Robotic Drawing and Milling
Experiment using Kuka Robot to draw and mill. Check more info at Robotic Lab.
Check more information at Robotic Lab
Experiment using Kuka Robot to draw and mill. Check more info at Robotic Lab.
Check more information at Robotic Lab
Ming Tang and Mara Marcu coordinated the gallery exhibition in SOFA Expo Chicago. ( Sculpture Object and Functional Art and Design). The exhibition featured works from faculty and students from School of Art, School of Architecture & Interior Design. Exhibition Hall. Navy Pier, Chicago. Nov2-6. 2016.
The installation has three components. Smaller artifacts expand on the notion of architectural structure and collectively create a catalogue of “misbehaved” tectonics. Larger ceramic and polypropylene prototypes speculate on the role of architectural pleats and on the metamorphosis of two dimensional material to three dimensional form. Several hologram digital models created onsite obsess over the possibility of endless variation through human interaction, the natural versus the artificial, and the-everything-else that lies in between.
Faculty Coordinator:
Ming Tang, Mara Marcu, Katie Parker, Jesse Ring, Abed Breir.
SAID Students: Second year Students in SAID2013 Fall 2016
SAID GA: Han Shen, Nolan Loh, Muhammed Bahcetepe, Andrew Watson, Mathew Klump, Kevin Goldstein, Austin Gehman, Jiajing Xie, Weiqi Chu
SOA students: MShinda Brpaddus, Ginny Grote, Rachel Boue, Jessica Whittington, Jen Watson, Megan Stevens, Olivia Gorman, Sarah Christie
Tectonic Studio students: MShinda Brpaddus, Ginny Grote, Rachel Boue, Jessica Whittington, Jen Watson, Megan Stevens, Olivia Gorman, Sarah Christie, Matt Miller, Ben Hamilton, Daniel Castele, Tsui Lun Wang, Sam Joe Carl, Chen Ludan, Connor Hymes, Daniel Bryan Smith, Olivia Kempf, Sydney Brown, Dung Le, Matt Miller, Jillian Blakey, Sam Kissing, Jing Guo, Prince Osemwengie, Hannah Westendorf, Samantha Schuermann, Amanda Kristoff, Ben Bedel, Jamie Kruer, Brendan Carr, Clark Sabula.
Tectonic Studio Faculty Team: Mara Marcu, Sean Cottengim, Renee Martin, Whitney Hamaker, Ryan Ball, Stephen Slaughter.
More info on this exhibition is here.
Book Chapter
Tang, M. Section I. Innovative Tools. Data-Driven Landscapes. Edited by Jonathon Anderson, Daniel Ortega. Innovations in Landscape Architecture. Routledge. ISBN: 1072954 UK. 2016.

This inspiring and thought-provoking book explores how recent innovations in landscape architecture have uniquely positioned the practice to address complex issues and technologies that affect our built environment. The changing and expanding nature of “landscape” make it more important than ever for landscape architects to seek innovation as a critical component in the forward development of a contemporary profession that merges expansive ideas and applications.
The editors bring together leading contributors who are experts in new and pioneering approaches and technologies within the fields of academic and professional landscape architecture. The chapters explore digital technology, design processes and theoretical queries that shape the contemporary practice of landscape architecture. Topics covered include:

I studied Digital Media Art and Technology as a graduate student at Michigan State University from 2000 to 2003. In my later years, I had the opportunity to work first as a student assistant and later as a lead designer at the MSU Media Interface Network Design (M.I.N.D.) Lab. I am especially grateful to Professor, Dr Frank Biocca, who found and led the M.I.N.D. Lab and offered me my first research assistant position. Dr. Biocca is a prominent scholar in virtual reality (VR), augmented reality (AR), and human–computer interaction, especially known for his work on “presence”—the feeling of “being there” inside a virtual environment. As a leading figure in early VR research, he explores how media technologies can extend human perception, cognition, and performance. Professor Biocca’s support opened the door for me to explore VR as early as 2002—at a time when the technology was still rare and costly. His M.I.N.D lab was one of the first serious academic VR research environments. I still remember the dedicated dark VR room in the lab; it felt almost magical, particularly during lab tours, and it sparked many ideas that shaped my early research interests.
I was fortunate to contribute to several research projects, including NSF funded HomeNetToo, where I gained hands-on experience in research methods, data collection, and thesis writing. Dr. Biocca served as my thesis chair and generously guided me into fields such as interactive media, cognitive science, and human–computer interaction. During my time at MSU, I began developing serious games with a team of students—often working late into the night, learning alongside inspiring young faculty at the time, Brian Winn and Carrie Heeter, both later served in my thesis commitee. It was also during this period that I attended my first SIGGRAPH and Game Developers Conference—experiences that left a lasting impression and gently shaped my academic and professional path.
HomeNetToo UI. 2002. Source. MSU Thesis Library.
“Three computer interfaces – a standard web interface, a spatial interface, and an interpersonal interface were constructed for experiments that compared the effect of different interfaces on a person’s knowledge gained with respect to their cognitive styles. The standard web browser interface presented information in magazine-style and was used as a control condition for the experiment. The spatial interface was a three-dimensional environment where a test participant used a joystick and mouse to navigate around different buildings with information presented as posters within the buildings. The interpersonal interface used computer-generated talking avatar as an agent to help test participants to access information.”
Reference:
