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.