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	<pubDate>Mon, 12 May 2008 03:32:10 +0000</pubDate>
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		<title>Strangely Familiar. Unusual Objects for Everyday life</title>
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		<pubDate>Mon, 12 May 2008 03:32:10 +0000</pubDate>
		<dc:creator>Lili De Simone</dc:creator>
		
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		<link>http://carcasismo.wordpress.com/2008/04/22/28/</link>
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		<pubDate>Tue, 22 Apr 2008 22:27:27 +0000</pubDate>
		<dc:creator>Lili De Simone</dc:creator>
		
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		<description><![CDATA[
Aperture es un proyecto experimental de fachada semi transparente e interactiva. Se trata de un conjunto de pequeños diafragmas que se abren ante la presencia cercana de cualquier persona. La celosía deja pasar la luz dejando ver el exterior a quien se sitúa frente a ella y definiendo la silueta hacia el exterior. Cuando el [...]]]></description>
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<div>Aperture es un proyecto experimental de fachada semi transparente e interactiva. Se trata de un conjunto de pequeños diafragmas que se abren ante la presencia cercana de cualquier persona. La celosía deja pasar la luz dejando ver el exterior a quien se sitúa frente a ella y definiendo la silueta hacia el exterior. Cuando el visitante cambia de posición o de postura, se produce un retraso controlado de los diafragmas, que tardan un instante en cerrarse, produciendo así un efecto &#8220;estela&#8221;. Más información, vídeos y fotos en: <a href="http://www.fredericeyl.de/aperture/" target="apert"><strong><span style="color:#3372b6;">www.fredericeyl.de/aperture/</span></strong></a></div>
<p> </p>
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			<media:title type="html">Lili De Simone</media:title>
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		<title>La ciudad y los signos</title>
		<link>http://carcasismo.wordpress.com/2008/04/22/la-ciudad-y-los-signos/</link>
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		<pubDate>Tue, 22 Apr 2008 22:15:04 +0000</pubDate>
		<dc:creator>Lili De Simone</dc:creator>
		
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		<description><![CDATA[link original http://www.flylosophy.com/2005/11/la-ciudad-y-los-signos.html

Nuestras ciudades se han convertido en enormes contenedores de signos, en el escenario en el que millones de imágenes se superponen y entrelazan en un abigarrado conglomerado visual.
Con la aparición de las pantallas urbanas, especialmente las enormes instalaciones de LEDs, este proceso se ha acentuado. En este contexto, la Arquitectura Interactiva ofrece una alternativa [...]]]></description>
			<content:encoded><![CDATA[<div class='snap_preview'><br /><p>link original <a href="http://www.flylosophy.com/2005/11/la-ciudad-y-los-signos.html">http://www.flylosophy.com/2005/11/la-ciudad-y-los-signos.html</a></p>
<p><img class="aligncenter" src="http://www.flylosophy.com/imagenes_30/herz.gif" alt="" /></p>
<p><strong><span style="color:#000000;">Nuestras ciudades se han convertido en enormes contenedores de signos, en el escenario en el que millones de imágenes se superponen y entrelazan en un abigarrado conglomerado visual.</p>
<p>Con la aparición de las pantallas urbanas, especialmente las enormes instalaciones de LEDs, este proceso se ha acentuado. En este contexto, la Arquitectura Interactiva ofrece una alternativa a la saturación, basada en la participación.</span></strong></p>
<p>La ciudad siempre ha sido el lugar en el que nacen y se desarrollan las imágenes. De hecho, el proceso de densificación icónica en el que estamos embarcados desde hace mucho, mucho tiempo, arranca con el nacimiento de las ciudades y crece en paralelo a ellas.</p>
<p>Es en la ciudad donde los mensajes que nos rodean experimentan su, cada vez más fugaz, ciclo vital. En ella, crecen, se desarrollan y finalmente desaparecen de la memoria social. Pero sobre todo, la ciudad es el espacio en el que las imágenes luchan por hacerse un hueco en la competitiva <a href="http://en.wikipedia.org/wiki/Attention_economy">“economía de la atención”</a>.</p>
<p>Rótulos luminosos, señales, escaparates, carteles, grafittis, pintadas, stencils, stickers… incluso nuestra propia apariencia física y la iconicidad de nuestros gestos cotidianos, contribuyen a la construcción de la <strong>iconosfera urbana</strong>. Una superposición de signos y señales en continua transformación, tan densa que, con frecuencia, resulta impracticable.</p>
<p><span style="color:#000000;"><strong>Pantalla Total</strong></span></p>
<p><span style="color:#000000;"><span style="text-align:center; display: block;"><a href="http://carcasismo.wordpress.com/2008/04/22/la-ciudad-y-los-signos/"><img src="http://img.youtube.com/vi/_pBj40cpwYw/2.jpg" alt="" /></a></span></span></p>
<p><span style="color:#000000;">Pero, justo cuando el espacio urbano parecía definitivamente saturado, la tecnología ofreció un nuevo y formidable soporte para la información visual. Las pantallas comenzaron a desplegar su inmenso potencial icónico.</p>
<p>Enormes o diminutas, <strong>CRT</strong>, <strong>LCD</strong>, <strong>TFT</strong>, <strong>OLED</strong>, <strong>SED</strong>, de <strong>LEDs</strong>, de <strong>plasma</strong>, planas, ultra planas, flexibles… las pantallas proliferan a nuestro alrededor hasta convertirse en una suerte de prótesis que nos mantiene permanentemente conectados al flujo de información que nos rodea.</p>
<p>Donde quiera que vayamos, las pantallas nos acompañan. De hecho, todas nuestras máquina, no son sino pantallas.</p>
<p>Como no podía ser de otro modo, <strong>las pantallas encontraron en la ciudad el medio ideal para crecer</strong>. Desde los primeros experimentos en ciudades como Tokio y Nueva York, la integración de pantallas en el paisaje urbano se ha convertido en una de las tendencias más visibles del urbanismo contemporáneo. Si anteriormente los rótulos luminosos y los neones habían transformado nuestras ciudades en parpadeantes muestrarios de imágenes, ahora el sueño de <strong>convertir la ciudad en una enorme pantalla</strong>, se hace realidad.</p>
<p>Así, del mismo modo que los televisores centralizan a su alrededor el espacio doméstico, las nuevas pantallas urbanas, se convierten en elementos <strong>“arquitectónicos”</strong> que jerarquizan el espacio público.</span></p>
<p><img class="alignnone" src="http://www.flylosophy.com/imagenes_30/laxpylons.jpg" alt="" /></p>
<p>Los ejemplos son tantos que es difícil destacar alguno. Para no hablar de los inevitables <strong>Herzog &amp; de Meuron</strong>, <strong>Foster </strong>y <strong>Nouvel;</strong> podemos destacar las <a href="http://www.lawa.org/lax/laxpylons.cfm">imponentes torres de LEDs</a> de <a href="http://www.lawa.org/lax/">Los Ángeles Airport (LAX)</a>, visibles desde <strong>3000 pies de altura;</strong> el proyecto de rediseño de la fachada de la <a href="http://www.press.bayer.com/baynews/baynews.nsf/id/9530C0F444757126C12572D8002AB95C?Open&amp;ccm=001">Torre Bayer</a> en <strong>Leverkusen,</strong> con una <a href="http://www.led-professional.com/content/view/643/91/">pantalla formada por 3,5 millones de LEDs</a>; cualquiera de los impresionantes proyectos de <a href="http://www.ag4.de/">ag4 Mediatecture Company</a>, como la sede de <a href="http://www.ag4.de/medienfassade_serono.html">Merck Serono</a> en <strong>Genf</strong> o la de <a href="http://www.ag4.de/medienfassade_tmobile.html">T-Mobile</a> en <strong>Bonn; </strong>o desde un enfoque diferente, <a href="http://www.sandberg.nl/artvertising/">The Million Dollar Building</a>, un proyecto desarrollado por el <a href="http://www.sandberg.nl/">Sandberg Institute</a>, que traslada al espacio físico de la sede de esta escuela, el popular <a href="http://www.milliondollarhomepage.com/">Million Dollar Homepage</a>, participando del concepto de pantalla, pero renunciando a la iluminación.</p>
<p>Pero sin duda, uno de los referentes en este campo fue <a href="http://www.spots-berlin.de/en/index.php?col=1">SPOTS</a>, una instalación de <a href="http://www.realities-united.de/">Realities:united</a> que convirtió la fachada del un edificio de 11 plantas de <strong>Postdammer Banhof (Berlín)</strong>, en una enorme pantalla usada como soporte para proyectos artísticos y publicidad. Su brillo y su movimiento contrastaban con la rotunda desnudez de la vecina <a href="http://de.wikipedia.org/wiki/Neue_Nationalgalerie">Neue Nationalgalerie</a> de <strong>Mies Van de Rohe</strong>.</p>
<p><a href="http://elastico.net/archives/2005/11/los_angeles_201.html">Elástico</a> explica como <strong>“SPOTS es el ejemplo más reciente y más avanzado técnicamente de &#8220;media facade&#8221;, un sueño arquitectónico heredado del ciberpunk y de <em>Blade Runner</em> que imagina a la ciudad del siglo XXI no como una ciudad de luces, sino como una ciudad de imágenes en movimiento.</p>
<p>A medida que la tecnología baje de coste, parece inevitable que las media-fachadas se introduzcan paulatinamente en nuestras plazas y calles, convertidas en los nuevos neones. Es difícil prever cómo vamos a sentirnos en unas ciudades en las que a la vuelta de cada esquina nos espere un bombardeo de imágenes permanente.”</strong><br />
<img class="alignnone" src="http://www.flylosophy.com/imagenes_30/rock.jpg" alt="" /></p>
<p>Poco antes de <strong>SPOTS</strong>, durante el invierno de 2001, se desarrolló en Berlín <a href="http://www.blinkenlights.de/gallery/index.en.html">Blinkenlights</a>, un proyecto de <a href="http://www.ccc.de/">Chaos Computer</a>.</p>
<p><strong>Blinkenlights</strong> utilizaba las ventanas de un edificio de ocho plantas como si se tratase de los píxeles de un monitor. Un ordenador controlaba la iluminación de cada ventana creando una matriz de 18 x 8 “píxeles”. A diferencia de <strong>SPOTS</strong> y de otros <a href="http://www.bix.at/">proyectos similares</a>, <strong>Blikenlights</strong> era una propuesta completamente interactiva. Tanto en la versión de <strong>2001</strong>, como en su posterior <strong>reedición en 2003</strong>, <a href="http://www.blinkenlights.de/reloaded.en.html">Blinkenlights Reloaded</a>; el proyecto estaba abierto a la participación de los espectadores, que a través del teléfono móvil, podían jugar descomunales partidas de <a href="http://www.blinkenlights.de/interactive.en.html">Pong</a>, crear <a href="http://www.blinkenlights.de/gallery/index.en.html">animaciones</a> de baja resolución o hacer <a href="http://www.blinkenlights.de/blinkenpaint.en.html">enormes declaraciones de amor</a>.</p>
<p>El rudimentario <strong>Blikenlights</strong> planteaba, ya entonces, una concepción de la arquitectura como una realidad cambiante, que se modifica en función del diálogo que los usuarios establecemos con ella. Era uno de los antecedentes de lo que hoy conocemos como <strong>Arquitectura Interactiva</strong> o <strong>Media Architecture</strong>.</p>
<p>Desde entonces, la tecnología ha permitido desarrollos mucho más ricos y complejos. Proyectos como la <a href="http://www.dexia-towers.com/">Dexia Tower</a> en <strong>Bruselas</strong>, un edificio de <strong>38 plantas</strong> que incorpora un sistema de iluminación interactivo, convierten los edificios en plataformas para la creación. Así, <strong>Dexia Tower</strong> es el soporte de proyectos como <a href="http://www.dexia-towers.com/index_e.php?file=dtb_2006_touch">Touch</a>, desarrollado por <a href="http://www.lab-au.com/" target="_blank">LAb[au]</a> <strong>(Laboratory for architecture &amp; urbanism)</strong> y que permite a los espectadores modificar la iluminación de las inmensas fachadas con sólo deslizar su dedo por una pantalla.</p>
<p>O la maravillosa <a href="http://www.millenniumpark.org/artandarchitecture/crown_fountain.html">Crown Fountain</a> del <a href="http://www.millenniumpark.org/">Chicago Millenium Park</a> , diseñada por Jaume Plensa. Dos torres de ladrillos de vidrio con LEDs en su interior, que proyectan los rostros de <strong>miles de habitantes de la ciudad</strong>, que literalmente se convierten en enormes y divertidas fuentes (con chorro de agua incluido).<br />
<span style="text-align:center; display: block;"><a href="http://carcasismo.wordpress.com/2008/04/22/la-ciudad-y-los-signos/"><img src="http://img.youtube.com/vi/T01XSXRKR0o/2.jpg" alt="" /></a></span></p>
<p>Pero no sólo arquitectos y publicistas están interesados en este tipo de proyectos. También otros colectivos emplean los sistemas interactivos para lanzar mensajes de distinto tipo.</p>
<p>Este es el caso de <a href="http://graffitiresearchlab.com/">Graffiti Research Lab</a>, un grupo de activistas, que ha desarrollo un interesante sistema de graffiti basado en luz. Una vez más, nos valemos del imprescindible <a href="http://elastico.net/archives/2006/07/graffiti_resear.html">Elástico</a> para explicar su trabajo:</p>
<p><strong>&#8220;Armados con electrónica barata, pintura ferromagnética y mucho ingenio hacker, </strong><a href="http://graffitiresearchlab.com/"><strong>Graffiti Research Lab</strong></a><strong> está investigando el futuro del arte urbano, cuando nos hayamos aburrido del stencil y el spray de pintura.</p>
<p>Desde su taller en el </strong><a href="http://www.eyebeam.org/"><strong>Eyebeam</strong></a><strong> de Nueva York, los miembros de este colectivo desarrollan fórmulas asequibles y completamente &#8216;open source&#8217; para introducir en el espacio de las calles herramientas y lenguajes que proceden de la cultura digital.”</strong></p>
