TY - ADVS
T1 - [FIHSIHKAHLVRRCHUWAHL<>]
T2 - FORM Public Platform 2016
A2 - Cameron, Rob
A2 - Smolik, Andrei
PY - 2016/4/2
Y1 - 2016/4/2
N2 - [FIHSIHKAHLVRRCHUWAHL<>] (FV) was an interactive media art installation that examined the possibility of integrating a gestural computer interface with an architectural surface through the use of computer vision. The project challenged the conventional use of surveillance technology as a means of controlling public behaviour by exposing its presence through playful interaction, facilitating open engagement between online platforms and physical places. It was exhibited within the Claremont public promenade, WA, as a part of the Public Platform urban prototyping competition, 2016. As a design-research project, the work combined the interests of the two authors: an investigation into the role of locative technologies and practices of placemaking upon the ordering and perception of place, and an experiment into the integration of a computer vision system with a complex structure made from timber and 3d printed nodes. As a public artwork FV also served as means of generating a dialogue with the public about the use of locative technology in the design of cities. The research situates itself within interdisciplinary context, combining elements of interaction design, algorithmic form finding, human geography, phenomenology, and cognitive embodiment. In this paper we report on the design process, breaking down the stages of the project to examine the relationship between conceptual experimentation, computer simulation, the design of an architectural form, and the design of an interactive programme.
AB - [FIHSIHKAHLVRRCHUWAHL<>] (FV) was an interactive media art installation that examined the possibility of integrating a gestural computer interface with an architectural surface through the use of computer vision. The project challenged the conventional use of surveillance technology as a means of controlling public behaviour by exposing its presence through playful interaction, facilitating open engagement between online platforms and physical places. It was exhibited within the Claremont public promenade, WA, as a part of the Public Platform urban prototyping competition, 2016. As a design-research project, the work combined the interests of the two authors: an investigation into the role of locative technologies and practices of placemaking upon the ordering and perception of place, and an experiment into the integration of a computer vision system with a complex structure made from timber and 3d printed nodes. As a public artwork FV also served as means of generating a dialogue with the public about the use of locative technology in the design of cities. The research situates itself within interdisciplinary context, combining elements of interaction design, algorithmic form finding, human geography, phenomenology, and cognitive embodiment. In this paper we report on the design process, breaking down the stages of the project to examine the relationship between conceptual experimentation, computer simulation, the design of an architectural form, and the design of an interactive programme.
UR - http://www.thedeadpixelproject.com/subpages/projects/physicalvirtual.html
UR - https://archive.form.net.au/public2016/platform/
M3 - Exhibition
PB - FORM
CY - Western Australia
Y2 - 2 April 2016 through 3 April 2016
ER -