Collaboration with Matt Storus
Current computational tools produce a disembodied representation of three dimensional space on two dimensional surfaces. These representations and modes of design production lack tangible spatial scalar context, and fail to emphasize processional or experiential qualities from an embedded perspective. New developments in video and mixed reality allow designers to engage an embodied understanding of design spaces, and offer a link between intuitive experience and digital worlds.
As the technology of design representation advances, we should focus not only on enhanced visuals, but on the new subjectivities that those technologies promote. Composite video and mixed reality are one facet of a second wave of digital representation tools. Spatial interface devices (such as the Wii, Kinect, and iPhone) comprise another facet with a great deal of potential. Despite this, they have yet to purposefully engage the built environment. As designers of space and form, we can utilize these technologies in order to project their potential as experiential modes of design.
By using matchmoving software and leveraging student work, we were able to convey different scalar experiences and bring people's projects into alignment with a first person perspective.
We took the same models and placed them within the CryEngine software to allow students an interactive perspective of their buildings in a video game environment. Our hope was to disseminate these techniques on a school-wide basis so people could easily iterate in a more experiential way.
The work culminated in an exhibition in the lobby of Gund Hall where people could interact with augmented reality models, play within their digital creations and speculate on the new potentials of emerging digital tools.