Doctor in Computer Science CTO @ ComputedBy (http://www.computedby.com) CTO @ fabric | ch (http://www.fabric.ch) Former researcher at Swiss Federal Institute of Technology Former researcher at DGA, France
this paper we expose the importance of using Virtual Humans within these systems and provide a br... more this paper we expose the importance of using Virtual Humans within these systems and provide a brief overview of several Virtual Humans technologies used in particular for simulation of crowds. As the main technical contribution the paper presents the integration of these technologies with the COVEN-DIVE platform, the extension of the DIVE system developed within the COVEN project. In conjunction with this, we present our contributions through the COVEN project to the MPEG-4 standard concerning the representation of Virtual Humans
This report describes the main results of the COVEN Activity 4.4, which aimed at integrating inte... more This report describes the main results of the COVEN Activity 4.4, which aimed at integrating interaction techniques into the COVEN applications. Two distinct sets of interaction techniques were integrated: virtual human representation and animation techniques, as well as multimodal, spoken interaction techniques. This document presents the integration of both sets of techniques through two separate parts. Integration of the virtual human modelling and animation techniques required to convert existing body representation formats to formats supported by the COVEN Platform. A bridge was then developed between dVS/Dive worlds and our body control libraries to animate the converted body hierarchy. Integration of the multimodal interaction techniques first required work at a conceptual level so as to refine our existing approach to referent computation, and to extend our existing mono-user functional frame to address the requirements of the multi-participant perspective. Integration work ...
www.fabric.ch Major multi-user systems based on VRML are mainly used to set up virtual communitie... more www.fabric.ch Major multi-user systems based on VRML are mainly used to set up virtual communities on the Web. The ability of these systems to take in account the reality as an input or output is non-existent. They are restricted to the Web. We propose a more generic architecture that permits to set up 3D shared environments (by using VRML or not) but also to interact with reality (extension of the Web to the real world). Our multi-user system is a part of a larger mechanism that allows to inter-connect different type of servers in order to share more vast set of data than only 3D or text. We are going to present our multi-user system and its concept. We will also demonstrate its ability to face a large set of various tasks. This will be illustrated through real applications (artistic, conceptual or commercial).
Presence: Teleoperators and Virtual Environments, 2001
In the past decade, networked virtual environments (NVEs) have been an increasingly active area o... more In the past decade, networked virtual environments (NVEs) have been an increasingly active area of research, with the first commercial systems emerging recently. Graphical and behavioral representation of users within such systems is a particularly important issue that has lagged in development behind other issues such as network architectures and space structuring. In this paper, we expose the importance of using virtual humans within these systems and provide a brief overview of several virtual humans technologies used in particular for simulation of crowds. As the main technical contribution, the paper presents the integration of these technologies with the COVEN-DIVE platform, the extension of the DIVE system developed within the COVEN project. In conjunction with this, we present our contributions through the COVEN project to the MPEG-4 standard concerning the representation of virtual humans.
It is now possible to explore 3D worlds by using a classical WEB navigator as easily as it is to ... more It is now possible to explore 3D worlds by using a classical WEB navigator as easily as it is to view 2D HTML pages. The capability to use 3D was previously restricted to powerful machines, it is no more the case. 3D provides a new interface to communicate. The Definition of realistic virtual humans in those worlds produces more intuitive interface for neophyte users. In this paper, we propose a set of tools to define virtual humans and bring them to life by using a standard 3D language for the WEB.
Major multi-user systems based on VRML are mainly used to set up virtual communities on the Web. ... more Major multi-user systems based on VRML are mainly used to set up virtual communities on the Web. The ability of these systems to take in account the reality as an input or output is non-existent. They are restricted to the Web. We propose a more generic architecture that permits to set up 3D shared environments (by using VRML or not) but also to interact with reality (extension of the Web to the real world). Our multi-user system is a part of a larger mechanism that allows to inter-connect different type of servers in order to share more vast set of data than only 3D or text. We are going to present our multi-user system and its concept. We will also demonstrate its ability to face a large set of various tasks. This will be illustrated through real applications (artistic, conceptual or commercial). CR
During last years, some technologies used for bringing 3D and multiuser capabilities over the Web... more During last years, some technologies used for bringing 3D and multiuser capabilities over the Web have suffered from the evolution of operating systems. Some breakthrough like embed JAVA in Web browsers have been shifted to the status of a dynamically loaded plug-in, making more difficult or even impossible to use it in the same way it was possible before. We will demonstrate the advantage of an open-architecture system, initially based on old technologies that can adapt itself to alternative solution in order to maintain functionalities available over time. In the same time, it makes available new options/ways of using it by accessing new existing systems. Connecting different and specific applications to the same system that mainly use Web (but not only) to spread out data and visuals, makes data that would have never coexist sharing the same network and the same system. Data that would have never escape their initial context they were used in, can be easily shared, mixed and exploited in an alternative way through a simple Web browser. End-user applications and functionalities, planned for a given task, can then be considered in a very different way just because new types of data or new types of devices are available to them.
