Keyboard Events (course)
University of Thessaly, Fall 2007-08
Digital interaction technology and Physical Computing issues are covered in the course Keyboard Events (founder of the course on 2006). Keyboard Events is an elementary course that used programming language for the first time in physical design process. All of these years, several interactive platforms were tested to develop spatial projects, such as Lingo Director, ActionScript, MaxMSP and VRML and Virtools. On 2007, with the collaboration of Cohen A. (architect) and Kalaouzis G (mechanical engineer) the course focuses on Open Technology, such us Processing Language and Arduino micro controller. The aim of this course is to teach that digital interaction requires a different structural model, because it embodies open architecture software as a new constructive detail on the structure, upgrading the objects and the space with open hardware characteristics.
Keyboard Events course proposes the distinction of an interactive architectural installation in a triptych: Rules, Object/ Space, System. This distinction can function as a general principle, a methodology that serves the process of analysis and design.
Rules aid the reading, review and the categorisation of the data into information. Potentially information is able to form the raw material for the definition of the system. The system requires the definition relationships for managing this information, i.e. the rule. The above process is an exploration of the crystallised structure which will operate behind the system, modelling its behaviour and identity. Rules require a writing code that will contain the conditions and the filtering of information. The code is a translation of a system diagram. The chosen tool for implementing the rule was the programming language Processing.
The object or the space is a structure that integrates all the necessary material and technical infrastructure for the operation of the rules. The new constructive detail of the object or space enhances the design of new technological devices, such as sensors, microprocessors, cameras, motors, and other ones, an apparatus through which a bridge between the object / space and the rule will be implemented. The result remains an object / space with physical entity and new properties.
The system is an object and a space that behaves in accordance to the rules. The operating system is the merging of space and information into an integral whole. The Arduino, an open programmable microprocessor that has the ability to control a variety of sensors, was chosen as a tool for implementing interactive systems. The sensors will be the expanded input of the computer, materialising the user connection with the natural world.
The course explores the composition of interactive systems. The goal is to understand the new grades that can provide mechanisms of interactive system in a physical architectural space, relocating the issue of the central idea of the function and the form. Such systems can be expressive tools for the students of architecture helping them to redefine the architecture of physical space. The result is a hybrid that incorporates information in a central position in real space. With the coupling of architectural thinking and space with new technologies, as information carriers, architects investigate the architecture that acquires more parameters and variations. Finally, architecture becomes more complex and multidimensional, more difficult but, definitely more interesting as well.
16 Cubes: Carlos Miralles, Ioannou Christos, Lekanis Dimitris, Platis Andreas
This project introduces a sound platform. Dividing a 2mX2m space in 16 equal elements, the students created a weight-sensitive platform. The 16 Cubes, in collaboration with the user’s body, construct a spatial sound, based on a weight pattern. This architectural puzzle explores ideas between sound structure and data paterns.
iWall: Cosma Christina, Flessa Maria, Ioannou Archonti, Kaparaliotiis Panayiotis, Karakitsos Panayiotis, Mazaraki Yro, Nikolakakis Panayiotis, Rovolis Photis, Toli Ioanna, Zografos Apostolos, Zouzoula Evi
Goal of this project is the exploration of the vertical architectural element as a representational machine of sound and motion. The architectural element has been restructured and has being enriched with new properties, by using the software, so as to build a data structure of the social environment. Sensors monitor the environmental soundand the human behaviour in front of the wall. Light boxes reshape the activities and hold a backup of the captured area as an environmental memory stick.
Panic Room: Ioannou Christos, Liaros Marios, Stamtaki Eftichia
This project was the renovation of the digital Theremin, an audio instrument that senses motion and reforms audio frequencies. The user crosses a dark corridor and enters inside a small dark room with a weak led light. The body’s motion produces psychedelic sound experiences inspired by Alfred Hitchcock’s movies. The sound finally tries to discipline the user’s behaviour replacing the role between the transmitter and the receiver.
Virtual Steps: Han Eleni, Pitta Valia
The Virtual Steps is a system of floor buttons with which we can navigate in Google Earth
and other Vrml environments. The virtual space is displayed on the floor or on the wall using projector. This full body experience offers a realistic procedure of navigating in virtual environments.
Paper Works: Amvrazis Yiorgos, Gimisis Dimitris, Kouskouris Odysseas
Paperworks is a method to manipulate geometric elements in the 3-D virtual environment. Using a Wii joystick someone can control and create a digital artwork using geometrical shapes and volumes.
