Over Coffee® | Stories and Resources from the Intersection of Art and Science | Exploring How to Mak

Over Coffee® | Stories and Resources from the Intersection of Art and Science | Exploring How to Mak

By Dot Cannon: Public Speaker & New-Media ReporterSociety & CultureEducationArts
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Over Coffee® | Stories and Resources from the Intersection of Art and Science | Exploring How to Mak episodes

  • Looking Ahead: Three Perspectives


    CES® 2018, which happened in Las Vegas in January, had a lot of people saying, "Whoa!"

    And many of the landmark innovations introduced, have the potential to change the future.

    Due to the sheer scope of the show, we're still posting interviews about some of the exciting disruptive technology we found in the Eureka Park Marketplace startup area.

    For this edition of Over Coffee®, we've chosen three international innovators: two from Asia and one from Europe.



    Tal Lotan is the CEO of Israel-based ICI Vision.   Not surprisingly, at CES®, his creation was receiving a lot of inquiries.

    That's because his company has developed digital eyewear to restore sight to the blind!



    As popular as this exhibit was, we very much appreciated that Tal took the time to explain how these glasses work.  They're currently still in the trial stage, but updates on their progress  are available at ICI Vision's website.



    Next?  We loved the concept which Iris Soute, from the Netherlands, had brought, with Picoo.



    These devices, with their jewellike lights, are designed to--get kids playing outside!

    Picoo  is an ingenious blending of classic games and twenty-first century technology.  Young users discover the fun of playing tag and hide-and-seek--with digital enhancements!  Iris mentioned, during our interview, that kids who have tried Picoo can't seem to get enough of it.  (Picoo is also a multiple award-winner!  After winning a "Best of CES®" award in January, they also just won a silver medal in the ASML Young Makers Awards competition, according to their Facebook page!)



    And, from Hong Kong comes an innovation that will appeal to anyone who loves the taste of homegrown veggies.



    This Aspara smart vegetable grower is designed to grow crops right in your home, in 30 days!   Growgreen Limited founder and CEO Dr. Leung Kwong Wai explained the hydroponic process.   No soil is needed, and it sounds easy, even for someone who is not a naturally-talented gardener!
    On this edition of Over Coffee®, you'll hear:

    *
    How the ICI Vision eyewear came into being;

    *
    How the sight-restoring digital eyewear works;

    *
    A projected date, when ICI Vision's sight-restoring eyewear could be expected to be available in the United States;

    *
    Some of the innovators' challenges which Tal and his crew overcame to create the sight-restoring eyewear;

    *
    Tal's vision for "what's next" after his vision-restoring eyewear is made widely available;

    *
    What Tal learned, as an innovator, through creating and marketing his new device;

    *
    How Picoo works to get kids playing tag and hide-and-seek outside (with technology!);

    *
    What first led Iris and her team to develop Picoo;

    *
    Some of the challenges Iris and her team faced, when bringing  Picoo to market;

    *
    How kids react to Picoo during market tests;

    *
    What Iris and her team are looking for, as they make Picoo available;

    *
    Iris's experience winning a "Best of CES®" award;

    *
    The idea behind Aspara;

    *
    How Aspara works;

    *
    What Dr. Leung has learned, as an innovator, in the process of creating Aspara;

    *
    The design research Dr.
    18 min
  • Looking Ahead: Three Perspectives


    CES® 2018, which happened in Las Vegas in January, had a lot of people saying, "Whoa!"

    And many of the landmark innovations introduced, have the potential to change the future.

    Due to the sheer scope of the show, we're still posting interviews about some of the exciting disruptive technology we found in the Eureka Park Marketplace startup area.

    For this edition of Over Coffee®, we've chosen three international innovators: two from Asia and one from Europe.



    Tal Lotan is the CEO of Israel-based ICI Vision.   Not surprisingly, at CES®, his creation was receiving a lot of inquiries.

    That's because his company has developed digital eyewear to restore sight to the blind!



    As popular as this exhibit was, we very much appreciated that Tal took the time to explain how these glasses work.  They're currently still in the trial stage, but updates on their progress  are available at ICI Vision's website.



