Research Open House projects detailed below are grouped by labs. Click on lab logos to view projects.

Unstable Design Lab Logo

ACME Lab Logo

Living Matter Lab Logo

LEN Lab Logo

THING Lab Logo

atlas brain music logo

typo page wordmark



acme lab
   Directed by Ellen Yi-Luen Do


Stringesthesia

By: Torin Hopkins, Che Chuan Suibi Weng, Netta Ofer, Peter Gyory, Emily Doherty, Chad Tobin

Associated researchers: Leanne Hirshfield & Ellen Do

Labs: ACME LabSHINE Lab

Location: Floor 2B, Rm. Black Box Experimental Studio

Stringesthesia is a uniquely interactive solo guitar performance by PhD student Torin Hopkins set for Saturday, October 22 at 7 p.m. During the show, Hopkins will be hooked up to infrared brain scanning technology that has been previously calibrated to gauge his level of trust moment by moment. The performance space also includes eight electronic drumming stations for audience members to play along with Hopkins. However, the number of stations that are active during the show depends on Hopkins’ fluctuating level of trust—the more trusting he is, the more stations are activated. Each station also has a panel of eight colored buttons, each of which corresponds to a musical chord. As more people join the jam session and more colors are selected, Hopkins is allowed to play a wider range of chords. So as Hopkins’ trust grows and more audience participation is permitted, he is given more latitude for musical improvisation. During ATLAS Research Open House, visitors will have the chance to observe the technology in action and ask Hopkins and his team questions about the live performance taking place the following day. (colorado.edu/atlas/events)


Tiny Cade

By: Peter Gyory

Associated researchers: Perry Owens, Clement Zheng, Ellen Do

Labs: ACME Lab

Location: Floor 2, Rm. 229

Tinycade is a platform designed to help game designers build their own mini arcade games by hand, crafting functional game controllers out of everyday materials such as cardboard and toothpicks. By utilizing computer vision markers, we can create a variety of inputs without the need for wires. During the ATLAS Research Open House, two games will be available to demonstrate the controllers that Tinycade supports.


Beholder

By: Peter Gyory

Associated researchers: Krithik Ranjan, Clement Zheng, Ellen Do

Labs: ACME Lab

Location: Floor 2, Rm. 229

Beholder is a tool that enables makers to create functional interfaces out of just paper. By utilizing computer vision (CV), we detect markers which can be easily printed on paper, then map the detected changes in those markers to keyboard output. We will be presenting a prototype of the programming interface for Beholder, which takes care of the technical steps of setting up computer vision and emulating the corresponding keyboard strokes, allowing designers to focus on building unique interfaces from scratch.

NSF


The Cross-Reality/XR Playground

By: Rishi Vanukuru

Associated researchers: Suibi Weng, Torin Hopkins, Krithik Ranjan

Labs: ACME Lab

Location: Floor 2, Rm. 229

The Cross-Reality/XR Playground is an application that showcases some of the latest AR/VR research ideas from the ACME lab. By developing collaborative platforms that connect PCs and mobile phones with AR and VR headsets, we hope to make spatial computing more accessible to people all over the world. In this demo, you will be able to work with friends on very different devices, while collectively solving puzzles and interacting with 3D content.

Ericsson Research


Paper Robot Building Kit

By: Ruhan Yang

Associated researchers: Krithik Ranjan, Ellen Do

Labs: ACME Lab

Location: Floor 2, Rm. 229

Paper Robot Building Kit is a system that facilitates rapid building and open-ended creation of paper robots. This demonstration features the latest kit, the Unit Robot, which includes an LED unit, motor unit, and speaker unit, enabling people to build modular paper robots. We will also be handing out some Halloween-themed paper circuit-building kits.


Holo Jam

By: Che Chuan Suibi Weng

Associated researchers: Torin Hopkins, Chad Tobin, Amy Banic

Labs: ACME Lab

Location: Floor 1, Rm. Lobby

Holo Jam investigates how field of view affects the ability to notice an avatar during a musical task in Extended Reality/XR. In this experiment, we compare the musical experience and social presence with avatars in different situations of XR scenes. We have two additional hardware sets-up: Hologram and Nreal glasses. In each setup, we have two contexts. One is with visual notification, and the other is without it. Participants need to answer whether they notice the XR avatars' gestures during a drum circle activity in both setups and contexts.


 

Brain Music Lab
   Directed by Grace Leslie


Brain-Body Music Performance

By: Grace Leslie

Lab: Brain-Music Lab

Location: Floor 2  Rm. 234

Vessels is a brain-body performance practice developed by Grace Leslie that combines flute and electronics improvisation with EEG (electroencephalogram brainwave data) sonification. In this piece, Leslie records raw electroencephalogram (EEG), electrodermal activity (EDA) and electrocardiogram (ECG) signals and uses them to actuate flute and voice samples she previously recorded.