IEEE International Symposium on Virtual Environments, Human-Computer Interfaces, and Measurement Systems, Jul 27, 2003
In stead of focusing on negative sides of the freedom observe on the Web, it can be more interest... more In stead of focusing on negative sides of the freedom observe on the Web, it can be more interesting to consider the Web as a support for the establishment of a collective knowledge. Considering the Web through this kind of perspective makes obvious that tools are missing in order to enhance and develop the awareness of users on the Web as well as the ability to share Web experiences with others. In this paper we propose a 3D Web based tool called _knowscape that offers a mean to users to share their Web experiences. We will describe concepts that guides our project and technologies and features that are used to try to enhance the Web experience and bring Web browsing to another level of consideration.
ACM SIGGRAPH 2004 Web graphics on - SIGGRAPH '04, 2004
Electroscape 002 project is an hybrid museum prototype.
Both a shared environment on the Interne... more Electroscape 002 project is an hybrid museum prototype. Both a shared environment on the Internet and a physical installation in the "Bâtiment d'Art Comtemporain" (BAC) of Geneva, Switzerland, this multi-users 3D project proposes a digital extension / transformation of the building. As is, it offers the possibility for artists to work within mixed spaces.
ACM SIGGRAPH 2004 Web graphics on - SIGGRAPH '04, 2004
_knowscape mobile is an architectural space associating territories of data and physical space, l... more _knowscape mobile is an architectural space associating territories of data and physical space, linking architecture, knowledge and browsing. Initially _knowscape has been conceived as an alternative multi-user browser using data "tracking" and "profiling" techniques to question, to reverse them, so to finally produce open data territories, shared browsing experiences and *open users' profiles*. This first version of _knowscape was presented in 2002 to Siggraph Web Graphics.
this paper we expose the importance of using Virtual Humans within these systems and provide a br... more this paper we expose the importance of using Virtual Humans within these systems and provide a brief overview of several Virtual Humans technologies used in particular for simulation of crowds. As the main technical contribution the paper presents the integration of these technologies with the COVEN-DIVE platform, the extension of the DIVE system developed within the COVEN project. In conjunction with this, we present our contributions through the COVEN project to the MPEG-4 standard concerning the representation of Virtual Humans
This report describes the main results of the COVEN Activity 4.4, which aimed at integrating inte... more This report describes the main results of the COVEN Activity 4.4, which aimed at integrating interaction techniques into the COVEN applications. Two distinct sets of interaction techniques were integrated: virtual human representation and animation techniques, as well as multimodal, spoken interaction techniques. This document presents the integration of both sets of techniques through two separate parts. Integration of the virtual human modelling and animation techniques required to convert existing body representation formats to formats supported by the COVEN Platform. A bridge was then developed between dVS/Dive worlds and our body control libraries to animate the converted body hierarchy. Integration of the multimodal interaction techniques first required work at a conceptual level so as to refine our existing approach to referent computation, and to extend our existing mono-user functional frame to address the requirements of the multi-participant perspective. Integration work ...
www.fabric.ch Major multi-user systems based on VRML are mainly used to set up virtual communitie... more www.fabric.ch Major multi-user systems based on VRML are mainly used to set up virtual communities on the Web. The ability of these systems to take in account the reality as an input or output is non-existent. They are restricted to the Web. We propose a more generic architecture that permits to set up 3D shared environments (by using VRML or not) but also to interact with reality (extension of the Web to the real world). Our multi-user system is a part of a larger mechanism that allows to inter-connect different type of servers in order to share more vast set of data than only 3D or text. We are going to present our multi-user system and its concept. We will also demonstrate its ability to face a large set of various tasks. This will be illustrated through real applications (artistic, conceptual or commercial).
Presence: Teleoperators and Virtual Environments, 2001
In the past decade, networked virtual environments (NVEs) have been an increasingly active area o... more In the past decade, networked virtual environments (NVEs) have been an increasingly active area of research, with the first commercial systems emerging recently. Graphical and behavioral representation of users within such systems is a particularly important issue that has lagged in development behind other issues such as network architectures and space structuring. In this paper, we expose the importance of using virtual humans within these systems and provide a brief overview of several virtual humans technologies used in particular for simulation of crowds. As the main technical contribution, the paper presents the integration of these technologies with the COVEN-DIVE platform, the extension of the DIVE system developed within the COVEN project. In conjunction with this, we present our contributions through the COVEN project to the MPEG-4 standard concerning the representation of virtual humans.
It is now possible to explore 3D worlds by using a classical WEB navigator as easily as it is to ... more It is now possible to explore 3D worlds by using a classical WEB navigator as easily as it is to view 2D HTML pages. The capability to use 3D was previously restricted to powerful machines, it is no more the case. 3D provides a new interface to communicate. The Definition of realistic virtual humans in those worlds produces more intuitive interface for neophyte users. In this paper, we propose a set of tools to define virtual humans and bring them to life by using a standard 3D language for the WEB.
Major multi-user systems based on VRML are mainly used to set up virtual communities on the Web. ... more Major multi-user systems based on VRML are mainly used to set up virtual communities on the Web. The ability of these systems to take in account the reality as an input or output is non-existent. They are restricted to the Web. We propose a more generic architecture that permits to set up 3D shared environments (by using VRML or not) but also to interact with reality (extension of the Web to the real world). Our multi-user system is a part of a larger mechanism that allows to inter-connect different type of servers in order to share more vast set of data than only 3D or text. We are going to present our multi-user system and its concept. We will also demonstrate its ability to face a large set of various tasks. This will be illustrated through real applications (artistic, conceptual or commercial). CR
During last years, some technologies used for bringing 3D and multiuser capabilities over the Web... more During last years, some technologies used for bringing 3D and multiuser capabilities over the Web have suffered from the evolution of operating systems. Some breakthrough like embed JAVA in Web browsers have been shifted to the status of a dynamically loaded plug-in, making more difficult or even impossible to use it in the same way it was possible before. We will demonstrate the advantage of an open-architecture system, initially based on old technologies that can adapt itself to alternative solution in order to maintain functionalities available over time. In the same time, it makes available new options/ways of using it by accessing new existing systems. Connecting different and specific applications to the same system that mainly use Web (but not only) to spread out data and visuals, makes data that would have never coexist sharing the same network and the same system. Data that would have never escape their initial context they were used in, can be easily shared, mixed and exploited in an alternative way through a simple Web browser. End-user applications and functionalities, planned for a given task, can then be considered in a very different way just because new types of data or new types of devices are available to them.
IEEE International Symposium on Virtual Environments, Human-Computer Interfaces, and Measurement Systems, Jul 27, 2003
In stead of focusing on negative sides of the freedom observe on the Web, it can be more interest... more In stead of focusing on negative sides of the freedom observe on the Web, it can be more interesting to consider the Web as a support for the establishment of a collective knowledge. Considering the Web through this kind of perspective makes obvious that tools are missing in order to enhance and develop the awareness of users on the Web as well as the ability to share Web experiences with others. In this paper we propose a 3D Web based tool called _knowscape that offers a mean to users to share their Web experiences. We will describe concepts that guides our project and technologies and features that are used to try to enhance the Web experience and bring Web browsing to another level of consideration.
ACM SIGGRAPH 2004 Web graphics on - SIGGRAPH '04, 2004
Electroscape 002 project is an hybrid museum prototype.
Both a shared environment on the Interne... more Electroscape 002 project is an hybrid museum prototype. Both a shared environment on the Internet and a physical installation in the "Bâtiment d'Art Comtemporain" (BAC) of Geneva, Switzerland, this multi-users 3D project proposes a digital extension / transformation of the building. As is, it offers the possibility for artists to work within mixed spaces.
