Wednesday, December 29, 2010

devices 21st century

we heard a lot about the interfaces of the past and the present but how can the devices of the future look like and what is the profit and information they give us?



Sain - Audio Reactive Projection Mapping from seeper on Vimeo.


AntiVJ presents: NUITS SONORES from AntiVJ / Joanie on Vimeo.


The LightLine of Gotham from seeper on Vimeo.

Wednesday, December 15, 2010

virtual lie?

Physical Transformation:
- Avatar: the leading character is captivated on a wheel-chair, with a “programm” the charakter and the spirit are transferred to a genetic clone - “avatar”
http://www.youtube.com/watch?v=1QEFrI-D_3c&p=1C0C5FF6E351F70E

- eLegs: is a wearable, artificially intelligent, bionic device that enables people with paralysis to stand up and walk again. The exoskeleton is battery-powered and rechargeable, fitting comfortably and securely over your clothing.


Psychical Transformation:
- Minority Report: futuristic user interface that Steven Spielberg showed in his 2002 sci-fi film


- Skinput: a technology that appropriates the human body for acoustic transmission, allowing the skin to be used as a finger input surface


the virtual is not so far away from the reality and reverse

Blinken Lights



http://blinkenlights.net/project/videos

The Chaos Computer Club celebrated its 10 year anniversary with a huge light installation called Blinkenlights. It was installed on the facade of “Haus des Lehrers” on the Alexanderplatz in Berlin in 2001. Blinken lights was the greatest interactive computer display so far. The project used the surface of the city and transformed it into a medium of communication. The people in the streets could see animations or information on the facade and they even could write messages or play “pong” on it as well.

What message would you post?

Tuesday, December 14, 2010

to keep pace with changing trends



Nene Anegasaki is a witty, doe-eyed beauty. She looks perfectly perky in sexy skirts, doesn't pick fights and is always at one Tokyo man's beck and call -- that is why the 27-year-old decided to marry her.
The only complication: She is a videogame character in the Nintendo DS game called "Love Plus."
Still, that didn't stop Sal 9000 -- the only name the groom would give -- from marrying Nene in a ceremony witnessed live by thousands on the Web.
When asked if Nene is his dream woman, Sal replied, "Yes, she is. Her character changes to my liking as we talk and travel to different places."
Japan's Internet community has witnessed relationships and marriages to avatars, though it's typically been within the confines of the virtual world. Sal decided to be the first human-to-avatar union. Clad in a white tux, Sal married Nene in front of some friends and Web users watching the ceremony live online.

Monday, December 13, 2010

Virtual versus Real - A critical view on the virtual from a social perspective

Do we really live now? … Do we realize what we do during a day? Is travelling through virtual time and space comparable to a journey in the real world? We are constantly confronted with new virtual worlds, creating new identities and alter egos, escaping the real to feel better in the virtual. So what are we?
Can there be a society that forgets the real, the actual moment, the ups and downs, the beautiful feeling of being alive? The perceptions which is irritated and blurred by a non-linear virtual dimension without any material aspect cannot fully enjoy the sensations of the actual and REAL moment. We jump and switch and escape to past and future pictures and situations, forgetting the present, and creating more space between our real identity and ourselves. Space for anger, disappointment, stress and scare become weightier when leaving the virtual and create more surface to be attacked. Are we forced to forget who we are?


Tuesday, December 7, 2010

the virtual world as a parallel world

According to our last post we looked at the difference between behaviour in real life or second life.
The following graphic shows the comparison of visiting Alexanderplatz in real world and second life.
Especially, the timeline looks rather different - but also to consider the experiences during travelling.











We do not only differ in real and virtual, in the last years social networks got more and more important.
The differences can be found in the behaviour of people and in the way they look.
We consider the real life as real identity, where people act as human beings.
The virtual reality could be found in second life, where avatars take over the place of humans.
In social networks, each person has an account, which reflects his or her personality.




Arbeiten Robbie Cooper:

space and place

different cartographic views

                                             Jasper Johns, map 1961

  
Out of the gathered information, different cartographic views should be developed. Analyzing the text (thesis’s, dates, movements and persons), a “standard-map” of Innsbruck could be reinterpreted from different points of views.

HYPERREALITY

Can we change the fisical laws in our Virtual Reality?

Our virtual reality is a world where you can experience things that would be impossible in real life. Starting with the places and continuing with the human possibilities.

