November 10, 2009

Sim-Suite was a big success at

ACM Creativity & Cognition 2009

We won *Best Demonstration*

It was a fabulous conference with very interesting topics, people and environments.

The conference organisors did a great job!

Many thanks to Klara Lux, David Rinehart, and Scott Taylor as well all the other people who made our presence at the conference possible.

ACM Publication


Klara, Manuela and John


The interaction is designed on the basis of European cross-cultural gaming elements. The three players play together and against time. It is the player’s goal to create a visual pattern by using a token and a wobbleboard. The pattern to be created makes a cross formation on a grid. The player who succeeds in doing so before anyone else, wins the game.


Each player picks one token together with a wobble-board by stepping onto the platform to enter Sim-Suite’s game-play.



September 28, 2009


My name is Manuela, I now live in Brighton, East Sussex, UK. I have spent the 90’s in San Francisco working as a commercial artist on a variety of real-time and interactive projects. I’ve come back to this part of the world at the dawning of the 21st century to focus on the development of my personal ideas. I am currently a PhD candidate at the University of Sussex.

Among my interests is the fusion of artistic and scientific concepts and contexts in contemporary culture. In my work I explore social interaction mediated by technology. I look for new relationships between the physical and virtual that can communicate our conceptual understanding of experience and permit interactive engagement by the public.

I can be reached via email: manuela dot metazoan at gmail dot com

The making of Sim-Suite

September 27, 2009

v i s u a l i z a t i o n s k e t c h

Sim-Suite, an interactive installation as research platform for social interaction

“Sim-Suite” enables three members of the public to engage via embodied interaction with shared virtual, real-time graphics. The participants stand in close physical proximity to each other while forming a triangle in space. In the centre, in horizontal position, is a large screen display. Participants manipulate the displayed real-time graphics by interacting with these collectively. The game concept is derived from European, cross-cultural gaming elements, it blends hopscotch, tictactoe with go. The participants are players who compete against each other and against time to create a specified pattern as part of the game-play. The interaction occurs through the manipulation of three sensor-enhanced boards which each of the participants operates through balancing and stepping movements.

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Contribution to Sim-Suite

December 27, 2008

The creators of Sim-Suite are:

Michael Ferguson who creates furniture and wooden objects from recycled wood has been instrumental in the construction of the modified wobbleboard and in adding and finishing the installation’s platform.

Lincoln Smith who works with electronics and designs Cartesian robots, continues to collaborate with Sim-Suite by guiding the electronic implementation of the installation.

John Revill who just recently finished his PhD on amorphous computing and large-scale sensor networks, is the man behind the game programming of Sim-Suite and has helped evolve the gameplay to the second version.

Manuela’s background is in the visual arts. She has worked on many interactive projects in another life, including game art creation for EA in California. She has developed and designed Sim-Suite’s game concept and created all graphic and visual material.

Numerous people have supported and facilitated the making of Sim-Suite, we would like to thank them all! For their ongoing support we would like to thank Mike Bearman, Robert Cohen, Nathaniel Virgo, and Simon McGregor.


December 28, 2007


The main aim of Fem-Tech is to create an event that will bring women artists and the local community closer together. Fem-tech will promote female artists, largely based in Sussex, who produce artworks that utilise technology as an important part of the process and/or outcome. Apparently, women currently make up only one fifth of the entire IT sector in the UK, and this proportion is likely to be even lower in specialized sectors like art and technology. Fem-Tech intends to broaden the public’s understanding of how art and technology can be shaped in a contemporary art context, from a female artist perspective.

Fem-Tech will celebrate women’s contribution to the growing field of art and technology by raising the profile of local artists in a local community setting. The event aims to address a wide cross-section of the public within a highly visible and easily accessible public location.

excerpt from proposal

The four core artists:

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December 28, 2007