rising sea levels first-hand, see geo-engineering inside “The Hills” and explore a new future for NYC. Created in partnership with NYC Media Lab & Havas. 

Tales of the Aswang. The New School, Design & Technology. A VR experience that welcomes you into the world of Southeast Asian Mythological creatures. The tales speak of timeless truths about societal fears and social issues we carry to the present day. Climate change, immigration, and equality are woven throughout the experience.

Endo - VR Endoscopy Experience. The New School, Design & Technology. Designed for medical students who want to experience the endoscopic surgery and improve their surgical experience.

Telling Local Stories in 360. CUNY Newmark Graduate School of Journalism. Experience immersive local news stories created by small journalism organizations in collaboration with graduate students. 

VRbal. Columbia University. A virtual reality (VR) experience that uses artificial intelligence to help stutter patients overcome social anxiety through exposure therapy.

AR Soundscape. NYU ITP. An AR experiment where users can place sound emitting objects in space and then listen to the simulated 3D stereo experience that reacts to the orientation of the head device.

AR Escape Games. NYU IDM. AR enriched escape room puzzles.

Magikku. The New School, Design & Technology. A VR game where the player are able to cast magical spells with their hands to fight mythical beasts.

Fewture #1 & Glitter Shores. NYU ITP. A mixed reality graphic novel that illustrates possible ecologic, socio-economic and technologic circumstance in a terrifically immersive way. Glitter Shores is a journey to a flooded, tropical world, whose remaining inhabitants thrive on floating islands made of plastic debris.

 

Vuja Dé. NYU ITP. A virtual reality spiritual practice that incorporates the intuitive process of user's breathing in a designed liminal space which is meant to be a representation of the cycle of life, and conveys the daily spiritual value through the connection between real and virtual.

Dreamcatcher Painter: Looking Glass Edition. NYU Game Center. An experimental 3D art creation framework allowing two people collaborate on the same project in real time using VR headset and Looking Glass volumetric lightfield display with the hand tracking camera.

Impromptu Jam. NYU Game Center. A collaborative, synaesthetic, music-making jam session in augmented reality.

Digital Arrest. Columbia University, Social Work. Is social media the new " stop and frisk?" We created " Digital Arrest" to address bias in social media surveillance and to teach healthy social media practice for youth and adults.

Tangka: Mobile AR App Design. NYU IDM. Using Tangka art as an example of traditional 2d art forms, the project provides a framework for that transitional spaces recreated in online spaces, and it examines how the contemporary notions of digitalization can improve our understanding of the art world.

CONSUMED. The New School, Design & Technology. An ambiguous VR fantasy game (Oculus) driven by narrative which deals with attention merchandising, distractive media, and mental energy.

Parsons Fashion Study Collection, Virtual Reality Experience. The New School. The Parsons Fashion Study Collection Virtual Reality Experience features a 1920s evening coat. The VR experience allows students to explore and study an invaluable and rare garment in 3D, learn how it is made and understand its cultural and historical significance. The project is a demonstration of how immersive technologies will transform learning.

Multiple Virtual Experiences in Reality: ARkit & VR toward Mix Reality and 6 DOF Mobile VR. Pratt Institute. Applying ARKit and Cardboard VR for users to experience the pavilion in 3 different ways to incorporate human interaction.

Relevant Motion. NYU IDM. An open-source solution for full body, real-time motion capture for mobile devices.

Receipts. NYU ITP. Receipts are small daily objects that we do not pay much attention to, but it is the trace of our important life decisions. This project uses AR to reveal life's moments through them. 

AR Microscope. The New School, Design & Technology. Created in collaboration with the Smithsonian for their gems exhibit. It reveals the alien inner world of gems through artistic 3D renderings of the gems' microscopic structures as well as the chemical compounds and background that led to these formations.

Web-based VR Experiments Powered By The Crowd. Cornell University. Demonstrating the feasibility, value, and challenges of applying crowdsourcing techniques to conduct virtual reality experiments on the web.

ARound. Columbia University. An AR game that helps autistic learners recognize abstract concepts and shapes in their surroundings.

EXG Wearables. Carnegie Mellon, University of Pittsburgh, and Columbia University. A sensor based wearable control interface to seamlessly interact with AR/VR displays with eye and facial gestures.

