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»Plan-it!«
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© syl-eckermann.net

Keywords

  • aesthetics
    • acoustic
    • affective
    • anamorphic
    • animated
    • anthropomorph
    • assembled
    • automated
    • autopoietic
    • collaborative
    • contextual
    • cybernetic
    • disgusting
    • documenting
    • duplicated
    • dynamic system
    • ephemeral
    • experimental
    • found object
    • generative
    • gustatory
    • hypermediacy
    • illusionary
    • immaterial
    • immersive
    • installation-based
    • interactive
    • intermedial
    • intervention
    • mobile
    • modular
    • multi-user
    • multiple
    • narrative
    • navigable
    • networked
    • olfactory
    • panoramatic
    • performative
    • polysensory
    • processual
    • projected
    • real-time
    • remediated
    • remixed
    • sculptural
    • site-specific
    • sonification
    • sublime
    • tactile
    • telematic
    • three-dimensional
    • time-based
    • uncanny
    • virtual
    • visual
  • genre
    • Bio Art
      • Genetic Art
      • Transgenic Art
    • Database Art
    • Digital Activism
    • Digital Animation
    • Digital Community (Social Network)
    • Digital Graphics
    • Game Art
    • Glitch Art
    • Hybrid Art
    • installation
      • interactive installation
      • performative installation
      • sound installation
      • Virtual Reality
        • Augmented Reality
        • Mixed Reality
    • Nano Art
    • Net Art
    • Performance
      • Computer performance
      • Happening
      • multimedia performance
      • sound performance
      • video performance
    • robotics
    • Telematic Art
  • subject
    • ART AND SCIENCE
      • algorithm
      • anthropology
      • archaeology
      • artificial intelligence
      • astronomy
      • biology
      • botany
      • cartography
      • code
      • combinatorics
      • cyberspace
      • database
      • documentation
      • evidence
      • experiment
      • geography
      • geometry
      • history of science
      • humanities
      • library
      • light
      • machine
      • mathematic
      • medicine
      • microscopy
      • nanotechnology
      • neuroscience
      • philosophy
      • physics
      • psychology
      • Representation of knowledge
      • research
      • science
      • scientific image
      • space
      • statistics
      • stereoscope
    • ARTS AND VISUAL CULTURE
      • allegory
      • animation
      • architecture
      • art history
      • art market
      • beauty
      • cinema
      • Concept Art
      • conservation
      • dance
      • expanded cinema
      • fashion
      • gaze
      • grid
      • illusion
      • literature
      • mask
      • materiality
      • mirror
      • model
      • museum
      • music
      • nude
      • panopticon
      • panorama
      • personification
      • perspective
      • poetry
      • projection
      • representativeness
      • shadow
      • sketch
      • spectator
      • symbolism
      • theatre
      • Theory
        • complexity
        • media theory
        • modernism
        • postmodernism
        • poststructuralism
        • semiotics
        • simulacrum
      • virtuality
      • visual culture
    • BODY AND HUMAN
      • agency
      • anatomy
      • body
      • breathing
      • cybersex
      • cyborg
      • death
      • disease
      • dream
      • embodiment
      • empathy
      • expression
      • eye
      • facial expression
      • fantasy
      • feeling
        • affect
        • emotion
      • gender
      • genetics
      • gesture
      • hand
      • human
      • identity
      • intimacy
      • movement
      • pain
      • perception
      • performativity
      • physiognomy
      • posthuman
      • self awareness
      • senses
      • sexuality
      • skin
      • speech
      • surgery
    • HISTORY AND MEMORY
      • ancestor
      • antiquity
      • archive
      • artifacts
      • collective memory
      • colonialism
      • cultural heritage
      • historical site
      • historism
      • history
      • meme
      • memorial
      • modern era
      • nostalgia
      • postcolonialism
      • preservation
      • romanticism
      • teleology
      • tradition
    • MEDIA AND COMMUNICATION
      • access
      • advertising
      • Big Data
      • broadcast
      • commerce
      • communication
      • electronic media
      • error message
      • film
      • global village
      • hypertext
      • information
      • intermediality
      • internet
      • language
      • media archaeology
      • open source
      • print media
      • radio
      • search engine
      • social media
      • telecommunication
      • telephone
      • television
      • video surveillance
      • visualisation
      • writing
    • NATURE AND ENVIRONMENT
      • agriculture
      • animal
      • anthropocentrism
      • atmosphere
      • catastrophe
      • DNA
      • earth
      • ecosystem
      • energy
      • environment
      • evolution
      • four elements
      • geology
      • global warming
      • globe
      • landscape