<p>Vale la pena echar un vistazo a su <a href="http://graffitiresearchlab.com/">web</a>, y especialmente a los vídeos que muestran al grupo en acción (la performance <a href="http://graffitiresearchlab.com/?page_id=99#video">desarrollada en Barcelona</a>, con intervención policial incluida, no tiene desperdicio).</p>
<p>También <a href="http://www.urban-projection.com/">Urban Proyection</a> utiliza las fachadas para proyectar en ellas películas callejeras o dibujos. O, <a href="http://www.txtualhealing.com/072107.html">TXTual Healing</a>, cuyos proyectos permiten a cualquier persona interactuar sobre un edificio con sólo enviar un mensaje <strong>SMS</strong>.</p>
<p>Otros muchos artistas y colectivos como <a href="http://www.easyweb.fr/indexenglish.html">Easyweb</a>, <a href="http://67.15.243.6/~telenoik/index.php?option=com_content&amp;task=view&amp;amp;id=357&amp;Itemid=88&amp;lang=es">Telenoika</a>, <a href="http://www.daniel-sauter.com/">Daniel Sauter</a> o <a href="http://www.lozano-hemmer.com/video/bodymovies.html">Rafael Lozano-Hemmer</a>, están desarrollando propuestas similares y perfeccionando dispositivos capaces de fusionar arquitectura e imagen.</p>
<p><strong><span style="color:#000000;">Y ahora, ¿qué?<br />
<img class="alignnone" src="http://www.flylosophy.com/imagenes_30/bayer.jpg" alt="" /></span></strong></p>
<p><span style="color:#000000;">Es casi un lugar común, señalar como en la sociedad de la información la proliferación de mensajes visuales trivializa el sentido de las imágenes. Nunca hemos estado rodeados de tantas imágenes y, sin embargo, nunca han significado tan poco.</p>
<p>Pero además, de lo que esto supone para nuestra sufrida comunicación, convertir nuestras ciudades en enormes acumulaciones de signos, de representaciones, nos reduce a la condición de espectadores, de sujetos pasivos que asisten al espectáculo de la información.</p>
<p>En su libro, <em><a href="http://66.102.9.104/search?q=cache:z5f-pbAJnPEJ:www.nodo50.org/dado/textosteoria/debord.rtf+la+sociedad+del+espectaculo&amp;hl=es&amp;ct=clnk&amp;cd=5"><strong>“La Sociedad del espectáculo”</strong></a></em> <strong>Guy Debord</strong> decía: <strong>“La vida entera de las sociedades en las que imperan las condiciones de producción modernas se anuncia como una inmensa acumulación de espectáculos. Todo lo directamente experimentado se ha convertido en una representación.”</p>
<p></strong>Es evidente que el bombardeo masivo de imágenes tiende a reemplazar nuestra experiencia directa de la realidad por una experiencia simbólica. Pero este aspecto se acentúa cuando entran en juego las pantallas. Su enorme capacidad <strong>“hipnótica”</strong> tiende a paralizar el sentido crítico y a hacer que nuestra mirada, y nuestras ideas, se deslicen dócilmente por su superficie.</p>
<p>En este contexto, la <strong>interactividad</strong> adquiere un enorme valor. Cuando la pantalla se transforma en <strong>interfaz</strong>, cuando se convierte en el canal a través del cual el usuario intercambia información con otros usuarios, <strong>la comunicación se activa</strong>.<br />
El pasado mes de septiembre se celebró en <strong>Londres</strong> el interesantísimo <a href="http://www.mediaarchitecture.org/">Media Architecture Conference</a>, un evento que analiza las implicaciones de las nuevas tecnologías audiovisuales en la arquitectura y el urbanismo. En él, <strong>Mirjam Struppek</strong>, organizadora del panel <a href="http://www.mediaarchitecture.org/conf/about/conf/program/#Mirjam">Urban Media </a>y creadora de <a href="http://www.urbanscreens.org/" target="_blank">Urban Screens</a>, un sitio orientado a la transformación de las pantallas empleadas como soportes publicitarios en dispositivos culturales , dijo: <strong>“Queremos sensibilizar a todas las partes sobre las posibilidades que ofrecen las actuales infraestructuras digitales para favorecer una sociedad urbana más viva, en la que las pantallas se relacionen más con el espacio común y que, por tanto, refuercen la identidad y el sentido de comunidad.”</strong></p>
<p>Sin duda ésta puede ser la principal aportación de la Arquitectura Interactiva. Las grandes pantallas, cada día más presentes en nuestras calles, constituyen un espacio privilegiado, dotado de una fascinante dimensión pública, que sólo adquiere sentido desde la <strong>participación</strong>.</p>
<p>¿Seremos capaces de reconvertir nuestras <strong>ciudades/pantalla</strong> en <strong>ciudades/interfaz</strong>? ¿Favorecerá la tecnología, cada vez más accesible, una concepción de espacio público más participativa? ¿Podrá imponer la <strong>Arquitectura Interactiva</strong> un punto de vista independiente de los <strong>intereses mediáticos y publicitarios</strong>? ¿Qué impacto tendrá la evolución de la Arquitectura Interactiva en nuestro modo de relacionarnos con los <strong>medios de comunicación</strong>?</p>
<p>Muchos interrogantes, que de continuar el ritmo de evolución actual, comenzarán a resolverse muy pronto.</span></p>
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INCREIBLE DESPLIEGUE DE LINKS INTERESANTÍSIMOS, TODOS POR REVISAR

http://www.interactivearchitecture.org/

Insect Micro-Electro Mechanical Systems
Mon, 14 Apr 2008 00:26:17 GMT


The Hybrid Insect Micro Electro Mechanical Systems project aims to create literal shutterbugs — camera-toting insects whose nerves have grown into their internal silicon chip so that wranglers can control their activities. DARPA researchers are also raising cyborg beetles with [...]]]></description>
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<div class="title"><strong><span style="color:#800000;">INCREIBLE DESPLIEGUE DE LINKS INTERESANTÍSIMOS, TODOS POR REVISAR</span></strong></div>
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<div class="title" style="text-align:center;"><a href="http://www.interactivearchitecture.org/">http://www.interactivearchitecture.org/</a></div>
<div class="title" style="text-align:center;"><img src="http://www.interactivearchitecture.org/wp-content/themes/ubminim/images/header.jpg" alt="" width="450" height="420" /></div>
<div class="title"><strong>Insect Micro-Electro Mechanical Systems</strong></div>
<div class="date">Mon, 14 Apr 2008 00:26:17 GMT</div>
<div class="description" style="display:none;">
<p><a href="http://www.interactivearchitecture.org/2008/robotfly.jpg"><img src="http://www.interactivearchitecture.org/2008/robotfly.jpg" alt="fly" width="480" height="311" /></a></p>
<p>The <a href="http://www.washingtonpost.com/wp-dyn/content/article/2007/10/08/AR2007100801434_3.html?sid=ST2007100801459">Hybrid Insect Micro Electro Mechanical Systems</a> project aims to create literal shutterbugs — camera-toting insects whose nerves have grown into their internal silicon chip so that wranglers can control their activities. DARPA researchers are also raising cyborg beetles with power for various instruments to be generated by their muscles. via <a href="http://www.spatialrobots.com/2007/10/15/darpa-mems-robot-bugs/">spatialrobot</a></p>
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<div class="description">The Hybrid Insect Micro Electro Mechanical Systems project aims to create literal shutterbugs — camera-toting insects whose nerves have grown into their internal silicon chip so that wranglers can control their activities. DARPA researchers are also raising cyborg beetles with power for various instruments to be generated by their muscles. via spatialrobot</div>
<div class="readmore"><a href="http://feeds.feedburner.com/~r/InteractiveArchitectureDotOrg/~3/269694203/insect-micro-electro-mechanical-systems.html" target="_blank">Read more&#8230;</a></div>
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<div class="title"><strong>Urban Screens 08</strong></div>
<div class="date">Sat, 12 Apr 2008 00:10:54 GMT</div>
<div class="date"><img src="http://www.interactivearchitecture.org/2008/urbanscreens08.jpg" alt="" width="452" height="236" /></div>
<div class="description" style="display:none;"><a href="http://www.urbanscreens08.net/">Urban Screens Melbourne 08</a> is the third, ground-breaking international conference and multimedia exhibition in a series of worldwide Urban Screens events. It will mark the official launch of the International Urban Screens Association and will take place 3.-8. October at Federation Square, Melbourne.</div>
<div class="description">Urban Screens Melbourne 08 is the third, ground-breaking international conference and multimedia exhibition in a series of worldwide Urban Screens events. It will mark the official launch of the International Urban Screens Association and will take place 3.-8. October at Federation Square, Melbourne. There are 2 calls for the event which can be found here</div>
<div class="readmore"><a href="http://feeds.feedburner.com/~r/InteractiveArchitectureDotOrg/~3/268687096/urban-screens-08.html" target="_blank">Read more&#8230;</a></div>
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<p>There are 2 calls for the event which can be found <a href="http://www.urbanscreens08.net/callforprojects">here</a></p>
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<div class="title"><strong>Adaptive Evolutionary Robotics</strong></div>
<div class="date">Fri, 11 Apr 2008 00:11:29 GMT</div>
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<p><a href="http://www.mae.cornell.edu/lipson/">Hod Lipson</a> demonstrates a few of his little robots, which have the ability to learn, understand themselves and self-replicate. At the root of this uncanny demo is a deep inquiry into the nature of how humans and living beings learn and evolve, and how we might harness these processes to make things that learn and evolve. via the very interesting <a href="http://www.spatialrobots.com/">spatialrobots</a></p>
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<div class="description">Hod Lipson demonstrates a few of his little robots, which have the ability to learn, understand themselves andself-replicate. At the root of this uncanny demo is a deep inquiry into the nature of how humans and living beings learn and evolve, and how we might harness these processes to make things that learn and evolve. via the very interesting spatialrobots</div>
<div class="readmore"><a href="http://feeds.feedburner.com/~r/InteractiveArchitectureDotOrg/~3/268029347/adaptive-evolutionary-robotics.html" target="_blank">Read more&#8230;</a></div>
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<div class="title"><strong>Glow Positioning System - Ashok Sukumaran</strong></div>
<div class="date">Thu, 10 Apr 2008 00:40:57 GMT</div>
<div class="date"><img src="http://www.interactivearchitecture.org/2008/previewashok2.jpg" alt="" width="450" height="208" />A simple concept but i think quite engaging, “<a href="http://www.0ut.in/GPS/">Glow Positioning System</a>“, an installation by <a href="http://www.0ut.in/">Ashok Sukumaran</a>, installed in Bombay in 2005 enables the occupants of the central space of the site to use a hand-crank to “scroll” the surrounding architecture using light. “Lights patterns travel between buildings, across roads and onto trees and lamp posts, forming an image-scape that is starkly visible at night.”</div>
<p>See <a href="http://www.0ut.in/GPS/">Film</a> here</p>
<p><img src="http://www.interactivearchitecture.org/2008/previewashok.jpg" alt="" width="450" height="337" /> </p>
<p>“It allows the physical length of the view to become a chronological one- to be viewed at a speed determined by the user. The ring responds to panoramic desire, the age-old search for an image to immerse our selves in. From Cycloramas to VR (via panoramic traditions in painting and photography), the “surround view ” is a familiar presence in both urban and cinematic manifestoes. Of course, here the city surrounds us already. We just connect some dots, and look again.”</p>
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<div class="description">A simple concept but i think quite engaging, “Glow Positioning System“, an installation by Ashok Sukumaran, installed in Bombay in 2005 enables the occupants of the central space of the site to use a hand-crank to “scroll” the surrounding architecture using light. “Lights patterns travel between buildings, across roads and onto trees and lamp posts, forming an image-&#8230;</div>
<div class="readmore"><a href="http://feeds.feedburner.com/~r/InteractiveArchitectureDotOrg/~3/267886714/glow-positioning-system-ashok-sukumaran.html" target="_blank">Read more&#8230;</a></div>
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<div class="title"><span style="color:#888888;"><strong>Arthur Ganson</strong></span></div>
<div class="date">Wed, 09 Apr 2008 00:01:44 GMT</div>
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<p><img src="http://www.interactivearchitecture.org/2008/ganson5.jpg" alt="ganson image" width="450" /></p>
<p>Arthur Ganson has been a great inspiration to me. His artistic and engineering skill is articulated with great humour and weightlessness. I just thought I’d put a few videos I found online up here but I recommend the <a href="http://www.arthurganson.com/pages/DVD.html">DVD</a> if you really want to see the detail in his work.</p>
<p> </p>
<p>Self-described as a cross between a mechanical engineer and a choreographer, Arthur Ganson creates contraptions composed of a range of materials from delicate wire to welded steel and concrete. Most are viewer-activated or driven by electric motors. All are driven by a wry sense of humor or a probing philosophical concept.</p>
<ol>“When making a sculpture,” Ganson says, “It’s always a challenge to say enough but not say too much, to coax with some kind of recognizable bait, then leave the viewer to draw his or her own conclusions and thereby find personal meaning.”</ol>
<p> </p>
