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	<title>arch+ech</title>
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	<link>http://archtech.gr</link>
	<description>architecture + technology</description>
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		<item>
		<title>molecular city</title>
		<link>http://archtech.gr/?p=89</link>
		<comments>http://archtech.gr/?p=89#comments</comments>
		<pubDate>Sat, 12 Feb 2011 10:24:21 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[exhibitions]]></category>
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		<category><![CDATA[augmented reality]]></category>
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		<category><![CDATA[future places]]></category>
		<category><![CDATA[molecular city]]></category>
		<category><![CDATA[porto]]></category>
		<category><![CDATA[portugal]]></category>
		<category><![CDATA[rca]]></category>
		<category><![CDATA[roberto bottazzi]]></category>
		<category><![CDATA[Royal College of Art]]></category>
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		<guid isPermaLink="false">http://www.archtech.gr/void/?p=89</guid>
		<description><![CDATA[AR installation at Future Places, Portugal. Tasos Varoudis with Roberto Bottazzi &#038; Tobias Klein Future Places, Porto, Portugal, October 2010 ( http://futureplaces.org/ ) By taking advantage of Augmented Reality technology developed by ‘arch+ech’, Molecular City allows the public to create their collective hybrid city by superimposing virtual architectures onto the existing city of Porto. The [...]]]></description>
			<content:encoded><![CDATA[<p align="left"><big>AR installation at Future Places, Portugal.</big><br />
</br><br />
<small>Tasos Varoudis with Roberto Bottazzi &#038; Tobias Klein<br />
<a href="http://futureplaces.up.pt/2010/doku.php?id=molecular_city">Future Places</a>, Porto, Portugal, October 2010 ( http://futureplaces.org/ )</small></p>
<p><img src="http://www.archtech.gr/wp-content/uploads/2011/02/image1MC.png" alt="" title="image1MC" width="270" height="381" class=" size-full wp-image-94" /><br />
</br></p>
<p><span id="more-89"></span></p>
<p align="justify">
By taking advantage of Augmented Reality technology developed by ‘arch+ech’, Molecular City allows the public to create their collective hybrid city by superimposing virtual architectures onto the existing city of Porto. The physical space of Porto becomes a canvas constantly connected to the endless possibilities provided by virtual space.</p>
<p><img src="http://www.archtech.gr/wp-content/uploads/2011/02/image2MC.png" alt="" title="image2MC" width="270" height="256" class="alignleft size-full wp-image-95" /></p>
<p align="justify">
As technology increases in computational power and user-friendliness, portable devices will be completely tuned in people’s needs and desires to their environment. The future of augmented reality technology [AR] will be urban. However, if fields as diverse as music or the military have already capitalized on such radical advancements, architecture and urbanism are still largely unaffected by this revolution. Architects still see themselves as the solitary creators of static physical objects seeking to single-handedly control urban experience.<br />
</br><br />
Molecular City challenges this outdated vision by speculating alternative modes of planning and experiencing the twenty-first century city. Similar to how simple molecules can be aggregated to form complex organic compounds such as proteins, Molecular City imagines a condition in which the overall complexity and richness of the urban experience is the result of a multitude of diverse narratives and singular gestures. The construction of such environment emphasizes contingency and discontinuity over exactness and stability.<br />
</br><br />
By taking advantage of AR technology, Molecular City allows the public to create their collective hybrid city by superimposing virtual architectures onto the existing city of Porto via computer projection. The physical space of Porto becomes a canvas constantly connected to the endless possibilities provided by virtual space. The role of the architect recedes to the background; the city transforms into a gameboard where cultural desires and needs can be seamlessly projected and negotiated. Conflations of place, scale, emotion and history overlay to give rise to a hybrid (half real, half virtual) urban condition. A library of digital architectural models to play with were provided via RCA&#8217;s ADS1 student models and free downlodable models from the Internet.</p>
