Armin Only - Intense
Armin van Buuren - Armin Only - Intense
Client:
Armin van Buuren

Armin's new worldtour, Armin Only Intense, is a one of a kind experience in which all the visual and musical elements work in perfect harmony. To achieve this feat, we created an unique piece of software that allows all components of the show to be synchronized by analyzing the audio in realtime. With this collected data, our software generates a set of timecode streams that are then utilized to sync video, lights, CO2 and Pyrotechnics. Furthermore, every artist is supplied with a clicktrack, also generated by the system.

Armin will deploy 'Intense' throughout 2014 all around the globe.

In collaboration with:
250K

Photgraphy by:
marcvanderaa.com

Royal Table
Beeld en geluid Hilversum
Client:
Beeld en Geluid

Case:
Create four educational games that teach children the etiquettes used by the Dutch Royal Family.

Solution:
An interactive touchtable whereupon a number of physical objects can be placed to play the following four games:
- Royal vocatives
- Table arrangement
- Table setting
- Conversations

The Dutch Instute of Image and Audio archives and preserves all dutch audio/visual content generated by the public broadcast agencies and exhibits the material in thematic expositions.

In collaboration with:
Kinkorn & Kloosterboer

Loewe Leather Tree
Loewe Barcelona
Client:
Loewe Madrid

Case:
Create an interactive experience that tells the story of used types of leather to visitors of Galería Loewe.

Solution:
An interactive, projection mapped tree, crafted of Loewes Nappa, Grain, Suede and Exotic. Each side of the tree tells it's own story on that specific type of leather. By touching the tree, the story unveils.

Galería Loewe is a museum, located in the heart of Barcelona, dedicated to the company's long history of leather craftsman and silk.

In collaboration with:
Mr. Beam & Boolab, photography (above): César Segarra

My E-XPO
Het scheepvaartmuseum, mijn expo Touchtafel
Client:
The National Maritime Museum

Case:
Develop a touch table on which visitors can create their own exposition and make it viewable with a large projection.

Solution:
10 workstations distributed over 20 square meters, where all instruments are assured for the easy creation of an individual digital exposition, the e-xpo. Within just a couple of steps the e-xpo takes shape. The museum’s entire digitized collection is available to the user, and each item can be placed in the exposition to personal preference.

Subsequently the visitor can see the his finished exposition being projected on a gigantic projection wall of 27 square meters. Each single e-xpo is published to the internet, this way visitors can watch, or continue development without leaving the comfort of their homes.

Haute Technique developed the touch table as well as the online deployment of my e-xpo.

In collaboration with:
Total Active Media

This project won the 2012 Gouden Reiger Award

Rabobank Utrecht
Kunstwerk trappenhuis Rabobank
Client:
Rabobank Utrecht

Case:
Create a digital artpiece in the Rabobank Utrecht head office’s stairwell. The artpiece should be abstract, timeless and strongly connected to it's local environment.

Solution:
By projecting on the six story high balustrades a vertical binding element arises. The projected imagery is in fact a photo-fragment, a single horizontal bar, stretched from top to bottom which renders the original picture unrecognisable, but it will still convey an impression of it's colours.

The input footage is a constant internet feed of pictures shot in (the vicinity of) Utrecht. This results in a current colour impression of the local environment.

Each hour the projection changes to a new recently shot photograph. Furthermore, people making use of the stairwell influence the projections as well; Every passing person let’s the entirety of the image zoom in. When a sufficient amount of people pass the art piece, the total projection surface will eventually consist of a single colour which found it’s origin in one single photo-pixel. This way the crowding on the stairs and the exuberance of the colour-image compensate each other.

In collaboration with:
AAIQU
Fortress Island Pampus
interactieve games Pampus
Client:
Fortress Island Pampus

Case:
Create 7 digital games for Fortress Island Pampus playable throughout the entire citadel.

Solution:
7 unique games that involve visitors into how life was on the fortress almost a century ago. The games consist of several touch screens, glass projections, and physical interaction elements, like filling canon shells with gunpowder, or using an authentic morse key. Through clever futuristic yet minimalist design, each game acquires a timeless nature, without interfering with the historic character of the fortress’s interior.

