The chosen project is ‘MuscleBody’ by Kas Oosterhuis. The
MuscleBody project implements real time computing through applications, which
operate to an input-output latency of seconds, enabling response to stimuli
within milli- or microseconds. The project also utilises programmable
interactive architecture engaging in future-oriented research to interact
between players and object. It responds to specific requests, reconfiguring
itself in real-time based on the premise that interaction can take place only
between two active parts, where one active part is the user and the other one
is the building. With this technology, MuscleBody is able to alter its shape,
degrees of transparency and the sound that it emits in real time via a computer
programs calculations which sends corresponding instructions to the structure.
Ultimately, MuscleBody is a dynamic hypersurface.
For the project to be dynamic, it must rely on technologies
and programming. This can not only prove to be expensive but difficult in
regards to implementation and aesthetics. Each component needs to be placed
precisely for the movement in the project, for example, MuscleBody uses 26
festo muscles to contract and expand which are then concealed in the spiralling
structure. The skin is composed of Lycra, allowing for a stretchable surface,
meaning material choices are limited. Methods of concealing these technologies
so that they don’t become eye sores may be challenging as they not only have to
be accessible if something were to be replaced but must be aesthetically
pleasing. For the project to exhibit real time behaviour, various motion and
sound sensors must be implemented, code programmed and human interactivity to
create the dynamics of this hypersurface. Lights and speakers add to the real
time behaviour of MuscleBody, playing corresponding samples and displaying
different colours in response to the behaviour of the ‘players’ within the
project.
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