VR Magic Bongos. NYU Games for Learning. A virtual reality game with the learning goal of helping the player improve their inhibitory skills by playing a series of songs on a set of 4 bongos.

Fortune AR. The New School, Design & Technology. A playful attempt to enhance the experience of interfacing with a physical fortunetelling machine using technology such as Augmented Reality and the Internet of Things.

gARment. The New School, Design & Technology. An AR narrative experience about the creation and destruction of the universe told on a tapestry-like dress enhanced by digital narrative content.

DATA | AI, MACHINE LEARNING, COMPUTER VISION, AND VOICE TECH

Artificial Digitality. The New School, Design + Technology. An abstract music album, narrating how the world has been changing with the advent of Artificial Intelligence; each composition in the album expresses the world of that period of time.

Mindgame: Mediating people’s EEG Alpha Band Power through Reinforcement Learning. NYU IDM. An intelligent agent learning to control the EEG emotion state by giving visual stimuli in virtual environment.

Inferring YouTube Streaming QoE from Encrypted Traffic. Columbia University, Electrical Engineering. The project monitors encrypted internet traffic information and develops Machine Learning models to predict, in real-time, video QoE metrics. The research sheds light on the users’ experience and can enable resource provisioning. 

"I really need a bench." The New School. Design & Technology. A short film using YOLO object detection as the computer’s eyes and presenting the computer’s view of humans, places, and artifacts.

Workbench. Columbia Graduate School of Journalism. Learn how to scrape, clean and visualize data without code using Workbench, the data platform for journalists.

Analyzing Parental Blog Posts to Answer Concerns about Infant Colic. Columbia University. Explore methods of applying natural language processing to a large corpus of text collected from discussion forums for new parents dealing with infant colic, a condition consisting of episodes of inconsolable crying in otherwise healthy babies.

wearable. Craig Newmark Graduate School of Journalism at CUNY. A subtle hardware and app platform that track women’s temperature, heart rate, and other customizable health assessments in secure cloud-based or private modes.

PathChartr: Personalized Interactive Journeys. Craig Newmark Graduate School of Journalism at CUNY.  A simple and intuitive interface that allows you to build media-rich questions-and-answers interactives that help deliver helpful insight. More news organizations and advertisers are using this approach. The idea is to help people filter the vast digital media to come away with personally relevant information. 

Datavized WebXR4SDGs. The New School. This initiative is a virtual reality data storytelling tool that aims to raise awareness about the United Nations Sustainable Development Goals by converting complex data points into an easy to understand format and inspire people to act towards addressing the SDGs.

Iridescent. The New School, Design & Technology. An interactive installation that invites collaborative artwork in a community. Through the use of a digital pen, Wacom pad, and a sensor that can detect the color of everyday objects, students can simultaneous paint on a large digital screen.

Alexa, How Secure Are you? Columbia University. Modifications to Amazon Echo, the popular voice assistant from Amazon, which allows us to decrypt the communication between the device and the cloud. The demo presents an analysis the communication and discusses the security and privacy implications of the device.

Speak, (Random Access) Memory. NYU ITP. A project that aims to monitor depression's cyclical nature by gathering hourly data for potential and evidenced metrics, predict its onset by feeding the data into a machine-learned model/neural network, and ultimately preempt it by teaching the system to recommend and enforce interventions.

Bloc. NYU Law. Using artificial intelligence to empower, rather than displace, students of color in their career search.

ENTREPRENEURIAL | STARTUP CONCEPTS

ZeroBit. Cornell Tech. It costs $13K to store 1MB on Ethereum. This is one reason why we can’t build large scale DApps. Systems like Filecoin and Sia are good, but they are difficult to setup & lack critical functions. ZeroBit is building a powerful API ontop of Sia, Filecoin, etc for developers.

Zagrut. The New School, Design + Technology. A news reader mobile app that critiques the existing system of news propagation and consumption and makes the user aware of the bias in his or her environment.

Rolling Muse. Cornell Tech. Rolling Muse is a music discovery app that curates hand-picked songs, connects users with other music lovers and finds local concerts catered specifically to you.

ReverCare. Cornell Tech. Connects people caring for elderly family members to care coaches who help them craft a personalized, long-term care plan.

Social Solar. Columbia Business School. We’re transforming the green energy market. 