      • magnetism
      • nature
      • ocean
      • outer space
      • physical law
      • plant
      • pollution
      • sustainability
      • vegetation
      • water
      • weather
    • POWER AND POLITICS
      • authority
      • banking
      • censorship
      • conspiracy
      • democracy
      • discrimination
      • economy
      • equality
      • geopolitics
      • governance
      • heroism
      • human rights
      • imperialism
      • institution
      • law
      • manipulation
      • market
      • military
      • nationalism
      • patriarchy
      • politics
      • sovereignty
      • surveillance
      • terrorism
      • violence
      • warfare
    • RELIGION AND MYTHOLOGY
      • afterlife
      • Alchemy
      • bible
      • church
      • creation
      • crucifixion
      • esoterism
      • exodus
      • heretic
      • legend
      • mysticism
      • myth
      • mythological creature
      • mythology
      • paradise
      • religion
        • buddhism
        • christianity
        • islam
        • judaism
      • ritual
      • sacrifice
      • Saint
      • sin
      • spirituality
      • vision
      • worship
    • SOCIETY AND CULTURE
      • activism
      • capitalism
      • civilisation
      • community
      • consumption
      • counterculture
      • digital identity
      • diversity
      • ethnicity
      • feminism
      • globalization
      • individuality
      • information society
      • interculturalism
      • mass
      • mass culture
        • entertainment
        • parody
        • phantasmagoria
        • popular culture
        • spectacle
      • migration
      • minority
      • morality
      • native
      • otherness
      • participation
      • poverty
      • privacy
      • racism
      • territory
      • unemployment
      • urban space
      • voyeurism
      • wealth
      • working class
    • TECHNOLOGY AND INNOVATION
      • artificial life
      • cybernetics
      • development
      • digitization
      • electricity
      • emulation
      • engineering
      • history of technology
      • innovation
      • intelligent environment
      • invention
      • mechanics
      • military technology
      • mobility
      • nonhuman communication
      • optics
      • product design
      • production
      • robot
      • simulation
      • supercomputing
      • technophobia
      • telematics
      • telepresence
  • Technology
    • Display
      • Electronic displays
        • BOOM (Binocular Omni-Orientation Monitor)
        • CAVE (Computered Augmented Virtual Environment)
        • computer monitor
        • Electromechanical Display Device
        • Electronic Paper
        • flashlight
        • Head-up Display
        • Headphones
        • HMD (Head-mounted Display)
        • holography
        • laser
        • light-emitting diode
        • plasma
        • printer
        • projection screen
        • projector
        • robotic
        • speakers
        • VFD (Vacuum Florescent Display)
        • VRD (Virtual Retinal Display)
      • Non-electronic displays
        • body
        • Book
        • easel painting
        • globe
        • house wall
        • inflatable structure
        • mirror
        • paper
        • sculpture
        • shutter glasses
        • sofa
        • Somatosensory System / Tactile Feedback Technology
        • table
    • Hardware
      • camera
      • computer mouse
      • data glove
      • Joystick
      • MAC
      • Mobile Device
      • multi touchscreen
      • plotter
      • scanner
      • touchscreen
      • Video
      • Virtual Workbench
      • Virtuscope
      • webcam
    • interface
      • Automatic Identification and Data Capture (AIDC)
      • biometrics
      • Body sensor
        • Body Tracking
        • brainwave sensor
        • breathing sensor
        • Breathing-Balance-Interface-Vest
        • Endoscope
        • eye scanner
        • facial recognition system
        • Motion Capture
        • positiontracker
        • retina scanner
        • Speech Recognition
        • step sensor
      • camera recording
      • electromagnetism
      • interactive media
        • Auditory User Interface (AUI)
        • Augmented Reality Interfaces
        • breath based communication
        • Internet of Things (IoT)
        • Ludic Interface
        • MR-based (Mixed Reality) Interaction
        • Multi-Modal Interaction
        • tactile user interfaces
        • Tangible Acoustic Interface
        • Tangible User Interface (TUI)
        • Voice User interface
      • Non-electronic interface
        • bike
        • doll
        • furniture
        • plant
      • Soundgenerating device
        • Audiotape
        • keyboard
        • microphone
        • musical instrument
        • RFID (Radio-frequency Identification)
        • Speech Recognition
        • syntheziser
        • telephone
        • Theremin
        • turntable
        • voice analysis
        • Voice User Interface (VUI)
      • virtual balance
    • Software
      • C++
      • CGI/Perl
      • CSS
      • Global Positioning System (GPS)
      • ISDN
      • Java
      • Linux
      • Optical Character Recognition (OCR)
