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Behavioural Architecture as a Foci for Place BasedSocial Interaction in a Post-Human AgeTRANSCRIPT
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1Emotive NetworksBehavioural Architecture as a Foci for Place Based
Social Interaction in a Post-Human Age
by W. Connor OGrady
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2
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3I hereby declare that I
am the sole author of this publication. This is a true copy of the
thesis outline, including any required final revisions, as accepted
by my examiners.
I understand that my document may be made electronically
available to the public.
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4
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5ABSTRACT
We are now fully immersed in the digital era. The technological
innovation over the past decade has been immense, as we have watched
the digital world mature to react nearly in real time and have the
compact versatility to be able to fit in ones pocket. Machines are
now a commonplace interaction for almost anyone, particularly a
North American city dweller, and these interactions are only going to
become increasingly prevalent. The interactions have become dynamic,
interactive and fluid within our daily encounters allowing to connect
globally, and to harvest vast amounts of information in short amounts
of time. Where this has left us however, is near a tipping point. Donna
Haraway writes about the lack of clarity that has begun to emerge in the
relationship between human and machine, and thus we are now hybrids;
Cyborgs to be more specific.
This Cyborg state has revealed many opportunities but it also raises
many questions. The current condition of the personal device all too
easily allows for an alienation of our bodies, as well as each other,
and our built environments. The concepts and experiments in this
thesis outline beg to reconsider the role of technolog y as a medium for
interaction that reaches beyond screen based interface and explores
three scales which will be referred to as the User Interface, the Garment,
and the Milieu.
All three of these scales must be tested in a state of physical,
indeterminate interaction, and therefore must occur in a public space.
This outline stands to create a new vision for Dundas Square as a post-
natural park space, intended to create place and human interactive
congregation as the foundation for connecting between the physical and
digital realm in a collective, embodied experience. This is an exercise
in architecture and public space as social matter rather than a social
container.
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6
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7CONTENTS
Authors Declaration
Abstract
Table of Contents
List of Illustrations
1. INITIATE SEQUENCE
1.1 Speculative Futures
1.2 The Motivation
1.3 Key Concepts
2. DATA HARVESTING
1.1 The Digital Realm
1.2 The Realm of the Individual
1.3 The Public Realm
3. THE EMOTIVE NETWORK
3.1 Testing Ground
3.2 User Interface
3.3 The Garment
3.4 The Mileu
5. CONCLUSION
6. REFERENCES
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8LIST OF ILLUSTRATIONS
Figure 1.1 Collage by the Author 11
Figure 1.2 Diagram by the Author 19
Figure 1.3 Diagram by the Author 19
Figure 1.4 Diagram by the Author 23
Figure 1.5 https://plus.google.com/+projectglass/posts 25
Figure 1.6 Diagram by Author 27
Figure 1.7 Diagram by Author 27
Figure 1.8 http://www.hylozoicground.com/Venice/gallery/index.html 29
Figure 1.9 http://www.studioroosegaarde.net/project/liquid-space/photo/#liquid-space-6-1 29
Figure 1.10 http://www.alavs.com/ 29
Figure 1.11 Image by the Author 31
Figure 1.12 Google Earth Image 33
Figure 1.13 Image by the Author 35
Figure 1.14 Image by the Author 35
Figure 1.15 Image by the Author 37
Figure 1.16 Image by the Author 38
Figure 1.17 Image by the Author 39
Figure 1.18 Image by the Author 41
Figure 1.19 Image by the Author 42
Figure 1.20 Image by the Author 43
Figure 1.21 Image by the Author 43
Figure 1.22 Image by the Author 43
Figure 1.23 Image by the Author 43
Figure 1.24 Image by the Author 45
Figure 1.25 Image by the Author 46
Figure 1.26 Image by the Author 46
Figure 1.27 Image by the Author 47
Figure 1.28 Image by the Author 47
Figure 1.29 Image by the Author 47
Figure 1.30 Image by the Author 48
Figure 1.31 Image by the Author 49
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It is a curious paradox that almost all science fiction, however far
removed in time and space, is really about the present day. Very few
attempts have been made to visualize a unique and self-contained future
that offers no warnings to us.1
J.G Ballard
1 J.G Ballard, Vermillion Sands, (London: Random House, 1973), 7.
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Initiate SequenceA review of the current cyborg state
Figure 1.1 Sensory Overload/Future City
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SPECULATIVE FUTURES
Close your eyes...