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		<title>Touching Bits</title>
		<link>http://archtech.gr/?p=82</link>
		<comments>http://archtech.gr/?p=82#comments</comments>
		<pubDate>Mon, 20 Dec 2010 09:50:57 +0000</pubDate>
		<dc:creator>admin</dc:creator>
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		<guid isPermaLink="false">http://www.archtech.gr/void/?p=82</guid>
		<description><![CDATA[Xbox_Kinect Experiments Tasos Varoudis December 2010 By taking advantage of Xbox Kinect, openFrameworks, Cinder, Processing and OpenCV, this project is based on gesture tracking to create a playful interaction in 3D space.]]></description>
			<content:encoded><![CDATA[<p align="left"><big>Xbox_Kinect Experiments</big><br />
</br><br />
<small>Tasos Varoudis<br />
December 2010<br />
</small></p>
<p><img src="http://www.archtech.gr/wp-content/uploads/2010/12/Picture-4.jpg" alt="" title="Picture-4" width="270" height="413" class="alignnone size-full wp-image-92" /><br />
</br><br />
<span id="more-82"></span></p>
<p align="justify">
By taking advantage of Xbox Kinect, openFrameworks, Cinder, Processing and OpenCV, this project is based on gesture tracking to create a playful interaction in 3D space. </p>
<p><img src="http://www.archtech.gr/wp-content/uploads/2010/12/Picture-6.jpg" alt="" title="Picture-6" width="270" height="228" class="alignnone size-full wp-image-91" /></p>
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		<title>Parasitic Ecologies</title>
		<link>http://archtech.gr/?p=46</link>
		<comments>http://archtech.gr/?p=46#comments</comments>
		<pubDate>Wed, 23 Jun 2010 12:34:41 +0000</pubDate>
		<dc:creator>admin</dc:creator>
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		<guid isPermaLink="false">http://www.archtech.gr/void/?p=46</guid>
		<description><![CDATA[extending space through diffusion-limited aggregation models Zeta Kachri ‘void exhibit(AAC), Arup’s Phase 2 Gallery, London, UK, September 2009 Parasitic  architecture  allows  the  creation  of  flexible  structures  that  feed  off  existing infrastructure  offering  solid  answers  to  the  problem  of  structural  density  of  cities and  the  need  of  temporary  accommodations.  Additionally,  modular  systems potentially  provide  forms  with  [...]]]></description>
			<content:encoded><![CDATA[<p align="left"><big>extending space through diffusion-limited aggregation models</big><br />
</br><br />
<small>Zeta Kachri<br />
‘void exhibit(AAC), Arup’s Phase 2 Gallery, London, UK, September 2009</small></p>
<p><img src="http://www.archtech.gr/wp-content/uploads/2011/01/IMG_3089.jpg" alt="" title="IMG_3089" width="270" height="228" class=" size-full wp-image-96" /><br />
</br><br />
<span id="more-46"></span><br />
</br></p>
<p align="justify">
Parasitic  architecture  allows  the  creation  of  flexible  structures  that  feed  off  existing infrastructure  offering  solid  answers  to  the  problem  of  structural  density  of  cities and  the  need  of  temporary  accommodations.  Additionally,  modular  systems potentially  provide  forms  with  great  complexity  out  of  simplicity. This  project investigates  the  evolution  of  self‐sustained  parasitic  structures  that evolve  by  creating  aggregation  forms  well  adapted  to  their  hosts.</p>
<p></br><br />
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</br></p>
<p align="justify">
The  growth process  of  the  parasite  is  inspired  by  the  fungal  colonies  and  is  based  on  the  rules  of the  diffusion‐limited  aggregation  extended  to  support  force  analysis  and  maintain structural  stability.  The  modular  development  of  forms, capable  to  adapt  to  the  built  environment  without  affecting  the  stability  of  the existing  infrastructure,  provides  easy  and  low‐cost  solutions  for  extending  and rejuvenating architectural  space. Moreover, the  natural  growth  process  of  diffusion‐limited  aggregation  allows  an  endless  evolution  of  additional  spaces  within  a  city  in respect  to  the  character  of  its  landscape  and  human’s  current  needs.  The  final findings  propose  new  ways  of  space  perception  and  introduce  a  strategy  for exploiting  space.<br />
</br><br />