<p>Moving objects are playfully linked by intention and subject in A Child and a Ball, which entails an active child mesmerized by a moving ball. In Machine with Wishbone, a real chicken wishbone pulls the very mechanism responsible for its movement. Another sculpture writes the word “Faster” as it is pushed. Other works explore the nature of oiled surfaces, object manipulation, slow explosions, and the organic implications of slow moving roller chain.</p>
<p><img src="http://www.interactivearchitecture.org/2008/ganson.jpg" alt="ganson image" width="450" /></p>
<p>In a profile of Ganson in Smithsonian Magazine, David Sims described the sculptor’s work as “retrotechnology with a nineteenth-century quality…. No lasers, no subminiaturized computer wizardry. What you see is what you get,” and, Sims added, ‘People generally get what they see because there are so many different points of entry, an end result of the playful Ganson mind….Kids love Machine with Wishbone because it’s funny, odd, and ingenious. Many adults, on the other hand, see pathos and tragedy as the enslaved little bone drags the clanking contraption behind it. Rube Goldberg meets Jean-Paul Sartre.”</p>
<p> </p>
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<div class="description">Arthur Ganson has been a great inspiration to me. His artistic and engineering skill is articulated with great humour and weightlessness. I just thought I’d put a few videos I found online up here but I recommend the DVD if you really want to see the detail in his work.Self-described as a cross between a mechanical engineer and a choreographer, Arthur Ganson creates contraptions composed of&#8230;</div>
<div class="readmore"><a href="http://feeds.feedburner.com/~r/InteractiveArchitectureDotOrg/~3/266668944/arthur-ganson.html" target="_blank">Read more&#8230;</a></div>
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<div class="title"><strong>Swarming Structures</strong></div>
<div class="date">Tue, 08 Apr 2008 10:26:53 GMT</div>
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<p><img src="http://www.interactivearchitecture.org/2008/swarmbots.jpg" alt="swarmbots" /></p>
<p>I have an ongoing interest in swarming structures that goes back to my <a href="http://www.interactivearchitecture.org/portfolio/angels.html">Angels</a>, Flying Reconfigurable Architecture work which I did at the Bartlett a couple of years ago. Going from concept to real truely swarming LTA vehicles is another story but <a href="http://www.swarm-bots.org/">these developments in mobile robotics</a> are interesting glimpses at a possible world made up of ecologies of architectural fragments, whether at a nano or larger scale that. Above is a team of “<a href="http://www.swarm-bots.org/">swarm-bots</a>” negotiating a terrain outside a laboratory in Brussels, Belgium.</p>
<p><img src="http://www.interactivearchitecture.org/2008/swarmbot2.jpg" alt="swarmbots" /></p>
<p>Each Swarm-bot is 19 centimetres high, has a rotating turret, a claw-like gripper and moves using a combination of caterpillar tracks and wheels. Each also has a basic computer and is loaded with the same software.</p>
<p><img src="http://www.interactivearchitecture.org/2008/swarmbot3.jpg" alt="swarmbots" /></p>
<p>The simple rules laid out in this software allow the robots to perform complex actions as a group. A swarm of ants uses a similar strategy to tackle difficult jobs like carrying a large object. See <a href="http://www.swarm-bots.org/dllink.php?id=587&amp;type=movies">Film</a></p>
<p><img src="http://www.interactivearchitecture.org/2008/swarmbot4.jpg" alt="swarmbots" /></p>
<p>A red color ring tells others, “Grab me;” blue means “stay away.” Scientists study ant colonies, bird flocks, mammal herds, and fish schools to understand the simple genius of such animal swarms.</p>
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<div class="description">I have an ongoing interest in swarming structures that goes back to my Angels, Flying Reconfigurable Architecture work which I did at the Bartlett a couple of years ago. Going from concept to real truely swarming LTA vehicles is another story but these developments in mobile robotics are interesting glimpses at a possible world made up of ecologies of architectural fragments, whether at a nano or&#8230;</div>
<div class="readmore"><a href="http://feeds.feedburner.com/~r/InteractiveArchitectureDotOrg/~3/266251441/swarming-structures.html" target="_blank">Read more&#8230;</a></div>
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<div class="title"><strong>Strategic Boredom - Molly Wright Steenson</strong></div>
<div class="date">Sat, 29 Mar 2008 18:41:04 GMT</div>
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<p><img src="http://www.interactivearchitecture.org/2008/musicolour.jpg" alt="musicolour" /></p>
<li><em>An Image of Pask’s Musicolour. The First Interactive Installation that had the potential to bored of people’s behaviour</em>Here’s a great lecture by Molly Wright Steenson on Strategic Bordom. There’s a <a href="http://www.we-make-money-not-art.com/archives/2008/02/molly-wright-steenson-is-a.php">write up here, by Regine on wmmna</a> from a month ago and now there’s a full video of the lecture online - see below. Molly is currently completing a PhD in Architecture at the Princeton. She is also an interaction designer and design researcher with roots in web, mobile and service design. For more information check her blog out <a href="http://www.activesocialplastic.com/">active social plastic</a> here. Part of the talk looks at the important work explored by Gordon Pask in the 1950’s and 60’s on Boredom as a generator for interaction. As I have been doing all week, I will continue to shamelessly plug the current exhibition running in Vienna “<a href="http://www.paskpresent.com/">Pask Present</a>” exploring his influence in the arts and architecture. </li>
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<div class="description">An Image of Pask’s Musicolour. The First Interactive Installation that had the potential to bored of people’s behaviour Here’s a great lecture by Molly Wright Steenson on Strategic Bordom. There’s a write up here, by Regine on wmmna from a month ago and now there’s a full video of the lecture online - see below. Molly is currently completing a PhD in Architecture at &#8230;</div>
<div class="readmore"><a href="http://feeds.feedburner.com/~r/InteractiveArchitectureDotOrg/~3/260351226/strategic-boredom-molly-wright-steenson.html" target="_blank">Read more&#8230;</a></div>
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<div class="title"><strong>Richard Roberts - Hearing A Reality</strong></div>
<div class="date">Tue, 25 Mar 2008 00:40:58 GMT</div>
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<p><img src="http://www.interactivearchitecture.org/2008/rick.jpg" alt="" width="450" height="364" /></p>
<ul><em>Exploded Axonometric of his most recent electro-acoustic system</em></ul>
<p>Architect Richard Roberts electro-acoustic systems have been developed to explore the sonic properties of environments, and reveal the way in which sound and space co-habit one another. The system uses speakers and panels of resonating metal and gains its input and mode of operation through the cyclical feedback of sound waves from the environment in which it is placed. It is extremely reactive and capable of changing in real-time to anything that alters the acoustic properties of the environment that it exists within.</p>
<p><img src="http://www.interactivearchitecture.org/2008/rick2.jpg" alt="" width="450" height="675" /></p>
<ul><em>Richard using one of his electro-acoustic systems to explore the sonic properties of Fort Brockhurst, Portsmouth</em></ul>
<p>Through this work Richard describes how he “discovered that sound is an effective method with which one can explore first and second order cybernetic principles, and that any observer is an integral and inescapable part of their own acoustic space.” Richard explorative works are refined through iterative processes involving prototypes, experimental models, digital animations and drawings. His work is currently being presented at the <a href="http://paskpresent.com/exhibition/index.php">Pask Present</a> exhibition being held in Vienna from 26th March to 4th April 2008.</p>
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<div class="description">Exploded Axonometric of his most recent electro-acoustic system Architect Richard Roberts electro-acoustic systems have been developed to explore the sonic properties of environments, and reveal the way in which sound and space co-habit one another. The system uses speakers and panels of resonating metal and gains its input and mode of operation through the cyclical feedback of sound waves from th&#8230;</div>
<div class="readmore"><a href="http://feeds.feedburner.com/~r/InteractiveArchitectureDotOrg/~3/257339749/richard-roberts-hearing-a-reality.html" target="_blank">Read more&#8230;</a></div>
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<div class="title"><strong>Richard Brown</strong></div>
<div class="date">Mon, 24 Mar 2008 14:22:11 GMT</div>
<div class="description" style="display:none;">
<p>I’m currently over in Vienna settng up my work for the upcoming <a href="http://paskpresent.com/exhibition/index.php">Pask Present Exhibition</a> which opens tomorrow. If your in the area feel free to join us for the opening night tomorrow (25th March). One of the artists exhibiting is <a href="http://www.mimetics.com/">Richard Brown</a>, so I thought I’d show a taste of his work. <a href="http://www.mimetics.com/">Richard Brown</a> has a BSc in Computers &amp; Cybernetics and an MA in Fine Art and works as a hybrid artist, inventor and entrepreneur creating interactive and mimetic experiences using a wide variety of media, including the digital, the analogue and the chemical. His works explores the perception of space, time and energy encompassing ideas from cybernetics, artificial life, interaction design, emergence, complexity and alchemy.</p>
<p><img src="http://www.interactivearchitecture.org/2008/brown4.jpg" alt="" width="450" height="449" /><br />
Static Machine</p>
<p>Between 1995 and 2001 <a href="http://www.mimetics.com/">Richard</a> was a Research Fellow at the Royal College of Art where he created and exhibited three major interactive works Alembic (ICA 1998), Biotica (Siggraph 2000) and the Neural Net Starfish (Millennium Dome 2000). Whist at the RCA Richard also published the book “<a href="http://www.amazon.com/exec/obidos/tg/detail/-/1874175330/qid=1033113341/sr=8-1/ref=sr_8_1/104-4514184-7394337?v=glance&amp;n=507846">Biotica: Art, Emergence and Artificial- Life</a>“. He has been an Honorary Senior Research Fellow at the Victorian College of Art, Melbourne University, and artist-in-residence at CEMA (Centre for Electronic Media Arts), Monash University.In 2006 Richard was invited by Edinburgh Informatics to be their first Research Artist in Residence. In this role, he has developed projects combining art, informatics and communications research.</p>
<p>Here are a selection of projects of his but you can see many more at the Pask Present Exhibition.</p>
<p><strong>Electromagnetic Time Machine 1983</strong></p>
<p>An electromagnetic kinetic sculpture using the cybernetic principle of regulatory feedback to generate complex oscillatory behaviour. Each electromagnetic relay is physically coupled to a vertical pendulum and electrically influenced by its immediate neighbour. When a relay closes it causes the relay in front to close only if the relay behind is open, thus creating a regulatory feedback loop with unstable oscillations due to the differing physical weightings of the vertical pendulums. A simple PIR sensor activates the work, the pulsing lights indicating the closing and opening of each relay.</p>
<p><img src="http://www.interactivearchitecture.org/2008/brown3.jpg" alt="" width="450" height="600" /></p>
<p>Cybernetics concerns itself with any type of system that involves sensing and feedback, biological, ecological, mechanical and chemical. Gordon Pask created cybernetic feedback mechanisms using electromechanical and analogue components in his works, such as “Colloquy of mobiles” in the same vein, Time Machine represents an alternative paradigm to the digital.</p>
<p><strong>Dendritics I, II and III</strong></p>
<p><img src="http://www.interactivearchitecture.org/2008/brown.jpg" alt="" width="450" height="338" /></p>
<p>The Electrochemical System is inspired by Gordon Pask’s early experiments with electrochemistry. The central negatively charged copper electrode of each glass is surrounded by four positively charged copper electrodes. Copper dendrites grow from the central electrode reaching out to the outer electrodes. The plates are connected so that each glass is in competition with the other, more charge being consumed by the fastest growing dendrite. Each outer electrode is connected via an LED whose brightness indicates the voltage difference.</p>
<p><img src="http://www.interactivearchitecture.org/2008/brown2.jpg" alt="" width="450" height="600" /></p>
<p>This work represents an experiment in using dendritic growth as self regulating switching mechanisms, as a dendrite grows, it consumes more potential in competition with other dendrites trying to grow from the same power source. Pask describes the possibilities of chemical computing, the energy systems involved and illustrates a number of circuit possibilities for dendritic circuits on pp 105–108 in his book “An approach to Cybernetics”, Pask 1961.</p>