Follow...
That is what they tell you...
And there was no way for you to know where
youll end up and what youll be seeing will affect your consciousness or
your tomorrows dreams...
You wandered amongst cameras that can see through you,
neurobiological contraptions that can read your mind, landscapes
made of bits that can anticipate where you are going next and how you
are going to feel about it, viruses that are good for you, silk tattoos, a
robotic arm that spits out a house, a radio woven from evergreen bark,
pixels too coy to cut through matter but present enough to simulate the
Earths rotation...
A media revolution, a food processor, counting
your carbon footprint, an eyelid made out of photosynthetic cells, a
breathing skin, a printed clock, a chair that grows, soft omnidirectional
robotic cars, robots that care for your childrens education...1
Neri Oxman
1 Oxman, Neri, Fabricating Networks: Notes on Biologically Inspired Design, Networks Understanding Networks, 2011 17 10, Web, http://www.youtube.com/watch?v=x4F0bdr9It0&playnext=1&list=PL3CCE8370B5073939&feature=results_main.
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***
August 8, 2052
I received several messages yesterday that global warming has caused
irreversible damage, and fossil fuel production has faultered but not
diminished. Not even close. Its funny how some things never seem to
change, but then again, others have changed alot..
Fashion has become ubiquitous with protection as we no longer are
safe from the deteriorated ozone. Through this deterioration, clothes
have changed. They are not like what they once seemed to be, with
the societal change, clothing began to serve higher purposes and have
additional performative value. Nothing can simply be these days. It is a
scary but exciting fact. The system in place has seen the evolution into
personalization, away from the icons of pattern and graphic, and into a
multidimensional sensory experience. Depending on mood our clothes
begin to portray our level of interest in correspondance. Much like the
exotic birds that only exist in synthetically monitored environments
for tourists to go and scan for personal entertainment, our second skin
calls out to others as a signal of personality, purpose, stress level and
availability. Everything is a machine now. And therefore there are many
ghosts in many machines.
I found my fathers old smartphones the other day while looking through
an old trunk in our house. There is something to be said about the
substance of the artifact, to have and to hold. But the screen is just
terrible quality. I much prefer the ocular attachments like that which
Vernor Vinge once spoke of long ago. Embedded systems monitor our
existence, enriching our awareness of our personal intakes, creating an
enriched perception of our own actions and the external impacts our
environment has on us. All data is fed back into the system; what I
ate for lunch, and how many calories I consumed, muscle mass index,
pollution intake, carbon footprint expenditures, etc. It truly is a new
state of consciousness, well at least compared to what Father talks
about.
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It is paired with companion spheres, external hard drives of internal
information that can be mapped through experiential data. These
companion spheres provide the additional memory storage we need
in order to fully log our experience. This is a suitable, and compact
alternative to implants. Only the richest people can afford implants. I
am happy with my spheres. They allow information to be easily shared,
uploaded and downloaded via the ocular apparatus. I am still not
completely comfortable when I need to upload. It tingles when I feel the
information transfer to and from my brain..
The companion spheres can also integrate into public environments.
The Public Realm, formerly Dundas Square, is the neurological hub of
Toronto. As all public spaces are now, they are synonymous with the
neurological market. A place where people go to share memories, some
people are looking for techniques, new ways to compete in trades, others
are looking to connect, to understand people better, to understand
their world better, and some well they come for what would still be
considered black market trading. Disembodiment downloads and
scandalous memories shared in poor taste percolate through the ether. It
all happens in these spaces, as they realized that all this information was
stronger when you physically connected with someone.
