INTERACTIVE INSTALLATION – 2015


Nowadays, architecture uses a wide spectrum of digital tools and algorithmic processes in order  to create spatial and designing complexity. Through coding and programming, architects have  the ability to design complex forms that they could not produce without the “help” of digital  software. But, how feasible is the construction of these new, complex, digital forms? The  installation investigates the gap between physical and digital world and it presents an approach to bridge them by using the human body as an interface for creating spatial interaction. While in front of a computer’s screen the possibilities of interacting and then designing seem endless, the installation investigates whether digital design and interaction implemented in the real/physical world as a spatial device lower these possibilities. Thus, the team -which consists of digital programmers and physical makers- with this experiment gives the opportunity to the user to compare the two different worlds and raises the issue of how the two worlds in architecture should be complementary and learn from each other. As an analogy to human’s perception of stimuli that makes him react with a complex system of nerve endings, the user through the installation “produces” stimuli that cause reaction of a mechanism that simulates the human muscles. The installation uses a simple cylindrical form which consists of several stripes -as an The installation uses a simple cylindrical form which consists of several stripes -as an analogy to human’s nerves. In the digital world the simulation investigates the form as a free mesh with multiple control points, giving the opportunity of moving/transforming it in real time, presumed upon the new technology of leap motion. In the physical world the user can control it by two different points with his hands, using the arduino board and 4 servos in order to control variables such as distance, rotation and speed.