M3 (TGarden)

Sponge, FoAM, Jan Sprij
Source: Sponge, FoAM, Jan Sprij

Christopher Salter

M3 (TGarden) , ongoing
Co-workers & Funding
Project Initiators: Sha Xin Wei, Maja Kuzmanovic, Chris Salter, Laura Farabough
Concept: sponge, FoAM and associates
Project Management and Art Direction: Chris Salter, Maja Kuzmanovic
Technical and Systems Design Director: Sha Xin Wei
Tactile Media Design (Textile and Garments): Evelina Kusaite, Maja Kuzmanovic, Cocky Eek, Peggy Jacobs, Marcel van Doorn
Sensors + Wearable Computing: Stock (V2_Lab), Ozan Cakmakci
Computer Vision Tracking Algorithms: Yifan Shi and Aaron Bobick (Georgia Tech)
Room Dynamics: Sha Xin Wei, Nik Gaffney, Yon Visell, Steven Pickles
Sound System Design and Sound Interaction: Joel Ryan, Chris Salter
Visual Design and Video Interaction: Maja Kuzmanovic, Hiaz Gmachl
Network, Systems Administration: Nik Gaffney
Documents
  • TGarden Installation V2
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  • TGarden Installation V2
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  • TGarden Installation V2
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  • TGarden Installation V2
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  • TGarden Installation V2
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  • TGarden Installation V2
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  • Salter Chris
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  • Salter Chris
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  • Salter Chris
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Description
TGarden is a responsive media environment in which small groups of participants from the general public influenced and played with real-time-generated sound and image through improvised movement and gesture. Visitors to the environment —which consists of a completely enclosed space without an audience— chose and wear sensor-embedded clothing that enabled them to “play” the room as a real-time media instrument based on individual as well as group movement patterns. The clothing or costumes are designed with unusual properties, including uncommon materials (plastic tubing, springs, wire, crinkled, oversized organza) and exaggerated proportions organized to defamiliarize the visitor’s relationships to their own bodies, while the room’s media output consisted of projected images on the floor which depict biological forms and their reactive mutations and multichannel, spatialized audio. Through worn sensing and wireless communication, spontaneous gestures and movement of the participants are tracked and analyzed in real time by a network of computers. Thus, free improvisation and collective play enables the transformation of the environment in real time.

TGarden emerged from an ongoing discussion between sponge and FoAM about the development of technologically (computationally) augmented fluid environments that emphasize social play between people and help catalyze new ways of making meaning. How long and how intensely can people play with one another inside a hybrid environment when they don't have hard, fast rules and can improvise everything: their voice, gesture and body? How do social conventions of play drive experience?

The installation version of TGarden functions as a temporary event; a new type of play zone. Since the project challenges existing modes of disembodied interaction, TGarden as a public event aims not only to give people a compelling, physically responsive experience, but also to serve as a real world laboratory to test out new developing technologies that may come about and be developed as a result of direct audience / visitor / participant feedback.
Keywords
  • genres
    • bioart
      • genetic art
    • installations
      • interactive installations
  • subjects
    • Body and Psychology
      • bodies (animal components)
      • senses
    • Media and Communication
      • communication
    • Nature and Environment
      • environment
Technology & Material
Hardware
Sensors
Wearable Computing
Sound System
Material
Responsive Textiles and Garments
Exhibitions & Events
Bibliography