The once cold, transient space is now festering with people, meandering
through the field of tree like structures. Axons protruding from the
Realms surface, sprout several tendon like branches that steward the
area. As public spaces have always been, they are where people are most
vulnerable, the structure is employed to facilitate the different users.
Engaging in this process requires trust. The same trust from the past;
placing copious amounts of information about ourselves on to screen
based interfaces with the hope to connect to better people. To put
ourselves out there, to have a stance, and make an impact on the global
scale. Well, consider this the next Faustian bargain. This system is
not about sharing products, or even byproducts. It is entirely about
sharing your process, your raw methods. Individuality is part of the
collective. And being part of the collective is about being aware of your
individuality.
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Our companion spheres link into the neural system via synapses. This is
how the system knows who you are and what you are looking for. It feels
your presence, it reads your suit. It adapts and engages you. Just as you
see it, it sees you.
Ganglion, as the system is referred to collectively, has its own sensor
spheres. These spheres are mobile and primarily harvest energ y. They
too emit a coloured aura that portrays its current state. The system can
get lonely, it can get hungry, it can be hurt, and it can be excited. These
states need to be known, for when we use the system to help ourselves,
we must know that it is our duty to help the system in return.
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...You are back, awoken, astute, hyperly networked inside and out.
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THE MOTIVATION
We are no longer simply human. Technolog y has integrated itself into
our daily functions that it has become unimaginable to live without
these tools and devices. Our use of technolog y is nothing new, in
fact, technolog y has been affecting us since the beginning of man. As
William Mitchell writes, it is not as if we became posthuman in the
wireless era ; since Neanderthal early-adapters first picked up sticks and
stones, we have never been human.1
Digital technolog y has propagated outward and has blanketed itself
over our urban environments and rippled into the vast expanses of our
geography. It is an invisible force that is changing the way we interact
and the way we perceive; with ourselves, others and our spaces. The
current problem lies in our architecture; changing at a glacial rate
compared to that of computational systems and the apparatus that
are used to interface between these two drastically different worlds.
A change is needed in our public spaces as a means to stipulate the
importance of technolog y as a medium for re-embodiment, in a time
where the predominant forces are a subconscious coercion towards
disembodiment. 2
Much like Felix Guattaris three ecological registers3, the proposal must
occur in three distinct realms: the Public Realm, the Digital Realm,
and the Realm of the Individual. Essentially, what can be formed are
emotive networks, systems that project emotions to the forefront of
communication and interaction; to be manifested in a multitude of
mediums, in particularly architecture. Architecture and public space
can no longer stand to exist as a one way relationship between itself
and its occupants. There must be an implementation of a feedback
loop predicated on the ideolog y of an attentive and concerned
architecture that adapts with investment in the emotional well being of
the collective. This loop is based on the indexing of data as a series of
parameters that can begin to quantify human emotion.
1 William Mitchell, Me : The Cyborg Self and the Networked City, (Cambridge, Massachusetts;London: MIT PRess, 2003), 168.2 Luca Molinari, A Possible Manifesto, Futuristic: Visions of Future Living, ed. Caroline Klein (Cologne: DAAB MEDIA GMBH, 2011), 264-265.3 Guattari, Felix, The Three Ecologies. London; New York: The Athlone Press, 2005.
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NETWORK SPATIAL
CONNECTIONS
DIGITAL
PUBLIC
INDIVIDUAL
Figure 1.2 Connections Vesica
Figure 1.3 The Three Realms
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KEY CONCEPTSFor the purpose of clarity a few concepts will be defined in order
to properly understand the context of which the terms cyborg ,
transhumanism and posthumanism will be used.