    Next?  We loved the concept which Iris Soute, from the Netherlands, had brought, with Picoo.



    These devices, with their jewellike lights, are designed to--get kids playing outside!

    Picoo  is an ingenious blending of classic games and twenty-first century technology.  Young users discover the fun of playing tag and hide-and-seek--with digital enhancements!  Iris mentioned, during our interview, that kids who have tried Picoo can't seem to get enough of it.  (Picoo is also a multiple award-winner!  After winning a "Best of CES®" award in January, they also just won a silver medal in the ASML Young Makers Awards competition, according to their Facebook page!)



    And, from Hong Kong comes an innovation that will appeal to anyone who loves the taste of homegrown veggies.



    This Aspara smart vegetable grower is designed to grow crops right in your home, in 30 days!   Growgreen Limited founder and CEO Dr. Leung Kwong Wai explained the hydroponic process.   No soil is needed, and it sounds easy, even for someone who is not a naturally-talented gardener!
    On this edition of Over Coffee®, you'll hear:

    *
    How the ICI Vision eyewear came into being;

    *
    How the sight-restoring digital eyewear works;

    *
    A projected date, when ICI Vision's sight-restoring eyewear could be expected to be available in the United States;

    *
    Some of the innovators' challenges which Tal and his crew overcame to create the sight-restoring eyewear;

    *
    Tal's vision for "what's next" after his vision-restoring eyewear is made widely available;

    *
    What Tal learned, as an innovator, through creating and marketing his new device;

    *
    How Picoo works to get kids playing tag and hide-and-seek outside (with technology!);

    *
    What first led Iris and her team to develop Picoo;

    *
    Some of the challenges Iris and her team faced, when bringing  Picoo to market;

    *
    How kids react to Picoo during market tests;

    *
    What Iris and her team are looking for, as they make Picoo available;

    *
    Iris's experience winning a "Best of CES®" award;

    *
    The idea behind Aspara;

    *
    How Aspara works;

    *
    What Dr. Leung has learned, as an innovator, in the process of creating Aspara;

    *
    The design research Dr.
    18 min
  • Beauty and the Bolt: Engineering Change


    "No one raises their daughter to be an engineer," says Beauty and the Bolt co-founder Xyla Foxlin.  "A lot of times, (in a machine shop, nobody looks like us)."

    But, Xyla is putting her talents to work to change that.

    With co-founder Andrew DuPuis, she launched online maker community Beauty and the Bolt in early 2016.    As both host and producer on the platform's YouTube channel, Xyla works to make "how-to" maker tutorials accessible and easily understandable to non-engineers.  Her goal: to be a feminine role model for girls who are interested in nontraditional careers.  In addition, her free videos are designed to simplify the making process for maker spaces.

    Xyla, who is currently in her senior year at Cleveland's Case Western Reserve University, is working towards her Bachelor's Degree in Mechanical and Aerospace Engineering.  At CES 2018's Eureka Park Marketplace, she was exhibiting some STEAM-based craft/maker kits which Beauty and the Bolt provides.



    Meanwhile, also onsite was maker/pilot/aircraft mechanic Alli Hoyt.  And she has an incredibly cool maker project in the works!   It's too good to spoil by telling you here.  But we discussed the laws of physics as they relate to her passion: flying.

    Alli was mainly on-hand to support Xyla and help get the word out about Beauty and the Bolt, but she admitted that she and Xyla have plans for an exciting future collaborative project!  She also explored the "really fun" aspects of physics which she experiences, as a pilot.



    And these are some of the maker kits available from Beauty and the Bolt!
    On this edition of Over Coffee®, you'll hear:

    *
    The concept behind Beauty and the Bolt;

    *
    How Xyla first became interested in engineering;

    *
    How she became comfortable with, and proud of, her passion for making and engineering;

    *
    The circumstances that led to the creation of Beauty and the Bolt;

    *
    The challenges she and her co-founder experienced, during the first days of making their YouTube videos;

    *
    A simple "engineering lesson", using one of the maker craft kits Xyla had on hand at CES® 2018;

    *
    Where to find the free resources and kits Beauty and the Bolt provides;

    *
    Alli's perspective on making, as a private pilot and aircraft mechanic;

    *
    How Alli's background encouraged her interest in aviation;

    *
    The "fun" aspects of physics, as seen with the goal of flying in mind;

    *
    How Alli would use one of the craft/making kits Beauty and the Bolt supplies, to teach physics in a "fun" way;

    *
    Where to find a maker space which Alli considers "one of the best around";

    *
    What Alli is currently working on, as a maker (hint: this is unique!);

    *
    Alli's advice to women starting to work in maker spaces and engineering.