A rapid prototyping object along with a short presentation movie were exhibited during ‘void exhibit(AAC)&#8217; at ARUP&#8217;s Phase 2 Gallery in London.</p>
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		<item>
		<title>AR_ architecture @ RCA</title>
		<link>http://archtech.gr/?p=103</link>
		<comments>http://archtech.gr/?p=103#comments</comments>
		<pubDate>Mon, 14 Jun 2010 13:00:04 +0000</pubDate>
		<dc:creator>admin</dc:creator>
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		<description><![CDATA[MMX show @ Royal College of Art Tasos Varoudis &#038; ADS1 Studio (Tobias Klein &#038; Roberto Bottazzi) MMX show, Royal College of Art, London, UK, February 2010 ( http://futureplaces.org/ ) Augmented reality and architectural design installation]]></description>
			<content:encoded><![CDATA[<p align="left"><big>MMX show @ Royal College of Art</big><br />
</br><br />
<small>Tasos Varoudis &#038; ADS1 Studio (Tobias Klein &#038; Roberto Bottazzi)<br />
MMX show, Royal College of Art, London, UK, February 2010 ( http://futureplaces.org/ )<br />
Augmented reality and architectural design installation</small></p>
<p><img src="http://www.archtech.gr/wp-content/uploads/2010/02/DSC09116.jpg" alt="" title="DSC09116" width="270" height="203" class="alignnone size-full wp-image-110" /><br />
</br><br />
<span id="more-103"></span></p>
<p><img src="http://www.archtech.gr/wp-content/uploads/2010/02/image5MC.png" alt="" title="image5MC" width="270" height="530" class="alignnone size-full wp-image-107" /><br />
<img src="http://www.archtech.gr/wp-content/uploads/2010/02/image6MC.png" alt="" title="image6MC" width="270" height="165" class="alignnone size-full wp-image-108" /></p>
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		<title>nAno_bench</title>
		<link>http://archtech.gr/?p=99</link>
		<comments>http://archtech.gr/?p=99#comments</comments>
		<pubDate>Wed, 12 May 2010 13:42:31 +0000</pubDate>
		<dc:creator>admin</dc:creator>
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		<guid isPermaLink="false">http://www.archtech.gr/void/?p=99</guid>
		<description><![CDATA[Athens Bench Mark _ Artistic designs for future bench, worldwide competition, Athens, Greece Tasos Varoudis &#038; Zeta Kachri ‘Exhibition Future Bench’, Kostis Palamas Hall, Technopolis City of Athens, Athens, Greece, May 2010 nAno_bench is based on an emerging mechanism that adapts to human movement and position. The structure of the bench is the result of [...]]]></description>
			<content:encoded><![CDATA[<p align="left"><big>Athens Bench Mark _ Artistic designs for future bench, worldwide competition, Athens, Greece </big><br />
</br><br />
<small><br />
Tasos Varoudis &#038; Zeta Kachri<br />
‘Exhibition Future Bench’, Kostis Palamas Hall, Technopolis City of Athens, Athens, Greece, May 2010</small></p>
<p></br><br />
</br><br />
<img src="http://www.archtech.gr/wp-content/uploads/2011/02/620x465.jpg" alt="" title="620x465" width="270" height="203" class="alignnone size-full wp-image-100" /><br />
</br><br />
<span id="more-99"></span></p>
<p align="justify">
nAno_bench is based on an emerging mechanism that adapts to human movement and position. The structure of the bench is the result of an evolutionary procedure relied on nanorobotics, which are assembled through artificial intelligence. The bench consists of two layers, the internal bones (developed according to diffusion-limited aggregation, used for simulating forms such as fungal colonies, corals and natural patterns), which provide stability and structural integrity and the external skin, which acts as a soft membrane that covers the bones and provides the surface to sit on.</br><br />
</br><br />
Having nanorobotics even placed onto a pair of jeans, we envision the future bench as a portable gadget that can be formed in real time providing relaxation at any place, anytime. As human life tends to be more nomadic than ever, we believe that nanotechnology will be the answer to the construction of emerging structures, able to follow human needs.</p>
<p></br></p>
<p align="justify">
nAno_bench was shortlisted by the evaluation  committee and exhibited in Future Bench Exhibition at Technopolis City of Athens. It took the 10th most popular place among 450 entries based on the public vote.</p>
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		<title>Investigating the Effects of Ambient Displays on Movement Patterns in Architectural Space</title>
		<link>http://archtech.gr/?p=225</link>