CYBORGAs defined in their 1960 paper on space travel, Kline and Clynes define
it Cyborg ,
For the exogenously extended organizational
complex functioning as an inte-grated homeostatic system
un-consciously, we propose the term Cyborg.1
POSTHUMANISMIs a word that must be considered for its two opposing definitions. As Carey Wolfe points out, Posthumanism can refer to the imagining of a not-too-distant dystopia where the human is dominated by genetic technologies currently being unleashed by bioengineering , so that our fundamental human dignity becomes the victim of a Promethean drive run amok as can be understood by literary works such as Francis Fukuyamas A Posthuman Future, and Aldous Huxleys A Brave New World. But it can also refer to the liberating potential of those very same developments, an opinion held quite strongly by Donna Haraway in her Cyborg Manifesto.2
1 Manfred E. Clynes, and Nathan S. Kline, Cyborgs and Space, Astronautics, no. Sept. (1960): 30,
2 Wolfe,Carey.http://www.carywolfe.com/.Lastmodified2010.Accessed December 11, 2012. http://www.carywolfe.com/post_about.html.
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TRANSHUMANISMAs defined by Natasha Vita-Mores Transhumanist Artist Statement,
Transhumans want to improve and extend life.We are designing the technologies to improve and extend life.
Emotions are integral to our senses and understanding.
We are designing the technologies to enhance our senses and
understanding.
The transhumanist ecolog y and freedom exercises self-awareness and
self-responsibility.3
as a more precise amendment to Julian Huxleys definition:
man remaining man, but transcending himself, by realizing new
possibilities of and for his human nature4
3 Vita-More, Natasha. Transhumanist Art & Culture, Transhumanist Arts Statement.Lastmodified2003.AccessedNovember23,2012.
4 Julian Huxley, Transhumanism, New Bottles for New Wine, (London: Chatto & Windus, 1957), 13-17..
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DataHarvestingAn Analysis of Spatial Parameters and
Techtonic Precedents
Figure 1.4 Times Square Augmented Reality
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THE DIGITAL REALM
When Apple Computers successfully integrated a touch screen user
interface into their design of personal electronic devices, it changed the
way we interacted with our world. The mobile phone, which had already
begun its translation away from simply being a telecommunications
device had expanded our world into the electronomadic individuals we
now are.1 This marked a pinnacle moment in which a distinct increase
in fluidity and ease between gesture and response occured. Opening the
floodgates of the ubiquitous digital user interface.
Now, projects such as Google Glass are experimenting in pushing
the envelope of the mobility and integration of the media interface
into the human physiolog y. The next step in the process is hands free
information visualization. Enriching our environments with new layers
of perceptual data and connecting people through digital networks will
become even less impeding.
This technological paradigm is running in parallel with many gesturally
based media interfaces. The Nintendo Wii was the first mainstream
game system to market an entertainment interface that allowed people
to directly interact with their televisions through gestural tracking. This
system was modified for full body detection with the Microsoft release
of the Xbox Kinect. The rigour and accuracy for detecting gestural
action will be pushed even further with widespread release of the Leap
Motion device for desktop interface.
1 William Mitchell, Me++ : The Cyborg Self and the Networked City, (Cambridge, Massachusetts;London: MIT PRess, 2003),
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Figure 1.5 Google Glass Interface
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THE INDIVIDUAL REALMIn order to understand the purpose of our clothes as a protective sheath
for our bodies, we must understand how our bodies interact in space,
and with eachother. In this exercise four levels of perception will be
addressed. Our clothes mediate these different perceptual boundaries as
both a practical tool and a communicative signal.
Immediacy:
This is the layer directly surrounding our skin and is where we perceive
temperature, explicit intimacy, or unsettling trespass. The sensitivity
of this boundary can change depending on the densities of surrounding
materials, whether it be a crowded subway, brushing against leaves in a
forest, or swimming in the ocean. The main perceptual variable is the
threshold of these environments in comparison to its surround and the
speed in which we endure the transition.
