Posts filed under 'Virtual'
I’ve finally got round to recovering interactive architecture dot org and I’m pleased to be able to get back to blogging by introducing my most recent research into Constructing Interactive Reconfigurable Space. Collaborating with Paul Burres a fellow student of mine at the Bartlett School of Architecture (UCL) we created the ‘Angels‘ Project as a way of investigating more closely some ideas that grew out of a building proposal we put together earlier this year.
The ‘Angels‘ project questions the nature of fixed architecture and looks at the possibilities of an architecture lighter than air capable of sheltering us and even bringing communities together. Acting as either individual agents or flocking together to create large architectural constructs, they inhabit the world around us both within buildings and outdoors creating dynamically responsive architectures in real-time.
Detailed Description of Research PDF
Our current iteration has a simple set of behaviors reacting to human gesture, proximity and conversation, future iterations will investigate learning algorithms so that the Angels can adapt to their environment. In its current form the “Angels” act as individuals but the potential for these to structurally network is a continuing part of our investigation.
Our investigation additionally explored suitable forms of notation to express interaction in space. Initial drawings described the motion paths of the Angels and Inhabitants and were later followed by notation that correlated statistical data. Using the Angels onboard Vision System transmitted wirelessly to a local computer we processed real-time data of conversation space using a piece of software we developed in MaxMSP Jitter that generated formal representations to support our recording and notation of the interactions that occurred. These projections also provided an added form of feedback when projected into the conversation space.
July 5th, 2006
Following the theme of the Hyperbody research Group I thought I’d show a project of theirs from a couple of years ago which reflects the virtual side of their research into interactive adaptive architecture.
A time-based architecture for the augmented body
The Virtual Operation Room is a game developed for the Museum of Technology in Delft by the ONL office in association with Hyperbody Research Group . Both aim at the practice and the research on interactive and e-motive architecture. Just like cars, websites and other vehicles, buildings become more and more sensitive and intelligent and start to respond, act and surprise. In order to study and practice e-motive architecture we build parametric environments and interactive interfaces to communicate with active worlds. Actual architectural concepts like e-motive architecture, time-based architecture, programmable architecture, free form styling, swarm behaviour and genetic algorithms come together in a game.
The VOR features a responsive geometry, responsive to actions of the players of the VOR game. In each of its highly responsive and pro-active worlds the player learns about the bodily system by acting, by pointing at sweet spots, by shooting cells, by killing cancerous growth. After having gained insight in the dynamics of the complex adaptive system of the human bodily system by collecting points, you can transfer yourself to one of the other worlds.
March 24th, 2006
Shu-Min Lin's work Inner Force applies to the practice of the wu-wei principle of Taoism , which means “action without competitive or selfish goals”.
A pool of water is projected on the floor. Participants have to compete to fill its surface with lotus flowers or to catch as many of the carp swimming in the water as possible. Electroencephalogram probes are attached to the viewers' heads to measure the alpha wave activity of the brain. Forcing things does not work, the more peaceful the posture and the mind, the more successful the effort.
March 9th, 2006
An interactive installation exhibited at the Prague Biennale. ‘Invisibles' by biot(h)ing uses holosonic speakers to create sound patterns projected into an interactive space. These speakers isolate individual cones of sound, creating a counterintuitive experience for the visitors as they move through different vibrations of sonar projections. At the same time LCD Screens display streams of information as it crystallizes and becomes visible through pulses of dynamic morphologies of 3D Cells scripted in animation software.
These crystallized streams may also be affected by the physical environment through an interactive sensor field. At the core of the audio/visual/physical interface is an interactive sound-programming environment that alters conventional forms of musical composition through the incorporation of algorithmically based processes.
biot(h)ing is the research-design laboratory of alisa andrasek – creating and studying algorithmically derived structures in virtual and physical environments.
February 20th, 2006