Kevin Breithaupt
Kevin Breithaupt
About
Kevin Breithaupt
About
01
Comsmos
2018
Experimental App Design
02
NucleAR
2019
Augmented Reality App
03
Ecolight
2018
Interactive Object
04
Instafit
2018
Interactive Installation
05
Infomesh Web 30th anniversary
2019
Timeline Visualisation
06
SmartTV Assistant
2018
Samsung Thinktank
07
EHL 125th anniversary
2017
Data Visualization
08
Chessbox VR
2018
VR Experience
09
20syl - Kodama Clip
2017
Audioreactive Clip
10
Studio Venezia
2017
Audio Reactive Animations
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01
Comsmos
Inspired by the current civil space race led by SpaceX or Blue Origin, Comsmos is a fictional social network that allows people on Earth to connect with astronauts far from our planet.
Space is soon becoming reachable for a wider portion of the population, and as the technology evolves, the colonization of other planets poses important logistical and social problems related to communication. Comsmos would then become an interplanetary internet platform that tries to respond to the speed and distance constraints that we will come to face.
Inspired by the current civil space race led by SpaceX or Blue Origin, Comsmos is a fictional social network that allows people on Earth to connect with astronauts far from our planet.
Space is soon becoming reachable for a wider portion of the population, and as the technology evolves, the colonization of other planets poses important logistical and social problems related to communication. Comsmos would then become an interplanetary internet platform that tries to respond to the speed and distance constraints that we will come to face.
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02
NucleAR
In 1956 the first civil nuclear reactor was inaugurated with the utopian promise of unlimited energy. Today, however, many of the main problems related to this energy remain and are accumulating. There is still no viable solution to radioactive waste and the risk of accidents in a power plant increases as these facilities age.
This augmented reality application is part of a long-term data preservation approach and represents a first step in preventing and warning about the dangers of nuclear power for future generations.
The app uses geolocation data coupled with augmented reality allowing it's users to view all nearby nuclear related facilities. This approach makes the invisible force that is nuclear power visible and reachable with contextual informations of every points of interest. NucleAR has a second usecase: It can simulate a nuclear incident in your vicinity, triggering a safety mode that will guide you through AR to the nearest nuclear shelter, which is relevant in country heavily prepared to those cases, such as Switzerland. This secondary mode could be use as a real emergency broadcast system in case of such events.
In 1956 the first civil nuclear reactor was inaugurated with the utopian promise of unlimited energy. Today, however, many of the main problems related to this energy remain and are accumulating. There is still no viable solution to radioactive waste and the risk of accidents in a power plant increases as these facilities age.
This augmented reality application is part of a long-term data preservation approach and represents a first step in preventing and warning about the dangers of nuclear power for future generations.
The app uses geolocation data coupled with augmented reality allowing it's users to view all nearby nuclear related facilities. This approach makes the invisible force that is nuclear power visible and reachable with contextual informations of every points of interest. NucleAR has a second usecase: It can simulate a nuclear incident in your vicinity, triggering a safety mode that will guide you through AR to the nearest nuclear shelter, which is relevant in country heavily prepared to those cases, such as Switzerland. This secondary mode could be use as a real emergency broadcast system in case of such events.
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03
Ecolight
The project includes two almost identical lamps, designed to work together, and do not allow users to have a limited amount of light to share between the two. Once the limit of available light is reached, the lamp whose light is increased will start stealing light from its twin.
This project raises questions about energy consumption and the unequal distribution of global resources. In addition, it aims to raise awareness of the importance of sharing resources in a responsible way.
If we consume too much, the other one will be missing.
Project in collaboration with Anouk Zibaut
The project includes two almost identical lamps, designed to work together, and do not allow users to have a limited amount of light to share between the two. Once the limit of available light is reached, the lamp whose light is increased will start stealing light from its twin.
This project raises questions about energy consumption and the unequal distribution of global resources. In addition, it aims to raise awareness of the importance of sharing resources in a responsible way.
If we consume too much, the other one will be missing.