    16 min
  • Beauty and the Bolt: Engineering Change


    "No one raises their daughter to be an engineer," says Beauty and the Bolt co-founder Xyla Foxlin.  "A lot of times, (in a machine shop, nobody looks like us)."

    But, Xyla is putting her talents to work to change that.

    With co-founder Andrew DuPuis, she launched online maker community Beauty and the Bolt in early 2016.    As both host and producer on the platform's YouTube channel, Xyla works to make "how-to" maker tutorials accessible and easily understandable to non-engineers.  Her goal: to be a feminine role model for girls who are interested in nontraditional careers.  In addition, her free videos are designed to simplify the making process for maker spaces.

    Xyla, who is currently in her senior year at Cleveland's Case Western Reserve University, is working towards her Bachelor's Degree in Mechanical and Aerospace Engineering.  At CES 2018's Eureka Park Marketplace, she was exhibiting some STEAM-based craft/maker kits which Beauty and the Bolt provides.



    Meanwhile, also onsite was maker/pilot/aircraft mechanic Alli Hoyt.  And she has an incredibly cool maker project in the works!   It's too good to spoil by telling you here.  But we discussed the laws of physics as they relate to her passion: flying.

    Alli was mainly on-hand to support Xyla and help get the word out about Beauty and the Bolt, but she admitted that she and Xyla have plans for an exciting future collaborative project!  She also explored the "really fun" aspects of physics which she experiences, as a pilot.



    And these are some of the maker kits available from Beauty and the Bolt!
    On this edition of Over Coffee®, you'll hear:

    *
    The concept behind Beauty and the Bolt;

    *
    How Xyla first became interested in engineering;

    *
    How she became comfortable with, and proud of, her passion for making and engineering;

    *
    The circumstances that led to the creation of Beauty and the Bolt;

    *
    The challenges she and her co-founder experienced, during the first days of making their YouTube videos;

    *
    A simple "engineering lesson", using one of the maker craft kits Xyla had on hand at CES® 2018;

    *
    Where to find the free resources and kits Beauty and the Bolt provides;

    *
    Alli's perspective on making, as a private pilot and aircraft mechanic;

    *
    How Alli's background encouraged her interest in aviation;

    *
    The "fun" aspects of physics, as seen with the goal of flying in mind;

    *
    How Alli would use one of the craft/making kits Beauty and the Bolt supplies, to teach physics in a "fun" way;

    *
    Where to find a maker space which Alli considers "one of the best around";

    *
    What Alli is currently working on, as a maker (hint: this is unique!);

    *
    Alli's advice to women starting to work in maker spaces and engineering.

    16 min
  • Immersed in Creativity


    Interactive Visualization Lab director Dr. Daniel Keefe has students who can draw in mid-air.

    And that's just one aspect of  his award-winning research work in virtual and augmented reality.

    Dr. Keefe, or Dan, as he prefers to be called, is an associate professor at the University of Minnesota.   He's also an artist, as well as a computer scientist.  And he's exploring what amounts to magic: human-computer interaction, scientific data visualization and computer graphics.

    In other words, he's putting AR and VR users into scenarios, to experience them firsthand.



    Working with a team that includes scientists, artists, engineers and designers, Dan's Interactive Visualization Lab is examining the ways AR and VR can solve problems and lead to new insights in multiple disciplines, including the arts.   Their goal: to make these technologies accessible to everyone.
    Real-world applications, multiple awards
    Among the questions Dan's research answers: what were the conditions facing orators in ancient Greece?   How can we look inside the human heart, to more effectively design medical devices?  And, how can mobile VR help manage chronic pain?

