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Archive

Sands Fish

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Biography

Sands is an artist, designer, engineer, and musician. He currently lives in the United States in Boston, Massachusetts, where he runs a small design studio and works with fellow researchers at the MIT Media Lab’s Space Exploration Initiative, building an inclusive, sci-fi future and culture in space.
In the past decade, he has designed information architecture and data mining systems for the MIT Libraries, joined Harvard’s Berkman Klein Center for Internet & Society as a fellow, and completed a Master’s Degree in Media Arts and Sciences at the MIT Media Lab. In his spare time, he rebuilds motorcycles and makes music under the name Living Loop. He is perhaps a bit too excited that he was able to get the domain name http://sands.fish.

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Nadieh Bremer

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Biography

Nadieh is a graduated astronomer, turned data scientist, turned data visualization designer, based near Amsterdam. After working for a consultancy & fintech company where she discovered her passion for the visualization of data, she’s been working as a freelancing data visualization designer under the name “Visual Cinnamon” since 2017.
As 2017’s “Best Individual” in the Information is Beautiful Awards, she focuses on uniquely crafted (interactive) data visualizations that both engage and enlighten its audience. Ranging from companies as extensive as Google News Lab and UNESCO to small start-ups. From printed magazines such as Scientific American to an interactive experience for the Guardian to more promotionally focused artful visualizations for press releases, data-driven reports, and data art for in the office, as long as there’s data that has a story to reveal.

 The Consulate General of the Netherlands aims to strengthen the link between Canada and the Netherlands. At CAMP, the Consulate hopes to foster interdisciplinary collaborations in the field of creative technology, art and design. The Consulate General is always proud to support Dutch talent. Nadieh Bremer is a prime example of this, and her lecture at CAMP will undoubtedly encourage and motivate further creative international collaboration.

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Dhairya Dand

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Biography

Dhairya is an award winning inventor and artist who runs ODD Industries a futurist factory+lab in NYC. His work investigates the human body as a medium for computation, new materials as a tool to embody interactions and design as a vehicle for mindfulness. Past inventions include: bio reactive architecture, elastic computer screens, shape changing gadgets, shoes that tickle and guide, alcohol aware ice cubes, synthetic muscles, programmable hair, emotionally intelligent flowers, sensory apparatus for music learning and educational toys from eWaste, optically invisible fiber-optics among others. Recent exhibitions at the V&A, Tokyo Design Week, MIT Museum, recognized in the 2015 and 2016 Forbes ‘30 Under 30’ list, WIRED Innovation Fellow, INK Fellow, FoST Fellow, ELLE’s ‘Names to Know in 2015’, VOGUE’s ‘Cool People’ list, Globe’s ‘Top 25 Innovators’ list. Previously a researcher at MIT Media Lab, amateur geologist in Saudi, toy designer in Singapore, sensory researcher in Tokyo, political activist in Bombay, MIT Media Lab alumnus.

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Anastasia Victor

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Biography

Anastasia is an artist / creative technologist, based in San Francisco, who creates immersive art to explore the social impacts of emerging technologies (and sometimes to make experiential/ nice things). Her practice combines the mediums of spatial computing (augmented, virtual and mixed reality), interaction design, generative design and physical installation. She holds a Master of Architecture from the University of California, Berkeley and has been using 3D design tools and computation to generate art and architecture since 2009.
Anastasia is a former resident of Mozilla XR Studio and is currently a resident at the Gray Area Foundation where she is developing projects that combine AR/VR with experiences in the physical world. In early 2019 she co-founded PLACE, a non-profit that researches the socio-spatial implications of XR through art, design and education. She is also a product designer at Oculus, where she is working on experience, interface and interaction design for VR.

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Dr. Ryan Todd

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Biography

Dr. Ryan Todd is the CEO of headversity, a company that measures, tracks, and trains resilience in the workplace. As a psychiatrist, Ryan had a continually burgeoning waitlist which he realized would never change throughout the course of his career. Discouraged by his inability to put a dent in his waitlist as a clinician, he started headversity to help people think, feel, and be better by bringing resilience training to the workplace. Headversity continues to develop world leading technology and methodology in measuring, tracking, and training resilience, working with some of Canada’s premiere organizations.

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Neil Mendoza

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Biography

Neil’s work uses digital and mechanical technologies to bring inanimate objects and spaces to life. Using this medium, he explores the absurd, the humorous, the futile and the surreal. His artwork has been exhibited internationally and he has created installations and digital artworks for a wide range of clients. He was born and raised in the UK and is currently based in California. He has an MA in math and computer science from Oxford University and an MFA in design media art from UCLA.