		<comments>http://archtech.gr/?p=225#comments</comments>
		<pubDate>Fri, 16 Apr 2010 14:55:02 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[research]]></category>
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		<guid isPermaLink="false">http://archtech.gr/?p=225</guid>
		<description><![CDATA[Design Computing and Cognition Conference, DCC&#8217;10, Stuttgart, Germany Tasos Varoudis 1. Introduction This research aims at understanding the impact of ambient displays on people’s movement in architectural space. As ambient displays gradually replace principal elements of architecture such as walls, they transform architectural space into a dynamic and ever-changing environment. The addition of such digital [...]]]></description>
			<content:encoded><![CDATA[<p align="left">Design Computing and Cognition Conference, DCC&#8217;10, Stuttgart, Germany<br />
</br><br />
<small>Tasos Varoudis</small></p>
<p><img src="http://archtech.gr/wp-content/uploads/2011/04/dccPoster-1-3s.jpg" alt="" title="image1MC" width="500" height="708" class=" size-full wp-image-94" /><br />
</br></p>
<p><span id="more-225"></span></p>
<p align="justify">
1. Introduction</br><br />
This research aims at understanding the impact of ambient displays on people’s movement in architectural space. As ambient displays gradually replace principal elements of architecture such as walls, they transform architectural space into a dynamic and ever-changing environment. The addition of such digital elements can affect people’s perception and understanding of space around them and thus can result to the formation of different movement patterns within space.<br />
The study starts with the assumption that the topological and visual relations between physical spaces are two important factors that determine the distribution of people’s movement in space (Hillier, 2004). Even though there is a fair amount of research studying the relation between people and physical space through movement (Hillier and Hanson 1984, Turner 2001, Peponis 1997) there is a gap in considering ambient technologies as an element of space. Likewise openings that connect two physical worlds and act as a trigger for further movement, an ambient display can be seen as a link between physical and virtual worlds. This dynamic link can alter people’s perception of space and thus reshape movement patterns.<br />
Therefore, this research tries to answer how ambient displays, when acting as a virtual extension of the physical space, by augmenting the visual boundaries, can change the direction of movement within architectural spaces.<br />
</br><br />
2. Methodology</br><br />
The study uses an experimental setting in order to study the effect of ambient displays on people’s movement. The experiment uses a set of interconnected corridors that lead to a space where the users can take their morning coffee regularly. The route includes a point of decision where you can turn right or left in order to reach their destination. The experiment is divided into two phases. The first phase starts by measuring the flow of people through the setting, in order to identify the patterns of movement along the different routes. The next phase of the experiment involves the introduction of an ambient display on one of the walls of the corridor leading to the decision point in order to examine the effect that it will have in the distribution of the movement. The ambient display shows a live video from the destination area thus playing the role of a digital transparency that connects the two physical spaces. This virtual extension of space is expected to act as a trigger to the users in order to move towards that route.</br></p>
<p>3. Discussion</br><br />
Preliminary analysis of the experimental data reveals that placing an ambient display so that it virtually links two disconnected physical spaces influences the distribution of people’s movement. More specifically, the visual display seems to affect the distribution of visitors along the two alternative routes, provided that they take notice of it. Additionally, the visual display seems to have a more significant effect to people who are unfamiliar with the space, compared to those who are habitual users. Further analysis will be conducted for individuals as well as groups of people.</br><br />
</br><br />
References</br><br />
Hillier, B: 2004, Space is the machine, Syndicate Press,University of Cambridge, UK Hillier, B and Hanson, J: 1984, The Social Logic of Space, Cambridge, Cambridge University Press.</br><br />
Peponis, J: 1997, Geometries of Architectural Description: shape and spatial configuration, Space Syntax First International Symposium, vol.2 n.34, London.</br><br />
Turner, A, Doxa, M, O&#8217;Sullivan, D and Penn, A: 2001, From isovists to visibility graphs: a methodology for the analysis of architectural space, Environment and Planning B: Planning and Design, vol. 28, pp.103-121</p>
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		<title>PS_Light Sensitive</title>
		<link>http://archtech.gr/?p=111</link>
		<comments>http://archtech.gr/?p=111#comments</comments>
		<pubDate>Sun, 14 Jun 2009 13:31:16 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[hybrid]]></category>
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		<category><![CDATA[cellular automata]]></category>
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		<guid isPermaLink="false">http://www.archtech.gr/void/?p=111</guid>
		<description><![CDATA[perforated sheet responsive to light changes in real time Zeta Kachri, 2009 build with Processing By introducing structural elements as autonomous and self-organized systems that are able to respond to changes of their context, architecture comes closer to an organic approach that can transform static buildings to interactive and dynamic motivated constructions. Drawing on the [...]]]></description>
			<content:encoded><![CDATA[<p align="left"><big>perforated sheet responsive to light changes in real time</big><br />
</br><br />
<small>Zeta Kachri, 2009<br />
build with Processing</small></p>
<p><img src="http://www.archtech.gr/wp-content/uploads/2009/06/responsivesurfacefinal3.jpg" alt="" title="responsivesurfacefinal3" width="270" height="172"align="none" ></p>
<p></br><br />
<span id="more-111"></span></p>
<p align="justify">
By introducing structural elements as autonomous and self-organized systems that are able to respond to changes of their context, architecture comes closer to an organic approach that can transform static buildings to interactive and dynamic motivated constructions.</p>
<p></br></p>
<p align="justify">
Drawing on the above idea, this research investigates how a perforated sheet can be algorithmically generated as a responsive shading element that can rearrange its form due to real time light changes.</p>
<p></br><br />
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</br><br />
<strong><br />
research objectives</strong></p>
<p align="justify">
1. Algorithm for the generation of the perforated sheet<br />
</br><br />
The main part of the research was to find out the most appropriate programming method for generating the perforated sheet. After researching in several fields, it was decided that a one-dimensional cellular automaton rule was the most appropriate for generating the morphogenetic structure of the perforated sheet. Based on a specific rule that is given at the beginning each cell of the grid has two possible states that are based on the values of its neighbours. Because the rule of updating remains the same the cellular automata rule ensures a balanced and uniform result of different forms that can be generated depending on the requirements of every case. The two states define the density of the perforated sheet and can affect and define the area and the shape of the holes or the area of the static and dynamic parts or even the combination of shapes. In the example that is going to be analyzed at this paper, the rule specifies the fixed and dynamic parts of the perforated sheet and thus their shape and the final form.</p>
<p></br></p>
<table bgcolor=#FFFFFF width=100% height="50">
<TD><img src="http://www.archtech.gr/wp-content/uploads/2009/06/ca1b.jpg" alt="" title="ca1b" width="260" height="173" class="alignleft size-full wp-image-118" /><br />
<TD><img src="http://www.archtech.gr/wp-content/uploads/2009/06/ca2b.jpg" alt="" title="ca2b" width="269" height="173" class="alignleft size-full wp-image-119" /><br />
<TD><img src="http://www.archtech.gr/wp-content/uploads/2009/06/ca3b.jpg" alt="" title="ca3b" width="269" height="173" class="alignleft size-full wp-image-120" /><br />
</table>
<p></br></p>
<p align="justify">
2. Responsiveness to real time changes<br />
</br><br />