    Dan's recent honors, for his research work, have included the National Science Foundation CAREER Award, the University of Minnesota's Guillermo E. Borja Award for research and scholarly accomplishments and the University of Minnesota McKnight Land-Grant Professorship, according to his website.  In addition, he has garnered numerous "Best Paper" and "Best Panel"awards at multiple international conferences.

    Dan talked about his background, what VR can mean for users in the arts and offered an exploration of some of the virtual-reality environments at the Interactive Visualization Lab.
    On this edition of Over Coffee®, you'll hear:

    *
    What led Dan to become both an artist, and a scientist;

    *
    The landmark experience that first interested him in virtual reality;

    *
    What an arts person might experience, during a first visit to the University of Minnesota's Interactive Visualization Lab;

    *
    How one artist made the space his own while creating work in the virtual-reality cave;

    *
    How anyone (not just Minnesota residents!) can use the programs the Interactive Visualization Lab has developed (hint: their software is open-source!);

    *
    What the Interactive Visualization Lab is beginning to do in conjunction with K-12 educators (including a cool resource currently available through the U.S. Forest Service);

    *
    Dan's prediction of the ways VR will appear in the life of the average person in the future;

    *
    How artists are helping to develop this technology;

    *
    How you can get involved, if you'd like to know more;

    *
    Dan's recommendation for a future approach to developing computer science (hint: artists welcome!).


     

     
    26 min
  • Immersed in Creativity


    Interactive Visualization Lab director Dr. Daniel Keefe has students who can draw in mid-air.

    And that's just one aspect of  his award-winning research work in virtual and augmented reality.

    Dr. Keefe, or Dan, as he prefers to be called, is an associate professor at the University of Minnesota.   He's also an artist, as well as a computer scientist.  And he's exploring what amounts to magic: human-computer interaction, scientific data visualization and computer graphics.

    In other words, he's putting AR and VR users into scenarios, to experience them firsthand.



    Working with a team that includes scientists, artists, engineers and designers, Dan's Interactive Visualization Lab is examining the ways AR and VR can solve problems and lead to new insights in multiple disciplines, including the arts.   Their goal: to make these technologies accessible to everyone.
    Real-world applications, multiple awards
    Among the questions Dan's research answers: what were the conditions facing orators in ancient Greece?   How can we look inside the human heart, to more effectively design medical devices?  And, how can mobile VR help manage chronic pain?

    Dan's recent honors, for his research work, have included the National Science Foundation CAREER Award, the University of Minnesota's Guillermo E. Borja Award for research and scholarly accomplishments and the University of Minnesota McKnight Land-Grant Professorship, according to his website.  In addition, he has garnered numerous "Best Paper" and "Best Panel"awards at multiple international conferences.

    Dan talked about his background, what VR can mean for users in the arts and offered an exploration of some of the virtual-reality environments at the Interactive Visualization Lab.
    On this edition of Over Coffee®, you'll hear:

    *
    What led Dan to become both an artist, and a scientist;

    *
    The landmark experience that first interested him in virtual reality;

    *
    What an arts person might experience, during a first visit to the University of Minnesota's Interactive Visualization Lab;

    *
    How one artist made the space his own while creating work in the virtual-reality cave;

    *
    How anyone (not just Minnesota residents!) can use the programs the Interactive Visualization Lab has developed (hint: their software is open-source!);

    *
    What the Interactive Visualization Lab is beginning to do in conjunction with K-12 educators (including a cool resource currently available through the U.S. Forest Service);

    *
    Dan's prediction of the ways VR will appear in the life of the average person in the future;

    *
    How artists are helping to develop this technology;

    *
    How you can get involved, if you'd like to know more;

    *
    Dan's recommendation for a future approach to developing computer science (hint: artists welcome!).


     

     
    26 min
  • Cinema Snowglobes: Magic Plus Technology


    Snow globes are magical anyway.  But what if you could shake one and have it play a 360-degree video?

    That's exactly what award-winning San Francisco artist, inventor and educator JD Beltran has done, with her current project: Cinema Snowglobes.

    Working in collaboration with designer/inventor Scott Minneman, JD has created snow globes which play a 360-degree video when shaken!