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<div class="description">I’m currently over in Vienna settng up my work for the upcoming Pask Present Exhibition which opens tomorrow. If your in the area feel free to join us for the opening night tomorrow (25th March). One of the artists exhibiting is Richard Brown, so I thought I’d show a taste of his work. Richard Brown has a BSc in Computers &amp; Cybernetics and an MA in Fine Art and works as a hybrid a&#8230;</div>
<div class="readmore"><a href="http://feeds.feedburner.com/~r/InteractiveArchitectureDotOrg/~3/257056293/richard-brown.html" target="_blank">Read more&#8230;</a></div>
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<div class="title">Pask Present - Exhibition - Vienna</div>
<div class="date">Sun, 23 Mar 2008 18:59:08 GMT</div>
<div class="description" style="display:none;">
<p><strong>Atelier Färbergasse, Vienna<br />
26th March to 4th April<br />
Opening ceremony 25th March, 19:00</strong></p>
<p><em><img src="http://www.interactivearchitecture.org/2008/colloquyofmobiles.jpg" alt="" width="450" height="338" /><br />
One of Gordon Pask’s own installations Colloquy of Mobiles exhibited at Cybernetic Serindipity 1968, ICA, London<br />
</em><br />
“Dancing robots, singing sculptures and growing metal tentacles are just some of the bizarre exhibits that will feature in an <a href="http://www.paskpresent.com/">exhibition of work inspired by eccentric scientist Gordon Pask</a>, one of the forefathers of cybernetics. <a href="http://www.medienkunstnetz.de/artist/pask/biography/">Gordon Pask</a> (1928-1996) was a British scientist and artist, whose work was key to the development of cybernetics – the study of systems of communication, control mechanisms and feedback. He worked in academia, the arts and industry, producing poetry, plays, interactive sculptures and teaching machines.”</p>
<p><img src="http://www.interactivearchitecture.org/2008/haque.jpg" alt="" width="450" height="152" /><br />
Usman Haques Evolving Sonic Environments III will be one of the works presented</p>
<p>Focused on the influence of Gordon Pask today, the exhibition’s works range from the practical to the bizarre and include pieces by established <a href="http://paskpresent.com/exhibition/?page_id=5">artists, architects, designers, academics and students</a>. Work has been inspired by many aspects of Gordon Pask’s work, including his interest in analogue computing and his experiments with electrochemistry.</p>
<p><img src="http://www.interactivearchitecture.org/2007/roots.jpg" alt="" width="400" height="284" /><br />
Roman Kirschner’s Roots (2006)</p>
<p>Co-curator <a href="http://paskpresent.com/exhibition/?page_id=6">Richard Brown</a>, research artist in residence at the University of Edinburgh’s School of Informatics, said: “In many ways Gordon Pask was too far ahead of his time – many of his ideas about cybernetics are only just coming into fashion now. Most computer scientists have a different way of thinking compared with him and don’t necessarily understand his ideas – they tend to see computers as machines which are told what to do, whereas Pask was much more interested in having a conversation with the computer.”</p>
<p><img src="http://www.interactivearchitecture.org/2008/rickrob.jpg" alt="" width="535" height="839" /><br />
Richard Roberts ‘Hearing a Reality’ (2007)</p>
<p>The ‘Pask Present’ exhibition follows the ‘Maverick Machines’, held at the University of Edinburgh last year, the first exhibition of art work inspired by Gordon Pask. It will be held at Atelier Färbergasse, Färbergasse 6, A-1010 Vienna, from 26th March to 4th April, open daily from 13:00 to 21:00. (The opening ceremony will take place on 25th March, 19:00)</p>
<p>More details on the exhibition can be found at <a href="http://www.paskpresent.com/">www.paskpresent.com</a></p>
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<div class="description">Atelier Färbergasse, Vienna 26th March to 4th April Opening ceremony 25th March, 19:00One of Gordon Pask’s own installations Colloquy of Mobiles exhibited at Cybernetic Serindipity 1968, ICA, London“Dancing robots, singing sculptures and growing metal tentacles are just some of the bizarre exhibits that will feature in an exhibition of work inspired by eccentric scientist Gordon Pask, &#8230;</div>
<div class="readmore"><a href="http://feeds.feedburner.com/~r/InteractiveArchitectureDotOrg/~3/256623929/pask-present-exhibition-vienna.html" target="_blank">Read more&#8230;</a></div>
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<div class="title"><strong>INTERArChTIVE commission call for entries</strong></div>
<div class="date">Sun, 09 Mar 2008 19:43:24 GMT</div>
<div class="description" style="display:none;">
<p><img src="http://www.interactivearchitecture.org/2008/450boxconsortiumbanner.jpg" alt="" width="450" height="131" /></p>
<p>Heres something I’ve been involved in developing recently and one of the many reasons why I’ve been so busy. I’m looking forward to seeing all the exciting entries and I will be profiling the development of the selected work here. Get your entries in!!!</p>
<p><strong>INTERArChTIVE</strong> is seeking proposals for an interactive architecture commission, from architects and media arts practitioners. The commission will open and be exhibited during the UK Architecture 08 festival. INTERArChTIVE is aiming to support an innovative, collaborative project that explores the convergence of media arts and architecture.</p>
<p>A budget of £10,000 is estimated for this commission.</p>
<p>Deadline for submissions: 07 April 2008</p>
<p>For further information and the commission brief (pdf) <a href="http://www.interactivearchitecture.org/interarchtive/INTERArChTIVE_commission-call_and_brief.pdf">click here</a>.</p>
<p><img src="http://www.interactivearchitecture.org/2008/450boxconsortiumbanner2.jpg" alt="" width="450" height="132" /></p>
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<div class="description">Heres something I’ve been involved in developing recently and one of the many reasons why I’ve been so busy. I’m looking forward to seeing all the exciting entries and I will be profiling the development of the selected work here. Get your entries in!!! INTERArChTIVE is seeking proposals for an interactive architecture commission, from architects and media arts practitioners. Th&#8230;</div>
<div class="readmore"><a href="http://feeds.feedburner.com/~r/InteractiveArchitectureDotOrg/~3/248478665/interarchtive-commission-call-for-entries.html" target="_blank">Read more&#8230;</a></div>
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<div class="title"><strong>Quaser - Jean Michel Crettaz</strong></div>
<div class="date">Mon, 11 Feb 2008 23:15:57 GMT</div>
<div class="description" style="display:none;">
<p><img src="http://www.interactivearchitecture.org/2008/qua2.jpg" alt="" width="450" height="257" /></p>
<p><a href="http://www.sciarc.edu/">SCI-Arc</a> presents, <a href="http://www.quasarexhibition.com/">Quasar</a>, a new site-specific installation by the LA/NY-based design/media firm slap!, founded by architect Jean-Michel Crettaz, and produced in collaboration with the Stanford Linear Accelerator Center (SLAC) and Stanford’s Kavli Institute for Particle Astrophysics and Cosmology. “Quasar is an immersive light and sound space made from prototype membranes realized as an interactive light/sound object and comprised of a dense array of interlinked elements describing an intricate three-dimensional structure.”<br />
<a href="http://www.vimeo.com/675887/l:embed_675887">Quasar Exhibition</a> from <a href="http://www.vimeo.com/user366731/l:embed_675887">Aaron Bocanegra</a> on <a href="http://vimeo.com/l:embed_675887">Vimeo</a>.</p>
<p>The exhibition draws on slap!’s continued interest in developing an awareness of the interconnectedness of space and material, with a goal of extending established notions of volume and scale. The gallery is fitted with sensors that draw real-time data from the installation and the people within the exhibition, which is then synchronized with streamed real-time data of solar activity and nuclear processes provided by SLAC and NASA. This information is then fed back into the object through layers of LED strands, re-visualizing the space in order to create an dynamic spatial experience.</p>
<p><img src="http://www.interactivearchitecture.org/2008/qua4.jpg" alt="quaser" /></p>
<p>The word “quasar” is a contraction of the term quasi-stellar-radio-source, used historically by astronomers to describe entirely unknown cosmological objects. Today, it is believed that quasars are the most distant, and yet still detectable, objects in the universe. Giving off enormous amounts of energy produced from massive black holes in the center of their own galaxies, quasars are intensely bright; their emitted light drowning out all other stars in the same galaxy.</p>
<p><img src="http://www.interactivearchitecture.org/2008/qua5.jpg" alt="" width="450" height="225" /></p>
<p>“Quasar is an artificial counterpart hovering in response to the currents and activities of the visitors, and in doing so, stretches and collapses the horizons of the known. The possibilities of interrelated synthetic and natural processes begin to define new emergent ecologies. quasar questions the boundaries of scale and the psyche, offering immersion into a vastly expanded space which renders perception permeable, and in the end, disperses identity.”</p>
<p><img src="http://www.interactivearchitecture.org/2008/qua.jpg" alt="" width="450" height="182" /></p>
<p>Quaser will be <a href="http://www.sciarc.edu/portal/exhibitions/locations/index.html">exhibited at SCI-Arc</a> until 9th March 2008</p>
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<div class="description">SCI-Arc presents, Quasar, a new site-specific installation by the LA/NY-based design/media firm slap!, founded by architect Jean-Michel Crettaz, and produced in collaboration with the Stanford Linear Accelerator Center (SLAC) and Stanford’s Kavli Institute for Particle Astrophysics and Cosmology. “Quasar is an immersive light and sound space made from prototype membranes realized as an inte&#8230;</div>
<div class="readmore"><a href="http://feeds.feedburner.com/~r/InteractiveArchitectureDotOrg/~3/233412844/quaser-jean-michel-crettaz.html" target="_blank">Read more&#8230;</a></div>
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<div class="title"><strong>Party Dress - Dana &amp; Karla Karwas</strong></div>
<div class="date">Tue, 29 Jan 2008 19:54:07 GMT</div>
<div class="description" style="display:none;">
<p><img src="http://www.interactivearchitecture.org/2008/karwas.jpg" alt="" width="450" height="408" /></p>
<p><a href="http://www.dk22.com/PartyDress/">Party Dress</a> by <a href="http://www.dk22.com/">Dana Karwas</a> and Karla Karwas is a roving performance that is part living architecture: part monumental fashion. It functions as a pavilion worn exclusively by five women that seamlessly injects architecture into fashion by using the body as space.</p>
<p><img src="http://www.interactivearchitecture.org/2008/karwas3.jpg" alt="" width="450" height="433" /></p>
<p>The dress begins as a shared, bustled garment that gradually unfolds to create a temporary, inhabitable structure. Each seam, each dress, and each body are interconnected by a single, amorphous surface of flowing material.</p>
<p> </p>
<p>With room for spectators beneath the fabric, Party Dress flirts with traditional concepts of public and private space while adding sparkling wit to the conversation between fashion and architecture. Party Dress works across multiple scales and environments, unraveling conventional notions of space, materiality, and temporality.</p>
<p><img src="http://www.interactivearchitecture.org/2008/karwas4.jpg" alt="" width="450" height="272" /></p>
<p><img src="http://www.interactivearchitecture.org/2008/karwas2.jpg" alt="" width="450" height="299" /></p>
<p>Party Dress is part of <a href="http://seamless.sigtronica.org/">seamless v.3</a> fashion show at the Boston Museum of Science on January 30, 2008 at 8pm.<br />
Via <a href="http://transition.turbulence.org/blog/2008/01/29/party-dress-seamless-v3-boston/">Networked Performance</a></p>
</div>
<div class="description">Party Dress by Dana Karwas and Karla Karwas is a roving performance that is part living architecture: part monumental fashion. It functions as a pavilion worn exclusively by five women that seamlessly injects architecture into fashion by using the body as space.The dress begins as a shared, bustled garment that gradually unfolds to create a temporary, inhabitable structure. Each seam, each dress,&#8230;</div>
<div class="readmore"><a href="http://feeds.feedburner.com/~r/InteractiveArchitectureDotOrg/~3/225426278/party-dress-dana-karla-karwas.html" target="_blank">Read more&#8230;</a></div>
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<div class="title"><strong>Spinning Streetlights</strong></div>
<div class="date">Mon, 28 Jan 2008 14:38:26 GMT</div>
<div class="description" style="display:none;">
<p><img src="http://www.interactivearchitecture.org/2008/spinning.jpg" alt="" width="450" height="672" /></p>
<p>Here’s an interesting wind powered streetlight from the <a href="http://panasonic.co.jp/center/tokyo/en/">Panasonic Center</a> in Tokyo that I found on <a href="http://hyperexperience.com/">hyperexperience</a> blog run by <a href="http://leo.media.mit.edu/">Leonardo Bonanni</a> of MediaLab. I’m a big fan of using these Vertical Axis Wind Turbines for integrating into urban skylines when traditional propellers often seem too dramatic.</p>
</div>
<div class="description">Here’s an interesting wind powered streetlight from the Panasonic Center in Tokyo that I found on hyperexperience blog run by Leonardo Bonanni of MediaLab. I’m a big fan of using these Vertical Axis Wind Turbines for integrating into urban skylines when traditional propellers often seem too dramatic.</div>