The main idea of our virtual reality is to give people the opportunity to travel around the world but in a virtual media.

There are different kinds of worlds that can be seen. On one hand, there is the real world as we know it. But you can have the chance of making your travel as you want. It means that you can see the Empire State Building next to the Tour Eiffel and near the Niagara Waterfalls. On the other hand, different world can be created with new cities and landscapes, so that it can bring people the opportunity to create.



In addition, the duality space-time can be changed so that you can spend a minute in running 100km or you can stop the time.


We are thinking of different ways to create our virtual reality. The most developed one is building spaces with computer programs but there is another option that is being developed at the moment: working with the mind. At the moment there are some experiments and interactive exibitions that involve brain activity to change virtual images. 




"to think is to travel"

 





the virtual world of the science-fiction movies of the last years is getting real! by a simple remote-control you can choose and switch between every imaginable szenario! the crazy product of this tool is, that you are able to survey your actions directly - everyone can become the protagonist of his own movie - in a physical way! and everyone can see his movie in real life!
fontana gummerer

What 3 million lines of code means to the city

cognitive collage


A cartographic map is, typically, a two-dimensional representation of some limited portion of the earth´s surface. Features are coded, or abstracted, into meaningful signs, some of which are pictorial (iconic). Distances and directions are coded by two rules of ordering or syntax: a rule of scale and a rule of projection.
J.M. Blaut Environment and Behavior

We need the new term cognitive collage, because these maps are sketches, uncompleted, twisted and abstracted.


You build a subjective environment with your experience and your cognitive map.


Cognitive maps mainly used for orientation of the individual to find the right way, but there is also an emotional affected content relevant.



Every individual has its own imagination of its environment. Two different people have two different pictures of the same environment. But there are common properties of these pictures. My aim is to filter these common properties and to find a language how we can also use our environment.


Monday, December 6, 2010

Beck's Underground map as a consistent reaction to modern time and space

In 1931 Henry Beck designed the archetypal London Underground map. It was a breakthrough in graphic design and cartography. He was the first to react in an appropriate way to the new means of transportation with a simple, schematic and easily comprehensive map that considered the need of a new time-space notation. Subway maps all over the world were heavily influenced by Becks innovative design. But what was the innovation? It was his spare and color-coded geometry which worked without geographic references as a wholly closed system. There were only vertical, horizontal and 45° lines. The map does not show relations between places but between points. The distance between them is not defined by a metrical distance, but by the needs of an easily readable design since it has no claim to display whether a measurement of time or space.

Reference: http://mitpress.mit.edu/journals/pdf/desi_19_1_25_0.pdf

Underground map of London used until 1933

Beck's Underground map


 Example of a geographical approach of a map. Contrary system to Beck




Two contemporary examples following Beck's ideal of graphical communication and map design







Saturday, December 4, 2010

Augmented Reality







Augmented City 3D from Keiichi Matsuda on Vimeo.
The architecture of the contemporary city is no longer simply
about the physical space of buildings and landscape, more and
more is about the synthetic spaces created by the digital
information that we collect, consume and organise; an immersive
interface may become as much part of the world we inhabit as
the buildings around us.


Augmented Reality os an emerging technology defined by its 
ability to overlay physical space with information. It is part
of a paradigm shift that succeeds Virtual Reality; instead of
disembodied occupatio of virtual worlds, the physical and 
virtual are seen together as a contiguous; layered and dynamic
whole. It may lead to a world where media is indistinguishable
implications for architecture, as we re-evaluate the city as 
an immersive human-computer interface.


Tuesday, November 30, 2010

essence



MVRDV

Data Tower

Mvrdv´s projects are interested in data and narratives. For MVRDV information, numbers and data are not just the raw material of their designs, but also the source for critical and radical rethinking of architecture and society, creating an alternative “cultural algorithm” reality. MVRDV gives the impression that it wants architecture to become pure information.

When MVRDV begins a project, it starts by assembling information on all the conceivable factors that could play a role in the design of site´s and construction, everything from zoning laws, building regulations and technical requirements to client wishes, climatic conditions and the political and legal history of the site. Architects often view these rules and regulations as bureaucratic foils to their creativity. MVRDV see these datas as the wellspring of Invention.

