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multiple location project. establish a connection between virtual and real ... audience registered phone numbers at web kiosk before event, receiving a ticket ... – PowerPoint PPT presentation

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Title: PowerPoint Presentation Netorked Media


1
NETWORKED IMMERSIVE ENVIRONMENTS.INTERACTIVE
INSTALLATIONS. VIRTUAL REALITY. SOUND PROJECTS.
KRISTIN SKIBINSKI DECEMBER 5, 2005
2
INSTALLATIONS.
3
installations
gt
  • Digital installations create 'environments', that
    deal with different levels of 'immersion'.
  • A historical example of an installation is a
    medieval church.
  • Architecture, light and symbolism are used to
    create a transformative, enclosed space for
    visitors.
  • Goal is to establish a connection to physical
    space.
  • There is always a spatial and architectural
    element.

4
installations common aspects of large digital
environments are
gt
  • architectural models
  • navigational models that explore interfaces or
    movements
  • construction of virtual worlds
  • networked models that allow users to participate
    remotely
  • All are concerned with relationships between
    physical space and
  • virtual worlds.
  • All raise questions about constructions and
    perceptions of space.

5
installations navigation in connection to
architecture
gt
  • Jeffrey Shaw LEGIBLE CITY 1988-91
  • User is navigating through a simulated city.
  • The city consists of large 3D letters, that form
    words and sentences when the user rides a
    stationary bike.
  • Architecture is the text.
  • Users control direction and speed, with steering
    wheel and pedals, that are connected to computer.
    Users physical actions create changes in the
    landscape.
  • Users/readers construct narrative by making
    choices through textural labyrinth city, which
    becomes "information architecture"

6
installations augment physical architecture with
virtual memory and narrative
gt
  • Rafael Lozano-Hemmer
  • He defines "relational architecture" as
    "technological actualization of building and
    public spaces with artificial memory".
  • His works consists of audio/visual projections
    onto public buildings
  • With the use of historical/political/aesthetic
    contexts

7
installationsaugment physical architecture with
virtual memory and narrative
gt
  • Rafael Lozano-Hemmer
  • DISPLACED EMPERORS 1997
  • He establishes a link between Mexico and Austria
    with historical context.
  • By pointing to places on the facade, the user
    (movements are being traced by wireless sensors),
    triggers the projection of a large hand that
    appears at the location to which they pointed.
  • When a hand moves over building, user can unveil
    the interiors, that become projections on the
    building. Interiors represent the inside of the
    Chapultepec Castle, which is the Habsburg
    residence in Mexico City.
  • Audience can also make a feather headdress appear
    as a projection by pressing a "Moctezuma button".
  • Displaces and replaces colonial history,
    involving the public with historical power
    relations.

8
installationsaugment physical architecture with
virtual memory and narrative
gt
  • Rafael Lozano-Hemmer
  • VECTORIAL ELEVATION 2002 p.76
  • Cityscape is altered with over a dozen
    robotically controlled searchlights.
  • Searchlights were manipulated by users on the
    internet.

9
installations explore light as a structural
element
gt
  • Erwen Redl
  • SHIFTING VERY SLOWLY 1998-9
  • Minimal use of LED lights, creates "curtains"
    that consist of strings of the small LEDs.
  • At times lights changes colors slowly, making use
    of subtle addition of another layer of space.
  • MATRIX IV (series started in 2000)
  • Virtual space translates into a physical space
    via screen's grid of light
  • Grids and planes of virtual space transpose into
    physical environments
  • Creating a "visceral experience via immaterial
    space"

10
installations investigate the representation of
physical space and architecture in virtual realm
gt
  • Asymptote FLUXSPACE 3.0, 2002
  • Explores intersections between virtual and actual
    realms.
  • Combines the qualities of both realms. Features
    of the digital are brought into actual space.
    While virtual space is part of the physical
    space.
  • An urban landscape is projected onto an
    "amorphous" shape in the center of the room, with
    mirror-covered walls.
  • 3D reflection create virtual 3D architecture that
    surrounds the viewer.

11
installations investigate the representation of
physical space and architecture in virtual realm
  • Masaki Fujihata GLOBAL INTERIOR PROJECTS
  • pp.80-81
  • networked, multi-user environment
  • physical installation becomes map of virtual
    world
  • blends virtual actual (fusing occurs world
    where one world mirrors the other).