    JD and Scott specialize in cutting-edge interactive art, combining talent and vision with sensors, screens and microchips.   JD's digital public-art portfolio includes  "The Secrets Series" and "The Magic Storytelling Table", which has been exhibited all over the world.

    In 2012, JD and Scott came up with the concept for Cinema Snowglobes.  Crafting their first prototypes at The Workshop Residence, they developed their snow globes over the next few years.

    Cinema Snowglobes debuted at the San Francisco Museum of Modern Art in 2013.   In 2014, they won the "New Technology Art Award", as one of the twenty best technology-based works of art in the world, according to The Cinema Snowglobe webpage.

    At CES® 2018, in Las Vegas, Cinema Snowglobes won a CES® Innovation Award in the Portable Media Category.  (They also garnered lots of oohs and aahs as JD and Scott introduced them to attendees, in preparation for an upcoming crowdfunding campaign!)

    JD talked about her background, shared the story of creating The Cinema Snowglobe and offered resources and advice for fellow creative inventors.
    On this edition of Over Coffee® you'll hear:

    *
    How JD first became interested in combining art and technology to create her art;

    *
    A story of an early snowglobe project JD created, prior to envisioning Cinema Snowglobes;

    *
    How JD and her partner and husband, Scott Minneman, first decided to create Cinema Snowglobes;

    *
    What the process was like, creating their first batch of Cinema Snowglobes;

    *
    Some of the creative challenges involved in their first production run;

    *
    What you'll experience, when you pick up two of the most popular Cinema Snowglobes;

    *
    A creative mistake JD and Scott made, while making their first snow globes, that served as a lesson;

    *
    A funny story about an "oops" moment they had at The Workshop Residence (it's not one anyone could have seen coming!);

    *
    What JD recommends to her students, when she teaches them how to create interactive art;

    *
    Two resources she recommends, for fellow makers and artists;

    *
    A timeline on Cinema Snowglobes, including  a forthcoming new feature: the ability to upload your own content!


     
    30 min
  • Cinema Snowglobes: Magic Plus Technology


    Snow globes are magical anyway.  But what if you could shake one and have it play a 360-degree video?

    That's exactly what award-winning San Francisco artist, inventor and educator JD Beltran has done, with her current project: Cinema Snowglobes.

    Working in collaboration with designer/inventor Scott Minneman, JD has created snow globes which play a 360-degree video when shaken!

    JD and Scott specialize in cutting-edge interactive art, combining talent and vision with sensors, screens and microchips.   JD's digital public-art portfolio includes  "The Secrets Series" and "The Magic Storytelling Table", which has been exhibited all over the world.

    In 2012, JD and Scott came up with the concept for Cinema Snowglobes.  Crafting their first prototypes at The Workshop Residence, they developed their snow globes over the next few years.

    Cinema Snowglobes debuted at the San Francisco Museum of Modern Art in 2013.   In 2014, they won the "New Technology Art Award", as one of the twenty best technology-based works of art in the world, according to The Cinema Snowglobe webpage.

    At CES® 2018, in Las Vegas, Cinema Snowglobes won a CES® Innovation Award in the Portable Media Category.  (They also garnered lots of oohs and aahs as JD and Scott introduced them to attendees, in preparation for an upcoming crowdfunding campaign!)

    JD talked about her background, shared the story of creating The Cinema Snowglobe and offered resources and advice for fellow creative inventors.
    On this edition of Over Coffee® you'll hear:

    *
    How JD first became interested in combining art and technology to create her art;

    *
    A story of an early snowglobe project JD created, prior to envisioning Cinema Snowglobes;

    *
    How JD and her partner and husband, Scott Minneman, first decided to create Cinema Snowglobes;

    *
    What the process was like, creating their first batch of Cinema Snowglobes;

    *
    Some of the creative challenges involved in their first production run;

    *
    What you'll experience, when you pick up two of the most popular Cinema Snowglobes;

    *
    A creative mistake JD and Scott made, while making their first snow globes, that served as a lesson;

    *
    A funny story about an "oops" moment they had at The Workshop Residence (it's not one anyone could have seen coming!);

    *
    What JD recommends to her students, when she teaches them how to create interactive art;

    *
    Two resources she recommends, for fellow makers and artists;

    *
    A timeline on Cinema Snowglobes, including  a forthcoming new feature: the ability to upload your own content!


