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A Room in the Uncanny Valley

The title refers to the sublime feeling of disgust that humans feel when encountering a simuacra that is almost, but not quite, human-- the inverse of perceiving the characteristics of "cute".

Using 3D Max, Isadora, and a Wii-mote motion controller taped inside an empty cardboard box, a virtual 3-dimensional model of the gallery interior was assembled using photographs of the surrounding interior.

Using the motion sensor, the movement of the virtual cube/room mirrors the movement and rotation of the cardboard box. By slamming, kicking or rolling it around, the operator manipulates a model interior of the surrounding room by activating an unwieldy exterior of a monster-like remote control.

It was first shown at the Kunstvlaai exhibition in Amsterdam as a part of the Otis/Sandberg art exchange program.

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A room in the uncanny valley

"Black Box Project" 2008

Shrink an environment to fit inside a cardboard box. Kick it around! You are inside AND outside at the same time!

"Crazy Zombie Robot Golf Madness" 2007

This multimedia video installation is a golf simulator, complete with putting green, golf clubs, and golf balls.

"Invisible Cities", 2007
These sculptures are 3D Studio max STL files, output as three-dimensional plaster prints from a Z-Form printer.
"Golgotha" 2004
Video arcade cabinet reprogrammed to mix video.
"Godzilla" 2005
Lots of little plastic houses installed on a wall.
"Green FuzzyPaintings" 2005
Architectural elevations of airplane engines rendered in landscaping material.