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Mike Hill

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Biography

Mike is a multi-disciplinary designer living and working in the in Los Angeles area. He is a co-founder of the Berlin based, Emmy award winning Karakter Design Studio. Mike designs worlds for the entertainment industry, creating concepts and designs for film, TV and video games. Mike has designed for Warner Brother’s Blade Runner 2049, HBO’s Game of Thrones, as well as for video games such as the best-selling Call of Duty series and Sony’s award-winning Horizon: Zero Dawn.
Mike’s works have been published in Expose 3: The Finest Digital Art in the Known Universe and the celebrated Spectrum series. He has also contributed to magazines such as Popular Mechanics and 3D World and is a regular lecturer at events such as Industry Workshops in London and Portugal’s Trojan Horse was a Unicorn.
Mike’s major interest is in the psychology of storytelling and how an understanding of mythology and psychology is crucial to understanding how great stories work. He currently works as a design consultant in the Los Angeles film industry.

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Mateusz ‘Marpi’ Marcinowski

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Biography

Mateusz Marpi Marcinowski is a San Francisco based technical director / digital artist currently working at Obscura Digital. His experience spans thirteen years in the industry, including 11 years in digital production environments. Marpi has migrated between different technologies and media, in both the commercial and art worlds; he has been lucky to work with and lead the most passionate and talented people in the industry.
Marpi’s creative work revolves around building 3D worlds, creating immersive virtual reality experiences, interactive art events, and storytelling in style and difference, for clients including Magic Leap, Google, Microsoft, Salvador Dalí Museum, Qatar Foundation, Li Ka-shing, Disney, Adobe, Nintendo, MTV, Puma, MGM and CNN.
His work has been publicly and professionally recognized, receiving nominations and winning several awards including Webby, One Show, Pixel Awards, SXSW Interactive, The FWA (x24), Golden Lions and .NET Magazine site of the year. He has worked on 4 continents, visited 44 countries. So far.

Procedural Evolution

Overview

All of Marpi’s projects are generally the same thing, over and over again, building and expanding on top of each other.

Making planets, generating plants, creating creatures; procedural, generative worlds. He’s really found his space with interactive installations. His pieces are fully connected using phone, VR, controllers, Kinect; whatever it is, it allows people to create something and make it their own. Shifting the ownership (and credit) from himself, to them.

Objective

Making sense of the never ending project.

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Krys Blackwood

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Biography

Krys has been designing interfaces for twenty years. Most of her career was spent in the Silicon Valley, designing e-commerce experiences for companies ranging from startups to Fortune 500 corporations. She is both a researcher and a designer and specializes in helping companies adopt a user centered approach. She’s now designing the future of deep space operations for NASA’s Jet Propulsion Laboratory in Pasadena, CA.

Calling Voyager: Interface Design for NASA’s Deep Space Network

Overview

NASA’s Deep Space Network (DSN) is one of its oldest and longest running projects. Without the DSN, we can’t talk to the legendary Voyager Spacecraft, or even Curiosity on Mars. The DSN is monitored and controlled by a steadfast group of unsung heroes who face situational awareness and vigilance challenges every day, and for whom change always introduces risk. Krys will talk about the DSN itself, and describe how the JPL Human Interface Group is using participatory and ethnographically inspired methodology to approach the challenges of innovation in a risk-averse, well-established culture.

Objective

This talk will introduce you to the Deep Space Network and its operators, and share techniques NASA JPL is using for user centred design, as well as design for change-resistant users.

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Robyn Larsen

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Biography

Robyn Larsen is a former nuclear engineer turned front-end developer, entrepreneur, and speaker. Robyn is also an active community member who advises numerous startups across multiple industries and frequently mentors women in tech and STEM. She is a member of the Technical Advisory Group (TAG) with Microsoft and serves on multiple nonprofit boards. Her tools of choice are product strategy, responsive design, HTML5, CSS3, SVGs and JavaScript. You can find her flying between San Francisco, Toronto, Revelstoke and Alberta for client work and surfing waves in Central America during her spare time.

Remote: Hacking the World’s Genius

Overview

You’re the average of the people you spend the most time with, so why not spend time with the brightest people from – not only your city, but – the entire world? Working remotely is not a new concept but it can be incredibly difficult to shift your team and culture towards a distributed working environment. Everyone thinks remote workers sit in their boxers and watch Netflix all day. Truth is remote working is becoming the new norm as it gives access to the best talent, creates a culture of ownership, and optimizes for productivity. Why not start exploring what that looks like for you and your team?
Learn from real case studies of what it takes to shift a 50+ member team into a distributed model. Robyn will discuss key steps you can start experimenting with, employee requirements, policy changes, and what it takes to understand if your team/culture has the ability to adopt a remote lifestyle.

Objective

Learn key steps you can use to start experimenting with remote working on your team, employee requirements, policy changes, and what it takes to understand if your team/culture has the ability to adopt a remote lifestyle.

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