Arts Creative

Yantra 3.0

Mané (prayer wheel) is a collaboration between Artree Nepal, a visual artist collective, and Karkhana, a group of technologists who are also educators.


In this art work, Mané, Karkhana and Artree wanted to appropriate, both in form and function, an ancient totem to present a contemporary message.  It seeks to preserve the tactile, playful and engaging nature of the mané, even when using atypical materials for the construction. Using technology (Arduinos, xBee Wireless, Processing and sensors) the collaborators have also repurposed the mané as a user-interface for animation while retaining its traditional and symbolic significance.

As it turns, the images on the mané and the animation it triggers emphasizes their mantra of better learning experiences for children. Learning experiences that becomes playful, experiential and productive because they have creative freedom.

Producing the mané exhibit involved three Karkhana teachers, Dipeshwor Man Shrestha, Suresh Ghimre, Sakar Pudasaini, and one intern Ashim Sitola and artists Hit Man Gurung, Sheelasha Rajbhandari, Mekh Limbu, Lavakant Chaudhari, Subash Tamang and interns Reeya Pradhan, Ayush Shakya , Prayush Bijukchhe  from Artree Nepal.

Yantra 4.0


For Yantra 4.0, three Karkhana students: Aarogya Rijal, Avinav Khemka and Shreyan Parajuli (12-13 years of age) created Homework: The Game, with guidance from their teacher Dipeshwor Man Shrestha.

Homework: The Game is a multiplayer arcade inspired by Yantra Research on Umbrellas, Shoes and Watches. The game is played with two users who control their on-screen characters using buttons on a pair of umbrellas. The game was projected on an empty wall, and four umbrellas (modified) were installed in front of the projection area. Players could move their characters towards the left or right using the umbrellas. Each player was required to hold an umbrella in each hand.


The objective of the game was to shelter books (on the bottom of the screen, the homework) from rain falling from the top of the screen. The young programmers also created power-ups in the form of a falling shoe (for increased speed) and a hourglass (for extended game play time). Scores were based on the number of raindrops caught and the power-ups used. High-scores were provided on-screen to motivate players.