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Virtual Reality


Immersion has always been one of the most enthralling experiences.
For man, a journey to the otherworld has always been a means used to better understand ourselves and the world.
The project originated from the idea to create immersive situations and virtual worlds that are not a replica of our reality, but enthralling worlds where visitors can experiment with new adventures and new methods of interaction.

SATORI - 1993/1994

An immersive-style virtual world (helmet plus joy-stick) made up by over ten “spaces” connected together by “portals”.
The person sits down on the armchair, puts on the helmet and grabs the joystick to navigate. 
The spaces in SATORI feature objects, buildings, characters, events and “rules of the game” waiting for the visitor to begin giving shape to a story, or an adventure.
                                                                                                      

INSIDE – 1996

An installation that provides users with an immersive experience.
Thanks to a play with mirrors, visitors will find themselves in an infinite space by placing their head in the hole in the panel.
A computer-generated dynamic sign is transformed into a form accompanied by music that follows its continuous evolution.
INSIDE provides the archetypal experience of the egg and birth.

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Emotional Ambient


The sensors are capable of measuring the heartbeat, the brainwaves sent out by our cerebral activity and micro-variations in our bodily perspiration, leading to the identification of various mood changes and emotional reactions of people.
The project originated from the idea to create environments, situations and objects that change based on the visitor’s psychological, emotional, and behavioural state.

ORACOLO ULISSE - 1995

An interactive installation that takes visitors on a journey amidst music and virtual scenes modified by the bodily position of the person seated on the throne, the movement of the hand holding the sceptre, and the heartbeat.At the end of the path the oracle provides his response.
The installation, which delves the navigator into a world modified by his or her own physical and mental state, allows visitors the opportunity to take an inner journey.
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Neuronde - 1997

An interactive installation that allows to plunge into a scenario that changes in accordance with the brainwaves of the person seated.
Sounds, smoke, light and wind playing with soaring pieces of silk create an environment and a space that is directly connected to our inner world.



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E.mx – 1999/2007

An emotional environment that reacts to the range of a person’s movements like a virtual, immaterial body with voices, lights and wind, expressing their interest or annoyance, amusement or sadness, excitement or rage.
A meeting between man and machine in which the machine gives a new sensibility to the space.


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Korazone – 2004

An interactive lamp that emits pulsations of light and sound based on the user’s heartbeat.
Designed to construct spaces of light modified by a person’s vital signs, Korazone allows users to listen to and be immersed in a physical and emotional dimension.


Emotional Game


Games have always elicited an intense emotional response.
The project originated from the idea to retrieve a player’s emotional state and to use this data as conditional elements in the game.

RITMI – 1997

An interactive installation that allows four people to play with their own heart beat. Each person must sit at the table and place their finger on the sensor that reads their heartbeat.
By pressing a button the person can change the tone of their cardiac rhythm. The final effect is the simultaneous generation of the four heartbeats with continuously changing musical effects.

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M.OTU – 2005

An interactive installation inspired by Japan’s national sport, Sumo Wrestling. 
Two contenders, seated at a table with a built-in monitor in the middle, place their hand over a sensor that records their emotional state.
The players must push the button at the right moment in an attempt to push their adversary’s pawn outside of the circle.
The player that remains the calmest will be given more Emotional Energy that can be used during the attack.
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Psychological Test


“A person is inevitably revealed by his scribble.
The Scribble is the aura and the halo that surrounds a person.”


Over twenty years ago psychologist Dr. Elio Massironi began asking his patients to scribble something down. He believed their writings would provide him clues that would help him to diagnose their condition and select a cure.
This is how the idea was born to develop an evaluation system based on a mark made with a digital pen.

Scribbletest – 2002

An interactive installation capable of defining the visitor’s personality profile through the reading of their scribble.
The computer analyses the mark they make with the digital pen onto the screen and gives it back to them in the form of music, colour, video fragments and special effects.
At the end the visitor can pick up a report listing their personal psychological profile.
                                                                                                        

Hungry&FoolishScribbleTest – 2012

An App for iPad capable of defining the personality profile of a person through the reading of a scribble drawn by a finger on the surface of the iPad.
Could the Scribble Test be used to measure how Hungry and Foolish we are?
The Hungry&FoolishScribbleTest App is doing it.

www.scribbletest.com







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