Urban Media Interfaces:
-
Interaktive Installationen
-
Projektionen im Stadtraum
- Sound-Recordings
-
Licht- und Sound-auslösende Installationen
-
Interaktive Fassaden und Schaufenster
-
kommunikations-Skulpturen
-
Psychogeographische Performances
-
Internet-focussierte Projekte
-
Ortsbasierte mobile Spiele
- Outdoor
Mixed-Reality Spiele
Interactive
Installations
several
Artworks
Greyworld
info@greyworld.org
http://www.greyworld.org/artwork/index.html
Location: -
Greyworlds primary objective is to create public art using
generative systems that involves the human in an urban context.
Greyworlds installations allowing visitors, pedestrians
and passers by to become part of the creative process in
spaces that permit the widest forms of interaction. For
the most part, these installations are often displayed in
the ill defined areas of the city, providing a creative
means of expression in the banal and ignored zones of the
urban surround.
freequent
traveller
Susanne Schuricht with Tobias Schmidt
su_schuricht@yahoo.com
http://www.sushu.de/free
Location: Berlin
Live-Interactive Object - While relaxing in a hammock, you
draw text into a screen in front of you by your motion.
these texts are short essays and excerpts from e-mails about
mobility, home and identity. The interface consists of a
hammock, whose movements is traced by a custom-made hardware
interface. The incoming data is then interpreted by a special
software, that uses this data via complex modulations of
sinewaves and random functions mapped onto the text material.
"home is your identity - stories instead of objects
- relax everywhere - "
Sky
Ear
Usman Haque
info@haque.co.uk
http://www.haque.co.uk/skyear.php
Location: Greenwich, London, UK - May 2004
Sky Ear is a one-night event in which a glowing "cloud"
of mobile phones and helium balloons is released into the
air so that people can dial into the cloud and listen to
the sounds of the sky.
The helium balloons each responding to the electromagnetic
environment (created by distant storms, mobile phones, police
and ambulance radios, television broadcasts, etc.) with
coloured blue, red and yellow lights.
The
Lovely Flowers
Clive Gillman
clive@clivegillman.net
http://www.junction.co.uk/publicartve/gillman.html
Location: proposal for The Junction, Cambridge, UK - 2004
The flower as a totem of chance now arrives for the txt
generation. The three lovely flowers are large metal structures
with the petals formed from eight x 750mm LED text displays,
around a central multi-coloured LED centre mounted on high
steel columns. They will be labeled 'FAITH', 'HOPE' and
'CHARITY'. FAITH - This flower hunts the internet for sentences
that contain the words 'I Love you' and when someone steps
in front of the flower a PIR is triggered and a sentence
is searched, captured and momentarily displayed. HOPE -
When the visitor stops in front of this flower a PIR sensor
is triggered and the flower petals pulse with the text 'loves
me' and 'loves me not'. After a few seconds the flower decides
your fate and displays it. CHARITY - When the visitor stops
in front of this flower a PIR sensor is triggered and the
petals pulse through a sequence of 'Love Heart' compliments.
These compliments will be worked up with local people and
be selected from a database. After a few seconds the flower
offers you a token of its esteem.
towards
the serpentine
tom jenkins | joe malia
thomas.jenkins@rca.ac.uk
http://www.jenkinsandson.co.uk
Proposed Location: Kensington Gardens, London, UK - 2004
Ideas that explore the the pathways around, within and above
the park, to lead people towards the Serpentine Gallery,
locally and remotely. "At the heart of the park"
explores the connection with the airplanes crossing the
park before landing at Heathrow Airport and the visitors
of the Serpentine gallery. Physically detached from one
another, the park and the aircraft fleetingly share a visible
presence. The project illuminates the pathways of the Hyde
Park to the skies, beams of light pulse down this arterial
network. In the gallery's grounds a miniature version of
the lights mirror their progress, giving visitors on the
ground an impression of the view from above. For those within
Hyde Park a single push switch below each lamp allows its
light to be held on independently, displaying an individual's
otherwise invisible presence to the sky.
jetsam
tom jenkins | eric paulos
thomas.jenkins@rca.ac.uk
http://www.jenkinsandson.co.uk
Location: summer internship project at intel research, Berkeley,
USA - 2004
How might emerging technologies play alternative roles in
our experience of everyday urban life? Exploring the opportunities
for them to glimpse into its rich texture this research
project focuses on the theme of ‘Trash’ and
its interrelationship to the city, from global economics
to the fragmented story it tells of people, place and time.
spaces[in]between
Anab Jain and Tom Jenkins
anab.jain@gmail.com; thomas.jenkins@rca.ac.uk
http://www.jenkinsandson.co.uk
Location: London, UK - 2004
The story of 3 installations for a local park, a place that
embodies a threshold between public and private space in
the city. Focusing on storytelling as emotive tools for
design it is explored how small interventions might spark
curiosity, encouraging people's physical, social and emotional
participation, interaction and personal reflection. The
story post, the shadow bench and the memory bin explore
a border between the literal, abstract and symbolic.
Bins
and Benches
Greyworld
info@greyworld.org
http://www.junction.co.uk/publicartve/greyworld.html
Location: Junction piazza , Camridge, UK - 2004
Bins and Benches involving active street furniture. Intelligent
bins and benches will roam the new piazza in front of The
Junction and respond to the needs of the humans that share
their habitat: when it rains, they head for shelter; when
the sun comes out they burst into song; at night, they move
to provide seating for queuing crowds.
Kontakt
Zero-th
with
boutiquevizique
info@zero-th.org
http://www.zero-th.org/Kontakt.html
Location: among others, Garage-G festival, Straslund, Germany
- 2003-2005
Kontakt
is an interactive collaborative installation directed toward
the use of human touch as an interface for activating media.
Visitors use their bodies to form chains between active
poles in the space in order to animate the space with new
movement, sound, and visual sequences. These interactions
invite people to collectively move through and explore the
installation's spaces and the experiences it encourages
(holding hands, kissing, using differently conductive objects
to modulate output results). The human skin and body, mobile
and unpredictable, become sensors and the actuators of this
active space.
Amodal
Suspension
Rafael Lozano Hemmer
rafael@lozano-hemmer.com
http://www.amodal.net
Location: (YCAM) Yamaguchi, Center for Arts and Media, Japan
- 2003
In "Amodal Suspension" people will be able to
send short text messages to each other using a cell phone
or web browser connected to http://www.amodal.net. However,
rather than being sent directly, the messages will be encoded
as sequences of flashes and sent to the sky with a network
of robotically-controlled lights, bouncing around the center
of the city, from one searchlight to another. Each light
sequence will continue to circulate until somebody "catches"
the message and reads it. To catch a text, participants
must again use the cell phone or computer programs. Once
a message is read, it will disappear from the sky and it
will be shown briefly on a large screen in front of the
YCAM center. On the project website people will be able
to navigate through the archived messages.
Push
/ Pull
Edwin van der Heide & Marnix de
Nijs
heide@knoware.nl
http://www.evdh.net/push_pull.html
Location: Rotterdam, NL - 2003
Push / Pull consists out of two floating objects on two
different playgrounds. The objects move freely either by
themselves or at the same time they can be moved by the
audienc. The people play a game with the objects but also
with each other. When a visitor moves one of the objects,
the other object will imitate the same movement. When someone
else is moving the second object at the same time the contrary
is taking place as well. This means that two visitors can
communicate with each other through the objects. They start
to push against each other while their physical locations
are not related.
Intelligent
Street
Ambigence
info@ambigence.com
http://www.intelligentstreet.net
http://www.tii.se/sonic/intelligentstreet
Location: University of Westminster's Harrow,London, UK
and Malmo, Sweden - 2003
Intelligent Street is a responsive sound installation connecting
the University of Westminster's Harrow Campus to the Interactive
Institute, Malmo, Sweden. Users in each space create and
adapt the sound in the public space by sending SMS messages
from the mobile phone. A text message can combine a number
of commands from a menu. For example, 'chill' using 'industrial'
sounds...
Once the 'computer jukebox' receives the text command it
goes about gradually changing the music. As a visual representation
of the music, the text command that is being played together
with a portion of the sender's telephone number will be
projected onto the floor. A web portal will allow users
to see and listen to activity in either location.
Phonetic
Faces
Jonah
Brucker-Cohen
jonah@coin-operated.com
http://www.coin-operated.com/projects
Location: - 2003
Phonetic Faces is an interactive mobile visual installation
in public space that allows people to both contribute their
image to a shared display and collaborate with others to
create a collage of images using their mobile phones. While
in front of the installation, visitors call a free 1-890
number which prompts them to choose images to collage together
and allows them to take a new picture of themselves to add
the archive. Ideally, the project would be installed in
a public space such as a bus stop or another "waiting"
point.
Engaging
Bus Shelters
Josephine Pletts and Usman
Haque
info@haque.co.uk, inquiries@p-h.org.uk
http://www.haque.co.uk/engagingbusshelters.php
Location: proposed for London, UK - August 2001-October
2001
Interaction design elements for London's Bus Shelters. This
project proposes a waiting environment that is engaging:
shelters with personalities that remind us of the poetics
of travel.
Glücksbarometer
Projektleitung: Johannes Gees
contact@johannesgees.com
http://www.johannesgees.com
Location: 10 Schweizer Bahnhöfen, Mai - 2001
Interaktiver Glücksbarometer in 10 Schweizer Bahnhöfen
anlässlich des Festivals Science et Cité der
Schweizer Hochschulen. Sind Sie glücklich?', lautet
die Frage, die in 10 Schweizer Bahnhöfen den Passanten
gestellt wird. Eine grossräumige Installation lädt
ein zur Wahl: Nein/Weiss nicht/Ja. Grosse im Boden eingelassene
Druckknöpfe lassen sich mit den Schuhen auslösen.
Eine elektronische Anzeigetafel zeigt den aktuellen Stand.
Wenn auch nicht wissenschaftlich erhärtet, so wird
doch klar: Wir Schweizer sind mehrheitlich glücklich.
PAINTBALL
Raumschiff Interactive GMBH
info@raumschiff.de
http://www.c-ebener.de/paintball.html
Location: Art University, Hauptplatz Linz, Austria - 2001
If you don't think this is art, call this number! An artwork-in-progress
is taking shape on the façade of the University of
Art, and everyone's invited to pitch in. A cell phone call
triggers a catapult that fires brightly colored paintballs
at a large-format screen. If you still don't think this
is art, call this number again!
Sauna
02
Sponge
sponge@sponge.org
http://www.sponge.org/projects/m3_sauna_intro.html
Location: San Francisco - 2000
Sauna 02 is part of a series of experiments exploring mediated
forms of immersion in public spaces. The inquiry of the
project focuses on how we can be immersed in the urban environment,
feeling the pulse and fluidity of the surrounding world
without bombardment and over-saturation. How can electronic
mediation create the sense of a contemplative oasis coincident
with urban density? Through constructing a series of hybrid
architectural installations in public spaces-physical structures
that are augmented by computer-controlled media, the project
aims to explore the realm of noninvasive ambient and textural
immersion, rather than information-based immersion.
Crime-Z-land
Stephen Wilson
swilson@sfsu.edu
http://userwww.sfsu.edu/~netart/crimezy/crimemain.html
Location:
lot across San Francisco's City Hall, CA, USA - July 1998
CrimeZyland is an art installation that transforms the City
Site lot into a computer controlled living "map"
that creates light, motion, and sound corresponding to the
minute by minute statistical level of crimes committed in
San Francisco districts, as indicated by the Police Department
CABLE crime statistics. The viewer can experience the crime
"pulse" of the city firsthand.
Schouwburgplein
West 8
west8@west8.nl
http://www.west8.nl/presentation/portfolio/rsplein.html
Location: Rotterdam, Netherlands - 1996
The
Schouwburgplein square is equiped with four large hydraulic
lighting elements. Their configuration can be interactively
altered by the inhabitants of the city by inserting a coin.
Public
Projections
Greetings
from Breda
Danielle Roberts
info@numuseum.nl
http://www.numuseum.nl/projects/greetings/greetings.html
Location: Showcase number 8, Breda Central Station, NL -
2004-2005
The goal of this project was to comment on the invasion
of privacy by the omni present security camera by making
a useless camera. A webcam takes a picture every time it
detects the motion of a traveller passing. The picture is
scaled up to the point that the portrait is unrecognizably
transformed to pixels. Thus rendering the information useless.
Overlaying this picture text displays the location the picture
was taken and a counter which keeps track of the 'anonymous
travellers'. Behind the portrait is a photograph of an everyday
scene which changes every hour. It underlines the individuality
of each passenger by echoing his life. This way the traveller
is neither a threat nor a potential victim but his self.
Energie_Passagen
Monika Fleischmann & Wolfgang Strauss
info@energie-passagen.de
http://www.energie-passagen.de
Location: Salvatorplatz, Münche, Germany - 2004
The project »Energie_Passagen« reproduces the
linguistic space of the city in form of a data flow. Hundreds
of catchwords taken from current newspaper reports appear
in a projected »information flow« and are spoken
by artificial computer voices. As soon as passers-by select
individual words, thematically related networks of terms
start to perform in this flow, which can also be experienced
as an audiovisual echo. The text is thus detached from its
linear context and staged as a medial reading in urban space.
The
Peoples' Portrait
Zhang Ga
dt@parsons.edu
http://people.apiece.net
Location: Rotterdam, New York, Brisbane and Singapore -
2004
The Peoples' Portrait uses the Internet to produce a global
series of portraits, thus making a connection between people
of greatly varying cultural and ethnical backgrounds. In
cities such as Rotterdam, New York, Brisbane or Singapore
passers-by can enter special photo booths to have their
picture taken, which is then instantly and simultaneously
displayed on large screens in all of these cities, including
the large Reuters screen on New York's Times Square.
S-77CCR
info@s-77ccr.org
http://s-77ccr.org/index_en.php
Location:
Karlsplatz, Vienna - 2004
"System-77 Civil Counter Reconnaussance" is a
tactical urban counter-surveillance systems for ground controlled
UAV's (Unmanned Aerial Vehicles) and airborne drones to
monitor public space. The first functional tactical command
hub is installed on on Karlsplatz,
Vienna. Included in the installation
is demo-ware that demonstrates the tactical use of S-77
in the civil unrest of the year 2000 in Vienna.
StalkShow
Karen Lancel
lancel@xs4all.nl
http://www.stalkshow.org/
http://www.xs4all.nl/~lancel
Location:Several locations in Netherlands, Finland and China
- 2003 -2005
The StalkShow deals with threat of unsafety and isolation.
A backpack with laptop/touchscreen is carried through public
spaces. Being surrounded by the audience you are invited
to touch the touchscreen and to navigate through an archive
of texts about threat of unsafety and isolation. The texts
derive from internet, written by people living in isolation,
like a prisoner, a nun, a pilgrim, a digipersona. By webcam
and wireless internet connection, your live video portrait
appears together with the text on a large projection screen
in the same public space. Your 'watching' face watches the
(watching) audience. The StalkShow makes connections between
social experiences in the virtual and in the physical space.
