This seems to have spread all over the design and architecture blogs. Cloud by Troika is a beautiful object and really superb piece of engineering, especially with its mix of high tech digital control and nostalgic low tech actuation.
There’s a nice video here from youtube and Chris O’Shea has some details on pixelsumo blog which includes some behind the scenes images of the custom software used on the project.
Michael Wihart explored how ecologies of small machines made of nanotechnological and biotechnological elements might be able to swarm together to create architectural space and developed notions of how these spaces might reconfigure over time. Here’s some images of his work and some thoughts of his on the issues he raises.
“The decadence and redundancy of the integrity of architectural thinking needs to be constantly questioned in order to reveal if architecture can be a source for the sentimental titillation. The embarrassing meanders of architecture into the challenge of the feasibility must be extended into the poetry of spatial mediation. the process of designing can no longer be solely functional and operational. The creation of an architecture which is embedded in the mythical knowledge of the future enables us to extend the sentiment of in-habitation into the realm of co-existence.”
“Certainly this vision can be engaged to fulfil the concupiscence of a few heroic models but the question if this architecture can establish a casing of affirmative cultural emergence which is the source and site for the engagement of individuals with the fate of their co-habitants, is a different one. Architecture therefore stands for the manifestation of the ambivalence of the transience and the after-effect of the notion of co-existence. But when architects by themselves abandon and forget to realise fantasies which have always already been lost in the dawn of the socialisation, where then will we find the sites for the staging of our sentiments?”
Edward Ihnatowicz was a Cybernetic Sculptor active in the UK in the late 1960′s and early 1970′s. His ground-breaking sculptures explored the interaction between his robotic works and the audience, and reached their height with The Senster, a large (15 feet long), hydraulic robot commissioned by the electronics giant, Philips, in Eindhoven in 1970. The sculpture used sound and movement sensors to react to the behaviour of the visitors. It was one of the first computer controlled interactive robotic works of art.
Alex Zivanovic, a Visiting Scholar at the Lansdown Centre for Electronic Arts, has been researching the work of Edward Ihnatowicz and building an excellent archive which is available online. I am so pleased that Alex is taking the time to research thoroughly how Ihnatowicz not just built the Senster but developed its behaviours. It was a truely ground breaking piece of work that is still a source of inspiration for artists and roboticists today.
Ihnatowicz’s interest in the kinetics stemmed from his conviction that the behaviour of something tells us far more about it than its appearance. This led him to build the Senster, one of the most influential kinetic sculptures ever made. It consisted of a fifteen-foot-long steel frame articulated in six different places, with the joints all powered by hydraulics. On the Senster’s ‘head’ were an array of microphones and a Doppler radar system.
The Honeywell mini-computer controlling the mechanism was programmed to make it react to three things: moderate and low sounds, loud sounds, and fast motion. Moderate sounds the head would move towards, loud sounds it would pull back from, and fast motion it would track. The result was an uncanny resemblance to a living thing, and the crowds at the Evoluon in Eindhoven, Holland, where it was on show reacted with enormous excitement. Children would shout and wave at it, call it names, and even throw things. Ihnatowicz explains that its movements seemed to stem from situations that people recognized.
In the quiet of the early morning the machine would be found with its head down, listening to the faint noise of its own hydraulic pumps. Then if a girl walked by the head would follow her, looking at her legs. Ihnatowicz described his own first stomach-turning experience of the machine when he had just got it working: he unconsciously cleared his throat, and the head came right up to him as if to ask, ‘Are you all right?’ He also noticed a curious aspect of the effect the Senster had on people. When he was testing it he gave it various random patterns of motion to go through.
Children who saw it operating in this mode found it very frightening, but no one was ever frightened when it was working in the museum with its proper software, responding to sounds and movement. Although the Senster was dismantled some years ago, many people who saw it still remember vividly what a strong impression it made on them. Edward Ihnatowicz died in 1988. Alex Zivanovic currently continues to build on the archive as well as running science and technology education events and his own firm AZ Consultants, supporting the development of mechatronics projects for medical and industrial applications.
Architects ‘The Living‘ did a great presentation on their design approach to rapid low cost prototyping of interactive environments and construction techniques last year at the ‘Interactive Architecture & Media’ symposium I organised at Eyebeam last February. They’re currently having an exhibition at the Van Alen Institute gallery in New York running till January 18th, so if your in the area I recommend having a look. Below is a synopsis on their research. Using three parallel tracks of research they are exploring three definitions of the Living City.
1. The living city – a platform for the future when buildings talk to one another
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“In the future, buildings will talk to one another. In the era of ubiquitous computing—as sensors disappear into the woodwork and all kinds of data is transferred instantly and wirelessly—buildings will communicate information about their local conditions to a network of other buildings. Architecture will come to life. Living City is an ecology of facades where individual buildings collect data, share it with others in their social network, and respond to the collective body of knowledge.”
2. An exploration of the vitality of the city through new forms of public space—air and facade
“In the future, public space in the city will be everywhere. Air will be public space. Building facades will be public space. Both will belong equally to everyone in the city, no less valuable than the traditional fixed public space of parks and streets. At the intersection of air and facade, public space will be distributed and dynamic. Architecture will come to life. Living City is a definition of air as public space and building facades as public space.”
3. A prototype facade that breathes in response to air quality
In the future, walls will breathe. Construction materials and systems that have been inert for thousands of years will respond in real time to the dynamic conditions of their surroundings and to a larger network of data. Buildings will host public interfaces to air quality and make visible the invisible conditions of the environment. Architecture will come to life. Living City is a full-scale building skin designed to open and close its gills in response to air quality.”
Ruth Ron is an architect and interactive media artist. She has done a number of interactive installations bridging telecommunications technologies and architecture, many of which are focused on dematerializing architectural structures such as transformative walls, walls that turn into windows, windows into views of remote spaces. She is currently a visiting Professor at the University of Florida, below is her recent WallFold piece, you can see many more of her projects here.
Ruth describes WallFold as a “Physical Sculpture that tries to generate an ambiguous spatial condition. Smooth and flexible folds between inside and outside, open and close. The space thus becomes continuous and dynamic. The installation uses six pairs of servomotors connected by flexible bands to create a smooth surface. The motors alternate between two positions (0°, 180°), stretching the binary ON/ OFF positions into a continuous transition, a whole grayscale or gradient between 1 and 0.”
Here’s one of Augmented Architecture‘s prototypes that I saw at the ACADIA07 earlier this year. “Life Spectulatrix” is an evolutionary physical skin based on digital environmental feedback retrieved through the webspace. Architect Nancy Diniz describes how it becomes a “universally situated living piece” through its own evolutionary behaviour in relation to global environmental information as well as local interaction.
“Augemented Architectures” is : Nancy Diniz, a licensed architect and a PhD candidate at the Bartlett and a tutor at the Department of Architecture at ISCTE in Lisbon and Cesar Branco, a computer science engineer working for VSNL as a Solutions Architect based in London, UK.