New Media New Technology

In new media one trend, technology or fad quickly follows the next. For anyone with an interest in media technology it is important to be up to date with the latest and greatest, from augmented reality to creative science, and from three dimensional printing to immersive environments. However it is equally important to be able to critically reflect on these trends, to identify what is really novel and what is merely a hype. 

The New Media New Technology class at Media Technology, Leiden University explores the latest new media technologies and concepts, organized by more timeless themes such as new media history, social relationships, space and intelligent perception and action, so that these technologies can be placed into perspective. The course is a mix of lectures and practical assignments, and students are asked to create a product that incorporates a new technology or concept and motivate why it is not just a gimmick or hype.

New Media New Technology is a course in the Mediatechnology Programme at LIACS, Leiden University. The Media Technology MSc programme is a place where students are encouraged to formulate their own scientific questions, and to translate personal inspirations and curiosities into their own research projects. To answer these questions, students create actual products, because we are convinced that by doing and creating, new scientific insights into the underlying question are encountered. Past editions of NMNT can be found here and here


The results of the student projects have been shown at an exposition on SundayJune 16, 2013, at Baut in Amsterdam. The expo is not a traditional static exposition, but more like an open Lab, and may cover interactive or scientific approaches to art, or artistic and creative approaches to research and science.  Many of the installations are interactive, some of these are early studies, others will be more like polished end products, and the students have been be around to answer questions about the concepts, ideas and methods behind their work, and even hack some more on the fly. 

Opening Times: Sunday June 16, 1:00pm to 8:30pm
Location: BAUT (upstairs), Wibautstraat 125, Amsterdam.

Please sign up through this Facebook Event



By Jasper Scheffel & Gizem Kockesen
SpectroSonic is an exciting new media product created by Jasper Scheffel and Gizem Kockesen in order to explore the relation between music and color in a creative and unconventional way. 

At first glance, the device looks like any other recordplayer, but a closer inspection reveals its true nature; instead of a regular needle, SpectroSonic contains a color sensor which turns brightly colored circles on paper records into music. 

SpectroSonic was, amongst others, inspired by the work of Russian composer and new-media pioneer Alexander Scriabin and can be considered a tribute to the beauty of color and sound. During the exhibition, visitors are encouraged to let their imagination go wild and compose their own masterpieces using paper and brightly colored markers.
For more information, see Final Project - SpectroSonic


By JIANG Zhenghua and Haixiang Zhang. Performed by JIANG Zhenghua.

This is a performance combining close-up card trick and Augmented Reality technique, which may let th
e audience feel a special and funny miracle. 

For more infomation, see Open Lab Expo - Visual Deck.


Instructions unclear

By Bobbie Smulders

The "Instructions unclear" project started with a question: How can I get visitors to use my interactive installation? 

Interactive art is a relatively new trend in museums and venues. It has been around long enough for visitors to feel comfortable around playing with art pieces, but not long enough for guidelines to be established. In a lot of interactive installations, visitors (or observers) feel uncomfortable with interacting with an art piece, as it is not clear to them wether or not they are allowed to do so.

The main goal of the project is to measure visitor participation with an interactive installation. The installation is inviting to use and has a a certain goal. All actions performed by the users of the installation are logged. The results will be reviewed after the exposition.

Liquid  Media

By Andres Pardo Rodrigez, Xiaotong Shang and Bernd Dudzik

For the majority of their existence, our experience with computer-based media has been dominated by glaring on colorful geometric shapes inside of of grey boxes sitting on our desks. While recent developments enabled these technologies to leave their confined space to enter new regions of our everyday life, surprisingly little has changed in the visually dominated paradigm governing human-computer interaction. Liquid Media is an experimental interface trying to explore an alternative way.

For more info see Final - Liquid Media

What Goes Here?

By Joanna Elzbieta Pisarczyk, Wouter van den Heuvel and Marjolein Spuybroek

Radio-frequency identification (RFID) is the wireless non-contact use of radio-frequency electromagnetic fields to transfer data. This for the purposes of automatically identifying and tracking tags attached to objects. RFID tags are used in many industries. In our daily life we come across them in stores, where the tags are often placed in sold items such as clothing or books. The tags contain electronically stored information that can be picked up by an antenna. The data of the tag is checked when leaving the store to recognise if an item has been paid for. Other applications include: the use of tags in production process to track objects progressing through an assembly line; or pets may have tags injected, to allow their identification in case they’re lost. 

In “What goes here?” we are trying to give RFID technology a new function in our society. As the technology is becoming increasingly cheaper, we believe it could become accessible to poorly funded educational institutions. Inspired by researchers such as Sir Ken Robinson, and Jane McGonigal we are trying to take a small step towards creating more fun, and engaging educational tool for children using the RFID technology.

In this prototype we present you a modest biology quiz. You are presented with 16 symbolic representations of human organs, and requested to scan the objects on a game table depending on a position in a human body presented to you by a computer. Guaranteed fun and a learning experience!

The Sandbox

By Arjen Suijker, Annika Geurtsen and Jorrit Siebelink

Since the beginning of the 'digital' era, playful activities such as building things out of simple materials have moved away from the physical world into the digital world of computers.  

The Sandbox is an installation which tries to bring back some of the excitement of building something in real life by combining an analog sandbox world with the limitless possibilities of the digital world. It consists out of an analog display in which the user can literally build a world with 'sand'. 

This world will be combined with projections of a 'digital space' which reacts according to what the user has built in the analog display. 

Mad scientist lab

By Remi Alkemade, Huibert Harteloh and Jelena Lavroechina

An experiment in game cooperation.

Future Advertisement

By Jamil Young and Emiel de Munck

Advertisements on the web become increasingly more targeted at specific users, and often have some interaction involved. This is much less the case in traditional advertisement displays in the real world (such as can be found at a bus station). But why? With modern technology it becomes possible to analyze the beholder to target the advertisement at its viewer's likely interests, as well as to involve them more with playful interactive elements. 

We are here to show the (not so far) future of offline advertising.

The treshold

By Alice Schut, Benny Aartman and Eva Delinčáková

The installation offers a double experience; a pleasant and a negative one. 

It all depends on the way you interact with it. 

Fender Rhodes

By  Harpo 't Hart

A real time composition.

Stereoscopic Vision

By Adiel Ghafoerkhan and Syarif Hidayatullah Saleh

An experiment to seek more perception of slightly or completely different images from each eye.

Rain Invasion in NL

By  Haddis Yousefi and Lianru Zhang

An experiment to connect and interact virtual object with human beings. Use the umbrella to save the Netherlands from the rainstorm.

Abhorrent Vacuums

By Pete van der Spoel

According to the ancient philosopher Aristotle, “Nature abhors a vacuum.” Aristotle based his conclusion on the observation that nature requires every space to be filled with something, even if that something is colorless, odorless air. Years later physicists have added experimental weight to this saying by the discovery of vaccuum energy, which is thought to influence the behavior of the Universe on cosmological scales. Abhorrent Vacuums is  an installation that allows participants to physically experience this principle, mediated by new media technology.