ACM SIGGRAPH 2004 Web graphics on - SIGGRAPH '04, 2004
_knowscape mobile is an architectural space associating territories of data and physical space, l... more _knowscape mobile is an architectural space associating territories of data and physical space, linking architecture, knowledge and browsing. Initially _knowscape has been conceived as an alternative multi-user browser using data "tracking" and "profiling" techniques to question, to reverse them, so to finally produce open data territories, shared browsing experiences and *open users' profiles*. This first version of _knowscape was presented in 2002 to Siggraph Web Graphics.
fabric | ch - Selected Works, Texts and Exhibitions from the Archive 2007 - 1997, 2007
- Interdisciplinary research by design
project
- Prospective study on variable environments
and t... more - Interdisciplinary research by design project - Prospective study on variable environments and technologies - Collaborations and crossovers between designers, architects, scientists - Sub-projects: workshops, web-cameras mirrors and lights, augmented reality personal environment and domestic space, robotic “micro-functions” -------------------------------------------------------------------------------------- - Book-blog documentation of the research process
- 20 years of experiments, works and “devices” by fabric | ch, on 2000 m2
- Devices triggering in... more - 20 years of experiments, works and “devices” by fabric | ch, on 2000 m2 - Devices triggering intertwined, channeled or creolized environments - Interferences and “Moirés” spaces - Real-time monitoring of interferences -------------------------------------------------------------------------------------- - List of exhibited works: Satellite Daylight Pavilion, A.I. vs A.I., Perpetual (Tropical) Sunshine, Satellite Daylight 63°24’S, Paranoid Shelter, Deterritorialized Living, Deterritorialized Clock, Datadroppers & Studio Station, Atom-ized Functioning, I-Weather Clock, Interférences dimensionnelles. Video documentations about Globale Surveillance, MIX-m, La_Fabrique, RealRoom(s), Electroscape 003, Responsive Atmos-pheric Patios, Cloud of Cards, Hétérochronie, Public Platform of Future Past.
fabric | ch - Selected Works, Texts and Exhibitions from the Archive 2017 - 2007, 2017
- Two Satellite Daylights compose one pavilion
- Local and distant light patterns, natural and ar... more - Two Satellite Daylights compose one pavilion - Local and distant light patterns, natural and artificial - Space of reconstructed days, moirés of times, (day)lights and seasons - Combining the Northern and Southern hemispheres’ atmospheres - Atmosphere shifting -------------------------------------------------------------------------------------- - 4 videos (2 min each)
fabric | ch - Selected Works, Texts and Exhibitions from the Archive 2017 - 2007, 2015
- Widened exhibition wall, opening up a third space within the white cube
- Inner exhibition wall... more - Widened exhibition wall, opening up a third space within the white cube - Inner exhibition wall as archive and cabinet of curiosities - Oblique physical and thematic presence in the space - Datadroppers, Random RasPis for Da-tadroppers and Deterritorialized Living projects as part of the scenography -------------------------------------------------------------------------------------- - Exhibition Curator: Sabine Himmelsbach Works by: Christopher Baker (USA), Aram Bartholl (DE), Paolo Cirio (IT), R. Luke DuBois (USA), Ellie Harrison (GB), Marc Lee (CH), Rafael Lozano-Hemmer (MEX/CAN), Bernd Höpfengärtner (DE) & Ludwig Zeller (DE), Kristin Lucas (USA), Moniker (NL), Jennifer Lyn Morone (USA), RYBN (FR), Erica Scourti (GB) Scenography: fabric | ch, with exhibited works from I&IC design research and fabric | ch
fabric | ch - Selected Works, Texts and Exhibitions from the Archive 2017 - 2007, 2016
- Architecture as a monitoring & observational public device
- Architectural “A.I.” as environmen... more - Architecture as a monitoring & observational public device - Architectural “A.I.” as environmental mediator and information tool - Public data & code - “Time shifter” - “Architectural Intelligence”
fabric | ch - Selected Works, Texts and Exhibitions from the Archive 2017 - 2007, 2013
- Artificial troposphere, geo-engineered climate
- Delivered in the form of open data feeds
- Net... more - Artificial troposphere, geo-engineered climate - Delivered in the form of open data feeds - Network-related and “reverse engineered” atmosphere - Artificial air, daylight and time
fabric | ch - Selected Works, Texts and Exhibitions from the Archive 2017 - 2007, 2012
- Perceptual shift
- Split public park environment, two mediated times
- Architecture as a sensin... more - Perceptual shift - Split public park environment, two mediated times - Architecture as a sensing and recording device - Molecular monitoring of a user’s activities and presence - Data “shadow” of park and activities -------------------------------------------------------------------------------------- - Heterochrony interfaces and software. Environmental monitoring/recording
