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Page 1: NETWORKED IMMERSIVE ENVIRONMENTS. INTERACTIVE INSTALLATIONS. VIRTUAL REALITY. SOUND PROJECTS. KRISTIN SKIBINSKI DECEMBER 5, 2005

NETWORKED IMMERSIVE ENVIRONMENTS.INTERACTIVE INSTALLATIONS. VIRTUAL REALITY. SOUND PROJECTS.

KRISTIN SKIBINSKI DECEMBER 5, 2005

Page 2: NETWORKED IMMERSIVE ENVIRONMENTS. INTERACTIVE INSTALLATIONS. VIRTUAL REALITY. SOUND PROJECTS. KRISTIN SKIBINSKI DECEMBER 5, 2005

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 1988-91

» 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. User’s 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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installationsaugment 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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installationsaugment 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, 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 realmKnowbotic 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

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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

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

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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.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.

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SOUND PROJECTS.

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sound + musichistory » “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.

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sound + musicpure sound art

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.

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sound + musicaudio visual installation environments and software

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 it’s relation between audio and visual as well as the user’s movement of the mouse factering in.

» It’s goal is to establish an organic/fluid connection between audio/visual.

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sound + musicmulti-user composition and remixes

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.

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sound + musicnetworked projects that involve public places or nomadic devices

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.

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sound + music interactive installations, sound sculptures

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 user’s positioning the dots on a moving grid projected in front of the piano.

» Audio and video are produced by the user’s 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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