Game Set and Match 3 | GSM 3 | is the last of the three symposia organized by Hyperbody, TU Delft since 2000. It reviews the past and the present of Non-standard and Interactive Architecture (NS&IA) and indicates potential developments for the future. It addresses three topics on three days 9-11 November 2016:
The three topics are presented and discussed in sessions moderated by Professor Ir. Kas Oosterhuis, Associate Professor Dr.-Ing. Henriette Bier, and Assistant Professor Dr. Nimish Biloria, respectively. Sessions speakers are internationally known experts in the field from renowned European and American institutions such as ETH Zurich, ENSA Paris-Malaquais, UC London, IAAC Barcelona and Cornell Ithaca NY.
The GSM 3 symposium employs an interactive presentation set-up. This relies on an app for interactive lectures, which was developed by Hyperbody and was employed in lectures worldwide. The app allows the public to interfere with the lecturer via tweets and via selecting images from a pool of images. The lecturer responds by giving comments on the tweets and by linking the image that is chosen by the public with an image of the lecturer’s own choice, therewith building a bridge between the pair of images. Naturally the interventions are followed up by a spoken dialogue between lecturers/actors and the members of the public who had chosen the selected image.
At GSM 3 the interactive concept will be enhanced by an interactive stage, the stage itself will become a vehicle for interaction. Interaction between the lecturers in the forums, between public and speakers, even between the very components of the stage itself. The constituting components of the interactive stage may float, fly, flock and flow across the space of the orange hall, on the fly building relations with the public and the speakers. The space in which the symposium unfolds will be reconfigured continuously, from intimate and cocooned to open and distributed. The public is therewith stimulated to not only listen but also physically participate in the discussions.
Buqs are a swarm of autonomous, electronic lifeforms that invade surfaces in the built environment to use them for the creation of sounds.
By exploring the materiality of the city as an instrument these lifeforms shift the experience of the street scape from the primarily visual towards intimate auditory experiences emphasising the physical. Buqs attempts to reinterpret the material qualities and restore this relation of sound between humans and their environment.
The buqs use popular embedded technologies including microcontrollers and sensors radios to communicate with each other. Repurposing these contemporary technologies buqs inspire new ways for artists and designers to reshape our urban environments with autonomous interactive objects. Via radio, the buqs communicate and mimic each others sounds that can be perceived as emerging patterns of sound throughout the street scape. Through this playful physical manifestations, the creatures remind visitors of the constant presence of invisible technology in urban environments.
Instead of the often anonymous and hidden appearance of these technologies, buqs pose an aesthetic alternative that relates more to the human cognition. It does not monitor and control, but is used to explore, inspire and rethink how man and machine can relate to each other and their built surroundings.