The second phase was to reorganize the perforated sheet as a system with physics and dynamics that could move physically responding to real time changes. For this purpose, traer.physics library, which is responsible for particle systems, was used. By using particles with forces and specific characteristics, the virtual perforated sheet can be simulated, analyzed and organized for possible future fabrication of a physical piece that could be dynamically motivated. Furthermore, in terms of response to real time light changes the first generated cells are divided to smaller shapes, which are also adapted to the particle system.</p>
<p></br></p>
<table bgcolor=#FFFFFF width=100% height="50">
<TD><img src="http://www.archtech.gr/wp-content/uploads/2009/06/picture-10.jpg" alt="" title="picture-10" width="250" height="160" class="alignleft size-full wp-image-114" /><br />
<TD><img src="http://www.archtech.gr/wp-content/uploads/2009/06/picture-15b.jpg" alt="" title="picture-15b" width="153" height="160" class="alignleft size-full wp-image-115" /><br />
<TD><img src="http://www.archtech.gr/wp-content/uploads/2009/06/picture-25b.jpg" alt="" title="picture-25b" width="160" height="160" class="alignleft size-full wp-image-116" /><br />
<TD><img src="http://www.archtech.gr/wp-content/uploads/2009/06/picture-1.png" alt="" title="picture-1" width="250" height="160" class="alignleft size-full wp-image-117" /><br />
</table>
<p></br></p>
<p align="justify">
3. Enlarging the constructive mechanism<br />
</br></p>
<table bgcolor=#FFFFFF width=100% height="50">
<TD><img src="http://www.archtech.gr/wp-content/uploads/2009/06/ResponsiveSurface2.jpg" alt="" title="ResponsiveSurface2" width="227" height="170" class="alignnone size-full wp-image-122" /><br />
<TD><img src="http://www.archtech.gr/wp-content/uploads/2009/06/ResponsiveSurface3.jpg" alt="" title="ResponsiveSurface3" width="227" height="170" class="alignnone size-full wp-image-123" /><br />
<TD><img src="http://www.archtech.gr/wp-content/uploads/2009/06/doublelayerperforatedsheet.jpg" alt="" title="doublelayerperforatedsheet" width="413" height="170" class="alignnone size-full wp-image-121" /><br />
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		<title>dopey_motion sensitive interactive installation</title>
		<link>http://archtech.gr/?p=51</link>
		<comments>http://archtech.gr/?p=51#comments</comments>
		<pubDate>Mon, 23 Feb 2009 13:25:37 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[exhibitions]]></category>
		<category><![CDATA[projects]]></category>
		<category><![CDATA[arduino]]></category>
		<category><![CDATA[bartlett]]></category>
		<category><![CDATA[blob detection]]></category>
		<category><![CDATA[dopey]]></category>
		<category><![CDATA[dwarf]]></category>
		<category><![CDATA[guy woodhouse]]></category>
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		<category><![CDATA[interactive installation]]></category>
		<category><![CDATA[java]]></category>
		<category><![CDATA[motion sensitive]]></category>
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		<category><![CDATA[tasos varoudis]]></category>
		<category><![CDATA[zeta kachri]]></category>

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		<description><![CDATA[motion sensitive interactive installation Tasos Varoudis &#038; Zeta Kachri with Guy Woodhouse ‘Seven, Seven, Seven’ Wates House Lobby Gallery, London, UK, January 2009 This project was about implementing an abstract form of a creature based on Dopey, one of the seven dwarfs. The initial idea was to create a motion sensitive structure that will react [...]]]></description>
			<content:encoded><![CDATA[<p align="left"><big>motion sensitive interactive installation</big><br />
</br><br />
<small>Tasos Varoudis &#038; Zeta Kachri with Guy Woodhouse<br />
‘Seven, Seven, Seven’ Wates House Lobby Gallery, London, UK, January 2009 </small></p>
<p><img src="http://www.archtech.gr/wp-content/uploads/2011/01/DSC07822-copy.jpg" alt="" title="DSC07822 copy" width="270" height="300" class="aligncentre size-full wp-image-52" /><br />
</br><br />
<span id="more-51"></span><br />
</br></p>
<p align="justify">
This project was about implementing an abstract form of a creature based on Dopey, one of the seven dwarfs.<br />
</br><br />
The initial idea was to create a motion sensitive structure that will  react to people&#8217;s movement by following them. The final piece was not  only responsive to people&#8217;s motion but also able to change colors  depending on the distance that was kept in between it and the visitor,  as an attempt to express its &#8216;feelings&#8217; of friendliness, surprise,  relaxation or anger.<br />