Crater. Cornell Tech. Crater is the future of local TV — led by creators, made for mobile, and powered by AI. Discover unique local shows or create your own.

HealthHuddle. NYU Computer Science. Optimizing the nurse handoff process, ensuring that data is not lost in individual caregiver silos by embedding evidence based best practices with patient data.

Digistrips. NYU Chemical and Biomolecular Engineering. Designs over the counter tests and a digital platform with virtual health practitioners to detect urinary tract infections and sexually transmitted diseases and prescribe medicine instantly for prospective patients. 

Font Playground: A Design App. Yale University and The New School. A versatile design application that enables users to design dynamic and expressive typographic layouts using Variable Fonts technology. Its innovative user interface helps designers work more intuitively and take their designs anywhere by exporting code directly from the app.

 

litOS. Cornell Tech. 800 million illiterate people worldwide struggle to use smartphones. litOS is a text-free, voice assisted custom Android OS designed for the needs & capabilities of low-literacy users.

Justify. Columbia University, Communications, Media, and Learning Technology Design. An ed tech app that assesses how well students interpret digital information to inform (and Justify) a belief; it teaches cultural practices for evidence based argumentation and truth investigation for developing intellectual autonomy and democratic citizenry.

Smart-Tagging. CUNY, Tow-Knight Center for Entrepreneurial Journalism. Smart-Tagging provides online readers background information on key concepts in a news article to allow them to better understand the story and dig deeper on topics they are interested in without having to leave the article and open multiple tabs.

Vett News. CUNY Kings College. A ratings system that makes citizens more savvy about news organizations and news organizations more transparent to citizens.

LuminiFi. Columbia University, Computer Science. Monitor, optimize and protect wifi traffic.

Playgrounds. NYU Steinhardt. Creating site-specific, augmented reality audio experiences through a mobile-enabled web application, connecting communities by guiding them to unique spaces and unveiling the hidden legacy of a given place.

Carpt. UC Berkeley. An autonomous platform that will ease the transition from human-driven vehicles to self-driving vehicles by converting any human-driven vehicle into a self-driving one. 

Cinemapper. The New School, Design & Technology. An open web platform and production tool for creating, sharing and viewing interactive films.

ENGINEERING | MECHANICAL, ELECTRICAL, AND 5G WIRELESS

Pollinators Pavilion. Pratt Institute. Providing inhabitation, scientific monitoring and public awareness for solitary bees, one of our most efficient yet understudied native pollinators. Equipped with sensors, cameras and microprocessors, this prototype for analogous habitat seeks to develop automated insect identification, contributing to the science and public appreciation of these pollinators.

Multi-modal Tactile Sensors for Robotic Grasping and Object Prediction. Columbia University. This demo will use a Kinova Mico hand with novel tactile sensors mounted on it to predict the geometry of an object, combine that tactile data with depth information from a Kinect, then pick up the object.

Expressive Tactile Controls. NYU ITP. A series of playful research experiments that ask: how could our relationship to tactile controls be augmented by giving these controls more personality?

Programmable Air. NYU ITP. A hardware kit to experiment with inflatable and vacuum based soft robotics

Open-access full-duplex wireless in the ORBIT testbed. Columbia University, Electrical Engineering. A practical open-access full-duplex radio enabling simultaneous transmission and reception on the same frequency channel for 5G wireless communications. The full-duplex radio was integrated in the ORBIT testbed and the full-duplex experiment is one of the pioneer experiments for the NSF PAWR COSMOS project.

MyHand. Columbia University. A hand orthosis controlled by forearm muscle signals (EMG) which assists stroke patients with finger extension so they can perform activities of daily living.

Towards a Mind Controlled Hearing Aid. Columbia University, Electrical Engineering. Decoding attention without access to clean sources.

C-Alex with Hololens for Visual Feedback. Columbia University, Mechanical Engineering. C-ALEX is an exoskeleton which measures your leg and provides visual and haptic feedback at the same time. This robot is integrated with the Hololens for feedback over-ground.

CREATIVE TECHNOLOGY | GAME DESIGN, DIGITAL STORYTELLING, and visual art

Toy Drum-Machine. NYU ITP. A wooden toy drum-machine, as simple as that.

Misundersthood. NYU ITP. An interactive hoodie and narrative that addresses the issues of police brutality.