      • periscope
      • PHP
      • RFID (Radio-frequency Identification)
      • robotic interfaces
      • SGI Onyx2
      • softimage
      • software interface
      • Video
      • VRML
      • Wireless Sensor Network (WSN)
      • XML
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1986
Information
Cite
X
Archive of Digital Art (ADA). “Sylvia Eckermann - »Plan-it!«”. https://www.digitalartarchive.at/database/general/work/plan-it.html (retrieved 1970-01-01). @online{ADAartistprofile, author = {Archive of Digital Art (ADA)}, title = {Sylvia Eckermann - »Plan-it!«}, url = {https://www.digitalartarchive.at/database/general/work/plan-it.html}, urldate = {retrieved 1970-01-01}
Technology
Hardware
5 Macintoshes G3, 1 Pentium Computer, 5 BARCO projectors 6300 G, 8 Meyer Sound Speakers via SoundWeb, Input Interface by Electrosonic, Software: our development
Descriptions & Essays
PLAN-it! - a multisensory experience --- in cooperation with Herbert Lachmayer and Mathias Fuchs --- The Mind Zone [architects: Office Zaha Hadid] in the Millennium Dome at Greenwich was designed to be a synthesis of contemporary architecture, art, electronic media, and information about aspects of the mind, consciousness and our ways of understanding the world. PLAN-it! is an installation connecting a spatial with an aesthetic and an intellectual experience. One might call this kind of sculpture: media-architecture. PLAN-it! was developed by fuchs-eckermann and Herbert Lachmayer to set-up a multisensory environment for a sector of Zaha Hadid's Mind Zone. The "Suspended Cube" [image above left] was the location to house the projections and loudspeakers for the installation. We started out about 1 year ago with a 3D-model and a structural description of the location and began designing a media set-up for the visitors. Our aim was to allow for an interactive work of art involving many interactors at the same time. The visitors should feel free to join or leave the game at any given moment. They should have fun no matter whether they actively interfere or just watch passively. They should be surrounded by sound and moving image rather than being confronted and they should leave the installation with some new information, feeling or question. The intention was not to explain a complex problem or to even predict the future. In the process of creating such an installation both the architects and the artists had to adopt their initial concepts. Based on the unconventional format of our projection areas [20 meters wide, 3 meters high superpanorama] we started generating animations and videos using this particular format. We recorded sounds feasible for spatial distribution and we programmed the presentation software capable of handling this kind of data. PLAN-it! presents artistic statements to answer 4 questions regarding our social and personal futures. These questions focus on the topics of communication, work, material things and transport [especially flight]. The statements are posed in a way that might be experienced as surrealistic, ironic and playful, yet they are based on serious research into possible developments and on a careful observation of developments already underway. Each of the topics is introduced with a short clip abundant with associative images and sounds. The interactors are confronted with a question [e.g. "How should we fly in the future?"] and 3 alternatives are offered describing substantially different approaches. ["Bargain flights for 10 billion people" - "Eco-friendly flying for a few" - "My own virtual flight bubble"] The voting consoles in front of the audience allow for 20 interactors at a time to press a button corresponding to his/ her personal preference. After a voting period of a few seconds, our computer system calculates the majority voted for and presents a clip reflecting our artistic view of the chosen scenario. Again, this clip may look and sound bizarre to a few visitors, however it has a serious background: the visions and fears connected to it. As artists the challenge was to invent and compose material which is related to the problems of the "real world" without being carried away by over-optimistic futurology, apocalyptic misanthropy or the glossy dullness of the advertising industry. We consciously played with the modes of exaggeration, irony, surrealism and travesty trying at the same time not to get lost in fairy-tale telling. We kept an open eye on facts and figures of our economy, politics and ecology. These facts - compiled and selected by the NMEC - were inserted as scrolling or billboard text or animated information in order to form an additional layer on top of the images and sounds generated in our London studio. Technically the system consists of an application synchronizing various events on 6 computers, 20 input devices, 8 loudspeaker units and 5 video projectors. The core programme is a multiuser server connecting the main devices. A custom-built command language interpreter scans for commands such as "start movies on computer 1,2,3 now" or "stop soundtracks on computers 5 and 4" and effects synchronized actions. The programme also stores statistical data from the voting. (source: syl-eckermann.net)
Literature
Exhibitions & Events