'SystemWusel' – an interactive environment

Work process:

Such so-called ‘SystemWusel’ (system beings) were firstly created as objects in real space and the students programmed a particular behaviour to them by means of iconic programming. The overall aim was to initiate an interaction between human beings and digital systems.
The following Wusel-beings, which are hung in mid-air from a steel girder in an empty lift shaft at the Media Docks in public space, are abel communicate with each other:
- ‘Gucki’, the cheeky ‘Wusel’
- ‘Macho’, the brave ‘Wusel’
- ‘Hasenfuß’, the anxious ‘Wusel’
- ‘Lethargos’, the indifferent ‘Wusel’.
All objects are defined by states of mind such as calmness, curiosity, joy and fear and the SystemWusels are brought into line with these feelings as far as motion, sound and flashing are concerned. These functions are programmed with the aid of the software ‘RoboLab’, thatis a software visualzing fragments of code on the screen.

Please move your mouse over the image!
. The program developed then is transferred to a microcomputer (RCX) via an IR-connection which enables the microcomputer to communicate with other micro computers.
The movements as well as the visual and acoustic reactions of the SystemWusel are influenced by the sound and sound level of the visitors in the hall. These signals are recorded by a sensor on the ground floor, analysed by a RCX and transmitted to the microcomputers in the SystemWusel and the motors so that a pre-programmed process, an interactive communication, can be initiated according to the sound level.

 

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Iconic Programming and Sensors
Interactive Environments

Carl-Jacob-Burckhard Gymnasium