Urban
hacking: Red carpet
Kerstin Faber, Alejandra Salas
----------
http://www.bauhaus-dessau.de/dotcity/results.asp?result=1
Location: Bauhaus Kolleg Dessau, Germany 2003
The "Red Carpet" project takes on surveillance
systems in public space. It is aimed at changing the use
of existing controls: 1. by providing different spaces where
activists can observe eachother 2. by sensitising a given
space via transmission of digitally superimposed, space-specific
information at varying times 3. by changing usage of existing
surveillance cameras, e.g. as local networks of information
points in different leisure facilities.
Hubbub
Sha Xin Wei
xinwei@lcc.gatech.edu
http://www.gvu.gatech.edu/people/sha.xinwei/topologicalmedia/hubbub
Location: Topological Media Lab, Georgia Tech, Atlanta,
USA - 2002
Hubbub installations may be built into a bench, in a bus
stop, a bar, a cafe, a school courtyard, a plaza, a park.
As you walk by a Hubbub installation, some of the words
you speak will dance in projection across the surfaces according
to the energy and prosody of your voice. We capitalize on
recognition errors to give a playful character to the space.
A Hubbub' installation succeeds to the degree in which strangers
who revisit such an augmented space begin to interact with
one another socially in ways they otherwise would not.
Blue-Screen
Activism
Brian Lonsway / Kathleen Brandt
lonsway@rpi.edu
http://www.franklinfurnace.org/grants/tfotp02/index.html
Location: Chicago, USA - 2002
Imagine a loosely formed group of people walking into a
mall with chroma-key blue shopping bags. An "unassuming
tourist" also enters with a video camera. As the video
of the "shoppers" is captured, it is sent to be
processed, filling the profile of the bags with information
about the corporate practices of stores the shoppers walk
in front of or critical messages about the privatization
of space.
Globe-Jungle
Project
Yasuhiro Suzuki
info@mabataki.com
http://www.mabataki.com/globe
Location: first shown - Akamatsu Park, Setagaya, Tokyo -
2001
The installation consists of a globe like revolving climbing
frame children can play with during daytime. A video camera
records their play and the images are projected onto the
bars of the globe at night. By spinning the frame the bars
become a surface and the projection will be visible, producing
a nostalgic illusion of the daytime.
Framefunk
Jörg Pfeiffer & Dirk Holzberg framefunk@khm.de
http://www.khm.de/~dirkk/framefunk
Location: Köln, Germany - 2001
Eine Stunde lang verwandelt sich ein Strassenbahnwagen in
ein Video- und Klanglabor von Kölner Videokünstlern
und der Elektronikband mouse on mars, die live vor Ort spielen
wird. Der Sonderwagen durchkreuzt die Kölner Innenstadt
und hält regelmäßig an verschiedenen Stationen.
Live-Kameras fangen den Raum inner- und ausserhalb des Wagens
ein. Das entstehende Bildmaterial wird live editiert und
via Videoprojektoren auf die vorbeiziehende urbane Landschaft
zurückgeworfen. Wiederum abgefilmt ergibt sich eine
Mischung von Aussen und Innen. Die Architektur der Rheinstadt
wird Bestandteil und Projektionsfläche von Bildern,
Musik und Bewegung.
Bitwall
2
Christian Möller and Thomas Lauerbach
moelchr@ipf.de
http://www.christian-moeller.com/display.php?project_id=42
Location: Proposal for a façade installation in Bielefeld,
Germany - 1999
A video camera scans the entrance area outside the building
and presents the approaching visitors on a large vertical
bitwall-display. The image matrix is interrupted at regular
intervals in order to perceptually enlarge the size of the
image. The eye of the observer fills in the missing parts,
interpolating the transitions from image strip to image
strip and optically eliminating the gaps The result is a
ladder-like object made up of horizontal beams, 18.4 meters
high and 5.6 meters wide.
inoutsite
Künstl. Konzeption: Ursula Damm
info@inoutsite.de
http://www.inoutsite.de
Location: several places since 1998
Über öffentlichen Plätzen oder einer Halle
wird eine Kamera installiert. Das Videobild wird an einen
Tracking-Computer geleitet, der aus dem Bild bewegte, sich
vom Untergrund unterscheidende Objekte filtert. Diese Tracking-Software
versucht, Menschen zu unterscheiden, welche sich im öffentlichen
Raum bewegen und versucht, die Interaktionen untereinander
zu beschreiben. Diese Informationen über die sich bewegenden
Personen werden an eine Grafik-Workstation weitergeleitet.
Sie speichert diese Informationen und rechnet daraus Bilder,
welche sowohl die Abhängigkeiten der Bewegungen der
Personen untereinander sowie die Veränderungen der
Raumnutzung in der Zeit darzustellen versuchen. Durch die
Integration des originalen Videobildes in die virtuelle
Grafik haben die Passanten dieMöglichkeit, mit dem
Videobild zu spielen, Klänge und Geometrien zu erzeugen
in Abhängigkeit von ihrem Verhalten.
Rio
Videowall
Dara Birnbaum
http://web.ukonline.co.uk/members/n.paradoxa/tuer2.htm
Location: Atlanta, USA - 1998
In the middle of the public plaza of the shopping mall Birnbaum
has placed a video bank of twenty five monitors. When the
plaza is emptied of people, the data bank of images exist
in a dormant state of aestheticized tranquillity: filled
with digitalized images of the natural landscape existing
on the site of the mall before it was built. However, when
the shoppers fill the plaza, the movement of their bodies
interrupts this smooth simulacrum landscape. For within
the mall itself, two live surveillance cameras are linked
to the video wall, so that when pedestrians pass in front
of the camera, the silhouettes of their bodies are keyed
into the pristine Edenic state of the image data banks.
Public
Sound-recordings
Soundscape-fm
- Phonographic Migrations
Derek Holzer, Sara Kolster, Marc Boon
derek@umatic.nl
http://berlin.soundscape-fm.net
http://soundscape-fm.net/
Location: Stralsund / Garage festival, Berlin / Transmediale
05 - 2004-2005
Soundscape-fm is a collaborative soundwork in the city of
Berlin. which takes the form of a FM radio broadcast and
a user-uploadable database with field recordings. During
four days, sound artists, amateur sound hunters, phonographers,
among other interested participants, will collaborate on
gathering sounds from different places within the city of
Berlin. A physical workspace, will be a post-production
booth for the gathered sounds which can be uploaded immediately
in a database system. The uploaded sounds are accessible
online via an interactive sound map of the city, and will
be broadcasted via several local FM radio stations during
the Festival.
WALK
Constantin Demner
hallo@studioelastik.com
http://www.studioelastik.com/walk
Location: Spitalfields, London, UK - 2004
WALK is a public space intervention with a shopping trolley.
Frames have been placed that point out local histories,
facts and personal associations. A line painted onto the
pavement by a modified shopping trolley connects the frames
and draws a continuous path of roughly 1.8 km. Besides,
Public Voice Boxes have been attached to specific street
corners, allowing the public to express and share thoughts
either related to the walk or any other local issues.
Recycled
Soundscape
Zero-th: Yon Visell, Karmen Franinovic
info@zero-th.org
http://www.zero-th.org/RecycledSound.html
Location: At Designing Interactive Systems, Boston, and
Resonances 2004, Ircam, Paris - 2004
Recycled Soundscape is designed as a system through which
to explore and engage with auditory aspects of experience
in the city, and to provide the possibliity of relief, through
sound and relational design, from the prevailing and often
stressful urban flow. The result is an interactive system
for the public orchestration of an urban sound ecology.
It consists of a set of kinetic, human-scale interfaces
which seek to create diversions and concentrations of attention
within the sonic context of a location, by facilitating
reflective activity in the public sphere, in the course
of which an acoustic landscape may be augmented, modified,
and performed. It offers the possibility to listen to and
to record noises - human, natural, machine - which are otherwise
difficult to take notice of, and which nonetheless contribute
to the characteristic of a place over time, composing its
evolving memory in sound.
PUBLIC
PLAY SPACES - tejp
Margot Jacobs and others
margot.jacobs@tii.se
http://play.tii.se/projects/pps/tejp
Location: Göteborg, Schweden - 2003 - 2004
This project explores various possibilities for overlaying
personal traces and information on public spaces through
different mediums and behavior patterns. it is our hope
that {tejp} will transform spectators into players and encourage
playful ways to personalize territory in the public realm.
we also hope to connect local communities by providing a
space and sounding board for existing social relationships.
Wipfelrauschen
Markus Bader
markus.bader@natural-reality.de
http://www.natural-reality.de/wipfelrauschen
Location: Institut für Neue Medien Frankfurt, Germany
- 1999
"Wipfelrauschen" ist ein abstrahierter Wald, in
dem Klänge ertönen. Einige Bäume haben einen
Schalter, mit dem können Klangdokumente, die Besucher
im Internet-Wald oder im begehbaren Wald hinterlassen haben,
abspielt werden.
Tonic
O+A:
Bruce Odland and Sam Auinger
ores@pipeline.com, lowres@snafu.de
http://www.o-a.info/now_stuff/now.html
Location: West Hollywood, USA - 2002
A 12-foot tuning tube on the Sherrifs wall collects
resonance, tunes the cityscape to the key of F and plays
back real-time from 2 cement Cube loudspeakers
at the bus stop. In a small area of pedestrian LA the emotional
landscape is shifted and humanized.
square
Achim Wollscheid
Wollscheid@tfm.uni-frankfurt.de
http://www.selektion.com/members/wollscheid/default.htm
Location:
Beyond Music festival at Beyond Baroque, Los Angeles, USA
- 2002
Halogen square invites for access and use. The sounds of
the environment (includingn the acting "audience")
are recorded, processed in real time and re-played creating
a background to the "real" sonic happenings. The
light on the square changes according to intesity, rhythm
and direction of sound.
Further versions of this system are intended to use both
microphones and camera for recording to facilitate an equal
disitribution between sonic and visual information.
BOX
30/70 CITY NOISE
O+A: Bruce Odland and Sam Auinger
ores@pipeline.com, lowres@snafu.de
http://www.netzradio.de/box3070
http://www.o-a.info/box3070.html
Location: several places in Europe - 2001 - 2002
BOX 30/70 is portable audio camera obscura which visits
observes, transforms,and stores the soundscapes of European
cities. It humanizes the harsh reality of the urban soundscape
with a harmonic version of reality. BOX30/70 cinsists of
a 4.5meter stereo tuning tube, acoustic shelter and chill
out container, an alphabet of archived sounds by O+A, and
a cement " CUBE" loudspeaker which plays back
in real-time.
connective
memory
Achim Wollscheid
Wollscheid@tfm.uni-frankfurt.de
http://www.selektion.com/members/wollscheid/default.htm
Location: high-school, Balthasar
Neumann Technikum, Trier, Germany - 1999 (permanent)
"connective memory" is situated in the recess
hall of a technical high-school where it scans the sound
profile of the pupils' voices. According to compositional
patterns certain sonic forms are selected, recorded and
stored in a digital memory. In case a similar sound event
takes place, the memory adds a related sound formation to
the live sound. While the system is at work, the red squares
at the ceiling are lit. At the same time the outside Ñcheckerboard"
light-square translates the sonic impulse into a game of
moving lights. Composition is thus conceived as an interrelated
system of "filters": compositional density (or
openness...) results from the listeners' participation and
the modes they preconceive relatedness.
Light
and Sound-triggering Installations
Son-O-House
NOX & Edwin van der Heide
heide@knoware.nl
http://www.evdh.net/sonohouse.html
Location: Ekkersrijt, Son en Breughel,
NL - 2004
Son-O-House is a permanent Architecture-Installation.The
generative and reactive sound environment creates a permanent
interaction between the sound, the architecture and the
visitors. The sound intents to influence and interfere with
the perception and the movements of the visitors. The presence,
activity and the approximate location of the visitors is
being detected by sensors placed in the building. This information
is continuously analyzed and quantified. The output of the
analysis is used to control the nature of the sound and
therefore challenges the visitors to re-interpret their
relationship with the environment.
GeoLeds
Annie On Ni Wan
slimboyfatboyslim@slimboyfatboyslim.org
http://www.slimboyfatboyslim.org/gl.html
Location: TCM, Iceland inside and out workshop - 2004
GeoLeds is an realtime location-based LED sculpture project
developed from GPS technology. The artwork made with numerous
LEDs flashing patterns. Those patterns in dot-matrix style
showing maps by various differnet cartographic methods such
as temperature, active rift regions, glacier region, political
boundry, etc. The alteration of both latitude and longitude
streaming from a server drives the switching from pattern
to pattern. GeoLeds is a sculpture exists in physical space.
It emphasis the exploration of geographical location and
physical space as an interface.
zone_01
Sean Reed, Claudia Westermann
reed@seanreed.de, c@ezaic.de
http://www.ezaic.de/zone_01
Location: -
The sound installation "zone_01" is designed for
realization in public space. "zone_01" simulates
communicative processes and translates them into sound.
The movement oriented use of the location is transformed
into a sonorous simulation of the communicative function
of such a public square and leads to changes within the
system of sound.
The
Activator
Leonard van Munster
mailmefromsite@donleo.org
http://www.debates.nl/index.shtml?520+522+3090
Location: Moscow and Ekaterinburg - fall 2002
The Activator is a sound engine and street installation
object developed for Debates & Credits. The Activator
is a sound box that registers the movements of people passing
by in front of it, and plays back a short fragment of a
music piece for each passer-by. Thus, if many people pass
by in an even flow, a regular music composition is to be
heard from the box, but if people pass by at uneven rates
only unrecognisable fragments can be heard, right at the
moment when you walk past.
Radioscape
Edwin van der Heide
heide@knoware.nl
http://www.evdh.net/radioscape.html
Location: City center of Utrecht,
NL, Festival aan de Werf Utrecht - 2000
The city centre as accoustical labyrinth is the metaphore
for Radioscape. Twelve transmitters are installed througout
the area, each producing it's own electromagnetic soundfield.
As you walk with specially designed radio receivers, you
will pick up different layers of sounds transmitted. One
sound will slowly takeover from the previous while for example
a third one is present in the background. Each visitor navigates
it's own way through this labyrinth of radiowaves, giving
each listening route a unique composition.
waiting
signals
Heiko Hansen / Mina Hagedorn / Michael Field
heiko@hehe.org
http://hehe.org.free.fr/waitingsignals/index.html
Location: Osnabrueck , Germany - 2000
A public interactive light installation: Waitingsignals
was a temporary light installation at the bus stop in front
of the main station in the center of Osnabrueck, Germany
and ran for a period of one year. The installation consisted
of eight light tubes which reacted to the movments of the
passerby. Each Waitingsignal is connected to an ultrasonic
sensor and a digital dimmer. The ultrasonic sensors read
the activity in front of the light tubes. If a sensor is
triggered for a longer while, one by one all of the lamps
will start to pulse in rhythm. This networked light play
can be interrupted at any point or time by interfering with
another ultrasonic beam. The interconnection between the
tubes, their behavior and their responsiveness aim to create
a varied set of light patterns which depend upon the different
activities at the bus stop.
Interaktive
Brücke
Kai Mettelsiefen, Chema Alvargonzalez
plan-marienburg@t-online.de
http://www.hohenzollernbruecke.de
Location: Hohenzollernbrücke, Cologne, Germany - 2000
Interactive illumination of the " Hohenzollern"
bridge of Cologne The presence and secret power of the bridge
should become visible with the use of red pulsating light
and at the same time it provides a connection to the new
realm of the internet. The actual picture of the bridge
will be displayed on a website, which will allow the visitor
to have a look at the city and could make it possible for
the user to influence the illumination of the bridge by
an interactive button. Additionally controlled by typical
parameters of the net, the rythm and intensity of the light
will be determined by the virtual bridges of information
between the city and the whole world. Depending of activities,
the light will be bright or dim and the hidden activities
of the net will be shown by the reflections on the river,
while the city is represented in the internet by the image
on the bridge at the same time.
STAIRS
Rolf Gehlhaar
rolf@gehlhaar.org
http://www.gehlhaar.org/projectslist.htm
Location: London, Hayward Gallery, SONIC BOOM Exhibition
March - 2000
The steps leading to the Hayward Gallery down from Waterloo
Bridge and the ramp from the Royal Festival Hall were sensitised;
movement by persons along or across them generated sounds
which were made audible by multiple local loudspeakers.
A Greyworld project.
TUNNEL
Rolf Gehlhaar
rolf@gehlhaar.org
http://www.gehlhaar.org/projectslist.htm
Location: Glastonbury Festival - 2000
An interactive sound installation in the small tunnel connecting
the Greenfield sites; during the day (11am - 1am) some 3000
persons passed through every hour. A Greyworld project.
The
Street
John Eacott, Ross Clement
john@informal.org
http://www.informal.org/street
Location: University of Westminster's Harrow, London, UK
- 2000
The street is an interactive generative music installation.
In the central thoroughfare a generative music piece responds
to the movements of people. Ultrasound sensors at each end
of the street cause a sound signal. A SuperCollider programme,
registers the number and frequency of inputs coming from
the sensors and converts this to a density variable. The
density variable is used to open up to 8 channels of sound
- the more activity the more sound. Each channel of sound
is created using generative processes each 15 minutes. There
is a verbal time announcement each 15 minutes which also
comments on the level of activity in the street.
BRIDGE
2000
Rolf Gehlhaar
rolf@gehlhaar.org
http://www.gehlhaar.org/projectslist.htm
Location: Dublin December - 2000
An interactive sound and light installation from December
- January - 2000 on the new Millennium Footbridge across
the Liffey in the centre of Dublin, to mark the opening
of the new visitors' centre the Guinness Storehouse. A Greyworld
project.
Nordpol-bridge
Achim Wollscheid
Wollscheid@tfm.uni-frankfurt.de
http://nordpol-bruecke.de
Location: Nordpol-Brücke, City West, Bochum, Germany
- 1999
On the pedestrian bridge at the entrance to the West-Park,
the lighting has two functions. It accompanies the pedestrians
on their passage over the bridge thus lighting up, where
light is needed. If two or more people cross the bridge
it will moreover generate additional light-patterns that
change in frequency with the respective speed of the crossers.
A gang-way as a keyboard and the coated glass-
Anonymous
Muttering
Knowbotic Research
krcf@khm.de
http://www.khm.de/people/krcf/AM
Location: Telecomunicationscenter of PTA, Graz, Austria
- 1997
In the project Anonymous Muttering, Knowbotic Research organise
unpredictable light and sound events which can be experienced
outdoor and via the website. The sounds produced by DJ's
at several party events during the "Steirischer Herbst"
festival are taken live and are transformed by a computer
set-up into fragments of digital information.This digital
material can then be worked on, manipulated and recombined.
Visitors of the location at the Telecomunicationscenter
of PTA Graz can fold a special a silicon membrane. The effects
of this intervention can be heard in a 3D sound environment.
They also trigger the lights in two vertical circles of
stroboscopes and thus wrap the visitor in a dense feltof
lights and sounds.
Light
Around the Edges
Todd Winkler
Todd_Winkler@brown.edu
http://www.brown.edu/Departments/Music/faculty/winkler/installations/light_edges
Location: Kansas City, SEAMUS Conference - 1997
Light Around the Edges is a sound/video installation that
uses a video camera to detect location and movement of people
in a large public space. The sensing camera is placed above
the audience. Movement on the ground is transmitted as numbers
into the Max programming environment. There, software interprets
data representing players speed and location to create original
music or to trigger individual sound samples. While participants
hear the results of their actions, they simultaneously see
themselves in the form of a processed and abstracted video
projection.
Light-
and Audiopark
Art&Tek, Konzept: Christian Möller
moelchr@ipf.de
http://users.design.ucla.edu/projects/arc/cm/static/page12.html
Location: Museumspark Rotterdam, Nietherlands - 1995
Auf einer Fläche von 80 x 80 Metern umstellten 8 etwa
12 Meter hohe Lichttürme einen mit Lichtsensoren perforierten
Holzfußboden. Durch Betreten der Sensormarkierungen
war es den Besuchern möglich, die Beleuchtungszustände
zu verändern und eine Anzahl sehr verschiedener Klangkulissen
innerhalb der Installation dreidimensional zu verschieben.
Der sonst wenig frequentierte Platz mitten in der Rotterdamer
Innenstadt wurde mit dieser Installation und Dank günstiger
Wetterbedingungen zu einem der Zentren städtischer
Jugendkultur.
Very
Nervous System
David Rokeby
drokeby@sympatico.ca
http://homepage.mac.com/davidrokeby/vns.html
Location: several places, in the streets of Potsdam, Germany
- 1993
In very Nervous System I use video cameras, image processors,
computers, synthesizers and a sound system to create a space
in which the movements of one's body create sound and/or
music. It has been primarily presented as an installation
in galleries but has also been installed in public outdoor
spaces like in Potsdam in 1993, making music out of the
life on the street.
Kinetic
Light Sculpture
Christian
Moeller and Ruediger Kramm
moelchr@ipf.de
http://www.christian-moeller.com/display.php?project_id=30
Location: Zeilgallery in Frankfurt, Germany - 1992
A building façade which changes color distribution
according to current weather conditions. The overall image
is directed by a weather station on top of the building:
the ambient temperature determines the amount of yellow
on the blue wall. The yellow patches move in line with the
direction of the wind.
Wind speed governs how fast they move over the surface.
Rain substitutes for wind and causes patches of yellow to
fall vertically. The upper area of the facade is crossed
horizontally by the wide, rapidly changing line graphic
(LED-Display 4m x 20m) that visualizes the noise in the
street in real-time.
Interactive
Fassades and Shopwindows
7
World Trade Center
Kinecity / Marek Walczak
marek@kinecity.com
http://kinecity.com/projects.html
Location: New York, USA - Summer 2005
Camera-based systems are used to analyze patterns of pedestrian
movement and express that as vertical light patterns on
the first seven floors of the facade.
Towertalk
Software-Engineers of Swisscom Innovations
http://www.swisscom.com/Innovations/content/Events/TowerTalk
Location: Swisscom highrise, Ostermundigen,
Bern, CH - 2004
The highrise is changed into a huge interactive display
through lightening the windows. Either you can choose an
animation from a selection, or send a whish or text comment
to the display via SMS.
Digital
Aquarium
Ars Electronica Center Linz and others
wolfgang.bednarzek@aec.at (Press officer)
http://www.aec.at/sap_web/en/index.htm
Location: SAP-Firmensitz Berlin, Germany - 2004
Rear-projection display units are arranged along the façade.
Through their movements, passers-by can get involved in
interaction with them. Walking past produces wave motions;
gestures are registered by cameras, interpreted, and transformed
into wave action on the screens. Designated surfaces at
the main entrance invite visitors to establish physical
contact with the building. Heartbeat sensors installed there
pick up the pulse if one lays the hand on the surface; after
dark, the beat is broadcast throughout the facility. Microphones
set up along the street outside the building pic up sounds
that controll the form oft the digital visuals appearing
on the screens, conjureing up the oceans’ incredible
variety of life forms.
Sale
away
Staalplaat: Geert-Jan Hobijn, Carsten
Stabenow, Olaf Matthes
soundsystem@staalpalast.org
http://www.machinista.org/?c=2
http://www.staalplaat.org
Location: European Media Art
Festival Osnabrück, Germany - 2004
In a display window passers-by can conduct an "orchestra"
of household devices via their mobile phones. In order to
start the orchestra and wake up the shopping windows one
person has to dial in the system (the number and the simple
commands are displayed on the window). With this call he
opens the door of a big man-size refrigeratorthe fridge.
Now, he can play his orchestra. Simply with the number keys
of his phone he can let all different instruments play along
with the melody.
flexible
response
Achim Wollscheid
Wollscheid@tfm.uni-frankfurt.de
http://www.selektion.com/members/wollscheid/default.htm
Location: Office building facade, Hattersheim a.M, Germany
- 2004
Interactive light installation for an office building. The
sounds in the inside (lobby) trigger the light movement
on the windows. Thus - during office hours - the glass facade
translates and projects fragments of the social choreography.
At night the interactive part is replaced by a self generating
light composition
POLARNACHT
am Q205
Datenflug
info@datenflug.de
http://www.datenflug.com/3405.htm
Location: Berlin, D - 2003/2004
Datenflug developed in cooperation with "angenehme
gestaltung" and "kyd" a lightinstattation
for the fassade of Quartier 205 at Friedrichstrasse, Berlin.
Reffering to the phenomenot of the Polarlights temperature,
light, wind und rain determine the choreography. Sensors
detect these environmental factors of the surroundings.The
light as core of the staging represents the christmas message"and
light came to the world".
interflux
Achim Wollscheid
wollscheid@tfm.uni-frankfurt.de
http://www.selektion.com/members/wollscheid/default.htm
Location: school in Munich, Germany - 2003
a proposed artpiece for
a (still to built) school. interflux consists of 64 rectangle
mirrors hinged on universal joints. Each mirror has a blue
and a clear face. Cameras
(included in the checkerboard grid) monitor the movement
of people on both sides of the system and change the position
of the mirrors - in regard to the specificities of the movement
on one hand and an array of compositional presets on the
other.
11th
and Flower
Electroland - Urban Spectacle
contact@electroland.net
http://electroland.net
Location: Los Angeles, CA, US - 2003
The project consists of a luminous field of LED lights embedded
into the entry walkway that respond to the presence of visitors;
a massive display of lights on the building face that mirror
the patterns of the entry; and video displays in the lobby
and entry areas. Environmental intelligence and surveillance
of human activity are combined with a video-game sensibility.
Activities on the walkway trigger massive light displays
on the building face. When the walkway interactivity is
triggered users witness their impact on the building face
via a video display. Response is instantaneous.
BIX
realities:united (Jan Edler und Tim Edler)
info@realU.de
http://www.bix.at
Location: Kunsthaus Graz, Austria - September 2003
Communicative Display Skin for Kunsthaus Graz BIX is a light-
and media installation for the Kunsthaus Graz in Austria
which transforms the acrylic glass facade of the Kunsthaus
in a low resolution computer display - we call it the "communicative
display skin". BIX is integrated into the spectacular
biomorphic facade structure, a field of approximately 1100
circular, computer controlled fluorescent light tubes. Through
the possibility to individually switch and dim the fluorescent
tubes the field forms a low-resolution grey scale display
which is following the double-curved facade structure. Simple
messages, icons and animations are send out into the city
of Graz, becoming a unique artistic message format for the
new kunsthaus. After the completion of the installation
in September 2003 BIX will not only be one of the biggest
but from an architectural point of view one of the most
integrated media facades.
TeleKletterGarten
Gruppe FOK
informacija@luxus4all.org
http://www.tkg.co.at.tt
Location: ARS Electronica 03, Linz, Austria - 2003
A Kletterwand as a giant computer keyboard-this climbing
wall has a computer keyboard integrated into it. Touching
one of its 64 keys causes the corresponding program command
to be executed on a local processor. The radio-equipped
climbers obey the instructions of an operator. Experts from
two fields-programming and mountain climbing-come together,
and have to work together. The act of climbing introduces
time delays and physical exertion into the otherwise instantaneous
processes of programming and digital data processing.
Arcade
CCC (Chaos Computer Club)
contact@blinkenlights.de
http://www.blinkenlights.de/arcade
Location: Paris, Bibliothèque nationale de France
- September / Oktober 2002
During the Nuit Blanche art festival in Paris, the Tower
T2 was transformed into a huge computer screen with a matrix
of 20 x 26 windows (resulting in 520 addressable pixels)
and a size of 3370m2. With its new light control technology,
one was able to smoothly dim the brightness of each pixel.
Using the ArcadePaint program everybody could start creating
his own pictures and animations immediately and submitt
them. Arcade also promoted a new series of classic computer
games to run on the building, allowing everybody to play
games on the building with his mobile phone.
Power
Flower
Antenna Design
info@antennadesign.com
http://www.antennadesign.com
Location: Bloomingdale`s New York, - 2002
The interactive light and sound installation features a
series of neon flowers that "bloom" when passersby
trigger motion sensors that create an ongoing process of
blossoming light sculptures and ambient sound events. As
people continue to move past the store's window, the first
flower triggered will quickly fade out while new ones brighten
up, leaving a wave-like trail behind every passer by. As
more people pass, the illuminated flowers create a brilliant
display of light and sound.
cntrcpy
test research facilities
cntrcpy
hq@cntrcpy.com
http://www.soulsystem.com/cntrcpy/prj/apo.htm
Location: Krems, Austria - 2002-2004
cntrcpy installed two video beamers, two loudspeakers
and a tracking camera which are controlled by a computer.
the content for the presented works is primarily targeted
at interacting with passers-by. you are invited to visit
or interact with the various installations every day from
3 pm to 11 pm [central european standard time]. a change
of content is made several times a year: cntrcpy test
research facilities are also open to other artists who like
to provide interactive projects for the public space.
Circulez
y'a rien a voir
Cecile Babiole
cecile@babiole.net
http://babiole.net
Location: Paris - 2001, Berlin - 2003
"Circulez y'a rien a voir", is a kind of surveillancesystem
in the public space. It allows the spectator to generate
images and sounds by his meer moves in front of the projection
space. The movements of the spectator, captured by a camera
are converted into graphic patterns and sound modulations.
Every spectator can, as one pleases, roam, dance, stamp,
run, or simply wave the hand and experiment in his own way
of activating images and sounds.
R-G-B
Electroland - Urban Spectacle
contact@electroland.net
http://electroland.net
Location: Los Angeles, CA, US - 2001
Computer controlled colored lights fill 81 windows extending
over 180 meters at the Southern California Institute of
Architecture (SCI-Arc.) Patterns are controlled by cellphone
by any caller from any location, raising issues concerning
private interaction and control of public spaces. The installation
is viewable both inside the building and from the exterior.
La
Bastille
Technology House at Brown University
techhouse@brown.edu
http://bastilleweb.techhouse.org
Location: Sciences Library at Brown University - Providence,
Rhode Island - 2000
When La Bastille was running in April - 2000, it was the
world's largest fully-functional Tetris game. Containing
eleven custom-built circuit boards, a twelve-story data
network, a personal computer running Linux, a radio-frequency
video game controller, and over 10,000 Christmas lights,
La Bastille transforms Brown's fourteen-story Sciences Library
into a giant video display which allows bystanders to play
a game of Tetris. When we were in operation, anyone could
come and play in person.
ETV
Electrical Engineering Student Association
lustrum@etv.tudelft.nl
http://www.etv.tudelft.nl/vereeniging/archief/lustrum/90/english.html
Location: Delft University of Technology, Netherlands -
1995
The computer game Tetris on the facade of the faculty of
Electrical Engineering at Delft University of Technology
in the Netherlands (temporary installation). People all
over the world could play the game Tetris by using a simple
telnet session and all the West of Holland could watch what
they were doing on this building.
Public
Communication-Sculptures
Friend
Dirk van Oosterbosch
http://www.ixopusada.com/dirk/friendtransscipt.html
Location: Amsterdam, NL - 2002
A project taken to its extremes; a mobile computer system
- Friend - takes you through the information jungle of the
public space, while sending "agents" to available
public networks to select specific information for you.
The results are then transmitted through an earphone. The
downside: the system containing all your personal data may
mutate when it is hacked into by unwanted "friends".
The
Tigris Woods project
Jo van der Spek
jo@xs4all.nl
http://www.radioreedflute.net
http://kriegste.de/theorie/jo_projekt.htm
Location: Baghdad, Iraq - 2004
A project of communication art, mediatizing
the inaccassable river Tigris in Baghdad by (re)producing
stories, poems and music related to it. This will be done
by local broadcasting and exchange and steaming on internet
, thus creating a flow of poetry between Rotterdam and Baghdad.
And back of course.
Agora
Phobia (digitalis)
Karen Lancel
lancel@xs4all.nl
http://www.agora-phobia-digitalis.org/uk/home.html
Location: several places 2000 -2004
Agora Phobia (digitalis) questions mental images of being
un)safe and islolated and invites the audience in a halftransparent,
inflatable ISOLATION PILLAR / Free Zone placed in crowded,
city public places. It is big enough for 1 computer and
1 person. Visitors can participate in an internet-dialogue
with someone who lives isolated somewhere else. The participation
in the dialogue will be published on 'chat-archives', will
be part of an archives of booklets, chatsheets and performances.
StoryCorps
- listen closely
David Reville and others
feedback@storycorps.net
http://www.storycorps.ne
Location: New York City's Grand Central Terminal, USA -
2003
StoryCorps is a national project to instruct and inspire
people to record each others' stories in sound.
We're here to help you interview your grandmother, your
uncle, the lady who's worked at the luncheonette down the
block for as long as you can remember-anyone whose story
you want to hear and preserve.
To start, we'll be building soundproof recording booths
across the country, called StoryBooths.
We've tried to make the experience as simple as possible.
Since we want to make sure your story lives on for generations
to come, we'll also add your interview to the StoryCorps
Archive, housed at the American Folklife Center at the Library
of Congress.
Hole
in the Earth
Maki Ueda
makiueda@wanadoo.nl
home.wanadoo.nl/makiueda/earth/index.html
Location: Rotterdam - Shanghai - 2003
An installation which takes place on the two sides on the
earth simultaneously. Through this 'virtual hole', people
can see and hear the other side of the earth. The 'hole'
is made with a set of computer, monitor, webcamera, speaker,
microphone. Through the internet, real-time audio and visual
connection is being made.
CO.IN.CIDE
Gerfried Stocker, Horst Hörtner, Heimo Ranzenbacher
----------
http://residence.aec.at/co.incide
Location: Judenburg : Zentrum / Graz : Dom im Berg, Austria
- 2003
The relationship between two paces is mediated by the make-up
of a system of interaction, the "third place".
If the silouettes of participants at the two separate locations
overlap, the surface of the bodies become visible in this
area like in a mirror. If they match, then this opens up
a channel of comunication between the two places. The immage
of the people on the other side becomes visible for 5 seconds,
afterwards fades slowly and is transmitted automaticly into
the internet where a visual and acoustic trace of the visitors
exchange will be left in a 3D space.
Worldview
Josephine Pletts and Usman
Haque
info@haque.co.uk, inquiries@p-h.org.uk
http://www.interaction-ivrea.it/worldview
Location: proposed for London, UK - August 2001-October
2001
Worldview is an urban device located at landmarks around
the globe. It enables visitors to record their experience
with both an instant-print postcard and a video clip, retrieved
and sent on from the Worldview website. The device has two
faces: a "mirror" side that encourages people
to become players on the urban stage and a "window"
side that connects in realtime to Worldview locations in
other cities around the planet.
World/World
Noriyuki Fujimura / Nodoka Ui
----------
http://home.att.ne.jp/theta/nonpu/projet/pcs/worldworld.html
Location: Neunkirchen (Germany), Tokyo(Japan) - 2001
Imagine a pole piercing the earth. One end emerges in Gegenort
in Neunkirchen and the other at a public space in Tokyo.
You can push and pull this pole on one side of the earth
and someone on the other side may push back to you. You
can also see the motion of the pole and of the audiences
you communicate with on the other side of the earth. They
may manipulate the pole like you or not like you. Regardless,
the motion you make invites others to join in.
Open
City
Teri Rueb
terirueb@earthlink.net
http://www.terirueb.net/open/index.html
Location: Washington DC, USA - 1999
Open City is a site-specific telephone installation that
seeks to revive the street as a space for cultural reflection
and civic interaction. The installation piggybacks on privately
owned cell phones and the existing network of public pay
phones. Callers dial in and can select from a menu of recordings
on the subject of technology, public space and civic identity.
Participants may leave messages and are encouraged to use
telephones to document, in audio form, the present state
of the neighborhood. Selected messages have been integrated
into voicemail greetings and archived on the project web
site.
Wave
rings
Nodoka Ui
nodokaui@tkg.att.ne.jp
http://www.olats.org/africa/projets/gpEau/genie/contrib/contrib_nodoka_Eng.shtml
Location: Japan - 1998
A water installation for communication in public space.
It is for people to communicate by using ripples of water
and sound as pleasant media in place of language. Participants
capture the original function of space around public well
or fountain - the space for communication.
In
Conversation
Susan Collins
info@inconversation.com
http://www.inconversation.com
Location: Brighton 1997, Amsterdam 1998, Helsinki, Cardiff
1998 and Berlin - 2001
In Conversation provided the means for people on the street
and people on the Internet to engage in a live dialogue
with each other. It examined the boundaries and social customs
of distinctly different kinds of public space - the street
and the Internet - each with its own established rules of
engagement. On the street passers by encountered an animated
mouth projected onto the pavement and, through loudspeakers,
could also hear voices triggered by internet users trying
to strike up a conversation. If anyone replied, a concealed
microphone and surveillance camera documented and transmitted
the responses. Through this site, Internet users could view
the surveillance camera image and hear the person on the
street. They could type messages 'live', which were then
converted into speech and heard by the person on the street.
In Conversation introduced two kinds of public space to
each other, the etiquette that governs them and the people
that frequent them.
Hole-In-Space
Kit Galloway and Sherrie Rabinowitz
ecafe@earthlink.net
http://www.ecafe.com/getty/HIS
Location: New-York and Los Angeles, USA - 1980
Hole in space is a Public Communication Sculpture. It is
creating a new social space by linking the public walking
past the Lincoln Center for the Performing Arts in New York
City with the people walking past "The Broadway"
department store in Century City (LA). Life-sized television
images of the people on the opposite coast appeared. They
could now see, hear, and speak with each other as if encountering
each other on the same sidewalk.
Public
Messageboards
SMS
Guerilla Projector
Troika
studio@studiotroika.co.uk
http://www.studiotroika.co.uk
Location:
London, UK - 2004
The SMS Guerilla Projector is a portable and battery operated
device containing a mobile phone that enables the user to
project text based SMS Messages in public spaces, in streets,
onto people, inside cinemas, shops, houses....
Entwurf
Spielbudenplatz
Uwe Mumm, Sven Fuchs
Info: Claudia.Eggert@bsu.hamburg.de
http://fhh.hamburg.de/stadt/Aktuell/neues-aus-hamburg/2004-06-30-bsu-red-spielbudenplatz.html
Location: Spielbudenplatz, Hamburg, Germany - 2004
The main feature of the design proposal is the surface of
the plaza made of stainless steel. The central part of it
funktions as a large LED display which can be used as public
message board. This is combined with in-ground lights and
can thus create a changing media light play.
Words
Christoph Hildebrand
http://www.emaf.de
Location: European Media Art
Festival Osnabrück, Germany - 2004
"Words" will prove that neon signs can achieve
much more than simply transport advertising slogans. Christoph
Hildebrand forms symbols and pictograms that observers can
activate via text messages or the Internet in order to combine
new words.
Alphabet
Billboard Cambridge
http://www.junction.co.uk/publicartve/etchells.html
Location: proposal for The Junction, Cambridge, UK - 2004
Alphabet Billboard Cambridge (ABC) is an interactive portrait
of Cambridge and its surroundings, its people and their
lives. This portrait unfolds in real time over a period
of three years on an 7.5-meter electronic billboard, to
which participants, residents of the Cambridge area, send
images taken with picture-messaging phones provided exclusively
for the project. Each week one selected person in Cambridge
is given a phone for the week to use to send pictures as
often, or as sporadically as they wish, creating a photo-diary.
CITY
SYSTEMS
Katherine Moriwaki
kaki@kakirine.com
http://www.kakirine.com/projects.html
Location: Dublin, Ireland, New York, Los Angeles, USA -
2004
MODELLING, TRACKING, and MAPPING relationships within the
URBAN ENVIRONMENT. This project looks into how the activity
and infrastructure of public space can be interpreted to
provide artistic and useful information through drawing
meaningful relationships between elements of city life.
Audiobored
Jonah Brucker-Cohen
jonah@coin-operated.com
http://www.audiobored.net
2003
AudioBored is a public online audio messaging board that
allows for anyone to call in, record a message, and post
it to the server. The AudioBored Machine allows people in
a physical space to access all the messages left on the
AudioBored. It is dynamic and networked, grabbing all call
information as new calls are logged into the server. The
machine is a physical version of a traditional online bulletin
board allowing you to navigate through threads of messages
(topics) as well as the messages themselves.
Poétrica
- Teleintervention
Giselle Beiguelman
giselle@uol.com.br
http://www.poetrica.net
Location: São Paulo, Brasil - 2003
The teleintervention Poétrica was broadcast through
three electronic billboards located in downtown São
Paulo. The audience submited messages to those electronic
billboards by the web, wap and SMS. Those messages were
converted to non-fonetic fonts (dings and system font) and
transmitted to the three billboards simultaneously. All
contributions were transmitted back by on line webcams and
contributors were notified by e-mail or SMS about the reception
and transmission schedule.
THE
HELLOWORLD PROJECT
Johannes Gees
gees@johannesgees.com
http://www.helloworld.cc
Location: Bombay, Capetown, Rio de Janeiro, Geneva, December
- 2003
The "HELLOWORLD PROJECT" is a global interactive
installation combining art, technology and poetry. During
the four days of the World summit on the Information Society,
people from all over the world will be able to send in messages,
either by going to the project website (http://www.helloworld.cc)
or by sending an SMS to a dedicated number. The messages
will be projected almost instantly by a laser beam on mountains
and buildings in Bombay, Capetown and either New York or
Geneva. It is a unique opportunity for people from all over
the world to engage in a global dialogue. A video stream
of the projections will be broadcasted to the project website
http://www.helloworld.cc and to the interior of the WSIS
meeting in Geneva, where the images of the projection sites
will be shown in a live video installation.
Electric
Poetry
Josephine Pletts and Usman
Haque
info@haque.co.uk, inquiries@p-h.org.uk
http://www.haque.co.uk/electricpoetry.php
Location: London, UK - April 2002
A web interface for constructing poems to be broadcast in
realtime on the walls of London's underground stations.
Similar to the popular fridge game, people assemble words
into poems which then appear in spaces around the city.
A poem is constructed on-screen by dragging and dropping
words onto a virtual page. The poem is then submitted and
"published" on a website and projected round the
city.
Spolus
Martin Kermes
kermes@kermes.cz
http://www.synapse.cz/spolus.php
Location: Tramstation Strossmayerovo Namesti, Prague, Czech
Republic - 2002
Kermes addresses the ambivalence of control society, and
crucial questions about the borders between public and private
space, and interactions between physical and virtual network
space. People lined up at a Prague tram station are filmed
by a surveillance camera whose footage is published in real
time on a website, where selected, literally framed individuals
are tagged with text captions by internauts. Displayed like
Post-It notes, the images and comments are then shown on
a large screen opposite the station, allowing current tram
waiters to view projections of the preceding queue of commuters.
This provokes discussion amongst real-world commuters and,
simultaneously, amongst websurfers.
Nationunited.ch
Johannes Gees
contact@johannesgees.com
http://www.nationunited.ch
Location: Switzerland, spring - 2002
nationunited.ch ist eine interaktive Laserinstallation und
Internet-Diskussionsforum zum Thema des UNO-Beitritts und
der Identitäts-Frage der Schweiz. Während drei
Tagen ermöglicht nationunited den Bewohnerinnen und
Bewohnern unseres Landes, aber auch Auslandschweizern und
sonstigen Interessierten, ein Statement zu den genannten
Themen abzugeben und es per Laser projizieren zu lassen.
Die Projektion kann weltweit via Internet und eine Webcam
verfolgt werden.
Urban_diary
Rude Architecture
welcome@rude-architecture.de
http://www.urban-diary.de
Location: U2-Alexanderplatz, Berlin, Germany 2001 - 2002
Urban_diary was a project in which diary entries could be
transmitted via SMS. All received messages were displayed
on two screens located at the metro station U2/Alexanderplatz
in Berlin. Urban_diary is a new infrastructure for an urban
process of communication. All messages sent are available
in the archive.
Speakers
corner
Jaap de Jonge
dejonge@euronet.nl
http://www.speakerscorner.org.uk
http://www.euronet.nl/users/dejonge/index2.html
Location: Kirklees Media Centre in Huddersfield, UK - since
2001
Speakers corner is a 15-metre-long text display at the front
of the Kirklees Media Centre that. News and views flash
by along with poetry, political statements, talking about
the weather and obscure messages. People send their texts
via the Speakers' Corner website. This can take the form
of commenting on a particular discussion subject (which
is a part of the site), reacting to what other people have
said or some arbitrary idea or rant. Some texts are also
provided by passers-by who use the microphone on the street
booth located across the junction opposite the text display.
Several special events moderate the platform.
SIGN.POST
Blank & Jeron
sero@sero.org
http://www.sero.org/sign.post
Location: Business Information Center" (BIC)in
Leipzig - 1999
SIGN.POST thematisiert die zunehmende Nutzung
von Datendiensten in Unternehmen. Für die Öffentlichkeit
wird diese Entwicklung durch Firmenauftritte im WWW erfahrbar.
Auf dem BIC-WWW-Server liegende Bilder und Texte werden
kopiert, im Layout verändert und auf dem Plasmadisplay
und dieser Seite ausgegeben. Benutzer aus dem Inter- oder
Intranet, können Grußbotschaften oder kurze Mitteilungen
eingeben, die als Lauftext über die Collage laufen.
Space
Annotations
Codex
Kodanski
Hootchie Cootchie Mediacollectief
(NL)
info@mail.codexkodanski.com
http://www.codexkodanski.com/
Location: Rotterdam, NL - 2004
Codex Kodanski, is an interactive audio play that takes
you through the center of Rotterdam. Walking randomly through
the city, the listener suddenly hears the voice of the paranoid
main character, Kodanski. Navigation equipment based on
GPS gives you access to the localized facts, fiction, city
history and statistical data that mingle into an exciting
story about, and in, the city.
Tactical
Sound Garden
Mark Shepard
mshepard@andinc.org
http://www.andinc.org/tsg
Location: Manhattan, New York, USA - 2004
The "Tactical Sound Garden" Toolkit plants sounds
in the city. The concept is to create an open source platform
for cultivating public "sound gardens" within
urban environments. The Toolkit would enable people to "plant"
sounds within specific urban locations using their WiFi
enabled mobile device. It draws upon the proliferation of
802.11 wireless (WiFi) access nodes in urban environments
as a free, ready-made, location-aware infrastructure for
alternative forms of social expression.
untitled
journeys inside london
tom jenkins | matt falla
thomas.jenkins@rca.ac.uk
http://www.jenkinsandson.co.uk
Location: London, UK - 2004
A dynamic, collaborative map of London, drawn by thousands
of snapshots from inside the city. This collective scrapbook
of camera phone images, annotated by paths of physical journey
and ideas of visual association, grows into an intricate
digital mosaic of the city.
West
Queen West
Ian Harvey, Suyin Looui, Daria Magas-Zamaria, Timothy Sullivan
enter@cdnfilmcentre.com
http://www.cdnfilmcentre.com/centre/rel040711.html
Location: Toronto, Canada - 2004
West Queen West is a series of 5 interactive installations
within three
city blocks. Expanding the current trend in locative media
projects,
this project explores neighborhoods in transition and issues
of cultural
identity. This cell phone-triggered thriller engages audiences
to explore a
Toronto neighbourhood targeted for urban renewal while solving
the
mysterious disappearance of a young artist.
Surface
Patterns
Blink
info@surfacepatterns.co.uk
http://www.surfacepatterns.co.uk
Location: Huddersfield, UK - 2004
Via free acess with the mobile phone people can find out
about the hidden history of ten sites
in Huddersfield. By texting a key number according to each
site a free message with texts about the place will be sent
back to the phone. To hear people talking about their memories
of the places one can call a local rate number. Surface
Patterns also invites everybody to contribute his own memories
of places in Huddersfield to the open audio and text archive.
Text proposals can be submitted via SMS or recorded on a
special answering machine. Audio Tours by Jen Southern acompanies
the project. It uses a Global Positioning System [GPS] device
to explore how memory is linked to urban and domestic place.
InterUrban,
an interactive narrative
Jeff Knowlton, Naomi Spellman
and Jeremy Hight
knowlton@34n118w.net
http://www.futuresonic.com/futuresonic/mobile_connections
Location: Futuresonic04 Festival, Manchester , UK - 2004
InterUrban is an interactive narrative that unfolds according
to the visitor's movement. It runs on a Tablet PC with headphones
and GPS card. Environmental factors such as Listener location,
the distance traveled by the Listener, time of day, heading,
and proximity to hypothetical or historic events determine
how the narrative is constructed. InterUrban is a reactive,
scalable reflection on time, distance, and the urban psyche.
MobileSCOUT
Julian Bleecker, Scott Paterson and Marina Zurkow
mobilescout@pdpal.com
http://www.mobilescout.org
Location:
Banff, Canada - 2004
MobileSCOUT is a public art project that collects audio
narratives of your local surroundings, personal rituals
and public sightings. Using your mobile phone, you leave
a voice message of your observations about the flora (landscapes),
fauna (characters) or behaviors (events) that populate your
surroundings. Mobile SCOUT defines place as being made of
social habitats, not geography.
(area)code
centrifugalforces and Jen Southern
info@centrifugalforces.co.uk
http://www.areacode.org.uk
Location: Futuresonic04 Festival,
Manchester , UK - 2004
allows anyone with a phone in
their pocket to participate. Text the numbers on the (area)code
signposts that have sprung up around Manchester to reveal
the hidden history of the location at which you stand, and
upload a story of your own. (area)code invites to collect
and reflect upon your immediate environment. It aims to
inspire comments about the affect of urban regeneration
in Manchester. Share your views about each area as you walk
through the city.
Urban
Tapestries
Giles Lane & Alice Angus
giles@proboscis.org.uk
http://www.proboscis.org.uk/urbantapestries
Location: - 2003 - 2004
Public Authoring in the Wireless City
Urban Tapestries is a framework for understanding the social,
cultural, economic and political implications of pervasive
location-based mobile and wireless systems. Urban Tapestries
allows people to author their own virtual annotations of
the city, enabling a communitys collective memory
to grow organically, allowing ordinary citizens to embed
social knowledge in the new wireless landscape of the city.
People will be able to add new locations, location content
and the threads which link individual locations
to local contexts, which are accessed via handheld devices
such as PDAs and mobile phones.
GEOSTICKIES
Noriyuki Fujimura
noriyuki@andrew.cmu.edu
http://www.andrew.cmu.edu/user/noriyuki/ARTWORK/GeoStickies
Location: Malmö City 2003 - 2004
A space annotation project on cell phones: Noriyuki Fujimura
plans to visualize the telephone cells laid out in Malmö
City. As mobile phone carries move from one cell to another,
they automatically receive signal of some kind- this may
be a text message, a different screen saver or a ring tone.
Drift
Teri Rueb
terirueb@earthlink.net
http://www.terirueb.net/drift/index.html
Location: Cuxhaven, Germany - 2003-2004
The ubiquity of GPS and other tracking technologies suggests
that "being lost" may itself be an experience
that is being lost. However, simply knowing one's geographical
location as expressed in longitude and latitude coordinates
has little bearing on one's personal sense of place or direction.
The installation embraces the flow of wandering, the pleasure
of disorientation, and the playful unpredictability of drifting
as it relates to movement and translation. Sounds blend
ambient textures with spoken word in different languages.
Spoken word passages are drawn from poetry and literature
dealing with the theme of wandering, being lost, and drifting.
[murmur]
Shawn Micallef, James Roussel, Gabe Sawhney
info@murmurtoronto.ca
http://murmurtoronto.ca
Location: Toronto, Vancouver, Canada - 2003 - 2004
[murmur] is an archival audio project that collects and
curates stories set in specific Toronto locations. At each
of these locations, a [murmur] sign will mark the availability
of a story with a telephone number and location code. By
using a mobile phone, users are able to listen to the story
of that place while engaging in the full physical experience
of being there. Some stories suggest that the listener walk
around, following a certain path through a place, while
others allow a person to wander with both their feet and
their gaze.
teletaxi
Year
Zero One collective
curator@year01.com
http://www.year01.com/teletaxi
Location: Toronto, Canada - October 10th – 31st, 2003
A site-specific media art exhibition in a taxicab. The taxi
is outfitted with an interactive touch screen that displays
video, animations, music, and information triggered by an
onboard GPS (Global Positioning System) receiver which allows
the displayed artwork to change depending on where the taxi
is in the city.
Elephant
paths
Mari Keski-Korsu
mkk@katastro.fi
http://www.elephantpaths.net
Location: Karosta, Liepaja, Latvia - 2003
Elephant Paths is a project that explores a geographical
and social space by mapping paths. It reveals a point of
view connected to a space, telling a short story of a moment
via video triptychs and texts. It links these places together
with mapping traces and social relations. Altogether it
creates a spatial map that can be experienced via GPS –devices
(Global Positioning System) and the Internet. Mapped paths
are marked also with a note.
TEXTING
GLANCES
Glorianna Davenport, Cati Vaucelle, Dr. Linda E. Doyle,
u.a.
cati@mle.media.mit.edu
http://storynetworks.mle.ie
Location: Dublin, UK - 2003
Story annotation of places using SMS
This ambient waiting game establishes a symbiotic
relationship between a transient audience, a waiting place,
and a story engine that matches SMS inputs to image output.
The audience becomes an active collaborating author in a
layered exploration of social familiarity and public space
as they go about their daily lives.
Audience can become author by adding to the image content
of the system. Images live in the system and
are triggered into making an appearance, at any time and
at any place by other users. An image can go undiscovered
for months unless exposed by the audience. Audience can
also become collector and download passing images.
PDPal
Maria Zurkow + Scott Paterson
feedback@PDPal.com
http://www.pdpal.com
http://www.pdpal.com/eaem3/index.htm
Location: Times Square, New York - 2003
PDPal is a multi-platform public art
project that allows audiences to map their personal vision
of a public spacein this case, Times Square. PDPal
bridges the digital and physical worlds with its three locations:
The 59th Minute: Video Art on the Times Square Astrovision,
Personal Digital Assistant (PDA) beaming stations, and pdpal.com.
PDPal uses mobile and networked platforms as a mediating
and recording device that reactivates our everyday actions,
transforming them into a dynamic portrait of our urban experience.
At the core of the PDPal application is an Urban Park
Ranger(UPR) - an individual software persona who,
once downloaded into a PDA, encourages the owner to log
her momentary experiences in iconic broad strokes as she
moves about her environment.
Hidden
Track
e-Xplo
bomb@e-xplo.org
http://www.e-xplo.org/hiddentrack.htm
Location: Between Rotterdam and Eindhoven, Netherlands,
March - 2003
In Hidden Track, e-Xplo develops the concepts for a navigable
cinema, a film that one could drive or drift through. In
this case, a bus ride becomes the location for a work about
a future and a past, a time, a place, and an architecture
long past or still to come, and the (discursive and physical)
structures that may one day rest in-between these two cities.
To achieve a connecting sound to the unfolding images outside
the bus, a system was developed which allows to take the
scripted sound and text composition and relate it to specific
coordinates, places, headings or movements. Using data from
a Global Positioning System located on board Korin is able
to determine which sounds should or should not be played.
CityPoems
centrifugalforces
info@centrifugalforces.co.uk
http://www.centrifugalforces.co.uk/citypoems
Location: Leeds, UK - 2003
CityPoems is a network of PoemPoints, each offering up to
ten free text message poems written by people who live and
work in the city. To read a poem simply text the unique
key number displayed on each PoemPoint sign to the CityPoems
number 07919 315556 or try the virtual tour by texting the
key numbers from the map. To read another poem just send
the key number again. CityPoems invites you to submit your
own poems at any time by sending them as text messages.
A selection of these poems will be used to regularly update
the PoemPoints around the city.
Sonic
City
Ramia Mazé and others
ramia.maze@interactiveinstitute.se
http://www.playresearch.com/projects/soniccity
Location: Göteborg, Sweden - 2002-2003
Sonic City is an application that enables people
to create music by walking through a city, in this way ‘playing’
it as a musical instrument. Using wearable technology and
context-aware computing, music is generated in real-time
as a result of sensor-based information about a user’s
movement and the multiple contexts they pass through.
34
NORTH 118 WEST
Jeremy Hight, Jeff Knowlton,
Naomi Spellman
knowlton@34n118w.net
http://www.34n118w.net
Location:
Los Angeles, USA - 2002-2003
Imagine wandering through a space inhabited with the sonic
ghosts of another era. The air around you pulses with spirits,
voices, and sounds. Streets, buildings, and hidden fragments
tell a story.
A live computer-based interactive narrative situated in
downtown Los Angeles warehouse district, in 34 North
118 West a GPS device, Tablet PC, and custom software determine
the participants location and deliver sound and images
accordingly. The user sees a map of downtown Los Angeles
from 1906 on the screen of the Tablet PC. Faintly visible
on the map are hot spots the points on
the visitors journey which trigger sounds. Terrain
becomes interface; participants movement acts as input.
Geographiti
Marc Tuters, Karlis Kalnins
mtuters@gpster.net
http://www.gpster.net/geograffiti.html
Location: Canada - 2002
Geographiti is a software application for sharing messages
and data encoded with positional information over wireless
networks. Thus these virtual messages are fixed in real
space, and can only be accessed by being physically present
at that location, and using the Geographiti application.
Typical use would include showing all waypoints in a wide
geographic region, as a mapping overlay, or showing waypoints
in a specific location that the user is presently in.
Songlines
Marc Tuters, Karlis Kalnins
mtuters@gpster.net
http://www.impaktonline.nl/box/songlines
Location: Uetrecht, Netherlands - 2002
Songlines is an ongoing experiment in geo-annotation
and collaberative cartography. Using handheld computers
equipped with global positioning system (GPS) and wireless
internet (GPRS), participants can explore the streets of
Utrecht, simultaneously experiencing the real world and
a world of virtual graffiti. Moving through the real space
of Utrecht reveals hidden messages and locative media: text,
images, and sound specific to that point in space. Users
can also create annotations themselves; every point in space
is a virtual canvas.
Annotate
Space
Andrea Moed
andrea@panix.com
http://www.panix.com/~andrea/annotate
Location: New York, USA - 2001-2003
A project to develop experiential forms of journalism and
nonfiction storytelling for use at specific locations. Stories
are presented through text, images and audio files that
participants can download from the Web to their handheld
computers and take with them to the place of interest. The
prototype experience is Annotate Space DUMBO, an interactive,
anytime walking tour of the Brooklyn waterfront neighborhood
of DUMBO.
Hear&There
Joey Rozier / Karrie Karahalios / Prof. Judith Donath
{jrozier, kkarahal, judith}@media.mit.edu
http://smg.media.mit.edu/projects/HearAndThere
Location: Cambridge MA, USA - MIT Media Lab Courtyard 2000
Hear&There allows people to virtually drop sounds at
any location in the real world. Once one of these "SoundSpots"
has been created, an individual using the Hear&There
system will be able to hear it. We envision these sounds
being recordings of personal thoughts or anecdotes, and
music or other sounds that are associated with a given area.
We hope that this system will be used to build a sense of
community in a location and to make places feel more alive.
Over time, an area such as the Media Lab Courtyard can be
filled with sounds from many members of the community so
that new members can get a sense of who others in the community
are. Then, the new member can drop his or her own sound
into the space, adding to the collective definition.
GEONOTES
Per Persson, Fredrik Espinoza & Elenor Cacciatore
espinoza@sics.se
http://www.sics.se/humle/projects.php?from=0
http://2g1319.ssvl.kth.se/~csd2002-geonotes
Location: Kista, Schweden - 2000 - 2002
GeoNotes introduces a way of attaching virtual Post-It
notes that can be read by other GeoNotes users passing by
the physical location where you placed the note.
GeoNotes is based on positioning technology and allows people
to attach virtual notes to real world locations. When other
people pass the location, they will be notified about the
note and will be able to read it. GeoNotes allows mass-annotations
with no or little restrictions on accessing others\
GeoNotes. It is also social in the way it incorporates social
filtering techniques to sort out unwanted GeoNotes.
Trace
Teri Rueb
terirueb@earthlink.net
http://www.terirueb.net/trace/index.html
Location: Yoho National Park, Canada - 1999
Trace is a memorial environmental sound installation that
is site-specific to the network of hiking trails near the
Burgess Shale fossil beds in Yoho National Park, British
Columbia. The installation transforms the trails into a
landscape of sound recordings that commemorate personal
loss. Walking through the installation is like wandering
through a memorial sculpture garden where, instead of visible
monuments, visitors weave their way through memorial poems,
songs and stories that play in response to their movement
through the landscape.
Augentable
Reality - Annotated Real World
Jun Rekimoto
rekimoto@acm.org
http://www.csl.sony.co.jp/person/rekimoto/augmentable
Location: Tokyo, Japan - 1998
Augentable Reality describes a system that allows users
to dynamically attach newly created digital information
such as voice notes or photographs to the physical environment,
through wearable computers as well as normal computers.
Attached data is stored with contextual tags such as location
IDs and object IDs that are obtained by wearable sensors,
so the same or other wearable users can notice them when
they come to the same context.
Sound
Mapping
Iain Mott, Marc Raszewski and Jim Sosnin
info@reverberant.com
http://www.reverberant.com/SM/index.htm
Location: Ars Electronica Linz, Austria 1998
Sound Mapping is a participatory work of sound art made
for outdoor environments. The work is installed in the environment
by means of a Global Positioning System (GPS), which tracks
movement of individuals through the space. Participants
wheel four movement-sensitive, sound producing suitcases
to realise a composition that spans space as well as time.
The suitcases play music in response to nearby architectural
features and the movements of individuals.
phonescout
Andreas Schneider
as@iidj.net
http://www.phonescout.net
http://www.s-it.org/MapRenaissance2003/pdf/phoneScout.pdf
Location: Tokyo, Japan - 1998
Photos
taken by a mobile phone are uploaded to a website and located
via the geographic coordinates on a zoomable map. Each photograph
is tagged with location-/ date-/ time- and context-markers
for a browsable archive. The map is constantly updated,
whenever a message or picture is posted via the mobile telephone.
A new version for I-Mode users makes the pictures accessable
on site.
WIFI
Art
FRIDA
V. (Free Ride Data Aquisition Vehicle)
Luka Frelih
luka@ljudmila.org
http://twiki.ljudmila.org/bin/view/Luka/FridaV
http://www.ljudmila.org/frida-v
Location:
DEAF04, Rotterdam, NL - 2004
Frida V. is a rugged and comfortable bicycle equipped for
efficient exploration and mapping of public urban spaces.
It carries a small computer, GPS positioning device, 802.11
wireless network transceiver and a basic audiovisual recording
unit. The consolidated software and hardware assembly enables
automated mapping of uncovered wireless networks, easy creation
of location tagged media and opportunistic synchronization
with a server resource on the internet.
Trace
Alison Sant, Ryan Shaw
info@tracemap.net
http://tracemap.net
Location: San Francisco, USA - 2004
Art project that examines the layering of physical space
with the on and off zones of the wireless network. The project
seeks to map the trajectories of participants within WiFi
zones, reflecting their interactions with both networked
and material thresholds.
Seven
Mile Boots
Laura Belhoff, Erich Berger,
Martin Pichlmair
off@saunalahti.fi, rat@telecoma.net, pi@attacksyour.net
http://randomseed.org/sevenmileboots
Location: Kunstnerens Hus, Oslo, Norway - 2003 - 2004
The project SEVEN MILE BOOTS is a pair of interactive shoes
with audio. One can wear the boots, walk around as a flaneur
simultaneousy in the physical world and in the literal world
of the internet. By walking in the physical world one may
suddenly encounter a group of people chatting in real time
in the virtual world. The chats are heard as a spoken text
coming from the boots. Wherever you are with the boots,
entering the wireless open networks, the physical and the
virtual worlds will merge together.
WiFi.ArtCache
Julian Bleecker
julian@techkwondo.com
http://www.techkwondo.com/projects/artcache
Location: “Beta Launch” show at
Eyebeam Atelier - 2003
A
WiFi Box brings together physical proximity, narrative,
interactivityand physical space, engaging a discourse about
ubiquitous computing and the production of space. When you
are within proximity of its network, you can connect to
the Cache as if it were a typical WiFi access point. But
instead of accessing the Internet, you download artist-created
Flash animations whose narratives respond to social and
locationbased activity occurring within range of the network.
The project also has an LCD display so that visitors without
aWiFi-enabled device can interact as well. The artist-made
objects served by the Cache are programmed to alter their
behaviors and appearance based on visitours behaviour.
Richair2030
TAKE2030
http://kop.fact.co.uk/richair
http://richair.waag.org
Location: Various performance locations
- 2003-2004
RICHAIR2030 imagines an "After the Net", "After
the Crash" scenario and proposes shared public consumption
of bandwidth and garlic rich air. The "Zone of Urgency"
spills into Venice city limits as we seek patrons for wireless
B-spot (B for bandwidth) and richair G-spot (G for garlic).
Marking B and G with a stripped-down handmade lunchbox Chiputer,
we measure the remaining network signal strength transmitted
from its PoP (Point of Presence). The RGB coded strength
is fed live onto the web - rich pumping air. RICHAIR2030
mobilises roaming nodes and calls for a trans-national virtual
mesh network.
magicbike
Yury Gitman
yury@magicbike.net
http://magicbike.net
Location: New York, USA - 2003-2004
"I am like the ice cream man, but with no music and
I deliver free wireless access and not ice cream."
magicbike is a mobile WiFi (wireless Internet) hotspot that
gives free Internet connectivity wherever its ridden or
parked. Wireless bicycles bring Internet to yet unserved
spaces and communities and are perfect for setting up adhoc
Internet connectivity for art and culture events, emergency
access, public demonstrations, and communities on the struggling
end of the digital-divide.
Life:
a User's Manual
Michelle Teran
misha@ubermatic.org
http://www.ubermatic.org/life
Location: several performnanceplaces - 2003-2004
'Life: a user's manual' is a series of public performances
and online mappings that examine
the hidden stories captured by private wireless CCTV streams
and how they intersect with the
visible world around us. Taking advantage of this unlicensed
part of the radio spectrum, an increased use of wireless
devices are transmitting within this narrow band. Consumer
[private] use of wireless internet, cordless phones, bluetooth
and wireless surveillance cameras have created an invisible
adhoc network of media containing personal fragments and
[hi] stories, overlaid within socially codified spaces of
our urban environments. Given a video scanner and other
recording devices, people become collaborators in the shared
action of scanning through neighborhoods, of mapping the
city. Conversations and images from the street and wireless
surveillance are recorded.
UMBRELLA.net
Jonah Brucker-Cohen, Katherine Moriwaki
jonah@coin-operated.com, kaki@kakirine.com
http://www.undertheumbrella.net
Location: Dublin - 2003 - 2004
UMBRELLA.net is a project exploring transitory or ad-hoc
networks and their potential for causing sudden, striking,
and unexpected connections between people in public and
urban space. The project focuses on the theme of "coincidence
of need", or how shared, yet disconnected activities
can be harnessed into collective experiences. UMBRELLA.net
examines how the haphazard and unpredictable patterns of
weather and crowd formation can act as an impetus to examine
coincidence of need networks.
Public
Broadcast Cart
Ricardo Miranda Zuñiga
ricardo@volume71.com
http://www.ambriente.com/wifi
Location: Wireless Park Lab Days, City Hall Park, New York,
USA - 2003
Public Broadcast Cart is a shopping cart outfitted with
a microphone, speakers, amplifier, personal computer, and
miniFM transmitter that enables any pedestrian to become
an active producer of an audiocast. This cart reverses the
usual role of the public as audience of radio broadcasts
or online content. The audio stream is available to anyone
online and logged onto the thing's net radio station. The
audio is also simultaneously transmitted via speakers making
the cart a temporary soap box for willing participants.
The Public Broadcast Cart has been produced with support
from the Franklin Furnace and the Thing.net and audio engineering
by Jan McLaughlin.
Virtual
People Watching
Dana Spiegel
dana@sociabledesign.com
http://www.sociableDESIGN.com/nycwchat
Location: Wireless Park Lab Days, City Hall Park, New York,
USA - 2003
One of the most popular past-times in a park is people-watching.
This natural voyeuristic behavior is undertaken by all,
and can be both a solitary as well as group activity. Virtual
People-Watching aims to re-think the idea of people-watching
online by projecting the activities of users of a public-access
Wi-Fi network–in the form of images surfed by those
users' web-browsers–into an online forum. This online
chat environment presents a person's surfed images as an
analog for their public appearance and behavior. Chatters
can watch others from a quiet corner of the chat room, they
can chat with chat room inhabitants about what they see
others doing, or they can use the images as a way to broadcast
themselves to others.
Bass
Station
Mark Argo and Ahmi Wolf
cmp@pursuethepulse.org
http://www.bass-station.net
Location: New York, USA - 2003
Bass Station is an 80s style Ghettoblaster transformed into
an open wireless node. It is a tool for sharing digital
files and an open "juke box", which allows the
people to select their play list through the wireless communication.
It is a localized network tool that facilitate creative
exchange among a particular community, to share and create
new art with eachother.
PEACEDRIVING
(x)
Steffen Martin, Horst Krause, Matze Schmidt
peacedriving@n0name.de
http://www.n0name.de/3000/peacedrivinginwi
Location: BBK Wiesbaden, Germany - 2002
"PEACEDRIVING" bewegt sich im Zwischenbereich
vom Aufspueren offener Wireless LANs - und der Einrichtung
alternativer Funkdatennetzwerke auf einer Ebene von Do It
Yourself, und dem neu erfahrbaren Stadtraum. Ein Hotspot
wird eingerichtet, der das Gebiet des Veranstaltungsorts
zum Drahtlosen Funkdatennetz macht. Innerhalb des Hotspot
werden zwei Taxis mit einem WLANtauglichen Notebook ausgeruestet.
Mit Fahrgaesten wird ein Gespraech zu den Themen "WLANs",
"politisch-aesthetische Oekonomie der Server"
und "technische Realisierung alternativer Netze"
gefuehrt Die 'Fahrt' wird audio-visuell via die WLAN-Verbindung
ins WWW gestreamt werden. Damit wird das Taxi zur Stelle
intimen Austauschs an einer Art Public/Private-Interface.
Psychogeographic
Performances / Mapping
FWDrift [remix]
Julie Andreyev
julie@fourwheeldrift.com
http://www.fourwheeldrift.com
Location: Vancouver, New York, Montreal, Victoria, Zurich, 2005-2007
FWDrift [remix] employsžinterventionist tactics by using the city as a
canvas to make commentary about contemporary urban cultures. It.is a
multi-media performance using audio and video recordings generated by až
custom-equipped, data-gathering car driven through the city. In preparation
for the performance, video and sound of the city, and sound within the
private/social space of the carÜthe engine sounds, conversations,
the choice of music played on the car°s stereoÜare recorded. Cameras and
interactive technologies provide recorded video imagery of the city manipulated
by the interaction of the car and driver. These video and audio records are
the playlist used to generate a live video panorama and a musical soundscape
during a FWDrift [remix] performance.
VJFleetž[redux]
Julie Andreyev
julie@fourwheeldrift.com
http://www.fourwheeldrift.com
Location: Vancouver, Basel, Boston, 2004-2006
Serving as hybrid forms, a fleet of customized cars equipped with
interactive, audio-video technologies cruise the city seeking
engagement as urban performance. During a VJFleet [redux] performance,
video of driving routes in a host city are manipulated by interactions
between the car and driver to create effects on the videos. Audio
aspects of the engine and passenger areas of the cars are recorded for
chosen performance locations en route. Here, the audio and video
recordings are mixed into a new, live cinematic display.
itinerant
Teri Rueb
terirueb@earthlink.net
http://www.terirueb.net
Location: Boston, USA - 2005
An internal monologue you hear walking around Boston, a
place where you easily can get lost. Notions of home, relationships
of gender, as they shift in nomadic move are adressed, looking
at shapes of movement through the city.
Geostash
Michelle Kasprzak and Michael Alstad
michelle@kasprzak.ca
http://www.year01.com/geostash
Location: Toronto, Canada - 2004
Geostash is a public art project that uses the city of Toronto
as its inspiration and utilises Global Positioning Technology
(GPS) and the web as a means to achieve its creative goals.
Each artist will hide a "stash" somewhere in the
city and post the GPS co-ordinates of where the stash is
hidden on the Geostash website. The stash may contain a
set of instructions requesting an in-situ performance, or
could contain objects, materials and a manual to create
temporary public art. Once the stashes have all been placed
in the city, each participating artist will be randomly
assigned another artists' stash to find using a GPS receiver.
Once found, the artist will transform the contents of the
stash into a performance or ephemeral work of public art.
EAN
13 daycode
Inga Zimprich, Congress
zimprichova@web.de
http://www.daycode.con-gress.net/
Location: Public Space With A Roof, Amsterdam, NL - 2004
By using a combination of ciphers and stripes, complex information
can be coded. In a thirteen-digit bar code all worldwide
products can be classified. In EAN 13 daycode Inga Zimprich
has adapted this system to code new situations that are
livable in every European city. Based on a generic archive
of places, activities, equipment and movements, new situations
can be programmed and experienced.
The
Man of the Crowd
Glowlab: Christina Ray and Lee Walton
ray@glowlab.com
Location: New York, USA - 2004
http://glowlab.blogs.com/following
This project is a 24-hour walk in which two participants,
linked by text messaging, drift separately through the city
in an alternating pattern according to the movements of
strangers. Tthe public is invited to participate in the
project by signing up to receive text messages, sent once
per hour, broadcasting Ray and Walton's locations as they
execute the project. From this information, spectators will
be able to follow their progress and if they are in the
right place at the right time possibly even become involved
as strangers to be followed.
Footpront
Mapping
Noriyuki Fujimura
nori@cmu.edu
http://www.andrew.cmu.edu/user/noriyuki/artworks/footprints/
Location: PSY-GEO-CONFLUX festival New York, USA - 2004~ongoing
"Footprint mapping" is an attempt to create a
digital map of streets and public spaces by gathering "footprints"
of participants of the project.The artist creates DIY style
digital mapping system consisting of cheap pedometer(step
meter), digital compass, micro processor, web cam and laptop
computer. All the system will be set on a custom made backpack
so that one of the participants can try.
