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intuitive technologies
brandon Cuffy
real time Cities urban cybernetics
october 24, 2011
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LED Carpet on Sidewalk
LED Carpet Layershttp:/
/www
.aa
c.b
art
lett
.uc
l.ac
.uk/reports
/briones
.html
http:/
/www
.aac
.bart
lett
.uc
l.ac
.uk/reports
/briones
.html
LED Urban Carpet:
Design Team: Carolina Briones
Year of Completion: 2006Technique: grid of light-emitting diodes (LED-
s), Processing, grid of pressure pad sensors,
Arduino board
This is a portable interactive installation usinga non-traditional user interface. The installation rep-
resents a game with a grid of LEDs that can be em -
bedded as a carpet into the physical space. A pattern
of lights is generated dynamically, that change in real
time according to pedestrians movement over the car-
pet. In this case the pedestrians become participants
that inuence the generative process and make the
pattern of LEDs change with the change of the loca-
tion of one or more participants. The aim was to cre-
ate a novel urban experience that invites social inter-
actions with the interface among different people as
friends, observes or strangers.
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Homographies Gallery Space
Rotation mechanismhttp:/
/www
.lo
zano-hemmer.com
/homograp
hies
http:/
/www
.lozano-hemm
er.com
/homograp
hies
Homographies:
Design Team: Rafael Lozano - HemmerYear of Completion: 2006
Technique: Motorized uorescent light tubes,
computerized surveillance tracking systems,
Considering preconceived placement and useof uorescent lighting in corridors and galleries in nu-
merous architectural works, this project attempts to
subvert the static notion of lighting. Through panop-
tic cameras, user movements are tracked and inter-
preted by the rotational mechanism attached to the
light, adapting themselves to the precise location of
the user. Simply by walking through the space, lighting
congurations predicated upon the dynamic notion of
ow, gives a level of personal engagement with the
space. When many people occupy the space, light
corridors are then created between people, rather
than through space. Questions the default experience
of space.
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Dune 4.2 @ Park
Dune 4.2 Fibershttp:/
/www
.st
udioroosegaarde
.ne
t/pro
ject/d
une
/
http:/
/www
.studioroosega
arde
.ne
t/pro
jec
t/dune
/
Dune 4.2:
Design Team: Studio Roosegaarde
Year of Completion: 2007Technique: bers, steel, microphones, sensors,
speakers software and other media
Interactive landscape of the future made of -bers and sensor technology which reacts to your pre-
sensce by increasing the relative brightness of the
landscape in closest proximity to your location, per-
sonalizing the experience of landscape.
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Pulse Park Aerial
Heart Rate Sensor Inputhttp:/
/www
.lo
zano-hemmer.com
/pu
lse
_par
k
http:/
/www
.lozano-hemm
er.com
/pu
lse
_park
Pulse Park:
Design Team: Rafael Lozano - Hemmer
Year of Completion: 2008Technique: Heart rate sensor, computer, DMX
controller, custom software, dimmer rack, 200
Source Four spotlights, generator.
In Pulse Park, evening visitors to MadisonSquare Park have their systolic and diastolic activity
measured by a sensor sculpture installed at the North
end of the Oval Lawn. These biometric rhythms are
translated and projected as pulses of narrow-beam
light that will move sequentially down rows of spot-
lights placed along the perimeter of the lawn as each
consecutive participant makes contact with the sen-
sor. The result is a poetic expression of our vital signs,
transforming the public space into a eeting architec-
ture of light and movement.
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Lichtcube @ underpass
lichtcubehttp:/
/cu
lture
base
.org
/home
/struppe
k/Hom
epage
Eng
lisc
h/Pro-
jekte/LIKLAK
/Liklak
http:/
/cu
lture
base
.org
/home
/struppe
k/Homepage
Englis
ch/Pro-
jekte/LIKLAK/Liklak
Lik-Lak:
Design Team: Hyperwerk FHBB
Year of Completion:Technique: Lichtcube, text-to-number system
- LIK-LAK shall positively change the spatial at-mosphere of un-places by means of new technology
and dynamic light, to provoke revaluations and socially
kommunikative processes. In a pedestrian underpass
a lichtcube is installed, which gives passers-by the
possibility to leave message by means of SMS. Urban
communication is made possible trough this kind of
wall newspaper and Speakers Corner. Accompanying
with the installation interactive happenings are orga-
nized.