12
installations investigate the representation of
physical space and architecture in virtual realm
  • Marcos Novak, Architect LIQUID ARCHITECTURE
  • cyberspace as LIQUID ARCHITECTURE
  • all structures are programmable and fluid,
    transcending laws of physical world.
  • 'intelligent environment', these endeavors are
    increasingly important in art/architectural
    projects.
  • Ex POLAR 2000

13
installations investigate the representation of
physical space and architecture in virtual realm
  • Marko Peljhan (artist) , Carsten Nicolai (sound)
    Canon Artlab
  • POLAR 2000 p.82
  • Inspired by Stanislaw Lems novel, SOLARIS 1961
  • explores concepts of difference poles in
    dataspace
  • looks at ways in which information can
    materialize in a dynamic matrix
  • It allows 2 people enter the space at the same
    time.
  • Each person then has a device which allows them
    to record and collect sensory information.
    (images/sounds/temperature/cultures of
    microorganisms that respond to temperature and
    light conditions in space)
  • each pair of visitors changes space and creates
    new starting position for next couple.

14
installations investigate the representation of
physical space and architecture in virtual realm
  • Jesse Gilbert, Helen Thorington, Marek Walczek
  • Contributors ADRIFT 1997-2001 p.84-85
  • multiple location project
  • establish a connection between virtual and real
    geographies
  • mixes imagery by using cameras in public spaces,
    with virtual 3D spaces/text/sound projected onto
    semicircular screen in physical location

15
installations investigate the representation of
physical space and architecture in virtual realm
gt
  • Knowbotic Research Team Yvonne Wilhelm,
  • Christian Hübler, and Alexander Tuchacek
  • multimedia research team
  • create installations that investigate depiction
    of actual locations in a data world,in both
    natural and urban environments

16
installations investigate the representation of
physical space and architecture in virtual realm
gt
  • Knowbotic Research Team
  • DIALOGUE WITH THE KNOWBOTIC SOUTH 1994-7
  • Users can trace how science and technology
    transform nature (Antarctica), into
    computer-aided nature.
  • In 'DWTKS' they use data from various Antarctic
    research stations.
  • Users move with a keyboard through sounds and
    visual data which appear on projection screens.
  • Users are able to navigate through a Web
    environment as well as a local, real-time model
    of the DWTKS environment.

17
installations investigate the representation of
physical space and architecture in virtual realm
  • Knowbotic Research Team (CONT.)
  • 10_DENCIES 1997-9
  • invests in interactions between
    actual/virtual/hypothetical
  • focus is the development of cities and urban
    process.
  • navigation of virtual space depends on layers of
    interface INPUT device/screen/virtual structures
    reps information
  • interfaces make a work open to interaction
    constituting a level of content warranting
    investigation

18
installations investigate the representation of
physical space and architecture in virtual realm
gt
  • Perry Hoberman TIMETABLE 1999
  • 12 dials positioned around a circular table, with
    image projected onto the centre.
  • Dial functions change, mutate become
    clocks/gauges/speedometers/switches/steering
    wheels etc, depending on what is projected on
    them
  • The real-time 3D scene at centre of table is
    controlled and influenced by movements of the
    dials.
  • It becomes more complex and multi-dimensional as
    it is used

19
installations construction of virtual worlds
  • Bill Seaman THE WORLD GENERATOR/THE ENGINE OF
    DESIRE
  • Virtual environment created in collaboration with
    programmer Gideon May
  • allows participants to build and explore virtual
    worlds
  • world generator
  • "recombinant poetics" computer based works
    enabling exploration of media elements in
    different orders and combinations
  • establish connections between his projects and
    literary experiments of OULIPO.
  • he investigates navigable combination of text and
    image in projects such as PASSAGE SETS /ONE PULLS
    PIVOTS AT THE TIP OF THE TONGUE
  • allows users to create multimedia poem of
    words/images/sounds/media clips
  • continues this work through THE HYBRID INVENTION
    GENERATOR

20
installations construction of virtual worlds
gt
  • architect, Peter Anders, "Envisioning Cyberspace"
    argues
  • "what we experience as space is actually the
    product of complex mental processes
  • cyberspace is an extension of consciousness.
  • talks about perception and cognition as being a
    part of looking at the characteristics of virtual
    space
  • ex Jeffrey Shaws The Golden Calf, 1994.