fabric | ch - Selected Works, Texts and Exhibitions from the Archive 2017 - 2007, 2012
- Transparent shelter shaped and deter-mined by surveillance and monitoring technologies
- Archit... more - Transparent shelter shaped and deter-mined by surveillance and monitoring technologies - Architectural device made out of code & algorithmic behaviors - Autonomous/learning architecture - Variable environment -------------------------------------------------------------------------------------- - Interfaces & software for (Paranoid) Shelter
fabric | ch - Selected Works, Texts and Exhibitions from the Archive 2017 - 2007, 2010
- I-Weather artificial and networked climate used for the illumination of public spaces
- Metabol... more - I-Weather artificial and networked climate used for the illumination of public spaces - Metabolic lighting for deterritorialized landscapes and environments - Public lighting as a physiological device - Open-source technology for public spaces -------------------------------------------------------------------------------------- - I-WaDSPL program, clock and inter-faces
fabric | ch - Selected Works, Texts and Exhibitions from the Archive 2017 - 2007, 2010
- I-Weather artificial and networked climate used for the illumination of public spaces
- Metabol... more - I-Weather artificial and networked climate used for the illumination of public spaces - Metabolic lighting for deterritorialized landscapes and environments - Public lighting as a physiological device - Open-source technology for public spaces -------------------------------------------------------------------------------------- - I-WaDSPL program, clock and inter-faces
fabric | ch - Selected Works, Texts and Exhibitions from the Archive 2017 - 2007, 2010
- Métis landscape, Arctic Mediterranean
- Combination of Mediterranean landscape and arctic dayli... more - Métis landscape, Arctic Mediterranean - Combination of Mediterranean landscape and arctic daylight - Remote day during the night. Second day, tele-present through an artificial, LED-based “opening” - Channeled atmosphere - Architectural expedition in a fictional future -------------------------------------------------------------------------------------- - Satellite Daylight interface and software
fabric | ch - Selected Works, Texts and Exhibitions from the Archive 2007 - 1997, 2007
- Echantillon d’illumination satellitaire
- Rythme jour/nuit défini par un référen-tiel relatif (... more - Echantillon d’illumination satellitaire - Rythme jour/nuit défini par un référen-tiel relatif (satellite imaginaire) - Artefact jour/nuit, ~15 levers et couch-ers de jour par 24 heures - Interférences des rythmes lumineux journaliers réels et artificiels dans l’espace d’installation du dispositif -------------------------------------------------------------------------------------- - Interface et logiciel Satellite Daylight. Captation des données en temps réel
fabric | ch - Selected Works, Texts and Exhibitions from the Archive 2007 - 1997, 2007
- Variable environment
(in terms of evolutionary functional patterns over time)
- Robotic micr... more - Variable environment (in terms of evolutionary functional patterns over time) - Robotic micro-spatialities & micro-functions - Autonomous and behavioral space (according to the monitoring of local users’ behaviors or to global internet- based information) -------------------------------------------------------------------------------------- - Multi-cameras tracking software (client/server)
fabric | ch - Selected Works, Texts and Exhibitions from the Archive 2007 - 1997, 2005
- Nestlé world headquarters
- Architectural retrofitting
- Global space & environmental condition... more - Nestlé world headquarters - Architectural retrofitting - Global space & environmental conditioning - Spatial displacements & streaming of the Earth’s atmospheres - Spatial devices Connected to each of the 24-hour time zones, -180° to +180° longitudes, -90° to +90° latitudes -------------------------------------------------------------------------------------- - Video For “Architecture invisible,” Centre Culturel Suisse (Paris, FR) Curator Philippe Rahm
fabric | ch - Selected Works, Texts and Exhibitions from the Archive 2007 - 1997, 2005
- Digital and twin extension to BAC
(Bâtiment d’Art Contemporain, Geneva, CH)
- Intertwined ex... more - Digital and twin extension to BAC (Bâtiment d’Art Contemporain, Geneva, CH) - Intertwined exhibition space (physical-digital & located-networked museum) - Game-like architecture - Black (box) to white (cube) exhibition space - Information flow into artificial lighting -------------------------------------------------------------------------------------- - Art installations Curator: Simon Lamunière / Artists: Joël Flumet (CH), Yves Mettler CH), Scanner (UK), Nedko Solakov (BG), Heimo Zobernig (AT)
fabric | ch - Selected Works, Texts and Exhibitions from the Archive 2007 - 1997, 2003
- Master plan / Digital urbanism
- EPFL’s information campus