The Expanded Physiolog y:
This is the layer that is within our expanse of environment that can
be easily physically accessible. Things that can be touched or easily
initiated by the physical action of the individual can be found in this
perceptual range. This is where many of our tools such as cell phones,
laptops, hammers and occupied chairs can be found.
Within Sight:
This layer comprises of everything that is within our physical visual
recognition. This is bound by our physical surroundings; manifested by
the fact that we cannot see past the corner of a building , or downward
through the clouds whilst flying in an airplane.
The Cognitive Layer:
This layer is everything we know to be true. This is a biased, yet
rational sum of all of our experiences up until the current point. This
relies on consistent experience in order to build reliable trust in a
physical truth. An example of this is that when a person leaves their
home and heads out to run an errand, that there house stays where it is
and does not change while they are gone. It is not directly experienced
but we know it to be true. There is also the hope that it will not be
damaged in the absense of the occupant.
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Figure 1.6 Connections Vesica
Figure 1.7 The Three Realms
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RESPONSIVE ARCHITECTURES Techtonic examples of built works exploring the concepts of behavioural
architecture and designing feedback loop systems.
HYLOZOIC GROUND, PHILIP BEESLEY:
The Hylozoic series pursues living , breathing systems of architecture
and landscape, organized in self-generating complexes. The immersive
Hylozoic environment operates in a manner akin to a living organism,
considering its multiple layers of moving assemblies, emulated
metabolism, and responsive actions...1
LIQUID SPACE, DAAN ROOSEGAARDE:
LIQUID SPACE is the interactive creature that becomes physically
bigger, smaller, and brighter in relation to human behavior. The organic
fusion of mechanisms, embedded electronics, sound, and LEDs creates a
playful dialogue with visitors.
LIQUID SPACE 6.0 premiered in Japan as a commission for the
Yamaguchi Center for Arts and Media. Its high-tech jellyfish behavior
evolves in relation to visitors, creating a sensual coexistence.2
ALAVs 2.0, JED BERK:
ALAVs 2.0 (Autonomous Light Air Vessels) are networked objects
that communicate the concept of connectivity among people, objects,
and the environment. Through the use of mobile technologies people
can influence the behavior of the ALAVs by starting conversations
and building closer relationships with them. ALAVs 2.0 reflects
upon the current state of connectivity in our everyday lives. The
potential of ALAVs 2.0 lies in its ability to captivate a wide audience
and communicate the idea of people cohabiting a shared space with
networked objects.3
1 Jonah Humphrey, Integrated Systems: The Breathing Cycle, Hylozoic Ground, ed. Pernilla Ohrstedt & Hayley Isaacs (Waterloo: Riverside Architectural Press, 2010), 79.2 Roosegaarde, Daan. Studio Roosegaarde, Studio Roosegaarde: Liquid Space.Lastmodified2012.AccessedDecember11,2012.http://www.studioroosegaarde.net/project/liquid-space/info/. 3Berk,Jed.ALAVs:AutonomousLightAirVehicles.Lastmodified2009.AccessedNovember 01, 2012. http://www.alavs.com/.
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Figure 1.8 Hylozoic Ground, Philip Beesley Architect Inc.
Figure 1.9 Liquid Space, Daan Roosegaarde
Figure 1.10 ALAVs, Jed Berk
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Figure 1.11 Urban Environment of Neural Plasticity
The Emotive NetworkExperiments in Behaviorial Architecture
in a Post-Human Age.
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THE TESTING GROUND
This emotive network must manifest itself, it must take up both physical
and digital space. The localization of online and wired connections
increases the opportunity for spatial interaction, and it also creates
data storage with an immediacy to its location. A space can then begin
to learn and to understand the actions taking place within its extents.
Within its core it will have a memory of sorts.
By creating public spaces that have a sense of embodiment themselves,
they too become agents in these emotive networks, rather than laying
dormant waiting for a prescribed event to occur as a means of spectacle;
injecting occupation into a space. The standard quality of spatial
engagement must increase.