<div class="readmore"><a href="http://feeds.feedburner.com/~r/InteractiveArchitectureDotOrg/~3/224603085/spinning-streetlights.html" target="_blank">Read more&#8230;</a></div>
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<div class="title"><strong>Troika - Cloud</strong></div>
<div class="date">Sat, 26 Jan 2008 18:51:24 GMT</div>
<div class="description" style="display:none;">
<p><img src="http://www.interactivearchitecture.org/2008/troika2.jpg" alt="" width="450" height="418" /></p>
<p>This seems to have spread all over the design and architecture blogs. <a href="http://www.troika.uk.com/cloud.htm">Cloud by Troika</a> is a beautiful object and really superb piece of engineering, especially with its mix of high tech digital control and nostalgic low tech actuation.</p>
<p> </p>
<p>There’s a nice video here from youtube and Chris O’Shea has some <a href="http://www.pixelsumo.com/post/troika-cloud">details on pixelsumo</a> blog which includes some behind the scenes images of the custom software used on the project.</p>
<p><img src="http://www.interactivearchitecture.org/2008/troika.jpg" alt="" width="450" height="672" /></p>
<p>my thanks to Eva Rucki of <a href="http://carcasismo.wordpress.com/wp-admin/www.troika.uk.com">Troika</a> for the tip</p>
</div>
<div class="description">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 sof&#8230;</div>
<div class="readmore"><a href="http://feeds.feedburner.com/~r/InteractiveArchitectureDotOrg/~3/223621594/troika-cloud.html" target="_blank">Read more&#8230;</a></div>
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<div class="title"><strong>Shaun Murray</strong></div>
<div class="date">Wed, 23 Jan 2008 00:22:46 GMT</div>
<div class="description" style="display:none;">
<p><img src="http://www.interactivearchitecture.org/2008/murray.jpg" alt="" width="450" height="282" /></p>
<p><a href="http://people.i-dat.org/detail/?cssm">Shaun Murray</a>’s projects are harbingers for a meaningful ecological (both machinic and natural) audit of specific sites and the development of a series of tactics and protocols that can deliver to architects a full understanding of their sites and of the agents, provocateurs, cybernetic systems and disparate observers and drifters that influence and use them in some way.</p>
<p><img src="http://www.interactivearchitecture.org/2008/murray2.jpg" alt="" width="450" height="320" /></p>
<p>Modern architecture has currently failed to provide architects with these now very necessary tools for them to create architectures that are fully in tune with the wide gamut of artificial and natural ecological conditions. For those of us interested in the architecture for the new cyberised, biomachined inhabitants of the twenty-first century Murray’s research and propositions are a beacon in a still dark landscape of the future.</p>
<p><img src="http://www.interactivearchitecture.org/2008/murray3.jpg" alt="" width="450" height="354" /></p>
<p>Murray has not only helped to develop this interesting and original approach to architecture and ecology (the subject of a Phd) but he has also developed various methods of representing architecture. Like any architect which deals explicitly with the ravages of time; the choreography of sudden and not so sudden shifts in geography and geometry have to be charted. Murray has needed to generate a draughting style that facilitates and explains his ideas.</p>
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<div class="description">Shaun Murray’s projects are harbingers for a meaningful ecological (both machinic and natural) audit of specific sites and the development of a series of tactics and protocols that can deliver to architects a full understanding of their sites and of the agents, provocateurs, cybernetic systems and disparate observers and drifters that influence and use them in some way.Modern architecture h&#8230;</div>
<div class="readmore"><a href="http://feeds.feedburner.com/~r/InteractiveArchitectureDotOrg/~3/221297573/shaun-murray.html" target="_blank">Read more&#8230;</a></div>
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<div class="title"><strong>AVATAR - Bartlett School of Architecture</strong></div>
<div class="date">Mon, 21 Jan 2008 23:08:17 GMT</div>
<div class="description" style="display:none;">
<p><img src="http://www.interactivearchitecture.org/2008/avatar.jpg" alt="" width="450" height="302" /><br />
Stuart Munro</p>
<p>A <a href="http://www.avatarlondon.org/">New Website</a> has been launched at Bartlett School of Architecture presenting selected members of <a href="http://www.avatarlondon.org/">AVATAR</a> (the Advanced Virtual and Technological Architecture Research Laboratory). AVATAR is conceived as a cross unit research group and agenda that explores all manner of digital and visceral terrain, its augmentation and symbiosis. Over recent years AVATAR has grown into an international research collaborative centre with members including <a href="http://www.bartlett.ucl.ac.uk/research/architecture/profiles/Spiller.htm">Neil Spiller</a>, <a href="http://www.bartlett.ucl.ac.uk/research/architecture/profiles/Sheil.htm">Bob Sheil</a>, <a href="http://people.i-dat.org/detail/?cssm">Shaun Murray</a>, <a href="http://bldgblog.blogspot.com/2006/05/cinematic-urbanism.html">Nic Clear</a>, <a href="http://www.bartlett.ucl.ac.uk/research/architecture/profiles/Colletti.htm">Marjan Colletti</a> &amp; Marcos Cruz.</p>
<p><img src="http://www.interactivearchitecture.org/2008/avatar2.jpg" alt="" width="450" height="639" /><br />
Spyridon Kaprinis</p>
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<div class="description">Stuart Munro A New Website has been launched at Bartlett School of Architecture presenting selected members of AVATAR (the Advanced Virtual and Technological Architecture Research Laboratory). AVATAR is conceived as a cross unit research group and agenda that explores all manner of digital and visceral terrain, its augmentation and symbiosis. Over recent years AVATAR has grown into an internation&#8230;</div>
<div class="readmore"><a href="http://feeds.feedburner.com/~r/InteractiveArchitectureDotOrg/~3/220626620/avatar-bartlett-school-of-architecture.html" target="_blank">Read more&#8230;</a></div>
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<div class="title"><strong>Michael Wihart - Soft Architectural Machines</strong></div>
<div class="date">Thu, 17 Jan 2008 23:03:27 GMT</div>
<div class="description" style="display:none;">
<p><img src="http://www.interactivearchitecture.org/2008/wihart.jpg" alt="" width="450" height="360" /></p>
<p>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.</p>
<p><img src="http://www.interactivearchitecture.org/2008/wihart2.jpg" alt="" width="450" height="405" /></p>
<p>“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.”</p>
<p><img src="http://www.interactivearchitecture.org/2008/wihart3.jpg" alt="" width="450" height="317" /></p>
<p>“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?”</p>
</div>
<div class="description">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 architectura&#8230;</div>
<div class="readmore"><a href="http://feeds.feedburner.com/~r/InteractiveArchitectureDotOrg/~3/218506510/michael-wihart-soft-architectural-machines.html" target="_blank">Read more&#8230;</a></div>
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<div class="title"><strong>BLDGBLOG aka Geoff Manaugh - Lecture - London</strong></div>
<div class="date">Thu, 17 Jan 2008 18:05:34 GMT</div>
<div class="description" style="display:none;">
<p><img src="http://www.interactivearchitecture.org/2008/bldgblog.jpg" alt="" width="450" height="267" /></p>
<p>Without question, my favorite blog. <a href="http://www.archinect.com/members/profile_view_ind.php?id=7117">Geoff Manaugh</a> of <a href="http://bldgblog.blogspot.com/">BLDGBLOG</a> is talking at the Bartlett this coming wednesday. It is open and free to the public. Arrive early to avoid disappointment.</p>
<p>6.30pm Wednesday 23 January 2008<br />
Darwin Lecture Theatre, UCL<br />
Gower Street<br />
London WC1<br />
<a href="http://www.bartlett.ucl.ac.uk/architecture/images/pictures/events/lectures/darwin.jpg">Map</a></p>
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<div class="description">Without question, my favorite blog. Geoff Manaugh of BLDGBLOG is talking at the Bartlett this coming wednesday. It is open and free to the public. Arrive early to avoid disappointment. 6.30pm Wednesday 23 January 2008 Darwin Lecture Theatre, UCL Gower Street London WC1 Map</div>
<div class="readmore"><a href="http://feeds.feedburner.com/~r/InteractiveArchitectureDotOrg/~3/218373185/bldgblog-aka-geoff-manaugh-lecture-london.html" target="_blank">Read more&#8230;</a></div>
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<div class="title"><strong>Marcos Cruz - Flesh Architecture</strong></div>
<div class="date">Wed, 16 Jan 2008 23:32:50 GMT</div>
<div class="description" style="display:none;">
<p><img src="http://www.interactivearchitecture.org/2008/cruz.jpg" alt="" width="450" height="450" /></p>
<p>Marcos Cruz is a practising architect who lives and works in London. He is a co-founder of marcosandmarjan, as well as a Lecturer at the <a href="http://www.bartlett.ucl.ac.uk/architecture/programmes/units/unit20.htm">Bartlett UCL (Unit 20)</a>. His individual research is dedicated to a future vision of the body in architecture, questioning the contemporary relationship between the human flesh and the architectural flesh. In a time when a pervasive discourse about the impact of digital technologies risks turning the architectural ‘skin’ ever more disembodied, his aim is to put forward the notion of a Thick Embodied Flesh by exploring architectural interfaces that are truly inhabitable.</p>
<p><img src="http://www.interactivearchitecture.org/2008/cruz4.jpg" alt="" width="450" height="146" /></p>
<p>Conceptually his work delves into the arena of disgust on which the notion of an aesthetic flesh is standing, and it explores new types of ‘neoplasmatic’ conditions in which the future possibility of a neo-biological flesh lies. He proposes Synthetic Neoplasms as new semi-living entities that are identified as partly designed object and partly living material, in which the line between the natural and the artificial is progressively blurred. Hybrid technologies and interdisciplinary work methodologies are required, leading to a revision of our current architectural practice. In his research Marcos Cruz proposes Flesh as a concept that extends the meaning of skin as one of architecture’s most contemporary metaphors.</p>
<p><img src="http://www.interactivearchitecture.org/2008/cruz5.jpg" alt="" width="450" height="212" /></p>
<p>He recently was awarded his doctorate at the Bartlett for a series of investigations into flesh. Here’s a <a href="http://arch.virose.pt/clusters/endless.html">synopsis of the projects</a></p>
<p><img src="http://www.interactivearchitecture.org/2008/cruz6.jpg" alt="" width="450" height="300" /></p>
<p>and here’s an interesting conversation i found between Marcos and his Partner Marjan Colletti on <a href="http://arch.virose.pt/dialogues/marcosdialeng1.html">Inhabitation of the Body and Toys</a></p>
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<div class="description">Marcos Cruz is a practising architect who lives and works in London. He is a co-founder of marcosandmarjan, as well as a Lecturer at the Bartlett UCL (Unit 20). His individual research is dedicated to a future vision of the body in architecture, questioning the contemporary relationship between the human flesh and the architectural flesh. In a time when a pervasive discourse about the impact of d&#8230;</div>
<div class="readmore"><a href="http://feeds.feedburner.com/~r/InteractiveArchitectureDotOrg/~3/217910805/marcos-cruz-flesh-architecture.html" target="_blank">Read more&#8230;</a></div>
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<div class="title"><strong>Edward Ihnatowicz - The Senster</strong></div>
<div class="date">Mon, 14 Jan 2008 23:02:13 GMT</div>
<div class="description" style="display:none;">
<p><img src="http://www.interactivearchitecture.org/2008/senster1.jpg" alt="" width="450" height="336" /></p>
<p><a href="http://www.senster.com/ihnatowicz/index.htm">Edward Ihnatowicz</a> 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, <a href="http://en.wikipedia.org/wiki/Philips">Philips</a>, 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.</p>
<p> </p>
<p><a href="http://www.senster.com/alex_zivanovic/index.htm">Alex Zivanovic</a>, a Visiting Scholar at the <a href="http://www.cea.mdx.ac.uk/">Lansdown Centre for Electronic Arts</a>, has been researching the work of Edward Ihnatowicz and building an excellent <a href="http://www.senster.com/ihnatowicz/index.htm">archive</a> 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.</p>
<p><a href="http://www.senster.com/ihnatowicz/senster/sensterphotos/index.htm">Photo Gallery</a> | <a href="http://www.senster.com/ihnatowicz/senster/senstercomputer/index.htm">System Details including Original Code</a> | <a href="http://www.senster.com/ihnatowicz/senster/sensterstructure/index.htm">Structural Design</a></p>
<p>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.</p>
<p><img src="http://www.interactivearchitecture.org/2008/senster2.jpg" alt="" width="450" height="345" /></p>
<p>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.</p>
<p><img src="http://www.interactivearchitecture.org/2008/senster3.jpg" alt="" width="450" height="325" /></p>
<p>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.</p>