Data Town is only based upon data. It is a city that wants to be described only by information. A city that does not know any given typography, no prescribed ideology, no representation, no context. Purely huge, only data. Their favourite method: stacking things on top of each other; They translate the chaos of the contemporary city into pure information and then showing the spatial consequences of that datascape through computer-generated designs. MVRDV set out to reveal how our collective choices and behaviors come to mold our constructed environments. So they show processes, which are invisible until this time.

Data Town is in progress and literally endless. Due to the possible changes within axioms DataTown will never be finished. Therefore it will be always under construction.






Pig city

In Pig City MVRDV proposes a novel way of accommodating the population of 15 million pigs that share the Netherlands with 15 million human inhabitants. To provide the large area the pigs need, a new building type is proposed the high-rise-farm. The prototype is an 80 meter high tower. Each level is divided into animal friendly farm areas including outside play areas. The biogas generated by the pigs´ waste is collected as a clean energy source; fish farms inside the towers provide animal food and help reduce transport. Precious countryside is liberated from the polluting bio-industry. The proposal has led to a nationwide discussion in the Netherlands´Europe´s largest agricultural exporter - about the bio-industry. First farming experiments based on the outcome of the study have started.


 


The similarity between MVRDV and our association “from face to interface”, is the work and the demonstration of information, whose “surface” finally never stands still, but it´s surface is always in a change because of the constant data flow.


 


From surface to interface


The cartography develops itself by possibilities of demonstration. An interesting aspect of the development is that maps can go from the surface to the intercept point between observer and reality.  This formation has the effect that the surface conduced to the infrastructure with a lot of possibilities to interpret and communicate. This provides a fast access of data and information. It is not only one authority but also an always add-on and addition by the involved parties. Therefore the map becomes a collective creation. 
Surface
We call it surface when a map shows the reality of different information. It´s a facing what you can look at or read it, also enclosed and not expandable - a kind of reality.


Interface
The surface of a map can be able to be an interface, if the observer has the possibility to take hold the information in switch on or off the information and add or in adding information or share personal experience. The surface is not only a static surface anymore, but underlies an ever changing act. The surface is becoming a pushbutton who everybody can handle it. 

Information
The information of maps is getting more complex and use different layers of design in the same time. Furthermore the information is getting democratize by add of users. There is no hierarchy anymore, because of the disintegration of higher instance. Contradictory information were shown and objectify at the same time. 

Reality
A map brings the design of the reality, whereupon it´s necessary to abstract the reality to describe it. That implicates previously a contortion of the reality. The reality addicted to subjective factor and everybody appreciate it in a different way. Actions are always in a motion and have to be comprehensible.

Parameter (properties of the legend)
The parameter of a map made up of different layers of information. You can switch it on or off at the interface, to look at it simultaneously or alone.

Parameter as Infrastructure: (google maps)
sattelite image
roads
places
boarders
stretch of water

Parameter of social cooperation: (google maps)
Personal pictures of places
Personal descriptions of places
Pictures/descriptions of actions, which took place at a location

Precise arrangement of parameter?







 Facebook


 how many friends have my friends and I together


 friends connection
real friends


Nam June Paik – TV Buddha
The sculpture of the sitting Buddha viewing his own image on an closed-circuit television screen by mediating. An inanimate sculpture looking at its inanimate mirror images.
So the past and the presence look at one other. Also the project connect eastern religion and the western aspect of technology.
It demonstrates a closed circuit. A video camera absorbs signals via a cable which transfers the information directly to the monitor. From this monitor the information are sending back as an image. By means of this process of image transmission, time is coming to know as a new way of possibility. There is a mutual influence between face and medium!

Hyper surface – deCoi
Aegis is the name given to an innovative range of physically reconfigurable 3D screens, where the screen surface itself physically moves, producing precise and high-speed deformation across a "fluid" surface.
This surface projects information on a plane. It links information systems with physical forms. It’s digital skin reacts on various outside influences and show them information in fluid motions. The face exists on movements or sounds and his interface is the hyper surface. Digital inputs are linked to digital outputs and so outside information are converted in mathematic terms and show them in movements of the hyper surface. The hypersurface makes processes visible, which we cannot see else.
Information are translated in a form! It’s a latent surfaces, it’s “pixels” given vectorial potential. It’s a scriptural surface become spatial and dynamic!

Room is coming up as a “floating space”!



Aegis Hypersurface