</br><br />
At the very final stage of its creation, sound was added (wimpers  ,hiccoughs and laughs) to illustrate its ability of annoying people in a  funny and naive way. Based on the character of the dwarf, this  structure resembles of a childlike but genius at the same time creature  that merely acts like a toddler.</p>
<p></br><br />
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</br></p>
<p align="justify">
The installation was exhibited to Bartlett School of Architecture   (University College London) during the 777 exhibition ( seven days,  seven projects, seven dwarfs). </p>
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		<title>Ambient Displays: Influencing Movement Patterns (CHI 2011, Ex.Abs)</title>
		<link>http://archtech.gr/?p=230</link>
		<comments>http://archtech.gr/?p=230#comments</comments>
		<pubDate>Sat, 16 Feb 2008 15:41:39 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[research]]></category>
		<category><![CDATA[ambient]]></category>
		<category><![CDATA[ambient display]]></category>
		<category><![CDATA[ambient technology]]></category>
		<category><![CDATA[architectural space]]></category>
		<category><![CDATA[architecture]]></category>
		<category><![CDATA[canada]]></category>
		<category><![CDATA[CHI]]></category>
		<category><![CDATA[chi2011]]></category>
		<category><![CDATA[computer human interaction]]></category>
		<category><![CDATA[experiments]]></category>
		<category><![CDATA[extended abstract]]></category>
		<category><![CDATA[HCI]]></category>
		<category><![CDATA[Influence Movement Patterns]]></category>
		<category><![CDATA[International Conference on Human Factors in Computing Systems]]></category>
		<category><![CDATA[movement]]></category>
		<category><![CDATA[movement patterns]]></category>
		<category><![CDATA[publication]]></category>
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		<category><![CDATA[vancouver]]></category>
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		<description><![CDATA[CHI 2011, Proceedings of the 29th International Conference on Human Factors in Computing Systems, Vancouver, Canada. Extended Abstract. Tasos Varoudis et. al.]]></description>
			<content:encoded><![CDATA[<p align="left">CHI 2011, Proceedings of the 29th International Conference on Human Factors in Computing Systems, Vancouver, Canada. Extended Abstract.<br />
</br><br />
<small>Tasos Varoudis et. al.</small></p>
<p><img src="http://archtech.gr/wp-content/uploads/2011/04/Screen-shot-2011-04-16-at-16.31.18.png" alt="" title="image1MC" width="465" height="373" class=" size-full wp-image-94" /></p>
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		<title>digital art center</title>
		<link>http://archtech.gr/?p=69</link>
		<comments>http://archtech.gr/?p=69#comments</comments>
		<pubDate>Thu, 01 Mar 2007 13:01:17 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[design]]></category>
		<category><![CDATA[architecture]]></category>
		<category><![CDATA[building]]></category>
		<category><![CDATA[digital art]]></category>
		<category><![CDATA[flow]]></category>
		<category><![CDATA[Metaxourgeio]]></category>
		<category><![CDATA[ntua]]></category>

		<guid isPermaLink="false">http://www.archtech.gr/void/?p=69</guid>
		<description><![CDATA[Athens, Greece Zeta Kachri with Zoe Stathaki NTUA, dissertation project, 2006 The main purpose of this dissertation project was on the one hand to compose a shell that would be able to put digital art up and on the other to create a place where people could meet and discuss about issues that deal with [...]]]></description>
			<content:encoded><![CDATA[<p align="left"><big>Athens, Greece</big><br />
</br><br />
<small>Zeta Kachri with Zoe Stathaki<br />
NTUA, dissertation project, 2006</small></p>
<p><img src="http://www.archtech.gr/wp-content/uploads/2007/03/porDAC6.jpg" alt="" title="porDAC6" width="270" height="270" class="alignnone size-full wp-image-73" /><br />
</br><br />
<span id="more-69"></span></p>
<p align="justify">
</br><br />
The main purpose of this dissertation project was on the one hand to compose a shell that would be able to put digital art up and on the other to create a place where people could meet and discuss about issues that deal with this kind of art. The intense inexistence of such buildings in Greece and in whole world generally leads to a more experimental approach, because the needs of the building’s programme and the qualities of demanding areas come from a detailed research on digital art and are not based on existent information.</p>
