Using lights as a way of modelling the soundscape surrounding the intersection. The model attempted to determine how the buildings and structures would interfere with the movement of sound. It tried to visualise the soundscape.
analysis physical ray simulation The model – “shards of sound”
physical ray simulation The model – “shards of sound” The aim of this physical model was similar to the previous ray simulation model in that it was also trying to visualise the soundscape. However, this model attempted to create a more concrete (and not so ephemeral) form to the sounds. The medium of sticks to model direction of sound wave travel and bounce was rather deductive however. It was not able to effectively simulate the complexity of multiple sound sources in constant motion. The model did, however, offer a glimpse into the forms that might be discovered. A really good medium to model this in would be using particle and particle theory in 3D Studio Max
interest interactive mobile games Klein-Dytham architects. Construction site wall made into a instruction board for sms games competition Klein-Dytham architects. Interactive Architecture. The LED wall hosts a “touch” and “connect” game.
cyborg tree Tree has sensor to detect its acoustic environment and the branches shape themselves accordingly. Possible to have many layers of branches, like in a very high pine. As traffic conditions change, so does the shape of the trees canopy. Trees detect approaching pedestrians from signals from their mobile phones and move accordingly. Tree “branches” are intelligent and can enclose and follow a moving person without coming into contact. Tree branches have LED panels on along it displaying location information, such as street name, time, traffic conditions and bus timetables and bus positions. As tree branches surround a person, it cancels out traffic noise (either by wave-cancellation or by acoustic absorbing materials). Music is also played to cover traffic noise. Tree trunk has LED panels that host various mobile games or even interactive digital architecture.
cyborg tree In our urban landscapes, there are many trees. Trees have many effects on our experience. The tree itself can be a focal point in a park. Its form offers us pleasure. Its branches may surround us and offer shelter. It leaves rustle with the wind. The cyborg tree attempts to do all this as well. The trunk acts a focal point with its interactive architecture and mobile games. The games offer us pleasure. The experience of being enclosed ( hugged?) by the tree is stimulating. The branches offer people acoustic shelter... physical shelter is possible as well. It is like a “sound” tree, except its “leaves” and “branches” don’t respond to wind, rather to sound.
? soundscape barrier form shape from sound movements pending particle analysis
particle analysis space as continuous medium (like water..) formvariations and distortions in medium
retrospect more analysis of activities- walking and parties similar to C02 back to front
Photos and maps come from www.interactivearchitecture.com Klein Dytham Architects RMIT SIAL Lab Diller and Scifidio Google Earth Brisbane City Council