The Language of Tears. The New School, Design & Technology. By using machine learning which can understand tears and mimic crying as a behavior, this project builds a poetic feeling of humanized communication between human and machines.

Face Book. The New School, Design & Technology. A flip book/art book of the artist's family photos and their corresponding facial recognition data algorithmically arranged by similarity.

Anyball. NYU Game Center. Inspired by playground games kids make up on the fly and "Calvinball" from Calvin and Hobbes, Anyball is a chaotic, comical, and physics-based local multiplayer game where sports are randomly mixed together every time you play.

Pulse Galaxy. The New School, Design & Technology. An interactive kinetic sculpture which reacts to the viewer’s pulse to materialize vital signs. A series of mechanical movements are triggered based on viewers' real-time pulse.

Games of Futility. NYU ITP. Inspired by addictive mobile games, Camus' "The Myth of Sisyphus", and people's obsession with looking at themselves, Games of Futility is a series of screen-based games where players are either bound to lose, or can only gain temporary victories.

Unreadable News. NYU ITP. Experience messages you receive from media vs. the true story behind it.

Emoji-Me. NYU ITP. A screen based project that generates a mirror-like image of the user composed of thousands of emojis: the emoji version of yourself.

Trigger Warning. NYU IDM. This immersive data installation brings forward the underlying humanity behind the national statistic that, every two minutes another person is sexually assaulted in our country.

Recreation of Chinese Characters. The New School, Design & Technology. An open-ended game that allows users to create Chinese characters on their own.

CRYPT0MANIA. NYU ITP. A sculpture designed as commentary on the cryptocurrency pandemonium - it lights up based on the 1 hour price change (a percentage value) of a particular crypto-currency (Ethereum).

Enlightening Dark Matter. The New School, Design & Technology. Is a physical computing-powered dome that uses sensory experience to reveal hidden structures of the universe. The dome is suspended from the ceiling providing a 360 view of the experience. The dimensionality of the piece conveys the effect of dark matter warping the structure of the universe.

Shared AR Gaming Experience. CUNY Media/Game Design. Transform any board game into a 3D experience that can be played with anybody in the world.

Healing Destinations. CUNY Lehman College. An interactive, textable globe that allows people to travel virtually to any destination on earth.

Wishing Machine. The New School, Design & Technology. An immersive surveilled experience is created by manipulating and constricting people’s movements. Through frustrations and irritation, audience may reconsider the omnipresent surveillance in the digital age that can lead to insidiously corrosive impact.

The Black Queen. NYU ITP. An interactive computer actor for use in live theatre, which behaves like an evil entity through limited AI and on-stage tracking. The interaction through projection mapping is intuitive to the actress and eliminates the use of over-learned choreographies and external visuals crew.

Slow Twitter. Columbia University. A web app that presents your twitter feed one tweet at time, each tweet floating in an increasingly large sea of white space.

Co-Individuality. The New School, Design & Technology. An exploration of a person’s identity and its relationship with other identities when its feel isolated. The answer is a telematics experience shaped as a combination of two camera images/people from two different ends creating an illusion of control of their distorted communication.

Synth Cube 6. NYU Steinhardt, Music Technology. An MIDI-driven audio-visual synthesizer that converts note values and synth parameters into colorful patterns that are projection mapped onto a pyramid of 6 cubes.

Unusual Beauty. Parsons School of Design, Fashion Design. Functional and delightful wearable experiences with constructional silhouettes and experimental tech.

Whale Heard. The New School, Design & Technology. An immersive game simulating the auditory environment underwater which aims to raise people's awareness of noise pollution in the ocean and how human beings' activities influence wildlife.

When Technology Meets Fashion in Senegal. Pace University. Creations by women to empower women. 

Bubble. Pratt Institute. An installation that transforms the form of bubbles into feelings that people can relate to. By amplifying the forms, messages, content, characteristics and fundamental facets of "troubles" in our daily life, this work explores the differences and similarities between fantasy and reality, and how they shape each other.

Canvas. NYU IDM. Allowing any user to be an artist using their body movement which gets captured by a camera. Once the user is done their artwork is then tweeted to them through a bot.

Audio Odyssey. NYU IDM. An audio visual experience with a hint of tactile interaction.

Clairvoyance. The New School, Design & Technology. A girl who has a special ability to sense supernatural phenomenal.