In collaboration with:
AAIQU
KRO Quiz Center
KRO quiz center
Client:
KRO

Case:
Develop a universal content management system for KRO’s editorial staff that creates the ability to easily construct and publish quizzes to Hyves, Facebook, web, mobile web, iPhone and Android.

Solution:
A rich back-end environment wherein through easy accessibility, without any prior knowledge of the technology, quizzes can be created and administrated. Subsequently these quizzes are able to be published to several platforms in merely a few simple steps.

Through smart and efficient implementation of the existing technology KRO attains the ability to create a quiz and distribute it to every unique platform.

In collaboration with:
Elastique
My Maritime Museum
Website Mijn Scheepvaartmuseum
Client:
The National Maritime Museum

Case:
Develop a website that gives it's visitors the possibility to create their own exposition based on the museum’s exhibited material.

Solution:
Haute Technique realised the interactive flash components which create the ability to use the digitised collection to make an online exposition. Every exposition created on the website, is subsequently viewable on the museum’s 27 square meter projection wall.

In collaboration with:
Total Active Media
Oortwist
Oortwist
Client:
National Hearing Foundation

Case:
Realise an mobile interactive installation for festivals that creates awareness of hearing loss to visitors.

Solution:
A version of twister, in which the instructions are harder to hear during the course of the game. Contestants wear wireless headphones that play the game master’s voice. He is using a headset and touch computer to instruct the player’s next move. If a contestant fails, the game master is able to put him out by summoning a vibration in the player’s wireless shirt.

In collaboration with:
AAIQU
Wie
wie
Case:
Open Assignment

Solution:
Interactive video installation. Alex, Bart and Wim have one thing in common. They never listen to their hearts. Now they have all ended up in an aquarium that’s slowly filling up with water. You as a visitor can interrupt a stream of water right next to each watertank, but only one at the time. Each of them tries to convince you to save him. Will you intervene? If so, who will you grant life?

'Wie' attended STRP festival 2009

In collaboration with:
Marc Smits, Marnix Koppen and Jeroen van Loon
Augmented Anamorphosis
Augmented Anamorphosis
Case:
Graduation project. An in-depth research to the current state and usage of augmented reality. Existing techniques of augmented reality are constricting an accessible and immersive experience. By redefining the notion of augmented reality and going back to it’s basics, Augmented Anamorphosis creates a true synergy between fact and fiction.

Solution:
With the aid of a projector, a three dimensional image is projected on the floor surface. Through computer-vision, this image is constantly being adjusted to the user’s physical position. This results in a three dimensional spacial projection of any object, that shifts depending on the user’s individual perspective.

Never before has there been conducted research on the experience of augmented anamorphosis in this type of set-up. The eventual experience consists of three dimensional object in space, through the notion of proportion, interaction and volume of the virtual object. The system is open, clear and suprising.



About

Haute Technique is like custom tailored new media; it's build from the worlds finest materials, fits you perfectly, gives attention to each detail and makes you unique. We create experiences with the use of new media like games, interactive installations, touchtables, prototypes, websites and mobile application.

Because Haute Technique isn’t confined to just one medium, we are capable to form solid solutions together with our client. Solutions that guarantee the most efficient impact for your goals. Due to our wide experience in development for touchscreens, touchtables, games and interaction, we deliver custom made, and highly advanced productions.

Haute Technique not only provides all-in-one productions in which we shape ideas, that are then tailored in to quality products; we also offer technical realisations for existing concepts. And thanks to our strong connection to a large network of specialised freelancers, it’s safe to say we can always deliver the highest quality.

Haute Technique stands for a clever balance in creativity and technological knowledge. This allows us to work on the frontier of possibilities and to directly implement these in innovative concepts.

Haute Technique has previously worked for:
- Máxima Medisch Centrum
- Rabobank
- Forteiland Pampus
- Het Scheepvaart Museum
- BSN Medical
- KRO
- Gemeente Amsterdam
- Intel
- Loewe Madrid
- Oranjewoud

The driving force behind Haute Technique is Sander ter Braak, who attained a Bachelor degree in Digital Media Design at Utrecht School of Arts in September 2010. Shortly after that, Sander acquired the title Master of Arts in Design for Digital Cultures, at the Open University, with his acclaimed project Augmented Anamorphosis.

Since then, Sander has been associated with Utrecht School of Arts, for his role as teacher of Interaction, Research & Development, Flash, Technical Support and Actionscript 3.0.


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