Project in collaboration with Anouk Zibaut
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04
Instafit
Instafit was born from a collaboration between Media & Interaction and Industrial Design. The goal was to augment a fitness machine with new technology, to mix sports machines directly with the social media phenomenon. This machine allows you to get fit while browsing Instagram or any scroll-based app on your phone. The upper exercise targets the arms, and triggers the scrolling on your phone. The lower is targeting the legs, and simply allow you to double tap your screen to trigger a Like. As you flex those muscles, you are now revarded directly by new content.
Project in collaboration with Anne Bertoncini and Léa Bonvallat
Instafit was born from a collaboration between Media & Interaction and Industrial Design. The goal was to augment a fitness machine with new technology, to mix sports machines directly with the social media phenomenon. This machine allows you to get fit while browsing Instagram or any scroll-based app on your phone. The upper exercise targets the arms, and triggers the scrolling on your phone. The lower is targeting the legs, and simply allow you to double tap your screen to trigger a Like. As you flex those muscles, you are now revarded directly by new content.
Project in collaboration with Anne Bertoncini and Léa Bonvallat
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05
Web Infomesh 30th anniversary
Information Mesh is a web platform celebrating the 30th anniversary of the World Wide Web that explores social, technical, cultural and legal facts throughout different interactive timelines. The project was realized by Media & Interaction Design students at ECAL/University of Art and Design, Lausanne. It was initiated in October 2018 during a one week workshop in partnership with swissnex San Francisco, where students visited key partners such as the Internet Archive and the Wikimedia Foundation and began developing the project.
Through this timeline, you can witness the logos evolution of the top 15 most influential players in the internet game. Some major design shifts seem to be correlating with web-related events, such as exponential growth and massive company acquisitions that shaped the internet landscape we know today. Navigate through important facts that left a mark on the web’s own history.
Tutors: Vincent Jaquier, Pauline Saglio, Tibor Udvari, Laura Perrenoud Participants: Alfatih Al Zouabi, Diane Becheras, Iyo Bisseck, Jonathan Boulenaz, Kevin Breithaupt, Maëlle Chenaux, Sebastien Matos, Bastien Mouthon, Luca Sassoli De Bianchi, Tamara Virág, Nathan Vogel, Anouk Zibaut & Swissnext team
Information Mesh is a web platform celebrating the 30th anniversary of the World Wide Web that explores social, technical, cultural and legal facts throughout different interactive timelines. The project was realized by Media & Interaction Design students at ECAL/University of Art and Design, Lausanne. It was initiated in October 2018 during a one week workshop in partnership with swissnex San Francisco, where students visited key partners such as the Internet Archive and the Wikimedia Foundation and began developing the project.
Through this timeline, you can witness the logos evolution of the top 15 most influential players in the internet game. Some major design shifts seem to be correlating with web-related events, such as exponential growth and massive company acquisitions that shaped the internet landscape we know today. Navigate through important facts that left a mark on the web’s own history.
Tutors: Vincent Jaquier, Pauline Saglio, Tibor Udvari, Laura Perrenoud Participants: Alfatih Al Zouabi, Diane Becheras, Iyo Bisseck, Jonathan Boulenaz, Kevin Breithaupt, Maëlle Chenaux, Sebastien Matos, Bastien Mouthon, Luca Sassoli De Bianchi, Tamara Virág, Nathan Vogel, Anouk Zibaut & Swissnext team
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06
SmartTV Assistant
The future of television in the eyes of Samsung is an always-on display. While taking part to a thinktank project on the latest consumer TV screens, we designed a friendly and reactive assistant to embody a presence in your TV and by extent, your home. With Samsung's vision in mind, we though of an omnipresent assistant that would also be the face of your tv while nobody uses it. It awaits user input to enter an active mode, in which he can access to all smartTV functionnality, while synching to your other devices.
Project in collaboration with Zoé Chytil and Théo Barraud
The future of television in the eyes of Samsung is an always-on display. While taking part to a thinktank project on the latest consumer TV screens, we designed a friendly and reactive assistant to embody a presence in your TV and by extent, your home. With Samsung's vision in mind, we though of an omnipresent assistant that would also be the face of your tv while nobody uses it. It awaits user input to enter an active mode, in which he can access to all smartTV functionnality, while synching to your other devices.