- Physical, digital & distributed a... more - Master plan / Digital urbanism - EPFL’s information campus - Physical, digital & distributed architecture; spatial interbreeding - Data & information spaces - Mapping of processes in between heterogeneous dimensions - Mediated, interfaced
fabric | ch - Selected Works, Texts and Exhibitions from the Archive 2007 - 1997, 2004
- Liminal architecture and space for two Artificial Intelligences (A.I.s)
- Self-interaction, in ... more - Liminal architecture and space for two Artificial Intelligences (A.I.s) - Self-interaction, in self-space - Materialized “chat room” (the digital augmented by the physical world) - Prepared game consoles - Camera & software surveillance space
Variable Environment. Mobility, Intercation City & Crossovers, 2007
(...). Quelles nouvelles collaborations entre disciplines mettre dès lors
sur pied ? Avec quelle(... more (...). Quelles nouvelles collaborations entre disciplines mettre dès lors sur pied ? Avec quelle(s) limite(s) et sous quelle(s) forme(s) ? Quels modes de travail répondront aux enjeux de nos environnements contemporains, eux-mêmes déjà devenus le résultat de pratiques multiples, mélange de spatialités hybrides et de structures hétérogènes ? Ceci au moment même ou l’ordinateur et les écrans commencent à se diluer sous diverses formes dans cet espace contemporain, mélange d’« anciennes matérialités statiques » et de « nouvelles immatérialités dynamiques », de visibilité et d’invisibilité, de continu et de discontinu ou encore de local et de global. Quels artefacts produire et avec quels partenaires pour cet environnement variable et mobile qui combine le visuel, l’architectural, l’interactif et l’ « ingénieux » ? Comment, enfin, par extension, anticiper les collaborations de demain puisqu’on peut raisonnablement affirmer que la notion d’« évolution continue » des pratiques est devenue un paramètre quasi contextuel ? Le projet de recherche Variable_environment/ adresse ce contexte et cette thématique transversale. L’approche interdisciplinaire choisie s’articule toutefois principalement autour du design d’interaction, du design architectural et d’environnements (la notion d’environnement étant entendue ici, selon la définition « par défaut » du Petit Robert, comme « ensemble des conditions naturelles (physiques, chimiques, biologiques) et culturelles (sociologiques) susceptibles d’agir sur les organismes vivants et les activités humaines ou encore sur le fonctionnement d’un système, d’un dispositif ») et des sciences de l’information et de la communication. (...) P. Keller, 2007
fabric | ch - Selected Works, Texts and Exhibitions from the Archive 2007 - 1997, 2004
- Pro Helvetia “Cahiers d’artistes”
- A space to generate books
- A book in place of a walkthroug... more - Pro Helvetia “Cahiers d’artistes” - A space to generate books - A book in place of a walkthrough video - A video to emulate a space - Paper-based “datascape”
Part of a series of Environmental Devices developed in continuity by fabric | ch since the 2010s,... more Part of a series of Environmental Devices developed in continuity by fabric | ch since the 2010s, and designed to be experienced immersively as a sensitive space, Elemental Sky is a piece designed to emulate low-resolution episodes of thunderstorms and storms, and bear witness to their increasing frequency.
— Use: automated, ever-evolving digital exhibition, dynamically built out of over more than 200 d... more — Use: automated, ever-evolving digital exhibition, dynamically built out of over more than 200 digitized artworks from 2 past landmark exhibitions — AI layer for automated curatorial and spatial exploration, in addition to base algorithmic software piece (scripted rules) — Live process and outputs exhibited in the museum on the project’s servers — Resulting temporary digital exhibition (one new exhibit every ~12 hours) displayed on iPads for walkable visits within the museum or elsewhere
— Architectural installation as a sensing platform and recording device
— Performative and mediat... more — Architectural installation as a sensing platform and recording device — Performative and mediated environment — Overlapped exhibition space — Two different mediated times within the space of exhibition — Data “shadow” of exhibition space and activities
— Two samples of satellite illumination
— Day/night rhythm defined by a relative reference (imagi... more — Two samples of satellite illumination — Day/night rhythm defined by a relative reference (imaginary satellite) — Day/night artifact, ~15 sunrises and sunsets per 24 hours — Interference of real and artificial daily light rhythms in the installation space of the device — Parts of the ongoing series of one-off artworks Satellite Daylight
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Papers by Christian Babski
Both a shared environment on the Internet and a physical installation in the "Bâtiment d'Art Comtemporain" (BAC) of Geneva, Switzerland, this multi-users 3D project proposes a digital extension / transformation of the building.