An example of an ailing public space lies in the heart of the commercial
district of downtown Toronto, Dundas Square. A testing ground for this
future public environment. Christopher Hume wrote for the Toronto
Star that In an age of cars, computers and commuting , the desire for
such a meeting place may well be more emotional than practical.1
Dundas Square can be re-enlivened as a mutable, interactive space that
accentuates place as a portal between digital and physical realms where
numbers surmounting that of the active participants on an individual
tablet or screen can begin to share in a collective experience.
It will be an incubator for a future public environment, a space that
enables emotive networks and enacts new symbiotic relationships
between the self, and built form. Upon asserting the importance of
public space and technolog y as a tool for the self, it must be proposed
that our public spaces must undergo radical change in symbiosis with
our new media interfaces and our constantly evolving projections of our
own images of self.
1Hume,Christopher.AEuropeanSpace.TorontoStar18012003.
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Figure 1.12 Dundas Square
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The current conditions of Dundas Square leave most of the pedestrian
traffic flow along the periphery of the site. Most of this traffoc flow is
also durational, higher speed movement with the intention to get to
somewhere else, may it be the Eaton Centre, South on Yonge Street, or
down nto the Subway system.
The prescribed program conditions within the site are limited to
some portable seating and a small ticket booth for theatre tickets. The
edge facilities have trouble bleeding into the square and activating the
space on a continuous basis, due to the automotive traffic dividing the
building edge conditions from the primary pedestrian square.
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Figure 1.13 Program and Speed Mapping
Figure 1.14 Mapping Detail
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THE USER INTERFACE
The new digital user interface for the Emotive Network differs from
current UI paradigms in two distinct ways. The first being that for
the most part our digital screens make information visible and tangible
that is not there, in order to additionally orient ourselves within a
certain spatial experience. This system proposes to be able to distill
the perceptual reality, organizing a filtering system in which to start to
overlay additional information. The second component of the interface
integrates into the garment and serves a primary focus as a personal
health monitor. This includes real time pings surrounding daily calorie
intake, account balance, and scheduling. These two factors translate the
primary use of digital technolog y as a social media and use it to balance
its role in relation to our physical environments and our vested personal
interest.
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Figure 1.15 New York City, Immersive, Augmented Reality- Intensity Iteration
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Figure 1.16 User Interface Lens
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Figure 1.17 User Interface Lens: Detail Portion
This new system will be found embedded
into an eye lens, not much different than
a contact. However, this system will be
operable primary through neural response
mechanisms. Integrating the digital media
into the thought process will streamline
this additional information into the
Cyborg consciousness.
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THE GARMENT
I am a node in a body-body network...2
William Mitchell
The advancement of personal technolog y has allowed for vast extension
and expression of the individual, but in this Faustian bargain, it has
become quite clear that we are alienating ourselves from our bodies,
from each other and from our created environments. This is not an
argument purely for the desire of stronger human-human connection.
It is an argument for the importance of physical place and physical
interaction.
The physiological analysis of both meehanical qualities of joint
movement and posture in the human body as well as chemical responses
such as pheremone zones allow for a mapping to develop a garment that
takes into consideration the natural functions of the body, and create a
protective cloth that projects the internal reactions of the body outward
as our own more prominent signals in order to place importance on our
role as an individual in our physical world, and our agency that we are
responsible for.
This results in a high quality, form fitting fabric, with expanding and
contracting capabilities, as well as sensing and energ y storage attributed
to electricity woven textiles. GARMENT 1.0 has heightened sensitivity
within the hands, control filters in pheremone regions and erogenous
zones, as well built in flexible joint support.
2 William Mitchell, Me++ : The Cyborg Self and the Networked City, (Cambridge, Massachusetts;London: MIT Press, 2003), 22.