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Splat Surface
handheld assemblyhttp:/
/www
.vrurban
.org
/sms
lings
ho
t.html
http:/
/www
.vrurban
.org
/sms
lings
ho
t.html
SMSlingshot:
Design Team: VR/URBAN
Year of Completion: 2008
Technique: autonom working device, equippedwith an ultra-high frequency radio, hacked
arduino board, laser and batteries.
Because of the increased commercial inter-
est in paving public space with digital advertising, the
need for accessible intervention devices seemed ob-
vious and necessary. The wish and habit to comment
(tag) the surrounding world is also an ancient and still
vivant phenomena we try to preserve. Our concept
of VR/Urban aims for claiming back urban space and
and give the inhabitants a tool for occupying urban
screens. People shall not only remain as a passive
audience, they must obtain the privilege and beside
that the right tools to create their own multimedia con-
tent in the streets.
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Chat Stop Shelter
Communication Displayhttp:/
/cu
lture
base
.org
/home
/struppe
k/Hom
epage
Eng
lisc
h/Pro-
jekte/Cha
t_S
top
/Cha
tStop
http:/
/cu
lture
base
.org
/ho
me
/struppe
k/Homepage
Englisc
h/Pro-
jekte/Cha
t_Stop
/Cha
tSto
p
Chat Stop:
Design Team: Friedrich von Borries, Gesa
Glck, Tobias Neumann, Andr SchmidtYear of Completion:
Technique: video camera, screen, trackball and
a computer unit
Chat stops are bus and streetcar stops, which
are equipped with interactive video technology. Thus
communication between waiting people at different
bus stops is made possible. If one likes to, one can
start a video conference with somewhere else wait-
ing people. The subjective safety feeling is increased,
and by means of communication with other humans
boredom of waiting can be overcome by nice conver-
sations . Video communication instead of video sur-
veillance, voluntarily and transparent, but at the same
time entertaining.
CH.09 CH.10 CH.11 CH.12 CH.13 CH.14 CH.15 CH.16 CH.17CH.01 CH.02 CH.03 CH.04 CH.05 CH.06 CH.07 CH.08 CH.18 CH.19 CH.20 CH.21CH.22
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Trash collection over Time
Augmented Trashcanhttp:/
/www
.urban-a
tmosp
heres
.ne
t/UrbanP
robes
/Je
tsam
/art
ifac
t
http:/
/www
.urban-a
tmosp
heres
.ne
t/Urban
Pro
bes
/Je
tsa
m/art
ifac
tAugmented Trashcan:
Design Team: Eric Paulos, Tom Jenkins
Year of Completion: 2010
Technique: simple IR photoelectrical switch,
electronic scale, overhead camera, laptop com-puter, projector
- Through visualing the act of throwing awaytrash, Eric Paulos and Tom Jenkins seek to make a
self reective narrative of the cyclical nature of dis-
carding trash over time, revealing potential cylces of
discarding trash in a particular public space and iffer-
ing a critical look at the content of trash generated by
a typical community.
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Ping Hoodie
conductive stichinghttp:/
/www
.e
lec
tricfoxy
.com
/ping
/
http:/
/www
.elec
tricfoxy.com
/ping
/
Ping: A social
networking garment:
Design Team: Electricfoxy
Year of Completion: 2010
Technique: Arduino Lilypad platform and used a
variety of sensors including exible sensing andconductive threads that are exible, sewable
and washable. The wireless capability was built
using the Lilypad Xbee
Because of the increased commercial inter-
est in paving public space with digital advertising, the
need for accessible intervention devices seemed ob-
vious and necessary. The wish and habit to comment
(tag) the surrounding world is also an ancient and still
vivant phenomena we try to preserve. Our concept
of VR/Urban aims for claiming back urban space andand give the inhabitants a tool for occupying urban
screens. People shall not only remain as a passive
audience, they must obtain the privilege and beside
that the right tools to create their own multimedia con-
tent in the streets.
CH.09 CH.10 CH.11 CH.12 CH.13 CH.14 CH.15 CH.16 CH.17CH.01 CH.02 CH.03 CH.04 CH.05 CH.06 CH.07 CH.08 CH.18 CH.19 CH.20 CH.21CH.22
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object oriented networkhttp:/
/www
.yoo
kyoungno
h.c
om
/thes
is2010
/pro
jec
t4
Object 2.0:
Design Team: YOO KYOUNG
Year of Completion: 2010
Technique: Web 2.0 Technology
OBJECT 2.0 is a concept proposal for the sys-tem of the near future, where the Internet is integrated
into physical objects and spaces. The system also
suggests the future direction of the ever-developing
social Internet. In this system, we could have new
terms like object-generated content, object-oriented
social network, and real-time serendipitous networks
that represent the world