Project in collaboration with Zoé Chytil and Théo Barraud
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07
EHL 125th anniversary
A data visalization project for the 125th anniversary of the EHL, the Swiss Hospitality Management School of Lausanne. The project uses 3 main screens as display, while the bulk of the interface and the interactive components are displayed of a linked tablet. It allows you to see various data related to the school, such as events, students, Alumni (Ex-student network) and professors in a cubic city-inspired world. Each rising cube represents a different country, spread around the worldspace in a geographic disposition.
Participants: Alfatih Al Zouabi, Diane Becheras, Iyo Bisseck, Jonathan Boulenaz, Kevin Breithaupt, Maëlle Chenaux, Sebastien Matos, Bastien Mouthon, Alice Nimier, Luca Sassoli De Bianchi, Tamara Virág, Nathan Vogel, Anouk Zibaut, Ernest de Lapaillone
A data visalization project for the 125th anniversary of the EHL, the Swiss Hospitality Management School of Lausanne. The project uses 3 main screens as display, while the bulk of the interface and the interactive components are displayed of a linked tablet. It allows you to see various data related to the school, such as events, students, Alumni (Ex-student network) and professors in a cubic city-inspired world. Each rising cube represents a different country, spread around the worldspace in a geographic disposition.
Participants: Alfatih Al Zouabi, Diane Becheras, Iyo Bisseck, Jonathan Boulenaz, Kevin Breithaupt, Maëlle Chenaux, Sebastien Matos, Bastien Mouthon, Alice Nimier, Luca Sassoli De Bianchi, Tamara Virág, Nathan Vogel, Anouk Zibaut, Ernest de Lapaillone
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08
Chessbox VR
Chessbox VR is a Virtual Reality experience that places the user inside a Chessboard inspired world, at the scale of a simple pawn. For that point, the user witnesses the world as it changes around him, playing with scale notions and chess pieces.
Chessbox VR is a Virtual Reality experience that places the user inside a Chessboard inspired world, at the scale of a simple pawn. For that point, the user witnesses the world as it changes around him, playing with scale notions and chess pieces.
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09
20syl - Kodama Clip
Production of an audio reactive clip using javascript and a laptop microphone as sound input. The sound waves recieved by the microphones are then interpreted by a script that generates a short motion graphics and sound reactive clip for this music sequence.
Music: 20 Syl - Kodama
Production of an audio reactive clip using javascript and a laptop microphone as sound input. The sound waves recieved by the microphones are then interpreted by a script that generates a short motion graphics and sound reactive clip for this music sequence.
Music: 20 Syl - Kodama
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10
Studio Venezia Audio React
Series of audio reactive projects developed for the visual identity of the French Pavilion “Studio Venezia” by Xavier Veilhan at the Biennale di Venezia. The goal was to produce multiple systems that would deform typography or image through direct sound input, so it could be then use for communication or installations.
Instagram posts were produced based on these experiments (visuals below from instagram.com/xavier_veilhan).
Curated by Lionel Bovier & Christian Marclay.
Participants: Alfatih Al Zouabi, Diane Becheras, Iyo Bisseck, Jonathan Boulenaz, Kevin Breithaupt, Maëlle Chenaux, Sebastien Matos, Bastien Mouthon, David Nguyen, Alice Nimier, Luca Sassoli De Bianchi, Tamara Virág, Nathan Vogel, Anouk Zibaut, Ernest de Lapaillone
Series of audio reactive projects developed for the visual identity of the French Pavilion “Studio Venezia” by Xavier Veilhan at the Biennale di Venezia. The goal was to produce multiple systems that would deform typography or image through direct sound input, so it could be then use for communication or installations.
Instagram posts were produced based on these experiments (visuals below from instagram.com/xavier_veilhan).
Curated by Lionel Bovier & Christian Marclay.
Participants: Alfatih Al Zouabi, Diane Becheras, Iyo Bisseck, Jonathan Boulenaz, Kevin Breithaupt, Maëlle Chenaux, Sebastien Matos, Bastien Mouthon, David Nguyen, Alice Nimier, Luca Sassoli De Bianchi, Tamara Virág, Nathan Vogel, Anouk Zibaut, Ernest de Lapaillone
Comsmos
NucleAR
Ecolight
Instafit
Infomesh Web
SmartTV Assistant
EHL 125th anniversary
Chessbox VR
20syl - Kodama
Studio Venezia