For our contribution to the 2019 Whitney Biennial at New York’s Whitney Museum of American Art, we developed a machine learning and computer vision workflow to identify tear gas grenades in digital images.
Developing upon previous research, we used ‘synthetic’ images generated from 3D software to train machine learning classifiers. This led to the construction of a pragmatic end-to-end workflow that we hope can also be useful for other open source human rights monitoring and research in general.
For our contribution to the 2019 Whitney Biennial at New York’s Whitney Museum of American Art, we developed a machine learning and computer vision workflow to identify tear gas grenades in digital images.
Developing upon previous research, we used ‘synthetic’ images generated from 3D software to train machine learning classifiers. This led to the construction of a pragmatic end-to-end workflow that we hope can also be useful for other open source human rights monitoring and research in general.
Witness testimony and evidence can become combined and entangled, considering methods from immersive reconstruction to architectural simulation, in which memory is enhanced and recomposed.
We construct precise and navigable digital environments of various crime sites, and ask wittnesses to reconstruct their experience on screen and in VR.
By bringing together publicly-available information about the progress of the fire within the tower and around its exterior, Forensic Architecture is building a powerful and freely-available resource by which the community and members of the public may explore and better understand the events of the night of the fire.
Together with Biennale Warszawa, INTERPRT, environmental crimes investigation project, will reconstruct case no. 1307/7150 using archival and visual research and undertake new spatial analysis of the Rzuchowski Forest.
Developed around a spy recruitment theme, the game challenges visitors to stare at the screen for 30 seconds without blinking. Throughout the countdown random intimidating messages appear, together with recorded clips from previous failed attempts, in order to test the subject’s confidence.
This game installation is designed as a part of the Play! exhibition at the Hatcham Building, Goldsmiths.
A few months after the release of Samsung Gear VR headsets, I developed a mobile Virtual Reality game for the Turkish online retail brand n11.com.
This is a one minute long challenge in which players control the “Cargo Spaceship” with their head movements, trying to acquire as many packages as they can. It is published on Google Play and displayed at trade fairs and marketing events throughout the year.
This 360° video project was commissioned by Turkcell, the leading telecommunications operator of Turkey.
In this 3 minute long experience the spectators are guided inside the ultra high technology data centers of Turkcell with carefully controlled camera movements and time-lapse shots.
This 360° video project was commissioned by Toyota for the launching campaign of 4x4 Hi-Lux 2017 Edition. It takes the viewers into a journey through the different terrains in some of the most famous sights of Turkey.
We used a Freedom 360 rig with 6 GoPro cameras. The rig was mounted on many unique angles inside and out, each with a specific reason to display information related to the features of the car.