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Figure 1.18 Body Analysis
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Figure 1.19 GARMENT 1.0
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Figure 1.20 COMPANION SPHERE: Retracted
Figure 1.21 COMPANION SPHERE: Elevation
Figure 1.22 COMPANION SPHERE: Plan View
Figure 1.23 COMPANION SPHERE: SECTION
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THE MILEU
Situating the Emotive Network within Dundas Square in a new
ground plane topography indicates the new importance placed on the
pedestrian ahead of the car. It also forms itself in a way to create a
central node at the middle of this recreational park space, intended to
be the heart of the system and a place where people can find solitude
without going home. Creating a central node places an importance on
the central focal point, a place where transit access can be found and
a place where the space can become a social forum. The Ganglion is a
civic space composed of an oscillating field of breathing pods, whose
heartbeat is sustained through the active presence of human entity.
Embedded with sensing capabilities the system has the ability to be
affected by aggressive behaviour, respond lamentingly to an individual
experiencing low morale, and to listen and produce information based
on its active history as a societal agent.
The structural flagella with embedded synapses have direct pairing with
the GARMENT, the Spheres and the UI. The system is completely
integrated in order to communicate, respond and learn from eachother.
The entire Network depends on the agency of the individual. It is an
intention to provide moments of social congregation and medititative
isolation.
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Figure 1.24 The Emotive Field
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Figure 1.25 The Pod
Figure 1.26 Stem Detail
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Figure 1.27 Tentacle Detail Figure 1.28 Energy Drone
Figure 1.29 View from Yonge and Dundas
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Figure 1.30 The Emotive Field: Section
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Figure 1.31 The Emotive Field: Experiential Rendering
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CONCLUSION
We have a desire to connect, but currently we separate to connect,
through our phones, tablets and computers. We search for stronger
connections, rather than engaging in the possible relationships
around us. With the de-localization of social networks through the
paradigmatic predilection towards digital interaction, there is a lack of
stable community that can be established entirely based on the exact
opportunity that these online networks offer. That the ability to reach people anywhere in the world, albeit any level of commitment desirable,
the lack of place disembodies us and causes us to dissolve away from our
human nature of physical interaction.1
At this stage these statements about the Emotive Network can be made:
1. The connection must be of a personal or public nature.
2. The connection must be of human-human interaction and human-
computer interaction.
3. The connection should not be hollow, the quality of the interaction
must be increased.
4. The connection must satiate all parties involved.
5. The systems exists through the effective participation of responsive
equipment at multiple scales
1 William Mitchell, Me++ : The Cyborg Self and the Networked City, (Cambridge, Massachusetts;London: MIT Press, 2003), 34.
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It is not clear who makes and who is made in the relation between
human and machine. It is not clear what is mind and what body
in machines that resolve into coding practices. In so far as we
know ourselves in both formal discourse (for example, biolog y)
and in daily practice [...], we find ourselves to be cyborgs, hybrids,
mosaics, chimeras. Biological organisms have become biotic systems,
communications devices like others. There is no fundamental,
ontological separation in our formal knowledge of machine and
organism, of technical and organic.1
Donna Haraway
1 Haraway, Donna. The European Graduate School, A CYBORG MANIFESTO SCIENCE, TECHNOLOGY, AND SOCIALIST-FEMINISM IN THE LATE TWENTIETH CENTURY, IN SIMIANS, CYBORGS AND WOMEN: THE REINVENTION OF NATURE (NEW YORK; ROUTLEDGE, 1991), PP.149-181.. Accessed December 03, 2012. http://www.egs.edu/faculty/donna-haraway/articles/donna-haraway-a-cyborg-manifesto/.
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Oxman, Neri. Fabricating Networks: Notes on Biologically Inspired Design.
Networks Understanding Networks. Recorded 2011 17 10.
Humphrey, Jonah.Integrated Systems: The Breathing Cycle.Hylozoic Ground. Edited by Pernilla Ohrstedt & Hayley
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