Archive for November, 2005

Using image warping of a projection based on viewer perspective it is possible to extend a physical space with virtual projections that respond to your movement. Using view-dependent image-based and geometric warping, radiometric compensation, and multi-focal projection these guys have developed an interesting approach to merging the physical with the virtual.
Video
Such an approach does not only offer new possibilities for augmented reality and virtual reality, but also allows merging both technologies. This potentially gives some application domains – like architecture – the possibility to benefit from the conceptual overlaps of AR and VR. From Future Feeder
November 21st, 2005

people doing strange things with electricity
Monday 21st November, 7pm.
I’m doing a talk about my own work and interactivearchitecture.org at State51 off Brick Lane. Here are the details, if your in the area please come along.
state51
8 rhoda street
Also speaking Mileece, Greg McCarroll, Rob Myers, Brock Craft and the mighty Chris O’Shea
November 19th, 2005
Over the last few months I’ve been trying to rationalise how to go from concept to engineering on my current kinetic architecture project. Festo for me has been a good place to go looking for innovative products that are proven to work.

Specialists in pneumatics and a huge range of products, including drives, valves, valve terminals, compressed air systems, connection technology, vacuum technology, sensors, control technology and bus systems. A good place to start looking for the sorts of technology available off the shelf for applying to interactive architecture. Kas Oosterhuis and his Hyperbody Research Group have been using festo’s Fluidic Muscle MAS for their MuscleBody project

November 19th, 2005
Kas Oosterhuis runs the Hyperbody Research Group at Delft. Here’s the MuscleBody Project.

The MuscleBody project consists of a fully kinetic and interactive architecture that is a full-scale prototype of an interior space. The project is an architectural body that consists of a continuous skin that incorporates all its architectural properties and makes no categorical distinctions such as floor, wall, ceiling, door. The interaction between the MuscleBody and its players (the people that have entered the interior space) causes the MuscleBody to change its shape, its degrees of transparency and the sound that it generates.

The structure of the MuscleBody is based on a single, spiralling tube that is bended in three dimensions. The material properties of the tube, that is normally used as water piping allow for both the needed flexibility and stiffness of the structure. A total of 26 industrial Festo muscles are intergraded into the spiralling structure to control the physical movement of the MuscleBody. The skin is further composed of Lycra, a stretchable fabric normally used for sports clothing. The translucency of the fabric varies according to the degree of stretching. The fabric is fitted in segments that are slightly offset to the tubular structure. The thin strips of light that occur between the tubing and the skin in combination with the altering translucency of the fabric itself results in a play of light when the MuscleBody is activated. There are also a number of speakers integrated into the skin that generate sound consisting of several (sound)samples that are combined and transformed according to the behaviour of the players.

from wmmna Cheers Regine
November 18th, 2005

Exhibited at The Kelvingrove Gallery, Glasgow. KRD were commissioned for the Design Machine Exhibition. The aim was to make visitor experience the manipulation and exploration of space, without an enforce defined technique or direction.
Video
Clad internally with brushed stainless steel. The ceiling responds to individuals movements within the room, moving 2100mm up and down and tilting side to side completely transforming the space within and tilting side to side. Light integrated into the ceiling amplifies and dramatises the spacial changes created by the visitor.

November 16th, 2005

Ada is a novel artificial organism, a creature in the shape of a space that can perceive and react to its surroundings. At the same time, her form facilitates a novel interaction between humans and machine that goes beyond the possibilities offered by a conventional computer, such as keyboard, mouse or joystick. Ada has sensory organs. She can see, hear and sense touch and contact. While Ada cannot communicate with words, she expresses herself through sounds, light and projections. Ada likewise learns how to synchronise her various components, such as the floor plates, the movable eyes and the light fingers. Ada is able to remember the visitors with whom she has played and whose gestures, movements and sounds she has observed. Like humans, Ada learns from experience: she can store an incident and later build upon it.
Ada Website
November 15th, 2005
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