This paper documents the creative process and attempts to record the impact of an open-air, site specific, interactive multisensory installation environment titled "DETOUR", which was created by the interdisciplinary group "VE_design" 1 , as part of the "Athens by Art" international exhibition during the summer of 2004 2. The site chosen for the installation was a very busy area within the urban context. DETOUR's aim was to afford an alternative environmental experience, embedded within the noise and introversion of the everyday cityscape. Visitors were invited to participate in a mediated communication game with the DETOUR system, as well as with other visitors within the installation environment. The environmental experience comprised a series of different sensory modalities (spatialised audio, lights, microclimate and video) ultimately aiming at activating the senses, amplifying behaviours and instigating communication amongst its visitors. Cities, as complex systems and contexts supporting communication are being reordered by technological systems and networks. Advances in information and communication technologies have begun to transform the potential for social relations taking place within the urban public space, as well as our perception of public spaces in general. These advances may also relate to a form of art, which considers the public space as its main context and is appropriately named "public art". One of the main characteristics of this art form is its "site specificity"; in other words an attempt to establish an actual connection to the place and the context, instead of creating "drop sculptures" as was often the case in projects that involved art and architecture in the past (Matzner, 2)
The paper documents the design and implementation of an interactive multi-sensory environment (DETOUR) created by the interdisciplinary group VE_Design 1 for an international open-air exhibition in Athens, Greece during the summer of 2004 2 . The paper describes the creative process followed throughout the project and registers how computers, sensors and effectors have been utilised to either facilitate the creation of electronically mediated experiences or support the design. The architectural concept of the multi-sensory installation is analyzed in relation to its potential for creating communicative experiences as well as addressing physical form simulations. Notions such as ephemeral structures, parasites, social space, game as art and communication are discussed. The body -space interaction is investigated, enabling the team to elaborate on a modular construction. Finally, the impact of the work is discussed on the basis of recorded observations by visitors.
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