The map will be made from the information gathered from
pedometer(step meter) to measure the distance by counting
steps, digital compass to find directions for every single
step, web cam which will be installed above of the person
and look down to take digital photographs of surroundings
for each step.
Myriorama
ambientTV.NET and kondition pluriel
http://www.ambienttv.net/4/myriorama
info@ambientTV.NET
Location: London, UK - 12. 13. August 2004
Myriorama explores position- and motion-tracking at widely
different scales: across the city, and inside the venue.
The wanderer’s location in the city is reported by
satellite-based Global Positioning System (GPS), and fed
into the venue’s local network via a cellphone network
(GPRS) and the internet. Inside, the data are manipulated
and transformed in real time by the dancer's gestures, using
a wireless sensor system.The protagonist at the centre of
Myriorama tracks his subjects, agents and avatars as they
move through the city. The one in the place of the king
watches, commands and interprets a mediated world, a domain
of data, a screen of projected subjectivities in which inside
and outside are entwined.
Biomapping
Christian
Nold
christian@biomapping.net
http://www.biomapping.net
Location: London - 2004
Bio
Mapping explores new ways that we can make use of the biometric
information we can individualy gather about our own bodies.
Instead of security technologies that are designed to control
our behaviour, this project envisages a new tool that allows
people to selectively share and collaboratively make use
of this information.
Traces
of Fire
Volkmar Klien & Ed Lear
http://www.traces-of-fire.org
Location: Limerick, Ireland - 2004
The idea of Traces of Fire is to loose things and see how
they move. In several local pubs special equipped lighter
are left behind secretly. Each of these lighters is equipped
with a wildlife tracking transmitter and its own transmission
id. The next week was spent, roaming the urban habitat,
tracking the lighters, logging its every move.
Heartbeats
Noriyuki Fujimura
nori@cmu.edu
http://www.andrew.cmu.edu/user/noriyuki/artworks/heartbeats/
Location: Firstnight parade,
Pittsburgh, USA - 2004
An interactive art performance and/or street exhibition
which meant to reveal one's personal rhythm -heartbeat-
to the public in collective way. It consists of some sets
of balloons which has light in it and sensor to detect handler's
heartbeat in the end of rope of balloon. Every balloon is
capable of reveal each one's heartbeat as blink of light.
Meta-Parade
Michelle Kasprzak
info@iloveaparade.net
http://www.iloveaparade.net
Location:
Toronto and Regina, Canada - 2003
The Meta-Parade is a serial performance project that investigates
the forms and components of parades and public spectacles.
The project uses performers to visualize data, considers
the characters and roles that make up a parade structure,
and explores the cultural and social reasons for public
celebration as manifested in a procession.
Interact,
Extract, Interpoloate
Instructor: Eileen Matis-Wong
eileen@ieibanff.com
http://www.ieibanff.com
http://www.2equals1.com/banff/index.html
Location: Banff, Alberta, Canada - 2003
Interact Extract Interpolate is the collaborative effort
of 12 individuals who documented three environments in Banff,
Alberta. Through the utilization of cognitive paths derived
from permutated algorithms, the locations were analysed
and visual roadmaps created. The intent of this anaylsis
is to communicate both the essence and the existence of
these time/place/space environments, and to create a true,
visual representation thereof. Algorithms drive software.
The human mind is the software of the human body. Thus,
in order to effectively drive the software of the human
mind to psychogeographically analyse and document an environment,
algorithmic statements must be employed.
PML
(Psychogeographical Markup Language)
socialfiction
info@socialfiction.org
http://www.socialfiction.org/psychogeography/PML.html
PML
is a set of keywords lifted from various sources that can
be used to capture meaningful psychogeographical [meta]data
about urban space. PML is a unified system of psychogeonamic
classification that lurks behind the psychogeogram: the
diagrammatic representation of psychogeographically experienced
space.
.WALK
socialfiction
dotwalk@socialfiction.org
http://socialfiction.org/dotwalk
Location: several places since 2003
Generative psychogeography, walking on algorithms as a means
to explore the city, translates ideas from computer science
to the real world. The next logical challenge was to start
utilising the latent power of these algorithms in a scheme
much more complex: the construction of a UPC (Universal
Psychogeographical Computer). This peripatetic computer
is platform independent & can put any street-pattern
to work as a switchboard or an abacus. The UPC is operated
unconsciously by interacting swarms of psychogeographical
agents.
PING
Kate Armstrong
kate@katearmstrong.com
http://katearmstrong.com/ping/index.html
Location: Psy-Geo-Conflux festival, New York - 2003
PING is an experiential wireless project that uses a telephone
menu system to distribute active commands to users who call
in using a cell phone. The choices made by the caller when
navigating the telephone system produce directions for physical
movement through the city.
Amsterdam
Realtime
De
WAAG Society and Esther Polak
aske@waag.org
www.waag.org/realtime
Location: Amsterdam, Neherlands - 2002
Every inhabitant of Amsterdam has an invisble map of the
city in his head. The way he moves about the city and the
choices made in this process are determined by this mental
map. Amsterdam RealTime attampts to visualize the mental
maps of inhabitant through examining the mobile behaviour
of the city's users. During two months Amsterdam's residents
are invited to be equipped with a GPS based tracer-unit.
Therse tracers' data are sent in realtime to a central point.
By visualizing this data against a black background traces,
lines, appear. From these lines a (partial) map of Amsterdam
constructs itself. This map does not register streets or
blocks of houses, but consists of the sheer movements of
real pepole.
The
Choreography of Everyday Movement
Teri Rueb
terirueb@earthlink.net
http://www.terirueb.net/choregraph/index.html
Location:
Baltimore, USA - 2001
"The Choreography of Everyday Movement" envisions,
as a topographical mapping, the culturally inscribed nature
of our everyday travels. Using GPS, the project seeks to
render visible our movement through the built environment
of the city, revealing socio-political and poetic patterns
of traffic flow through the urban body. As a live element,
participants are tracked with global positioning satellite
receivers as they move about the city. The trail of each
participant's movement is transposed into visual terms as
a dynamic drawing generated in real-time wirelessly over
the Internet. Drawings are then archived and presented for
viewing in a three-dimensional format.
Internet-focussed
Projects
Tokyo
Picturesque
staff@tokyo-picturesque.com
http://www.tokyo-picturesque.com/v1
Location: Tokyo, Japan - 2004-
Tokyo Picturesque (alpha version) is a Location Based MoBlog
. On the website people in Tokyo can attach pics taken with
their GPS enabled mobile phone to a map of Tokyo. The system
then associates that image with the location on the map
where it was taken.
Prudent
Avoidance
Brian Lonsway / Kathleen Brandt
lonsway@rpi.edu
http://www.prudentavoidance.org
Location: New York, USA - 2003
Wearable Computing Device and Website: A participant wears
a sensing device that detects exposure to electro-magnetic
frequencies in the Extremely Low Frequency range that are
suspected of having harmful effects on human life. The Prudent
Avoidance Device collects information on exposure durations
and frequency that are then correlated with a user's physical
location. The data is presented on a website as a kind of
interactive 'documentary.' Webvisitors can follow the lives
of the participants as they navigate a public space filled
with ELF emissions.As the prototype is advanced, the device
could collect data from multiple participants. The website
would thus act as a repository of these testimonials, allow
visitors to situate their own spatial experiences and better
understand the collective impact of this invisible phenomenon.
D-tower
Q.S. Serafijn and Lars Spuybroek
gemeente@doetinchem.nl
http://www.d-toren.nl
Location: Doetinchem, NL - 2003
D-tower is a 12-meter-high architectural structure that
represents the emotions (LOVE, FEAR, HAPPINESS, HATE) of
the inhabitants of the city Doetinchem through questionnaires
and a website, a visual representation of the inhabitants'
responses to the questionnaires. Inhabitants that voluntary
subscribed to the project will answer during six months
360 questions related to dayly emotions like hate, love,
happiness and fear. The four emotions are represented by
four colors, green, red, blue and yellow, and determine
the colors of the lamps illuminating the building.
CITYSPACE/WEBSCAPE
Josephine Pletts
and Usman Haque
info@haque.co.uk, inquiries@p-h.org.uk
http://www.p-h.org.uk/index.html
Location: London, UK - 2002
Virtual environments will be projected nightly onto London
streetscapes. Each night projections will take place in
a new public space location. Virtual environments, configured
in realtime by web users, will be projected on top of these
urban streetscapes and people walking in them. A webcam
will provide feedback to the remote web users allowing them
to watch the real world effects of their interventions in
the virtual world.
Access
Marie Sester
marie@sester.net
http://www.ACCESSproject.net
Location: Ars Electronica 03, Linz, Austria - 2003
Access is a public art installation that applies web, computer,
sound and lightening techniques, in which web users track
individuals in public spaces with a robotic spotlight and
acoustic beam system.
iSee
Institute for Applied Autonomy (IAA)
iaa@appliedautonomy.com
http://www.appliedautonomy.com/ise
Location: New York City
iSee is an "inverse surveillance" application
for wireless devices and web-browsers that enables users
to monitor and avoid CCTV surveillance cameras in public
space. iSee users are presented with an interactive map
showing the locations of known CCTV cameras in New York
City's public places. Users click on the map to specify
a point of origin and destination, and iSee employs artificial
intelligence algorithms to determine a "path of least
surveillance" between the two points that avoids as
many cameras as possible. iSee is also a data-collection
tool used to document camera locations, use, and ownership.
This data is available in a variety of formats to scholars
and activists engaged in surveillance research, public advocacy,
and direct-action campaigns.
Message
in a Bottle
Lalya Curtis
info@laylacurtis.com
http://www.fromramsgatetothechathamislands.co.uk
http://www.gpss.co.uk/bottle.htm
Location: Sea off the south east coast
of England near Ramsgate - May 2004
Fifty bottles were released into the sea to reach the Chatham
Islands in the South Pacific Ocean.
Each bottle contains a message from residents of Ramsgate,
a pencil, an instruction leaflet as well as details of this
website. Anyone finding a bottle is requested to report
to this website and record where and when the bottle was
found. In addition to this they are also requested to document
their find on a list found inside each bottle before returning
the bottle to the sea. Several of the bottles are being
tracked automatically using GPS technology and are programmed
to send their longitude and latitude coordinates back to
Ramsgate every hour.
Digital
Golem
Eric Van Hove
evh_transcribe@yahoo.com
http://www.transcri.be/digital/golem.html
Location: Israel and the Web - 2003
Digital Golem is an international net-art project aiming
to promote digital art as an innovative and artistic reflection
of our information society. It consists in an unrecorded,
world-scale, email-based, multi-language chat inspired by
and starring Asian cell phones: the world's leading portable
communication device. This chat will be a textual online
exchange, symbolizing a digital human identity (the Golem),
created and subsequently destroyed: it would live and die
as a conversation does. Commissioned by Israeli digital
art lab, in Holon.
Ectype
Eric Van Hove
evh_transcribe@yahoo.com
http://www.transcri.be/digital/ectype.html
Location: US - Islamic countries - 2003
We are under going a crisis of civilization. If that is
true, then in today's global context identity is also subject
to question: we would be undergoing an identity crisis.
"Ectype" is a Media art project fostering cultural
understanding between the Islamic World and the United States,
through a reflection on human identity and parentage in
today's self-aware, and unfortunately divided, society.
This project uses Internet and Open Source technologies,
which seem to be the best tools to address cross-cultural
boundaries and the development of new democracies. This
project will occupy public spaces and force individuals
to ponder their status and the use of ID pictures by the
mass media and bureaucracy of modern societies. We attempt
to visually show how ethnocentric stereotypes have no currency
in a world that needs rebuilding.
hypercomplex
space / Et Hyperkomplekst Rum
Kim Wyon / Simon Louis-Jensen
kontakt@hyperkompleks.dk
http://www.hyperkompleks.dk
http://www.kulturnet.dk/kulturnyt/nyhed_64_main.html
Location: Tivoli Gardens on Vesterbrogade, Copenhagen, Denmark
- 2000
A hypercomplex space is an interactive, computer-generated
computer game and art installation linking up the internet
and a busy public space in Copenhagen. The computer game
is transmittet real-time to a big screen on an archade building
in front of Tivoli Gardens on Vesterbrogade. Modes of interaction
are via this homepage or via WAP-phone. The interaction
is real-time. When you click on to the game and start to
interact or WAP to the page/screen, you're on! http://http://www.hyperkompleks.dk/wap
For more information on the game itself and the ideas behind,
scroll to: ideas behind a hypercomplex space.
Re:Positioning
Fear - Relational Architecture 3
Rafael Lozano-Hemmer, Will Bauer
rafael@lozano-hemmer.com
http://rhizome.org/artbase/2398/fear
Location: Landeszeughaus Graz,
Austria - 1997
An installation transformed the courtyard façade
of one of Europe's largest military arsenals with a "teleabsence"
interface. By throwing shadows of passers-by on the wall
they could reveal the projected real-time internet relay
chat sessions discussing salient "contemporary fears".
Location-Based
Mobile Gaming
RayGun
Glofun
info@Glofun.com
http://www.glofun.com
Location:
Seattle, USA - 2005
A ghost hunting location based game for cell phones. The
cell phone loaded with RayGun software emits “spectral”
energy that lets you attract and track ghosts. Unfortunately,
the energy also annoys the ghosts. To aim the raygun at
a ghost, you move toward it. Moving quickly increases the
raygun’s range. The longer you play, the more ghosts
you attract, and the faster you have to move to stay ahead.
CatchBob!
Nicolas Nova and Fabien Girardin
nicolas.nova@epfl.ch; fabien.girardin@epfl.ch
http://craftsrv1.epfl.ch/research/catchbob/index.html
Location: CRAFT Center Lausanne, Switerzland - 2004
The CatchBob! mobile game investigates how people benefits
from knowing others' whereabouts when working on a joint
activity.T he collaborative hunt features groups of three
persons who have to find and circle a virtual object on
a campus.
Visby
Under
Zero-Game Studio / Interactive Institute
christopher.sandberg@tii.se
http://w3.tii.se/en/project.asp?project=195
Location: Gotland, Sweden - 2004
Visby
Under is a game that uses the city of Visby and its myths
as a gaming table.The Visby Under project furthers the Zero-Game
Studios research on live action and role-play elements in
games. The game retells the sagas and the participants will
themselves transgress from witnesses to imperative parts
of the story.The centre of the game concept is the struggle
to keep the island afloat, or the opposing endeavour to
make it stay underneath the waves. This symbolises the battle
between the magical and the scientific reality.
OUT
- Operation Urban Terrain
Anne-Marie Schleiner and others
opensorcery@opensorcery.net
http://www.opensorcery.net/OUT
Location: New York, USA - 2004
OUT is a criticism of the increasing militarization of civilian
life which has been implemented in the US and elsewhere
since 911. Two women in gear are on the ground. One with
a laptop and the other with a projector pointing onto building
walls in 3 key locations in the city. They are connected
through a mobile wireless bicycle to an online team of five
game players located around the world. They intervene on
servers in a popular online military simulation game with
performance actions carried out by the
whole team.The live projections in the city can also be
viewed through a web cam on the OUT website.
Asphalt
Games
Intel Research
info@asphalt-games.net
http://www.asphalt-games.net
Location: New
York, USA - 2004
Players take over actual street corners in New York City
by planning, performing, and documenting small pieces of
street theater, or stunts. Photos or movies of these stunts
are uploaded to a virtual map of New York on a website,
where their artistic value is rated by other players. Players
make alliances and enemies as they jostle for space on the
virtual (and physical) streets of New York. Stunts are automatically
generated for players by an interactive game dial on the
website which selects
components from a database. Each stunt is marked as a node
on
the virtual map at the place of the stunt, with their owners'
tags.
Pac-Manhattan
Dennis Crowley, Frank Lantz (instructor) and others
dens@dodgeball.com
http://pacmanhattan.com
Location: Manhattan, New York, USA - 2004
Pac-Manhattan
utilizes the New York City grid to recreate the video game
Pac-Man in urban space. A Pac-man player will run around
Manhattan while attempting to collect all of the virtual
"dots" that run the length of the streets. Four
players dressed as the ghosts will attempt to catch Pac-man.
Using cell-phone contact, Wi-Fi internet connections, they
will all be tracked from a central location and their progress
will be broadcast over the internet.
Navigate
the Streets
Level 28 Brands
custom@navigatethestreets.com
http://www.navigatethestreets.com
Location: Several Cities in Canada - 2004
'Navigate The Streets' is a game of city exploration, modern
scavenger hunt, in which two teams compete to race through
the city. Using wireless gadgets and public transportation
they have to solve riddles to discover their next checkpoint.
WiFi hotspot vendors will be sponsoring the race, providing
free access to participants. The top qualifying teams from
each event will be allowed to compete in a final championship
race for a grand prize.
Oy
tom jenkins | phil worthington | andy huntington
thomas.jenkins@rca.ac.uk
http://www.jenkinsandson.co.uk
Location: London, UK - 2004
Onboard screens become a space for fast, exciting interactive
gaming, using the bus' journey; places, passengers and activities
as a rich contextual resource. Oy is a system of between-stop
informal gaming, played for small stakes, the price of a
text message, or just for fun with fellow passengers onboard.
Oyster card holders (London Transport's smart travel card
scheme) can sign up in their existing online account to
play for top-ups to their card. The system also utilises
the bus' GPS data, pulling up games that are context specific,
responding to the places passing by or live activity in
the journey (e.g. the number of passengers to get on at
the next stop), giving regular travelers a chance to do
some educated guessing.
I
Like Frank in Adelaide
Blast
Theory
info@blasttheory.co.uk
http://www.blasttheory.co.uk/frank/play.php
Location: Adelaide, Australia - 2004
Street Players are playing around the city in Adelaide using
a mobile phone. They have upto 60 minutes in the game to
find Frank who is somewhere in the city. As an Online Player,
you can explore this same area of Adelaide and send them
text messages. Street Players can see you on a map on their
phone. Street Players will be able to retreive postcards
hidden around the city for you. If you can guide them to
retrieve these you will also help them on their way to finding
Frank...
CitiTag
HP Labs, the Open University’s
Knowledge Media Institute (KMi)
I.T.Vogiazou@open.ac.uk
http://cnm.open.ac.uk/projects/cititag
Location: Bristol, UK
- 2004
CitiTag is designed to enhance spontaneous
social interaction and novel experiences in city environments.
Two teams roam the city with GPS- and WiFi-enabled iPaq
PocketPC in search for players of the opposite team that
you can ‘tag’ to make
your team dominante.
When a player has been tagged, he is trapped in the colour
of the opposite team until one of his team mates sets him
free by untagging him.
Undercover
YDreams
media@ydreams.com
http://www.playundercover.com/index.jsp
Location: Hong Kong / Portugal - since 2003
Undercover is a JAVA or SMS based action strategy game for
mobile devices. "The player’s real location is
the main tool in a quest for justice and survival. As a
secret agent the player must complete several missions in
a devastated world of biological wars and terrorism."
Tasks and game objectives include a range of activities
such as, locating terrorists, attacking the enemy with your
choice of weaponry, stealing resources during attacks, buying
and selling equipment, completing missions and winning prizes
as well as seeking protection in special shelters.
GunSlingers
Mikoishi Studios
alex@mikoishi.com
http://guns.mikoishi.com
Location: Singapore - 2003
Find weapons, food and money... Complete missions and assassinations...
And your ultimate reward? Get crowned the top fighter, In
Gunslingers, players experience the traditional mumbo jumbo
espionage and tactical combat scenario with a slight difference...
You get the whole of Singapore as your playing field! With
a simple phone and Network Location Positioning Technology,
players’ real world movements are mirrored in the
game world, allowing them to physically react with other
online players. From the windy plains of Changi to the wet
grounds of Jurong, everything in between is your battlefield.
Free from the reins of the PC, engage other Gunslingers
in a true real-time mobile gaming adventure.
Uncle
Roy All Around You
Blast Theory
info@blasttheory.co.uk
http://www.uncleroyallaroundyou.co.uk
Location: London, UK - 2003
Irgendwo in London hält er sich verborgen, der geheimnisvolle
Onkel Roy, und er wünscht dringend Besuch in seinem
Büro, dessen Ort keiner kennt. - Online-Spieler haben
die Aufgabe, "echte" Mitspieler aus Fleisch und
Blut, die als "Streetplayer" wirklich und physisch
London durchstreifen, mit ihren Textinformationen und ihrer
Navigation in Onkel Roys Büro zu führen. Text-Dialoge
in Echtzeit (Chat), gesprochene Sprache (als Sounds abrufbar),
Webcams und liebevoll gestaltete 3D-Grafiken der britischen
Metropole sollen das Suchen und Finden unterstützen.
Can
You See Me Now?
Blast Theory
info@blasttheory.co.uk
http://www.canyouseemenow.co.uk
Location: Rotterdam, Netherlands, March - 2003
In the board game Scotland Yard six players move their pawns
over a map of London, chasing Mister X together. With the
project Can You See Me Now? Blast Theory introduces a modern
variation of the game, which takes place live in the streets
of Rotterdam. The game incorporates the latest communication
technologies and is played simultaneously on line and in
the streets. For a period of five days players, while sitting
at their computers, can be chased by living pawns at the
Kop van Zuid: the members of Blast Theory. Can You See Me
Now? is a remarkable mixture of avatars in a virtual play
environment and people in the real world. As soon as participants
log in at the website their virtual counterpart will appear
somewhere on the city grid. In the street the on-line players'
positions are relayed via satellite and the Global Positioning
System (GPS) to palmtops carried by the Blast Theory members.
They are represented by orange pawns that now start chasing
the on-line players, the white icons on the map.
Mogi
Newt Games
info@newtgames.com
http://www.mogimogi.com
Location: Tokyo, Japan - since 2003
Mogi, Item Hunt uses the GPS functions of mobile phones
and allows you to pick up virtual items spread around the
city. Players move outside, pick-up virtual items, through
their mobile phone
interface then trade with other players to complexte collections.
From the Web interface, players see in real time, on a 3D
map, the positions of connected players as well as collection
items. From both interfaces, players trade the items picked-up
with the mobile. Mogi is a community game. A Web player
might help a mobile player by clicking on its character
on the map and sending "Lucky you! North, close to
you, lies a rare item. Get it, get it!
<TAG>
Amy Hung
emiyaone@yahoo.com
http://a.parsons.edu/~awhung/thesis
Location: Times Square, NYC, USA - 2003
<TAG> is a street activity proposed for the site of
Times Square, NYC. Employing mobile phone text messaging,
it focuses on increasing personal contribution and interaction
to the experience of this public space. Individuals will
participate with one another as they tag designated areas
or “nodes” by displaying their inscription.
Promoting a game-like spirit, players challenge opponents
in a TXT BATTLE in which the emerging victor will prevail
with the tag.
Urban
Challenge
Verizon Wireless
info@urbanchallenge.com
http://www.urbanchallenge.com
Location: Several Cities in USA - since 2002
An
LG camera phone is the ticket to the adventure. The object
of Urban Challenge is to visit twelve checkpoints in correct
order take a photo of it and return to event headquarters.
A photo of a team and the special Skip Man, who runns around
town, allows that team to skip one and only one checkpoint.
The first team back wins. The only allowed methods of travel
are by foot or local public transportation — city
bus, ferry, train, or trolley.
NodeRunner
Yury Gitman, Carlos J. Gomez de Llarena
info@noderunner.com
http://www.uncommonprojects.com/noderunner
Location: NYC, USA - since 2002
A competitive Game. Run the streets looking for WiFi nodes,
photograph the most, and win
the game. NodeRunner fuses the streets with wireless networks
to convert the City in a playing board. Two teams racing
against time must log into as many nodes as they can and
upload photographic prove of the server, documenting their
process.
The
Go Game
Wink Back, Inc.
info@thegogame.com
http://www.thegogame.com/brownie/index.asp
Location: San Francisco, USA - since 2001
The
Go Game is an all-out urban adventure game, a technology-fueled,
reality-based experience that encourages play and a keen
eye for the weird, the beautiful, or the faintly out-of-the-ordinary.
The "rule book" is reality, the "board"
is San Francisco, and the "pieces" are the players
- you and your team. Through clues downloaded to a wireless
device and hints planted in unlikely places, you'll be guided.
Clues can appear at any time, anywhere. Perhaps you didn't
notice the woman on the bus reading a magazine upside-down.
Or the note stuck to the side of the bathroom mirror of
your favorite bar, or the electric scooter parked outside
with your name on it. Complete your missions fast. Complete
them creatively.
MobileHunt
HIPnTASTY
info@hipntasty.com
http://www.mobilehunt.com/about.asp
Location: USA and Canada -
since 2001
MobileHunt
is a user-created scavenger hunt game. Draw a map of your
school, your neighborhood, your city! Pick a bunch of locations
on your map, fill in some simple trivia question forms about
each location and select some cool images. If you feel like
it, you can add an intro, rewards, prizes, a start and end
time for head-to-head competition and more! Tell your friends
(or the whole world!) all about your MobileHunt™ through
the free email and SMS announcement interface! They can
link straight to YOUR game! Next thing ya know, people will
be running all over the place with their wireless web phones,
scoring points, winning prizes, and having fun!
Cutlass
- Treasure Hunt
DCA Productions, Steve Bull
(CEO)
steve@ctlss.com
http://ctlss.com/treasure_hunt/html/main.html
Location: Times Square,
NYC, USA - since 2001
Registered players run around the Times Square area solving
a series of clues that lead the first lucky team to a treasure.
All questions are delivered to players via internet-ready
cell phones or other wireless devices (or they can read
them via a PC, or even get their clues in audio format over
a standard or wireless phone line). Players input their
answers to those clues from the field through their web-enabled
wireless devices, or they can work with their allies at
home, or in a local internet cafe, to send their answers
in over the web. After correctly answering the preliminary
number of clues, the winning team finds the treasure chest
hidden in its secret location.
Pirates!
PLAY research studio, Interactive
Institute
jennica.falk@interactiveinstitute.se
http://play.tii.se/projects/pirates/index.html
Location: HUC conference in
Bristol, UK - August 2000
Pirates! is a multi-player game, implemented on handheld
computers connected in a wireless local area network (WLAN),
allowing the players to roam a physical environment, the
game arena. Each player creates his own game character.
The player must now gain gold, experience, and rank, by
trading merchandise and solving missions. By each return
to the Viceroy he will be acknowledged for it. It is however
not necessary to solve missions in order to play the game.
A player may freely “browse” the game environment,
and visit islands, trade goods, and engage in player-to-player
combat regardless of the games mission structure.
TreasureMachine
Unwiredfactory
info@unwiredfactory.com
http://www.unwiredfactory.com
TreasureMachine
is a location based virtual treasure hunt, which by clues
guides the contestant to a predefined location where the
treasure is hidden. When a contestant believes she physically
stands on the right spot, she can 'dig' for the treasure
via the mobile handset. The first contestant to 'dig' for
the treasure on the predefined location wins. It is played
via SMS or WAP.
BattleMachine
/ Zonemaster
Unwiredfactory
info@unwiredfactory.com
http://www.de.battlemachine.com
http://www.zonemaster.myorange.dk
"With BattleMachine you get the possibility to battle
your friends and enemies in a quest for zones using fierceful
androids. It is a classical "battle for land"
game but it takes place in the real world, on real maps,
utilizing your location. Have you ever wanted to conquer
your own city? BattleMachine now gives you the opportunity!
Use your mobile phone to the max and become master of your
city!"
BotFighters
It's Alive
info@itsalive.com
http://www.botfighters.com
Location: Sweden, Finland, Ireland, Russia - since 2000
BotFighters is an action game played via SMS or a downloadable
Java client. Players design their robot character on the
webseite and then go out on the street in the real world
to find and fight other robots using their mobile phones
as the battle terminal. It shows the enemies on a radar
screen and via SMS the players shoot ech other. The mobile
positioning is used to determine whether the users are close
enough to each other to be able to hit. Besides virtual
located eqipment and power ups can be found in the streets.
The Webside serves as exchangeplatform for cooperation.
Geocaching/GPS
Stash Hunt
Groundspeak
contact@groundspeak.com
http://www.geocaching.com
Geocaching is an entertaining adventure cache hunt for gps
users. The basic idea is to have individuals and organizations
set up caches all over the world and share the locations
of these caches on the internet. GPS users can then use
the location coordinates to find the caches. Once found,
a cache may provide the visitor with a wide variety of rewards.
All the visitor is asked to do is if they get something
they should try to leave something for the cache.
Outdoor
Mixed-reality Games
NetAttack
http://www.fit.fraunhofer.de/projects/netattack
Human
Pacman
http://mixedreality.nus.edu.sg/research-HP-infor.htm
ARQuake
Demor
Utrecht School of the Arts, Faculty Art, Media & Technology
demor@xs4all.nl
http://student-kmt.hku.nl/~g7/site/index_.html
Demor
is a location based 3D audio shooting game for both blind
and sighted players. The player is equipt with a bagpack
containing a laptop, headphones, a GPS module, a head tracker
and a modified joystick. The arena can be any large, empty
outdoor space, such as a soccer field. The system works
with a zero point. The 3D auditory environment will then
unfold itself around the player. The player can move through
the auditory surroundings and hear sounds which can come
from close-by, a distance and any space in between. The
virtual objects that produce these sounds are e.g. the bad
guys, the surroundings and ammunition. In order to achieve
the highest score, the player must shoot as many enemies
as possible by turning her head towards them and then pulling
‘the trigger’.