     
    30 min
  • TheBeamer: Technology, Fun and Stardust
     



    Originally, co-creators Peter and Sally Solomon envisioned TheBeamer as a book.

    Based on Peter's experiences as a physicist, the plan was to share some of the stories of science, and the universe with their grandchildren.   The book, The Stardust Mystery, centers on a competition-winning virtual reality website.

    But then, the grandchildren encouraged them to take that idea much further.

    At CES® 2018's Eureka Park Marketplace, Peter and Sally were showcasing the result: their first episode of a new multiplayer science-adventure video game!   Called "Mission KT", the new game has two modes of play: fun and educational.   And either way, players are learning science--without realizing they're learning.



    After obtaining a grant from the National Science Foundation, Peter and Sally were able to hire a staff.   Working with the University of Connecticut, the Hartford-based couple translated their vision into graphics, quests and "avatars" who can help players along the way.   TheBeamer Episode 1, Mission KT, is due for a springtime release.  Then, the commercial version, for teachers, is scheduled to come out in the fall.



    Peter, Sally and staffers Brian Weinberg and Amanda Brickner talked about their experiences creating TheBeamer.  They previewed how the game works, and shared some of the resources they'd found, that are available to innovators.



    And a second episode of TheBeamer will shortly be in the works!
    On this episode of Over Coffee®, you'll hear:

    *
    The story of TheBeamer's evolution from book to video game;

    *
    What the creative process was like, for Peter, Sally and their family members;

    *
    How the multiplayer game, TheBeamer, is played;

    *
     Some of the creative challenges involved in creating an educational game that's still fun and authentic;

    *
    The best accolade TheBeamer received, during its testing period;

    *
    Some of the ways teachers can use the game in lesson plans;

    *
    Recommendations for resources to creators;

    *
    The creative team's advice to innovators who want to launch a creative project.


     
    23 min
  • TheBeamer: Technology, Fun and Stardust
     



    Originally, co-creators Peter and Sally Solomon envisioned TheBeamer as a book.

    Based on Peter's experiences as a physicist, the plan was to share some of the stories of science, and the universe with their grandchildren.   The book, The Stardust Mystery, centers on a competition-winning virtual reality website.

    But then, the grandchildren encouraged them to take that idea much further.

    At CES® 2018's Eureka Park Marketplace, Peter and Sally were showcasing the result: their first episode of a new multiplayer science-adventure video game!   Called "Mission KT", the new game has two modes of play: fun and educational.   And either way, players are learning science--without realizing they're learning.



    After obtaining a grant from the National Science Foundation, Peter and Sally were able to hire a staff.   Working with the University of Connecticut, the Hartford-based couple translated their vision into graphics, quests and "avatars" who can help players along the way.   TheBeamer Episode 1, Mission KT, is due for a springtime release.  Then, the commercial version, for teachers, is scheduled to come out in the fall.



    Peter, Sally and staffers Brian Weinberg and Amanda Brickner talked about their experiences creating TheBeamer.  They previewed how the game works, and shared some of the resources they'd found, that are available to innovators.



    And a second episode of TheBeamer will shortly be in the works!
    On this episode of Over Coffee®, you'll hear:

    *
    The story of TheBeamer's evolution from book to video game;

    *
    What the creative process was like, for Peter, Sally and their family members;

    *
    How the multiplayer game, TheBeamer, is played;

    *
     Some of the creative challenges involved in creating an educational game that's still fun and authentic;

    *
    The best accolade TheBeamer received, during its testing period;

    *
    Some of the ways teachers can use the game in lesson plans;

    *
    Recommendations for resources to creators;

    *
    The creative team's advice to innovators who want to launch a creative project.


     
    23 min

About Over Coffee® | Stories and Resources from the Intersection of Art and Science | Exploring How to Mak

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Would you like to know more about the art of twenty-first century "cool stuff" that's changing our world? Such as: robots, space exploration, new media, wearable technology and other innovations that…