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- Wisdom Well

- Mariko Mori

- Mobile Urban Drama

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Projects

During my time at Interactive Spaces I've worked on several projects. In the following I'll list a few of them.

Wisdom Well

The Wisdom Well is an interactive floor which is incorporated in a central place of the school. The knowledge well is an interactive working surface and a window towards the outside world. Cooperation and knowledge sharing across geographic distances are established – internal between the different year groups in the school as well as external between other educational institutions, working places and culture institutions.

The Wisdom Well is intended to be a central meeting point where students and teachers obtain new learning horizons by communicating across the digital interactive water on the floor. The Wisdom Well is an analogy to Miner’s well. In the Nordic mythology Miner’s well was the well of wisdom where Odin sacrifices his one eye to obtain eternal wisdom.

stepstone

The interactive wisdom wells are placed on the three central squares to support learning and knowledge sharing among students and teachers.

The wells are 3 x 4 meters devided in four tiles. From the bottom of “the well” the pictures are projected up on the floor. This interactive picture surface can support and implement new project initiatives and exiting games. Furthermore, information regarding present projects, intranet and internet can be presented and analyzed.

The Wisdom Well will thus be both a working surface and a window towards the outside world. This will promote the cooperation across the different squares and the outside world.

The interactivity of the Wisdom Well are controlled in different ways: by recording the placement of the physical objects on the area, emission of heat or pressure makes is possible to interact with the picture. The interactive Wisdom Well is a multi-functional supplement to the additional IT focus of the school.

RedDot

Mariko Mori - Oneness

On October 12th 2007, the exhibition with the Japanese artist Mariko Mori called "Mariko Mori - Oneness" opened at the ARoS art museum in Aarhus. His Royal Highness Crown Prince Frederik, the Japanese ambassador and the mayor of Aarhus attended the opening. Center for Interactive Spaces/The Alexandra Institute Ltd. has developed interactive sound installations with the artist's speak as well as three interactive contemplation rooms exhibiting some of the inspirational material behind Mariko Mori's work. The sound installations and the contemplation rooms were designed in collaboration with ARoS, Zentropa Interaction, DIEM and TEKNE.

Inside the exhibition 25 silver circles are located at the floor next to the art works. When the user stands inside the circle a recording with the artist's speak is played back utilising directional loudspeakers.

SoundSpots

The contemplation rooms are placed at the end of the exhibition and exhibits some of the inspirational material behind some of Mariko Mori's work.

Room 1

The installation in the first room called "Buddhism" ("Buddhisme") utilises camera tracking to detect when users approach a circle projected on the floor. Inside the circle four circles are presented displaying the four elements from the piece Esoteric Cosmos. The works represents fire, water, air and earth. When the user stands in front of one of the circles sound starts to play inspired by the element selected and an image of one of the inspirations behind the works are displayed. After a few seconds background information about the inspiration appears.

Room #1

Room 2

In the second room called "The Spirit From the Past" ("Ånden fra fortiden") the user navigates through some banners with inspirational material behind the work Kumano printed on them. The user arrives at three listening posts in the wall where the user can hear and read inspirational material behind Tom na h-ui. The atmosphere in the room is influenced by a forest ambience sound and changing light.

Room #2

Room 3

There are two installations in the third room "Cohesion Across Time and Space" ("Samhørighed på tværs af tid og rum"): an installation inspired by the Wave UFO art work and an installation inspired by the art work Oneness.

The Oneness installation is a floor with built-in pressure sensors and a projection of an alien in the middle. When a user stands on one of the pressure sensors the aliens disappers and one sixth of an inspirational picture behind Oneness is displayed. When the entire image has been revealed the sound intensity increases and after a while another one of Mariko Mori's aliens appears.

Room #3 (Oneness)

The UFO installation is a staircase with nine built-in pressure sensors. Above the staircase is a screen displaying inspirational material behind the Wave UFO art work when a user climbs the stairs. The user can scroll the material by walking up or down the stairs. When multiple users stand on the staircase at the same time the screen is split and multiple images are displayed. Furthermore, a subwoofer in the staircase provides an audio feedback each time a user takes a step.

Wavw_UFO_install

 

Mobil Urban Drama

Mobile Urban Dramas are interactive audio plays that let the spectator ("user") be the main character in a drama where the real urban environment becomes the scenography. In the play, users are equipped with mobile phones, headsets and maps, and experience a drama in the streets of a city, where they trigger different scenes of the play through location-based technology such as GPS, QR Codes, or Semacode based tags. Furthermore, they receive what appears to be SMS messages and phone calls, and encounter real life actors as part of the play that takes place along a pre-specified, possibly branching path through a cityscape or landscape. The Danish theatre company Katapult has developed six such plays using our technology. Katapult has developed these plays based on what they call an ”AudioMove” concept. The AudioMove concept is structured as a single user experience, while the Mobile Urban Drama concept can be both single and multi user experiences. These plays are to our knowledge among the world’s first applications of mobile phones for location-based theatre/drama.

In the following, I will briefly introduce two of these Mobile Urban Dramas.

GAMA - On the trail of unknown land

Gama – On the trail of unknown land” has been played in the city of Horsens in the summer of 2008 and 2009. The play consists of 14 scenes (tags) and the duration is 1 h. and 20 m. The story is about a medical student, Christian, who is on his way to his sisters funeral. On his way to church, he receives a mysterious phone call from a woman who claims to have a message from his sister, Johanne. The woman claims to be Anna Christina Bering, the long-dead wife of a famous explorer, Vitus Bering, who was descended from Horsens. The user is the main character in a psychological treasure hunt; and he is provided with historical facts of the city through his quest for messages from his late sister.
The overriding conceptual structure of Gama follows the classical Hollywood model, which is a linear course where the drama increases until a climax at the end of the plot. In Gama, the user interacts with the surrondings as he needs to find clues, e.g. old letters in drawers and other objects in his quest.

Hasle Interactive - Outdoor School

HasleInteractive is a play that was launched in September 2008. It has been developed for educational purposes for public schools; more specifically, sixth graders. Moreover, the narrative consists of both individual and social courses in the same play, as the audio sequences are supplemented by group work on tasks with close ties to the narrative. The duration of the play is approx. three hours.

The narrative is developed for the hilly landscape of Hasle in the outskirts of Aarhus. The plotline is set in the year 2022 when large scenic areas of nature are dying out. Two scientists need help from children - only they can reveal the reason for the decaying nature. Adults cannot enter infected areas without being lethally drained of energy. The scientists do not understand the mysterious codes and events in the area, thus they send in the children, whose mission is to analyse, decipher mysterious codes, report back and find evidence from the biotopes - before it is too late.

The aim for their learning is to gain an understanding of the correlation between humans and nature. In doing this, each group of pupils are to solve four assignments in the subjects mathematics and natural sciences at four checkpoints – two located in different lake biotopes, and two in a young forest and an old forest, respectively. When the pupils arrive at a checkpoint, they scan a tag and receive assignments developed in collaboration with teachers. The amount of tags in the play is six when counting in the tags at the beginning and at the end of the play. However, between the checkpoints are “coordination nodes” with mysterious signs on the trees providing the pupils with more abstract info related to the narrative. These nodes tie the narrative by providing a relationship between individual sensuous audio drama experiences and social technical experiences.