txOom design
“allows the same materials to be transformed from one object to another, such that the materials begin to move into media, that are consumed as a form of nutrition…. the body expands, the environment is brought inside… space gets reconstituted, architecture is what you swallow… ”
–From ed. A. Marras (1999) ECO-TEC, Architecture of the In Between. Princeton Architectural Press, New York.
overall design suggestions
txOom could become a biomimetic system
evolves through nutrition from players' behaviours
the player is viewed as intruder, predator – media eater – mate or food
the environment feeds the player with spaces (architecture, costumes) and media (a dance of give + take)
objectives
system should be flexible, to allow an array of applications
all components should be tightly integrated to provide a coherent experience
rooms should be site specific
the environment should be an immersive, liquid realm
the interaction should resemble a conversation with a stranger who appears that one knew for ages
the experience should be that of a free play, not goal directed
keywords
thickness - describes a general atmostphere in the room
spikiness - sometimes uncovered 'hard skeleton' of the objects; unexpected/random 'cuts', 'events'
density - the macro spaces are filled with (amplified) micro matter + events
bioluminescence (emission of light from living organisms) - visualisation of design paradigms: the environment wide results are produced by living, interacting and evolving entities
general atmosphere
“ Any form is the diagram* resulting from the adaptation of the moving internal energies to obstacles created by the environment. The morphology of swirls, osmotic growths, periodic precipitates, indicates the diagram of non-miscible bodies, such as stains of car oil in damp streets, or the layout of two Ripolin* colors. Time would be for us a medium* comparable to a gelatinous water accepting in a rhythmical way transformations occurring with high or less high speeds. The eye is tuned on a certain speed only. Psychologically, a morphology of optical images only relates to the theoretical sections* made at a given moment in the morphological age of the object. I call psychological morphology the diagram of the transformations according to the absorption and the transmission, of the energies in the object from its initial aspect until it reaches its final form in the geodesic psychological medium*. This medium, psychological space-time, is a symbolic congruence of the Euclidian space. The object located in a given moment-point of this medium intercepts the pulsations which are proposing transformations according to an infinity of directions. It is located at the impact point between this encounter and each transformation. The infinity of the chances of interpenetrations missed by the object increases the intensity of the further pulsations during all the time the object will follow this morphological direction.
* thickness+spikiness matta's morphology:
The concept of a psychological-time medium in which the objects are transforming, leads to compare it with an Euclidian space caught in a rotative and pulsatile transformation in which the object, with each risk of interpenetration may oscillate from point-volume to moment-eternity, from attraction-repulsion to past-future, from light-shadow to matter-movement. The fourth dimension would be the diagram of the risks encountered during the complete duration of the transformations.” (from http://www.execpc.com/~bogartte/Mattamorph.html )
* spikiness (img src: unknown)
* density (img src: unknown)
architecture
costumes atatchable/detatchable from architecture – “modular”;
walls - flexible, partially constructed and 'growing' out from the existing architecture of the site“ – “deformed by players + obervers”;
floor - sensor carpet for position tracking”;
use the walls + floor as projection surfaces
waiting room
coffee lady as hostess, and explanatory introduciton to the space, but also part of the 'flexible architecture'
interviews + feedback should happen in this room as well
* object_shareable: from http://www.wexarts.org/thefold/materials/ernesto_neto/neto/
the media can make the existing architecture thicker, by adding fields of invisible spaces - when the players brush along/enter into them, they cause a signifiant change in the local+global (?) conditions
experiential duration - the media can slow down, or speed up the duration of the playCycle - depending on player's actions
component systems
the component systems need to be integrated closely (ex. alexander's horned sphere: this drawing of two by Tim Poston(
http://geometeer.com) was first published in Manifold(
http://www.jaworski.co.uk/index.html)), and developed with a very tight feedback between the developers involved
costumes
visual
spread projection surfaces
walls as well as floor
integration of wall screens + projections surfaces * visual examples
matta - thick substance + emerging structure
BBC Blue Planet - bioluminescent and translucent organisms
Ernesto Neto - different installations
images and diagrams from TGarden design
spec
plantworlds, giant forests
psychedelic experiences
algoritmic (virtual) architecture
on growth and form (Thompson D'Arcy)
layered thickness
standing on deep jelly-like matter
coupled with sound using sound analysis
swarms of small components, example movie: in new window
around, rather than under the players
using circular surfaces
sound
underlying ambience of the room changes slowly through the states
abrupt events can be triggerred if players 'disturb' a particular region of the room ('invisible architecture')
players have individual voices that are discrete and clear when they play alone - in a group, the become more subdued and subtle
spatialisation - vbap and use of shifting delay times, etc+
conection to clothing - sampling from costumes (audio+visual)
sound examples
neural synthesis, tudor - distinct organic/synthetic
ligetti - connected players /cloudlike
zoviet france, monomishe - drone + populated randomness
no forest old feet - erratic slices emerging from synthetic fluid
select parks - digital games
nature of sound - sound of nature - thick space behind the sound, becoming a part of a space
-
many interconneted autonomous parts
repeating patterns/sounds/behaviour of costumes in the media systems
amplifying spaces in between the fibres in sound/visuals
low frequqnces can be perceived as tactile sensations
visual feedback from tracking camera used as source for visual transofrmations
costumes should be transparent, irridescent or reflective (gels, rubbers, plastics, foams - so that when looking at them, the players can partially see through them, and see the media around magnified, warped
This topic is linked to many in this Libarynth, but mostly to its parent Project Txoom
– edited by Maja Kuzmanovic