The exhibition (2008)
The exhibition hosted by Dynamo Projects Space in Thessaloniki on 21-29 May.
New Seedings in Design: Workshop (2014)
The workshop is an intensive inter-university workshop on interactive design. Under the supervision and the mentoring of the Angelos Floros and George Kalaouzis, they participated students of Architecture from the University of Thessaly (UTH), the Aristotle University of Thessaloniki (AUTH) and the Dimocritus University of Thrace (DUT). Goal of the workshop was the familiarisation of the students with contemporary methodological approaches, using innovative interactive technologies. This procedure allows to the young designers to invent and experiment with new seeds on design.
Hosted by Department of Product and Systems Design Engineering, University of the Aegean, Syros island, Greece
During an intensive workshop (15-23/4/2013), 5 post-graduate and 5 undergraduate students of the Department of Product and Systems Design of the University of the Aegean produced a robot-like character called Kosmas 500.
Pivot: John George Karaferas, Athanasios Boulios, Theodor Stavropoulos (UTH)
“PIVOT” is an interactive spatial installation, which interprets the individual’s influence on public space, by activating sound samples.
Chairhood observer: Nicole Apostolou, Avrakomi Zavitsanou, Maria Mourtzouchou, Stefania Sotiriadou Music cube, Niki Kontouli Efi Tsanaka (UTH)
Chairhood_Observer is an interactive installation, in which users passively participate in a dialogue of two people, projected on a wall screen. The dialogue starts only when both seats are occupied. The symbolic meaning of the project is the necessity of two individuals in order to start a dialogue.
Itune, YOUtune, WHOSEtune?: Christina Ntanovasili, Chrisi Sotiraki (UTH)
Tune the body to sync the sonar signals.
Music Cube, Niki Kontouli Efi Tsanaka (UTH)
An interactive cube as a musical instrument.
Global View: Diamantis Menelaos (UTH)
It is an attempt to provide to the user the control of his view and his surrounding environment. While interacting with the installation, he controls the Earth’s movement as if it was a small ball in his hands.
ΠD: Athanasios Tzavaras, Ioannis Tzavaras (DUT)
Marble,fiber optic,Arduino platform
Think inside the box: Valia Fragkia, Silena Laskari, Christina Kavoura (AUTH)
Get inside the box. Examine the given space. Move. Are you attracting or repulsing its sides? You define the space and vice versa.
Extending Arts: Summer School (2013)
Hosted by Department of Product and Systems Design Engineering, University of the Aegean, Syros island, Greece
During an intensive workshop (15-23/4/2013), 5 post-graduate and 5 undergraduate students of the Department of Product and Systems Design of the University of the Aegean produced a robot-like character called Kosmas 500.
XARTS 2013 Summer School and Conferences tend to apply the new methods for the integration of new media technologies in artistic projects. Using mainly open source software, implementing autonomous environmental systems and advanced embodiment interfaces, artists may design integrated works of art. Participants in the Summer School have to propose an idea or concept for such an integrative artistic project. During the Summer School the participant's project will evolve to a complete design document including the implementation of a working prototype. Extending the perception of the artist concerning the new media possibilities, transforming this into creative practice, are the main goals of XARTS 2013. Extending Arts apply to the whole design process. Extending content for instance may be supported by Games narratives, hybrid creative approaches, multimodal interfaces, Immersive User Experience, Open Source coding, Strategic networking with the public and the artistic community.
Participants shared in groups of 4-5 persons in order to design and implement collective works during intensive workshops. The groups will be formed after presentation and analysis of the proposed concepts during the Groups formation workshop.
Kosmas 500: Antoniadis Alexandros, Chondros Loukas, Kanellopoulos Ioannis, Larozas Fragiskos, Ananiadis Platon, Baritakis Apostolos, Schismenou Katerina, Tsimplakou Sofia
Kosmas 500 is a composition of four (4) projects with multidisciplinary characteristics connecting the social, technological and scientific interests to a synergetic model. The students focused beyond the traditional formulas of Human Computer Interaction, reframing and redefining the artificial intelligence of traditional robots, as there are described in Asimov Laws . This project acted as an academic experiment, helping the students to extend the boundaries of their cognitive modules, embodying social and cultural characteristics in design process.