As is, it offers the possibility for artists to work within mixed spaces.
Initially _knowscape has been conceived as an alternative multi-user browser using data "tracking" and "profiling" techniques to question, to reverse them, so to finally produce open data territories, shared browsing experiences and *open users' profiles*.
This first version of _knowscape was presented in 2002 to Siggraph Web Graphics.
Both a shared environment on the Internet and a physical installation in the "Bâtiment d'Art Comtemporain" (BAC) of Geneva, Switzerland, this multi-users 3D project proposes a digital extension / transformation of the building.
As is, it offers the possibility for artists to work within mixed spaces.
Initially _knowscape has been conceived as an alternative multi-user browser using data "tracking" and "profiling" techniques to question, to reverse them, so to finally produce open data territories, shared browsing experiences and *open users' profiles*.
This first version of _knowscape was presented in 2002 to Siggraph Web Graphics.
project
- Prospective study on variable environments
and technologies
- Collaborations and crossovers between
designers, architects, scientists
- Sub-projects: workshops, web-cameras
mirrors and lights, augmented reality
personal environment and domestic
space, robotic “micro-functions”
--------------------------------------------------------------------------------------
- Book-blog documentation of the research
process
- Devices triggering intertwined, channeled or creolized environments
- Interferences and “Moirés” spaces
- Real-time monitoring of interferences
--------------------------------------------------------------------------------------
- List of exhibited works:
Satellite Daylight Pavilion, A.I. vs A.I., Perpetual (Tropical) Sunshine, Satellite Daylight 63°24’S, Paranoid Shelter, Deterritorialized Living, Deterritorialized Clock, Datadroppers & Studio Station, Atom-ized Functioning, I-Weather Clock, Interférences dimensionnelles.
Video documentations about Globale Surveillance, MIX-m, La_Fabrique, RealRoom(s), Electroscape 003, Responsive Atmos-pheric Patios, Cloud of Cards, Hétérochronie, Public Platform of Future Past.
- Local and distant light patterns, natural and artificial
- Space of reconstructed days, moirés of times, (day)lights and seasons
- Combining the Northern and Southern hemispheres’ atmospheres
- Atmosphere shifting
--------------------------------------------------------------------------------------
- 4 videos (2 min each)
- Inner exhibition wall as archive and cabinet of curiosities
- Oblique physical and thematic presence in the space
- Datadroppers, Random RasPis for Da-tadroppers and Deterritorialized Living projects as part of the scenography
--------------------------------------------------------------------------------------
- Exhibition
Curator: Sabine Himmelsbach
Works by: Christopher Baker (USA), Aram Bartholl (DE), Paolo Cirio (IT), R. Luke DuBois (USA), Ellie Harrison (GB), Marc Lee (CH), Rafael Lozano-Hemmer (MEX/CAN), Bernd Höpfengärtner (DE) & Ludwig Zeller (DE), Kristin Lucas (USA), Moniker (NL), Jennifer Lyn Morone (USA), RYBN (FR), Erica Scourti (GB)
Scenography: fabric | ch, with exhibited works from I&IC design research and fabric | ch
- Architectural “A.I.” as environmental mediator and information tool
- Public data & code
- “Time shifter”
- “Architectural Intelligence”
- Delivered in the form of open data feeds
- Network-related and “reverse engineered” atmosphere
- Artificial air, daylight and time
- Split public park environment, two mediated times
- Architecture as a sensing and recording device
- Molecular monitoring of a user’s activities and presence
- Data “shadow” of park and activities
--------------------------------------------------------------------------------------
- Heterochrony interfaces and software. Environmental monitoring/recording
- Architectural device made out of code & algorithmic behaviors
- Autonomous/learning architecture
- Variable environment
--------------------------------------------------------------------------------------
- Interfaces & software for (Paranoid) Shelter
- Metabolic lighting for deterritorialized landscapes and environments
- Public lighting as a physiological device
- Open-source technology for public spaces
--------------------------------------------------------------------------------------
- I-WaDSPL program, clock and inter-faces
- Metabolic lighting for deterritorialized landscapes and environments
- Public lighting as a physiological device
- Open-source technology for public spaces
--------------------------------------------------------------------------------------
- I-WaDSPL program, clock and inter-faces
- Combination of Mediterranean landscape and arctic daylight
- Remote day during the night. Second day, tele-present through an artificial, LED-based “opening”
- Channeled atmosphere