 

Lab for Emergent Nanomaterials
   Directed by Carson Bruns


Permanent, Re-Writable Tattoos

By: Carson Bruns

Associated researchers: Jesse Butterfield

Lab: Laboratory for Emergent Nanomaterials

Location: Floor 2, Rm. 234

MAGIC (microscopic adapto-generative intradermal colorant) tattoo pigments can be switched on and off between invisible and colored states when exposed to different colors of light. MAGIC pigments can be tattooed just like any ordinary tattoo ink to create an "etch-a-sketch" tattoo that can be written and erased repeatedly with nothing but colored lights.


Robotic System for Automating Organic Chemistry

By: Kailey Shara

Associated researchers: Carson Bruns

Lab: Laboratory for Emergent Nanomaterials

Location: Floor 2, Rm. 234

A chemical synthesis robot for organic chemistry that aims to automate the most tedious and time-consuming lab operations required in organic chemistry: weighing solids, volumetrically dispensing liquids, running reactions and purification. Many advances in medicine, energy production and space exploration depend on scientists and engineers inventing new molecules and materials. Unfortunately, synthesizing molecules remains a time-consuming and very manual task, creating a significant bottleneck to scientific progress. While some chemistry automation solutions exist, their practical use has limitations, especially for one-off chemical prototyping. This work aims address this need, providing an economical laboratory automation robot for organic chemistry.

NSF 


 

Living Matter Lab
   Directed by Mirela Alistar


Alganyl Biodegradable Plastic

By: Fiona Bell

Associated researchers: Latifa Al Naimi and Ella McQuaid

Lab: Living Matter Lab

Location: Floor 2, Rm. 206

Alganyl is a highly customizable and accessible bioplastic made from marine algae that acts like vinyl fabric but is recyclable and compostable in approximately 60 days. Stemming from a broad exploration of bioplastics' physical properties, this project explores ways of creating everything from biodegradable sensors to DIY clothing from Alganyl. The work has a provisional patent and has been published in TEI'21 and Journal Diseña.


ReClaym our Compost

By: Fiona Bell

Associated researchers: Netta Ofer

Lab: Living Matter Lab

Location: Floor 2, Rm. 206

ReClaym is a sustainable and personal clay-like biomaterial made from our composted food waste. By using our composted food waste, ReClaym reflects the makers' ever-changing relationship with food, resulting in an inconsistent and imperfect material. In turn, we use a corresponding practice for working with Reclaym called Intimate Making to build a collaborative relationship with ReClaym that supports such inconsistencies and leads us to create artifacts that we are emotionally invested in.


SCOBY Breastplate

By: Fiona Bell

Associated researchers: Derrek Chow, Hyelin Choi

Lab: Living Matter Lab

Location: Floor 2, Rm. 206

The SCOBY Breastplate is a sustainable, interactive wearable material that was slowly grown and fabricated from kombucha SCOBY (Symbiotic Culture Of Bacteria and Yeast) biofilm over the course of 13 weeks. When worn, LEDs embedded within the SCOBY breastplate produce different light responses in reaction to the wearer being hugged, tapped or brushed. Through this project, we challenge the fail-fast and rapid prototyping trends that inhabit creative technology research, and instead explore what it means to design at the pace of another living organism.


Designing Direct Interactions with Bioluminescent Algae

By: Netta Ofer

Associated researchers: Fiona Bell, Mirela Alistar

Lab: Living Matter Lab

Location: Floor 2, Rm. 206

This project explores how we might engage and interact with Dinoflagellates, bioluminescent algae. Leveraging the Dinoflagellates’ natural mechanism of producing a blueish glow when exposed to oxygen, we designed movement-based interactions where the human physically stimulates or moves the Dinoflagellates. Through games or directly interacting with these delicate beings, we reflect on what designing with living organisms should take into account in order to honor and care for such nonhuman entities.


BioFibers

By: Eldy Lazaro Vasquez

Associated researchers: Michael Rivera, Mirela Alistar, Laura Devendorf

Lab: Living Matter Lab & Unstable Design Lab

Location: Floor 2, Rm. 207

Results of a series of explorations for converting gelatin by-product liquid solutions into spinnable textile fibers. This exploration used wet spinning as a process to make gelatin-based fibers.


 

Thing Lab
   Directed by Daniel Leithinger

Together Apart

By: Casey Hunt

Associated researchers: Daniel Leithinger, Jason Yip, Amanda Hyunh, Allison Druin

Lab: THING Lab

Location: Floor 2, Rm. 231

Together Apart is an interface co-designed with children from KidsTeam at the University of Washington that involves a custom graphical user interface, internet connected robots and 3D printed robot accessories to support collaborative design over video calls. KidsTeam supports the development of new technology for children by teams that include adults and children working as as equal stakeholders in the design process. Projects often lasts several years.