<p align="justify">
</br><br />
<strong>urban analysis</strong></p>
<p>At first we made a research on placing the building, in which we finally decided to choose Metaksourgeio area, in the center of Athens. At Metaksourgeio, the whole history of Athens is reflected on its built environment clearly and can be easily recognized. A placement of a building that will be used for exhibiting digital art, would continue the presence of history in the city and would also be the latest link between them. In addition to that nowadays Greater Metaksourgeio has been transmuted into a cultural pole that has obtained special dynamics in capital’s life generally. In particular, in terms of the historic building of Metaksourgeio’s factory, it has been decided by the municipality of Athens, to be reformed and accept cultural activities. Therefore a new cultural pole will be created and the area will be upgraded in the future.<br />
Digital art center is placed in between Millerou and Germanikou streets at the opposite side of the historic building of Metaksourgeio’s factory and close to Avdi and Dourouti squares. Its position assists the oncoming upgrade by creating a strong cultural dipole, which refers to digital art on the one side and different kinds of art that are going to be exhibited to the historic building in the future, on the other.</p>
<p>digital art forms analysis</p>
<p align="justify">
Secondly we made a research to the forms of digital art, in order to create a building programme that would be appropriate for obliging the needs and demands of digital art. Digital art can have many different forms, from which the most popular are interactive art, video art, animation, internet art, digital photography, digital illustration, pixel art, graphic design, game design, digital painting, movie special effect, VJ- video performance art, installation art, performance art, sound art and electronic music.</p>
<p>functionality / movement diagrams</p>
<p>In order to supply the spatial needs of digital art’s different forms, we decided to compose different kind of spaces, that each of them could involve a specific kind of art and could also be characterized of a certain quality, into a unified building. As a result of this operation, the exhibition is divided into three parts. The two of them are underground, so as to be independent of environmental effects and be formed by art actually. Specifically one part could be used for interactive art, video art and digital installations and the other, the concert hall, could be used for electronic music, performances and movies with special effects and animation. Digital photography and other forms of art that are focused on more static images can be exhibited at the third part, which is above the ground. The building except from the exhibition parts includes a lab, a café-bar close to concert hall, a sales department and a managerial area.</p>
<p>The main subject of our research was to accomplish a transition from incorporeal and liquid digital art to a three-dimensional real space. So, in some sense, space should become liquid and allow the users to move independently through a certain but also endless net, just like it happens to internet. In order to achieve that kind of movements we designed an oblong that consists of oblique and horizontal surfaces. This module by multiplication would organize the space and the liquid movements through it. Certain points at the ends of the oblong are used so as to transfer the user from one activity to another without time interrupt.</p>
<p>The materials that are used correspond to the different activities and create a dualism between exhibition and non exhibition areas. Movement seems to converse with standing, light with shadow and built space with empty one. Concrete and glass form exhibition areas while some kind of enlightened material forms the non-exhibition. Glass and enlightened material have the advantage to leave the sunlight come through but at night by artificial lighting spread light to the city and reveal its inerior. As a result the building is used for digital art exhibition but can also exhibit itself to the city’s walkers.</p>
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