- Architectural expedition in a fictional future
--------------------------------------------------------------------------------------
- Satellite Daylight interface and software
- Rythme jour/nuit défini par un référen-tiel relatif (satellite imaginaire)
- Artefact jour/nuit, ~15 levers et couch-ers de jour par 24 heures
- Interférences des rythmes lumineux journaliers réels et artificiels dans l’espace d’installation du dispositif
--------------------------------------------------------------------------------------
- Interface et logiciel Satellite Daylight. Captation des données en temps réel
(in terms of evolutionary functional patterns over time)
- Robotic micro-spatialities & micro-functions
- Autonomous and behavioral space
(according to the monitoring of local users’ behaviors
or to global internet- based information)
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- Multi-cameras tracking software (client/server)
- Space of perpetual day & summer
- Tropical networking
- Interferential architecture
- Heating image & screen
- IR-heated space
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- Interface & software Perpetual (Tropical) SUNSHINE
- Architectural retrofitting
- Global space & environmental conditioning
- Spatial displacements & streaming of the Earth’s atmospheres
- Spatial devices
Connected to each of the 24-hour time zones,
-180° to +180° longitudes, -90° to +90° latitudes
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- Video
For “Architecture invisible,” Centre Culturel Suisse (Paris, FR)
Curator Philippe Rahm
(Bâtiment d’Art Contemporain, Geneva, CH)
- Intertwined exhibition space
(physical-digital & located-networked museum)
- Game-like architecture
- Black (box) to white (cube) exhibition space
- Information flow into artificial lighting
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- Art installations
Curator: Simon Lamunière / Artists: Joël Flumet (CH), Yves Mettler CH),
Scanner (UK), Nedko Solakov (BG), Heimo Zobernig (AT)
- EPFL’s information campus
- Physical, digital & distributed architecture; spatial interbreeding
- Data & information spaces
- Mapping of processes in between heterogeneous dimensions
- Mediated, interfaced
- Self-interaction, in self-space
- Materialized “chat room”
(the digital augmented by the physical world)
- Prepared game consoles
- Camera & software surveillance space
sur pied ? Avec quelle(s) limite(s) et sous quelle(s) forme(s) ? Quels
modes de travail répondront aux enjeux de nos environnements
contemporains, eux-mêmes déjà devenus le résultat de pratiques
multiples, mélange de spatialités hybrides et de structures hétérogènes
? Ceci au moment même ou l’ordinateur et les écrans
commencent à se diluer sous diverses formes dans cet espace
contemporain, mélange d’« anciennes matérialités statiques » et de
« nouvelles immatérialités dynamiques », de visibilité et d’invisibilité,
de continu et de discontinu ou encore de local et de global.
Quels artefacts produire et avec quels partenaires pour cet environnement
variable et mobile qui combine le visuel, l’architectural,
l’interactif et l’ « ingénieux » ? Comment, enfin, par extension, anticiper
les collaborations de demain puisqu’on peut raisonnablement
affirmer que la notion d’« évolution continue » des pratiques est
devenue un paramètre quasi contextuel ?
Le projet de recherche Variable_environment/ adresse ce contexte
et cette thématique transversale. L’approche interdisciplinaire choisie
s’articule toutefois principalement autour du design d’interaction, du design architectural et d’environnements (la notion d’environnement
étant entendue ici, selon la définition « par défaut » du
Petit Robert, comme « ensemble des conditions naturelles (physiques,
chimiques, biologiques) et culturelles (sociologiques) susceptibles
d’agir sur les organismes vivants et les activités humaines ou
encore sur le fonctionnement d’un système, d’un dispositif ») et des
sciences de l’information et de la communication. (...) P. Keller, 2007
- A space to generate books
- A book in place of a walkthrough video
- A video to emulate a space
- Paper-based “datascape”
— AI layer for automated curatorial and spatial exploration, in addition to base algorithmic software piece (scripted rules)
— Live process and outputs exhibited in the museum on the project’s servers
— Resulting temporary digital exhibition (one new exhibit every ~12 hours) displayed on iPads for walkable visits within the museum or elsewhere
— Performative and mediated environment
— Overlapped exhibition space
— Two different mediated times within the space of exhibition
— Data “shadow” of exhibition space and activities
— Day/night rhythm defined by a relative reference (imaginary satellite)
— Day/night artifact, ~15 sunrises and sunsets per 24 hours
— Interference of real and artificial daily light rhythms in the installation space of the device
— Parts of the ongoing series of one-off artworks Satellite Daylight