<p><img src="http://www.interactivearchitecture.org/2008/senster4.jpg" alt="" width="450" height="324" /></p>
<p>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 <a href="http://www.az-consultants.com/">AZ Consultants</a>, supporting the development of mechatronics projects for medical and industrial applications.</p>
<p><a href="http://www.senster.com/index.htm">Edward Ihnatowicz Archive</a></p>
</div>
<div class="description">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 movemen&#8230;</div>
<div class="readmore"><a href="http://feeds.feedburner.com/~r/InteractiveArchitectureDotOrg/~3/216703764/edward-ihnatowicz-the-senster.html" target="_blank">Read more&#8230;</a></div>
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<div class="title"><strong>Living City</strong></div>
<div class="date">Sun, 13 Jan 2008 23:02:05 GMT</div>
<div class="description" style="display:none;">
<p><img src="http://www.interactivearchitecture.org/2008/living3.jpg" alt="" width="450" height="198" /></p>
<p>Architects ‘<a href="http://www.thelivingcity.net/">The Living</a>‘ 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 &amp; 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 <a href="http://www.thelivingcity.net/">three definitions of the Living City</a>.</p>
<p><a href="http://www.thelivingcity.net/02.htm">Video Introduction to Living City</a></p>
<p>1. The living city - a platform for the future when buildings talk to one another</p>
<p>“<img src="http://www.interactivearchitecture.org/2008/living.jpg" alt="" width="450" height="252" /></p>
<p>“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.”</p>
<p>2. An exploration of the vitality of the city through new forms of public space—air and facade</p>
<p><img src="http://www.interactivearchitecture.org/2008/living6.jpg" alt="" width="450" height="291" /></p>
<p>“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.”</p>
<p>3. A prototype facade that breathes in response to air quality</p>
<p> <img src="http://www.interactivearchitecture.org/2008/living2.jpg" alt="" width="450" height="300" /></p>
<p>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.”</p>
<p><img src="http://www.interactivearchitecture.org/2008/living5.jpg" alt="" width="450" height="171" /></p>
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<div class="description">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 &amp; 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 Januar&#8230;</div>
<div class="readmore"><a href="http://feeds.feedburner.com/~r/InteractiveArchitectureDotOrg/~3/216125873/living-city.html" target="_blank">Read more&#8230;</a></div>
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<div class="title"><strong>Ruth Ron - WallFold</strong></div>
<div class="date">Sun, 13 Jan 2008 16:55:36 GMT</div>
<div class="description" style="display:none;">
<p><img src="http://www.interactivearchitecture.org/2008/ruthron.jpg" alt="" width="450" height="167" /></p>
<p><a href="http://www.ruthron.com/">Ruth Ron</a> 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 <a href="http://www.ruthron.com/">here</a>.</p>
<p><img src="http://www.interactivearchitecture.org/2008/ruthron2.jpg" alt="" width="450" height="168" /></p>
<p>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.”</p>
</div>
<div class="description">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,&#8230;</div>
<div class="readmore"><a href="http://feeds.feedburner.com/~r/InteractiveArchitectureDotOrg/~3/216002998/ruth-ron-wallfold.html" target="_blank">Read more&#8230;</a></div>
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<div class="title"><strong>Interactive Architecture Lecture @ Kunsthaus Graz</strong></div>
<div class="date">Wed, 19 Dec 2007 23:46:51 GMT</div>
<div class="description" style="display:none;">
<p>As part of the Europrix exhibition held in the Kunsthaus,Graz, I did a short presentation about my views on Interactive Architecture and its relationships to other fields in the arts and sciences both practically and conceptually and also where my Performative Ecologies project fits into my research. See below and I apologies for saying ummm a lot, I never realised I did until I watched this.</p>
<p><span style="text-align:center; display: block;"><a href="http://carcasismo.wordpress.com/2008/04/15/interactive-architecture-dot-org-mobile/"><img src="http://img.youtube.com/vi/kxkHWD311NA/2.jpg" alt="" /></a></span></p>
<p><span style="text-align:center; display: block;"><a href="http://carcasismo.wordpress.com/2008/04/15/interactive-architecture-dot-org-mobile/"><img src="http://img.youtube.com/vi/PUKpLyVVyok/2.jpg" alt="" /></a></span></p>
</div>
<div class="description">As part of the Europrix exhibition held in the Kunsthaus,Graz, I did a short presentation about my views on Interactive Architecture and its relationships to other fields in the arts and sciences both practically and conceptually and also where my Performative Ecologies project fits into my research. See below and I apologies for saying ummm a lot, I never realised I did until I watched this. Part&#8230;</div>
<div class="readmore"><a href="http://feeds.feedburner.com/~r/InteractiveArchitectureDotOrg/~3/203041855/interactive-architecture-lecture-kunsthaus-graz.html" target="_blank">Read more&#8230;</a></div>
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<div class="title"><strong>Life Spectulatrix - Augmented Architectures</strong></div>
<div class="date">Mon, 17 Dec 2007 23:39:18 GMT</div>
<div class="description" style="display:none;">
<p><img src="http://www.interactivearchitecture.org/2007/augarch3.jpg" alt="" width="450" height="204" /></p>
<p><a href="http://www.augmented-architectures.com/videos/life_speculatrix_narrated_high.mov">Video</a></p>
<p>Here’s one of <a href="http://www.augmented-architectures.com/">Augmented Architecture</a>’s prototypes that I saw at the ACADIA07 earlier this year.<a href="http://www.augmented-architectures.com/synopsis.pdf"> “Life Spectulatrix”</a> 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.</p>
<p><img src="http://www.interactivearchitecture.org/2007/augarch2.jpg" alt="" width="450" height="150" /></p>
<p>“<a href="http://www.augmented-architectures.com/">Augemented Architectures</a>” is : <strong>Nancy Diniz</strong>, a licensed architect and a PhD candidate at the Bartlett and a tutor at the Department of Architecture at ISCTE in Lisbon and <strong>Cesar Branco</strong>, a computer science engineer working for VSNL as a Solutions Architect based in London, UK.</p>
</div>
<div class="description">Video 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 &#8230;</div>
<div class="readmore"><a href="http://feeds.feedburner.com/~r/InteractiveArchitectureDotOrg/~3/201903702/life-spectulatrix-augmented-architectures.html" target="_blank">Read more&#8230;</a></div>
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<div class="title"><strong>Mader Stublic Wiermann</strong></div>
<div class="date">Mon, 17 Dec 2007 08:38:00 GMT</div>
<div class="description" style="display:none;">
<p><img src="http://www.interactivearchitecture.org/2007/ma34.jpg" alt="" width="450" height="299" /><br />
<a href="http://webblick.de/reprojected/reprojected_indexEN.html">reprojected</a></p>
<p>I first encountered the work of <a href="http://www.webblick.de/indexEN.html">Mader Stublic Wiermann</a> when Alexander Stublic did a talk at the MediaArchitecture Conference earlier this year. He presented four projects by the group in different technical environments focusing on correlations of space by extending and transforming architectural structures. I won’t cover the entire scope of their work here but their website has more detailed descriptions of what they’ve been up to in recent years. Below was one project in particular that I like as it starts to transform the rigid structure of an architecture into a dynamic fluid skin.</p>
<p><img src="http://www.interactivearchitecture.org/2007/ma33.jpg" alt="" width="450" height="338" /><br />
<a href="http://webblick.de/twists_and_turns/twists_and_turns_indexEN.html">twists and turns</a></p>
<p>The exterior of the Uniqa Tower in Vienna has been equipped with a LED-grid, a wide-meshed net of picture elements capable of receiving video-data, which are fitted into the building’s facade. At first, the electronic data corresponds to the architectural structure of the tower, but during the course of its choreography, repeatedly detaches itself from the concrete shape of the building, establishing new spaces which dynamically interweave.</p>
</div>
<div class="description">reprojected I first encountered the work of Mader Stublic Wiermannwhen Alexander Stublic did a talk at theMediaArchitecture Conference earlier this year. He presented four projects by the group in different technical environments focusing on correlations of space by extending and transforming architectural structures. I won’t cover the entire scope of their work here but their website has mo&#8230;</div>
<div class="readmore"><a href="http://feeds.feedburner.com/~r/InteractiveArchitectureDotOrg/~3/201535635/mader-stublic-wiermann.html" target="_blank">Read more&#8230;</a></div>
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<div class="title"><strong>David Rokeby - Cloud</strong></div>
<div class="date">Wed, 12 Dec 2007 12:49:40 GMT</div>
<div class="description" style="display:none;">
<p><img src="http://www.interactivearchitecture.org/2007/cloud.jpg" alt="" width="450" height="300" /></p>
<p>One project that caught my eye from <a href="http://www.we-make-money-not-art.com/archives/009842.php">Regine’s posts</a> covering the VIDA awards was <a href="http://homepage.mac.com/davidrokeby/cloud.html">David Rokeby’s Cloud Installation</a> currently suspended in the Great Hall at the Ontario Science Centre. One hundred identical sculptural elements, arranged in ten by ten grid, are rotated at slightly differing speeds by computer-controlled motors. The elements slowly shift in and out of synchronization. When the motors are just out of sync, huge waves ripple across the space. When completely in sync, the work appears almost solid then suddenly almost invisible. When far out of sync, the sculptural elements float in apparent chaos. Cloud creates constantly shifting fields and patterns in the space of the Great Hall, playing with the tension between chaos and order, between scientific theory and human experience, and between objectivity and subjectivity.</p>
<p> </p>
<p>Cloud is large arrangement of identical simple elements. The smallest elements of the work are a pair of thin acrylic planes crossing each other perpendicularly on their short side. One is clear, the other is a light blue grey. Six sets of these planes are arranged in identical orientation along an acrylic shaft. A stepper motor slowly rotates each shaft. 100 of these motor shaft sets are set up in a 10 x 10 configuration to create an open form. The 100 units are identical, replaceable and interchangeable. They are attached to a 10 x 10 grid of aluminum. All motors are connected to a computer which maintains the desired relationship of rotations speeds and positions.</p>
<p><img src="http://www.interactivearchitecture.org/2007/cloud2.jpg" alt="" width="450" height="300" /></p>
<p>There are three distinct states of organization of this structure. When all rotations are identical, the structure resembles a solid, both subjectively and formally. As the rotations shift away from this solid state, the structure melts into a liquid-like flow, with waves clearly traversing the structure. Beyond a certain point, the relationships between the rotations becomes unclear and the structure resembles the random incoherence of a gas. The transitions between identifiable states reflect the transitions of melting, freezing, evaporating, condensing and sublimating.</p>
</div>
<div class="description">One project that caught my eye from Regine’s posts covering the VIDA awards was David Rokeby’s Cloud Installation currently suspended in the Great Hall at the Ontario Science Centre. One hundred identical sculptural elements, arranged in ten by ten grid, are rotated at slightly differing speeds by computer-controlled motors. The elements slowly shift in and out of synchronization. Whe&#8230;</div>
<div class="readmore"><a href="http://feeds.feedburner.com/~r/InteractiveArchitectureDotOrg/~3/199166377/david-rockeby-cloud.html" target="_blank">Read more&#8230;</a></div>
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<div class="article">
<div class="title"><strong>Sean Hanna</strong></div>
<div class="date">Thu, 06 Dec 2007 23:46:38 GMT</div>
<div class="description" style="display:none;">
<p><img src="http://www.interactivearchitecture.org/2007/hanna4.jpg" alt="" width="450" height="294" /><br />
<a href="http://www.sean.hanna.net/"><strong><br />
Sean Hanna</strong></a> is an interesting architect/engineer whose work I’ve been meaning to cover for some time. He was awarded a American Institute of Architects Student Gold Medal and went on to work on algorithmic &amp; parametric design aspects of major construction projects with architects including Foster and Partners and sculptor Antony Gormley. His research is mainly in developing computational methods for dealing with complex systems in architecture, and in structural optimisation and rapid prototyping technology. I’ve selected a couple of his projects to give a sample of his work but check out his website for more details. His work is part of the currently running “Capture &amp; Context” exhibition I posted on early this week.</p>
<p><img src="http://www.interactivearchitecture.org/2007/hanna.jpg" alt="" width="450" height="239" /></p>
<p><strong>BODY / SPACE / FRAME</strong></p>
