NETWORKED IMMERSIVE ENVIRONMENTS. INTERACTIVE INSTALLATIONS. VIRTUAL REALITY. SOUND PROJECTS. KRISTIN SKIBINSKI DECEMBER 5, 2005

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  • NETWORKED IMMERSIVE ENVIRONMENTS. INTERACTIVE INSTALLATIONS. VIRTUAL REALITY. SOUND PROJECTS. KRISTIN SKIBINSKI DECEMBER 5, 2005
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  • INSTALLATIONS.
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  • installations 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. >
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  • installations common aspects of large digital environments are: 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. >
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  • installations navigation in connection to architecture Jeffrey Shaw : LEGIBLE CITY 1988-91LEGIBLE 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" >
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  • installations augment physical architecture with virtual memory and narrative: 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 >
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  • installations augment physical architecture with virtual memory and narrative: 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. >
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  • installations augment physical architecture with virtual memory and narrative: 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. >
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  • installations explore light as a structural element 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" >
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  • installations investigate the representation of physical space and architecture in virtual realm Asymptote : FLUXSPACE 3.0, 2002FLUXSPACE 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. >
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  • 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).
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  • 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
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  • 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.
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  • 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
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  • installations investigate the representation of physical space and architecture in virtual realm Knowbotic Research Team : Yvonne Wilhelm, Christian Hbler, and Alexander Tuchacek multimedia research team create installations that investigate depiction of actual locations in a data world,in both natural and urban environments >
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  • installations investigate the representation of physical space and architecture in virtual realm 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. >
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  • 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
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  • installations investigate the representation of physical space and architecture in virtual realm Perry Hoberman : TIMETABLE 1999TIMETABLE 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 >
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  • 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 GENERATORTHE HYBRID INVENTION GENERATOR
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  • installations construction of virtual worlds 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. >
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  • installations construction of virtual worlds Jeffrey Shaw : THE GOLDEN CALF 1994 pp.95THE GOLDEN CALF 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