21
installations construction of virtual worlds
gt
  • Jeffrey Shaw THE GOLDEN CALF 1994 pp.95
  • consists of a pedestal and a color screen that
    shows a virtual sculpture of a golden calf.
  • users can view calf from all sides by moving the
    monitor around the pedestal.
  • users may also see themselves reflected on the
    screen, adding a doubling of the mirror effect
    and blurring boundaries between real and virtual
    worlds.

22
SOUND PROJECTS.
23
sound musichistory
gt
  • computer generated music had a large impact on
    the evolution of technologies and concepts of
    interactivity as well as being linked to history
    of electronic music.
  • Some people that are important to the development
    of digital sound music are
  • John Cage who worked with found sound and rules.
  • Pierre Schaeffer coined the phrase, "musique
    concrete" which means, composing with materials
    from existing collection of experimental sounds.
  • Brain Eno who creates ethereal sound
    environments.
  • Laurie Anderson who is an audio/visual,
    installations/performance artist.

24
sound musicpure sound art
gt
  • There are many artistic digital sound and music
    projects that
  • are referred to as pure sound art, these
    include
  • audio visual installation environments and
    software
  • internet based projects that allow for
    real-time/multi-user compositions/remixes
  • networked projects that involve public places or
    nomadic devices
  • many projects include sound components without
    being
  • specifically focused on musical aspects.

25
sound musicaudio visual installation
environments and software
gt
  • Golan Levin
  • Composer, artist, performer engineer
  • He is a graduate of the MIT Media Lab.
  • AUDIOVISUAL ENVIRONMENT SUITE
  • It is interactive software that allows for
    creation manipulation of simultaneous visuals
    sound in real-time.
  • The software consists of five interfaces ( for
    audio-visual composition that allow users to
    create abstract visual forms accompanied by
    sounds).
  • Each interface is different in its relation
    between audio and visual as well as the users
    movement of the mouse factering in.
  • Its goal is to establish an organic/fluid
    connection between audio/visual.

26
sound musicmulti-user composition and remixes
gt
  • John Klima
  • Uses the concepts of multi-user environments,
    gaming file sharing.
  • GLASBEAD 1999
  • It is a multi-user collaborative musical
    interface
  • It allows up to 20 players to jam with each other
    at one time
  • The instrument allows user to import sound files
    create your own soundscapes
  • There is a rotating/circular structure with stems
    that look like hammers and bells
  • The sound files are imported into the bells and
    are activated when the hammer hits the bell.

27
sound musicnetworked projects that involve
public places or nomadic devices
gt
  • Golan Levin 9 collaborators TELESYMPHONY 2001
  • nomadic devices, created sound from choreographed
    ringing of audiences mobile phones
  • audience registered phone numbers at web kiosk
    before event, receiving a ticket giving seat
    assignment in concert hall
  • new ring tones were automatically downloaded to
    cell phones
  • audience became a distributed melody in cellular
    space
  • At times nearly 200 phones were ringing
    simultaneously.

28
sound musicnetworked projects that involve
public places or nomadic devices
  • Max Neuhaus
  • experiments with network sound and music
    performance
  • networked sound as "virtual architecture"
  • PUBLIC SUPPLY
  • created a layered audio environment
  • establish. a connection between WBAI radio
    station in NY and the telephone network (20 mile
    radius around NYC)
  • participants could intervene in performance by
    making a phone call.

29
sound music interactive installations, sound
sculptures
  • Chris Chafe Greg Niemeyer PING 2001
  • audio-networking project driven by data traveling
    over the internet
  • sound is created by Ping commands which contact
    servers to see if a connections can be
    established provide a form of measuring time
    distance
  • Ping translates time lag of data flow into
    audible information
  • users can pick instruments and scales or
    influence speaker configurations, and add to or
    change the list of web sites to be "pinged".

30
sound music interactive installations, sound
sculptures
gt
  • Toshio Iwai PIANO - as image media
  • A virtual score is used to trigger the keys of a
    piano, which produce the projecting of
    computer-generated images onto a screen.
  • The score is written by users positioning the
    dots on a moving grid projected in front of the
    piano.
  • Audio and video are produced by the users
    assembling a pattern of dots.
  • It establishes connections between both
    notation, sound and visuals, as well as between
    the mechanical and virtual.
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