<p>Sean role in the BODY / SPACE / FRAME by artist <a href="http://www.antonygormley.com/">Antony Gormley</a> was in the creation of methods for generating a body formally and constructing a geometry appropriate for and structurally constructing the 25 metre high sculpture. Built out of an open steel lattice in the shape of a crouching figure, it was sited on the end of an 800 metre polder and faced outward from the coast of the Zuiderzee, Holland.</p>
<p><img src="http://www.interactivearchitecture.org/2007/hanna2.jpg" alt="" width="450" height="239" /><br />
<strong><br />
PAN_07 CHAIR</strong></p>
<p>Optimised cellular structure in collaboration with Timothy Schreiber</p>
<p>Based on an analogy with the highly efficient cellular structure of living wood or bone, which adapts to its environment as it grows, the chair’s interior is comprised of a fine lattice that minimises weight while maximising strength. The design method combines principles of evolution and artificial intelligence to create a material that responds to its environment by growing denser in the areas required to best withstand the external forces applied when the chair is in use.</p>
<p><a href="http://www.sean.hanna.net/index.htm">Sean’s website</a></p>
</div>
<div class="description">Sean Hanna is an interesting architect/engineer whose work I’ve been meaning to cover for some time. He was awarded a American Institute of Architects Student Gold Medal and went on to work on algorithmic &amp; parametric design aspects of major construction projects with architects including Foster and Partners and sculptor Antony Gormley. His research is mainly in developing computational&#8230;</div>
<div class="readmore"><a href="http://feeds.feedburner.com/~r/InteractiveArchitectureDotOrg/~3/196359487/sean-hanna.html" target="_blank">Read more&#8230;</a></div>
</div>
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<div class="title"><strong>Capture &amp; Context - London</strong></div>
<div class="date">Wed, 05 Dec 2007 22:38:01 GMT</div>
<div class="description" style="display:none;">
<p><img src="http://www.interactivearchitecture.org/2007/captureandcontext.jpg" alt="" width="500" height="265" /></p>
<p>Here’s a last minute plug for “<a href="http://www.homepages.ucl.ac.uk/~ucfteic/about.htm">Capture &amp; Context</a>“, an exhibition opening at the Bartlett in London tomorrow. The exhibition presents the work of current EngD students at the Bartlett exploring innovative approaches to Virtual Environments, Imaging and Visualization. It will show work in progress towards their individual research goals, representing a cross section of multi-stranded concerns, ranging from computer vision and real-time rendering to simulation and design optimization, overlaping fields of expertise in computer science, architecture, engineering and complex systems science. Exhibitors include Mojtaba Bahrami, Erica Calogero, Sean Hanna, Katrin Jonas, Chris Leung, Karen Martin, Abel Maciel, Alastair Moore, Jamie O’Brien, James Tompkin. Check out the <a href="http://www.homepages.ucl.ac.uk/~ucfteic/about.htm">website for more details</a>.</p>
</div>
<div class="description">Here’s a last minute plug for “Capture &amp; Context“, an exhibition opening at the Bartlett in London tomorrow. The exhibition presents the work of current EngD students at the Bartlett exploring innovative approaches to Virtual Environments, Imaging and Visualization. It will show work in progress towards their individual research goals, representing a cross section of multi-&#8230;</div>
<div class="readmore"><a href="http://feeds.feedburner.com/~r/InteractiveArchitectureDotOrg/~3/195763798/capture-context-london.html" target="_blank">Read more&#8230;</a></div>
</div>
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<div class="title"><strong>Performative Ecologies takes over the Kunsthaus Graz</strong></div>
<div class="date">Tue, 27 Nov 2007 18:17:50 GMT</div>
<div class="description" style="display:none;"><span style="font-size:xx-small;">BIX facade at the Kunsthaus</span></div>
<p>Here’s my first &#8220;Breaking News&#8221;, me and my <a href="http://www.interactivearchitecture.org/portfolio/performativeecologies.html">Performative Ecologies</a> project have taken over the Kunsthaus Graz and the vision of the robots interacting with people within the building and walking by is being transmitted onto the BIX building facade. It will be running for the next 4 hours so check it out using the <a href="http://www.bixcam.kunsthausgraz.at/live/webcam-big.shtml">Live Webcam<br />
</a><br />
<img src="http://www.interactivearchitecture.org/2007/bix2.jpg" alt="" width="450" height="205" /><br />
<span style="font-size:xx-small;">A screenshot of the webcam tonight as &#8220;interactive architecture dot org&#8221; ran accross it</span></p>
<p>I’m over here in Graz for the Europrix Exhibition but more about that later</p>
</div>
<div class="description">BIX facade at the Kunsthaus Here’s my first &#8220;Breaking News&#8221;, me and my Performative Ecologies project have taken over the Kunsthaus Graz and the vision of the robots interacting with people within the building and walking by is being transmitted onto the BIX building facade. It will be running for the next 4 hours so check it out using the Live WebcamA screenshot of the webcam toni&#8230;</div>
<div class="readmore"><a href="http://feeds.feedburner.com/~r/InteractiveArchitectureDotOrg/~3/191405197/performative-ecologies-takes-over-the-kunsthaus-graz.html" target="_blank">Read more&#8230;</a></div>
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<div class="article">
<div class="title"><strong>Funky Forest</strong></div>
<div class="date">Tue, 20 Nov 2007 15:27:56 GMT</div>
<div class="description" style="display:none;">
<p><img src="http://www.interactivearchitecture.org/2007/theo.jpg" alt="" width="450" height="299" /></p>
<p><a href="http://muonics.net/site_assets/41/files/funkyforest_web.mov">Video</a></p>
<p>The test of any good installation is how children respond and few I’ve seen get this kind of intuitive response. <a href="http://muonics.net/">Theo Watson</a> and <a href="http://zanyparade.com/">Emily Gobeille</a>, made ‘<a href="http://muonics.net/site_docs/work.php?id=41">Funky Forest</a>‘ which premiered at the 2007 <a href="http://www.cinekid.nl/">Cinekid festival</a> in the Netherlands. ‘Funky Forest’ is an interactive ecosystem where children create trees with their body and then divert the water flowing from the waterfall to the trees to keep them alive. The health of the trees contributes to the overall health of the forest and the types of creatures that inhabit it.</p>
<p><img src="http://www.interactivearchitecture.org/2007/theo2.jpg" alt="" width="450" height="299" /></p>
<p>Funcky Forest was made with <a href="http://openframeworks.cc/">openFrameworks</a> which Theo is involved in developing.</p>
</div>
<div class="description">Video The test of any good installation is how children respond and few I’ve seen get this kind of intuitive response. Theo Watson and Emily Gobeille, made ‘Funky Forest‘ which premiered at the 2007 Cinekid festival in the Netherlands. ‘Funky Forest’ is an interactive ecosystem where children create trees with their body and then divert the water flowing from the waterfall to the trees to keep th&#8230;</div>
<div class="readmore"><a href="http://feeds.feedburner.com/~r/InteractiveArchitectureDotOrg/~3/187765315/funky-forest.html" target="_blank">Read more&#8230;</a></div>
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</div>
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<div class="article">
<div class="title"><strong>Evoke - Usman Haque</strong></div>
<div class="date">Thu, 01 Nov 2007 14:49:36 GMT</div>
<div class="description" style="display:none;">
<p><a href="http://www.haque.co.uk/evoke.php">Evoke</a> by Architect &amp; Artist <a href="http://www.haque.co.uk/">Usman Haque</a> is a massive animated 80,000 lumen projection, that lights up the facade of <a href="http://en.wikipedia.org/wiki/York_Minster" target="_new">York Minster</a>. The facade is brought to life by members of the public, who use their own voices to &#8220;evoke&#8221; colourful light patterns that emerge at the building’s foundations and soar up towards the sky, giving the surface a magical feeling as it melts with colour.</p>
<p><img src="http://www.interactivearchitecture.org/2007/evoke.jpg" alt="" width="403" height="600" /></p>
<p class="description">The cathedral, built to link conceptually earth to the heavens, has been a site for the conveyance of words, dreams and aspirations for hundreds of years. The facade is designed to orient the gazes of passers-by upwards. As an attempt to continue this tradition, the patterns of Evoke are generated in realtime by the words, sounds, music and noises produced collectively by the public, determined by their particular voice characteristics. The colours will skim the surface of the Minster, pour round its features and crevasses, emerging finally near the top of the facade where they will sparkle high overhead.</p>
<p class="description"><img src="http://www.interactivearchitecture.org/2007/evoke2.jpg" alt="" width="403" height="600" /></p>
<p class="description">People with voices of different frequencies, rhythms or cadences will be able to evoke quite different magical patterns upon the surface of the building - a staccato chirping will result in a completely different set of visual effects to a long howl for example, blending old and new to continue animating the facade of the Minster.</p>
<p><em>Evoke is commissioned by <a href="http://www.illuminatingyork.org.uk/" target="_new">Illuminating York 2007</a>.</em></p>
</div>
<div class="description">Evoke by Architect &amp; Artist Usman Haque is a massive animated 80,000 lumen projection, that lights up the facade of York Minster. The facade is brought to life by members of the public, who use their own voices to &#8220;evoke&#8221; colourful light patterns that emerge at the building’s foundations and soar up towards the sky, giving the surface a magical feeling as it melts with colour.T&#8230;</div>
<div class="readmore"><a href="http://feeds.feedburner.com/~r/InteractiveArchitectureDotOrg/~3/178255475/evoke-usman-haque.html" target="_blank">Read more&#8230;</a></div>
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<div class="article">
<div class="title"><strong>Image Radio</strong></div>
<div class="date">Tue, 23 Oct 2007 15:57:53 GMT</div>
<div class="description" style="display:none;">
<p><img src="http://www.interactivearchitecture.org/2007/labau.jpg" alt="" width="450" height="195" /><br />
<span style="font-size:xx-small;">PixFlow #2</span> - <span style="font-size:xx-small;">LAb [au]<br />
</span></p>
<p>From November 2 – 4, 2007, <a href="http://www.imageradio.nl/index.php?option=com_frontpage&amp;Itemid=1">Image Radio</a> is being held in Eindhoven, NL. The festival will be presenting a series of interactive installations that investigate the phenomenon of ‘Urban Screens’: Looking at how moving images in public space could function beyond commercial applications. <a href="http://mad.dse.nl/"><span class="caps">MAD</span></a> has collected for Image Radio a selection of international artists whose work directly addresses these issues. Here are some of the works being presented.</p>
<div class="blog_more">
<ul>
<li><a class="blogsection" href="http://www.imageradio.nl/index.php?option=com_content&amp;task=view&amp;id=47&amp;Itemid=46">Adger Stokvisch - Hypergraphia</a></li>
<li><a class="blogsection" href="http://www.imageradio.nl/index.php?option=com_content&amp;task=view&amp;id=40&amp;Itemid=46">Brecht Debackere - Z-City</a></li>
<li><a class="blogsection" href="http://www.imageradio.nl/index.php?option=com_content&amp;task=view&amp;id=56&amp;Itemid=46">Brian Knep - Drift</a></li>
<li><a class="blogsection" href="http://www.imageradio.nl/index.php?option=com_content&amp;task=view&amp;id=41&amp;Itemid=46">Crea Composite</a></li>
<li><a class="blogsection" href="http://www.imageradio.nl/index.php?option=com_content&amp;task=view&amp;id=55&amp;Itemid=46">Erik Conrad - Palpable City</a></li>
<li><a class="blogsection" href="http://www.imageradio.nl/index.php?option=com_content&amp;task=view&amp;id=57&amp;Itemid=46">HFR-LAB - City Scan</a></li>
<li><a class="blogsection" href="http://www.imageradio.nl/index.php?option=com_content&amp;task=view&amp;id=53&amp;Itemid=46">Jack Backrack - Follow the leader</a></li>
<li><a class="blogsection" href="http://www.imageradio.nl/index.php?option=com_content&amp;task=view&amp;id=48&amp;Itemid=46">Kaiser &amp; Eshkar - Pedestrian</a></li>
<li><a class="blogsection" href="http://www.imageradio.nl/index.php?option=com_content&amp;task=view&amp;id=58&amp;Itemid=46">LAb [au] - PixFlow</a></li>
<li><a class="blogsection" href="http://www.imageradio.nl/index.php?option=com_content&amp;task=view&amp;id=43&amp;Itemid=46">Matthias Oostrik - Interactive Light Wall</a></li>
<li><a class="blogsection" href="http://www.imageradio.nl/index.php?option=com_content&amp;task=view&amp;id=46&amp;Itemid=46">Screenings Video Art</a></li>
<li><a class="blogsection" href="http://www.imageradio.nl/index.php?option=com_content&amp;task=view&amp;id=23&amp;Itemid=46">Urban Waves</a></li>
</ul>
</div>
<p>Check out their <a href="http://www.imageradio.nl/">website for more details</a>.</p>
</div>
<div class="description">PixFlow #2 - LAb [au] From November 2 – 4, 2007, Image Radio is being held in Eindhoven, NL. The festival will be presenting a series of interactive installations that investigate the phenomenon of ‘Urban Screens’: Looking at how moving images in public space could function beyond commercial applications. MAD has collected for Image Radio a selection of international artists whos&#8230;</div>