TactorBots

By: Ran Zhou

Associated researchers: Zachary Schwemler, Akshay Baweja, Harpreet Sareen, Casey Hunt, Mathieu Halpin, Daniel Leithinger

Lab: THING Lab

Location: Floor 2, Rm. 231

TactorBots is an open-hardware and open-source haptic toolkit for designing emotional robotic touch. It contains eight plug-and-play wearable modules that render 1 Degree-of-freedom servo-driven touch feedback for performing various social gestures. A web graphical user interface allows users to easily control and modify various parameter settings to create different robotic tactile behaviors and store or export the touch patterns to implement in their own applications. The aim of this project is to expand the design space by leveraging the ambiguity and otherness of the robotic touch to provoke alternative interpretations and uncover new design opportunities.


HECTARE

By: Suibi Che Chuan Weng, David Hunter, Daniel Leithinger

Associated researchers: Ben Erickson, Pritalee Kadam

Lab: THING Lab

Location: Floor 2, Rm. 231

HECTARE uses a cutting-edge mix of VR, motion capture, physical props and robotics to create an immersive training experience. HECTARE is a NASA funded project working with Diamond Age Technologies to develop astronaut training simulations for future missions to the Moon and Mars. In this VR simulation, you are an astronaut going to visit the Moon. Your mission is to collect rock samples and load them onto a rover to take back to the habitat for analysis.

NASA / Diamond Age Technologies


EmotiTactor

By: Ran Zhou

Associated researchers: Harpreet Sareen, Yufei Zhang, Daniel Leithinger

Lab: THING Lab

Location: Floor 2, Rm. 231

EmotiTactor investigates how designers explore emotional robotic touch in a designerly way. To enable designers to easily generate and modify various types of affective touch for conveying emotions (e.g., anger, happiness, etc.), we developed a platform consisting of a hand-made wood robotic tactor interface and a software design tool. When conducting an elicitation study with eleven interaction designers, we discovered common patterns for the design decisions of gesture, texture, and parameter settings for different emotions. We also illustrate the strategies, metaphors, and reactions that the designers deployed in the design process. Our findings uncover that the “otherness” of robotic touch broadens the design possibilities of emotional communication beyond mimicking interpersonal touch.


 

Typo Lab
Directed by Joel Swanson


 

Exploring the Intersection of Art, Language, and Technology

By: Joel Swanson

Associated researchers:

Lab: TYPO Lab

Location: Floor 3, Rm. 300

The TYPO Lab is a speculative design lab that produces critically-oriented creative work. It is grounded in the idea that using technology in unexpected and unorthodox ways can lead to unique and novel insights regarding the role of technology within our world. For the ATLAS Research Open House, the TYPO Lab will be showcasing the work of students and faculty affiliated with the lab that explore this intersection of art, language, and technology.


 

Unstable Design Lab
   Directed by Laura Devendorf


 

Generative Weaving with AdaCAD

By: Deanna Gelosi

Associated researchers: Laura Devendorf

Lab: Unstable Design Lab

Location: Floor 2, Rm. 207

Generative art applies algorithmic constraints to a design space, such as music, literature, or computer visuals. AdaCAD, a parametric software tool that facilitates the integration of circuitry into weaving, is used to generate weaving plans (or drafts) from thousands of possible base structures—the possible designs are truly endless. In this exploration, we design weaving drafts algorithmically and then "validate" our code by physicalizing the designs on the loom. This digital-to-physical inquiry questions the relationship between the human and the machine, both computer and loom, and opens up possible future applications of optimizing for material density as well as design through self-expression.

NSF CAREER


BioFibers

By: Eldy Lazaro Vasquez

Associated researchers: Michael Rivera, Mirela Alistar, Laura Devendorf

Lab: Unstable Design LabLiving Matter Lab

Location: Floor 2, Rm. 207

Results of a series of explorations for converting gelatin by-product liquid solutions into spinnable textile fibers. This exploration used wet spinning as a process to make gelatin-based fibers.


creative communities
Directed by Ricarose Roque


 

Facilitating Computational Tinkering

By: Celeste Moreno, Ronni Hayden, Ricarose Roque

Associated researchers:

Lab: Creative Communities

Location: Floor 2, Rm. 208

An interactive sampling of creative computing activities and tools that includes a mobile coding app and a drawing machine designed to engage youth and families to create and learn together with computing. A community-based project, the initiative is a research and design collaboration involving the Creative Communities research group at CU Boulder, the Tinkering Studio at the Exploratorium, the Lifelong Kindergarten group at MIT Media Lab, the IdeaLAB maker spaces at Denver Public Library and the Clubhouse Network. Learn more at creativecommunities.group.