<div class="readmore"><a href="http://feeds.feedburner.com/~r/InteractiveArchitectureDotOrg/~3/173872597/image-radio.html" target="_blank">Read more&#8230;</a></div>
</div>
</div>
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<div class="article">
<div class="title"><strong>Roots - Roman Kirschner</strong></div>
<div class="date">Sun, 21 Oct 2007 23:17:16 GMT</div>
<div class="description" style="display:none;">
<p><img src="http://www.interactivearchitecture.org/2007/roots.jpg" alt="" width="400" height="284" /></p>
<p>My recent work has been influenced a great deal by the work of Cybernetican <a href="http://en.wikipedia.org/wiki/Gordon_Pask">Gordon Pask</a> (1928-1996)  from his interactive installations to his work with Architects Cedric Price, John Fazer and Media Lab co-founder Nicholas Negroponte. Its always interesting to see how Pask’s work continues to inspire a range of contemporary art work so I was inteersted to find out from <a href="http://transition.turbulence.org/blog/2007/10/18/roots-by-roman-kirschner/">Network Performance</a> about <a href="http://www.romankirschner.net/index.php?id=12,53,0,0,1,0&amp;hashID=hvk90ie46odv70bb54o0oosmb1">Roots</a> (2005-06) by <a href="http://www.romankirschner.net/"><em>Roman Kirschner</em></a>. Roots is a world with a fluid atmosphere in a glass tank. Dark crystals grow trying to make connections. Constellations develop. They generate sound. And after some time they dissolve into clouds.The installation is based on the model of a chemical computers devloped by Pask.</p>
<p><img src="http://www.interactivearchitecture.org/2007/roots2.jpg" alt="" width="400" height="548" /></p>
<p>Electricity is pulsed through the whole Sculpture. It is the key to the constant transformation. Growth changes the flow of the current. The modified flow changes the growth. Software and Hardware leave the next step to the material. The voltages at each wire are put through a resonance filter and thus transformed into sound. The 4/4 pulse results in a sublime rhythm. <a href="http://www.romankirschner.net/index.php?id=12,54,0,0,1,0">Movie</a> of Roots (QT 10,73MB) This piece will be presented as part of <a href="http://www.matchmaking.no/">Nature [of Man]</a> exhibition.</p>
</div>
<div class="description">My recent work has been influenced a great deal by the work of Cybernetican Gordon Pask (1928-1996)  from his interactive installations to his work with Architects Cedric Price, John Fazer and Media Lab co-founder Nicholas Negroponte. Its always interesting to see how Pask’s work continues to inspire a range of contemporary art work so I was inteersted to find out from Network Performa&#8230;</div>
<div class="readmore"><a href="http://feeds.feedburner.com/~r/InteractiveArchitectureDotOrg/~3/173066149/roots-roman-kirschner.html" target="_blank">Read more&#8230;</a></div>
</div>
</div>
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<div class="article">
<div class="title"><strong>Performative Ecologies nominated for Europrix Top Talent Award</strong></div>
<div class="date">Thu, 18 Oct 2007 23:37:12 GMT</div>
<div class="description" style="display:none;">
<p><img src="http://www.interactivearchitecture.org/2007/tta.jpg" alt="" width="450" height="249" /></p>
<p>I’m excited to hear that my most recent interactive installation <a href="http://www.interactivearchitecture.org/portfolio/performativeecologies.html">Performative Ecologies</a> has been nominated for the <a href="http://www.toptalent.europrix.org/">Europrix Top Talent Awards</a> with the exhibition being held at the <a class="link" href="http://www.kunsthausgraz.at/" target="_blank">Kunsthaus Graz</a>. on the 23rd and 24th of November. This of course means that I now have to rebuild the entire thing and fly it over to Austria, which is a huge amount of work that I han’t planned for, so the next couple of weeks are going to be pretty quite on this blog. If your in Graz in late November be sure to pop in.</p>
</div>
<div class="description">I’m excited to hear that my most recent interactive installation Performative Ecologies has been nominated for the Europrix Top Talent Awards with the exhibition being held at the Kunsthaus Graz. on the 23rd and 24th of November. This of course means that I now have to rebuild the entire thing and fly it over to Austria, which is a huge amount of work that I han’t planned for, so the &#8230;</div>
<div class="readmore"><a href="http://feeds.feedburner.com/~r/InteractiveArchitectureDotOrg/~3/171817766/performative-ecologies-nominated-for-europrix-top-talent-award.html" target="_blank">Read more&#8230;</a></div>
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</div>
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<div class="article">
<div class="title"><strong>Emotional Architecture?</strong></div>
<div class="date">Thu, 18 Oct 2007 12:47:33 GMT</div>
<div class="description" style="display:none;">
<p><img src="http://www.interactivearchitecture.org/2007/earch2.jpg" alt="" width="450" height="239" /><br />
<span style="font-size:xx-small;">2001: A Space Odyssey (196 <img src='http://s.wordpress.com/wp-includes/images/smilies/icon_cool.gif' alt='8)' class='wp-smiley' /> </span></p>
<p>So what does the future hold for us? And what will technology enable us or indeed disable us from achieving. Futuristic visions from science fiction cinema borrow much from the leading technology of their time, to imagine our future homes, workplaces and cities. I’ve always had a laugh watching the 1940’s-50’s films which show a house wife getting her personal tin foil wrapped robot to do the dishes while she can get on with other important jobs like getting her makeup on to greet her husband when he comes in from a hard day at the office.</p>
<p><img src="http://www.interactivearchitecture.org/2007/earch8.jpg" alt="" width="450" height="239" /></p>
<div><span style="font-size:xx-small;">Leave It to Roll-Oh (1940)</span></div>
<p>Well its hardly suprising that film makers had less glossy visions of the future and I’ve been making a special effort recently to watch films that have explored the kinds of future architecture and cities we may one day inhabit. I recently saw on Regine’s excellent <a href="http://www.we-make-money-not-art.com/">We Make Money Not Art</a> a link to the <a href="http://snarkerati.com/movie-news/the-top-50-dystopian-movies-of-all-time/">Top 50 Dystopian Movies of All Time</a>. which has given me plenty of the darker visions to examine. One idea in particular which captured the imagination of many writers and directors was that of artificial intelligence and the kinds of power struggles that could ensue between humanity and intelligent agents. With the development of my own work in adaptive systems recently, I have spent a considerable amount of my work invested in understanding the current state of artificial intelligence research. I’m pleased to see that the dystopian visions of man vs machine are for the time being at least, some way off, since we can’t get much more than insect level intelligence out of computational systems.</p>
<p> </p>
<p><img src="http://www.interactivearchitecture.org/2007/earch.jpg" alt="" width="450" height="241" /><br />
<span style="font-size:xx-small;">Metropolis (1927)</span></p>
<p> </p>
<p>None the less, progress is being made and it was while visiting MIT last week that I got an opportunity to listen to Marvin Minsky speak a little, about his involvement in the development of AI since the 1960’s.  He currently believes &#8220;we need to find more complicated ways to explain our most familiar mental events&#8221;; we need to break our thought processes down into the most precise steps possible. In fact, in order to truly understand the human mind, Minsky suggests, we’ll probably need to reverse-engineer a machine that can replicate those functions so we can study it. Thus, he rejects the idea of consciousness as a unitary &#8220;Self&#8221; in favor of &#8220;a decentralized cloud&#8221; of more than 20 distinct mental processes. In this view, emotional states like love and shame are not the opposite of rational cogitation; both, Minsky says, are ways of thinking.</p>
<p>A FREE draft Copy of his recent book <strong>The Emotion Machine: Commonsense Thinking, Artificial Intelligence, and the Future of the Human Mind </strong>is available from his website (find links below)</p>
<p><strong>The Emotion Machine : Marvin Minsky</strong></p>
<p><a href="http://web.media.mit.edu/~minsky/Introduction.html">Introduction</a>  <a href="http://web.media.mit.edu/~minsky/E1/eb1.html">Chapter 1. Falling in Love</a>  <a href="http://web.media.mit.edu/~minsky/E2/eb2.html">Chapter 2. Attachments and Goals</a> <br />
<a href="http://web.media.mit.edu/~minsky/E3/eb3.html">Chapter 3. From Pain to Suffering</a>   <a href="http://web.media.mit.edu/~minsky/E4/eb4.html">Chapter 4, What in the world is Consciousness?</a>  <a href="http://web.media.mit.edu/~minsky/E5/eb5.html">Chapter 5, Levels of Mental Activities</a>  <a href="http://web.media.mit.edu/~minsky/E6/eb6.html">Chapter 6, Common Sense</a>  <a href="http://web.media.mit.edu/~minsky/E7/eb7.html">Chapter 7, Thinking</a>   <a href="http://web.media.mit.edu/~minsky/E8/eb8.html">Chapter 8, Resourcefulness</a>  <a href="http://web.media.mit.edu/~minsky/E9/eb9.html">Chapter 9, The Self</a>  <a href="http://web.media.mit.edu/~minsky/Ebib.html">Bibliography</a><br />
<a href="http://web.media.mit.edu/~minsky/E3/eb3.html"><br />
</a>or you can buy the completed book from amazon.<br />
<a href="http://www.amazon.co.uk/gp/redirect.html?ie=UTF8&amp;location=http%3A%2F%2Fwww.amazon.com%2FEmotion-Machine-Commonsense-Artificial-Intelligence%2Fdp%2F0743276639%3Fie%3DUTF8%26s%3Dbooks%26qid%3D1192704130%26sr%3D8-1&amp;tag=interactivear-21&amp;linkCode=ur2&amp;camp=1634&amp;creative=6738">The Emotion Machine: Commonsense Thinking, Artificial Intelligence, and the Future of the Human Mind (Hardcover)</a><img src="http://www.assoc-amazon.co.uk/e/ir?t=interactivear-21&amp;l=ur2&amp;o=2" border="0" alt="" width="2" height="2" align="bottom" /></p>
<p>One of Minsky’s long standing claims is that common sense is very hard to explain or program. Here is an excerpt from a recent interview.</p>
<p>    Back when I was writing The Society of Mind, we worked for a couple of years on making a computer understand a simple children’s story: &#8220;Mary was invited to Jack’s party. She wondered if he would like a kite.&#8221; If you ask the question &#8220;Why did Mary wonder about a kite?&#8221; everybody knows the answer — it’s probably a birthday party, and if she’s going that means she has been invited, and everybody who is invited has to bring a present, and it has to be a present for a young boy, so it has to be something boys like, and boys like certain kinds of toys like bats and balls and kites. You have to know all of that to answer the question. We managed to make a little database and got the program to understand some simple questions. But we tried it on another story and it didn’t know what to do. Some of us concluded that you’d have to know a couple million things before you could make a machine do some common-sense thinking.</p>
<p><img src="http://www.interactivearchitecture.org/2007/earch4.jpg" alt="" width="450" height="252" /><br />
<span style="font-size:xx-small;">I Robot (2004)</span></p>
<p>He goes onto explain that emotions enable us to swap between different modes of thinking depending on the situation:</p>
<p>    The main idea in the book is what I call resourcefulness. Unless you understand something in several different ways, you are likely to get stuck. So the first thing in the book is that you have got to have different ways of describing things. I made up a word for it: &#8220;panalogy.&#8221; When you represent something, you should represent it in several different ways, so that you can switch from one to another without thinking.</p>
<p><img src="http://www.interactivearchitecture.org/2007/earch5.jpg" alt="" width="450" height="224" /><br />
<span style="font-size:xx-small;">Silent Running (1972)</span></p>
<p>    The second thing is that you should have several ways to think. The trouble with AI is that each person says they’re going to make a system based on statistical inference or genetic algorithms, or whatever, and each system is good for some problems but not for most others. The reason for the title The Emotion Machine is that we have these things called emotions, and people think of them as mysterious additions to rational thinking. My view is that an emotional state is a different way of thinking.</p>
<p>    When you’re angry, you give up your long-range planning and you think more quickly. You are changing the set of resources you activate. A machine is going to need a hundred ways to think. And we happen to have a hundred names for emotions, but not for ways to think. So the book discusses about 20 different directions people can go in their thinking. But they need to have extra meta-knowledge about which way of thinking is appropriate in each situation.</p>
<p>Minsky also expresses disappointment about &#8220;how few people have been working on higher-level theories of how thinking works&#8221;, that too many &#8220;people look around to see what field is currently popular, and then waste their lives on that. If it’s popular, then to my mind you don’t want to work on it.&#8221;</p>
<p><img src="http://www.interactivearchitecture.org/2007/earch6.jpg" alt="" width="450" height="265" /><br />
<span style="font-size:xx-small;">Artificial Intelligence: AI (2001)</span></p>
<p>I’m personally more a fan of Rodney Brooks who claims that Minsky erred in not putting