| |
[aperture]
development -- audiovisual textures
aperture consists mainly of six audiovisual textures. these textures are generative and non-repeating, and transition and morph continually based on internal algorithms. each texture is designed as an abstraction of a particular quality of space. the links below are demonstrations of each of the six textures at a given moment in time.
|
[sparse]
spaces are almost entirely devoid of sensory stimulation, to the point where one
becomes hyper-aware of one's own presence.
e.g. desert, tundra, waiting room.
|
|
[saturated]
spaces are continual bombardments of visual and sonic input.
environments like these range from beautiful to nausea-inducing.
e.g. glowstick rave, times square, coney island.
|
|
[personal]
spaces revolve around one individual's experience,
tailored either by their physical construction, or by the individual's perception of the space.
e.g. bedroom, workspace, coffeeshop.
|
|
[anonymous]
spaces are generally public spaces that are stripped of any personal relevance.
they are often sanitized and cold, and serve visitors rather than inhabitants.
e.g. airport, office building, the DMV.
|
|
[claustrophobic]
spatial boundaries are uncomfortably close to the inhabitant.
these spaces induce oversensitivity, paranoia, and a need for escape .
e.g. elevator, airplane, rush-hour subway.
|
|
[vast]
spaces with boundaries so distant and amorphous that boundaries lose relevance.
feelings of freedom and flight comingle with feelings of irrevocable insignificance.
e.g. mountains, oceans, deserts; bridges and cathedrals.
|
|
[sparse]
|
[saturated]
|
|
[personal]
|
[anonymous]
|
|
[claustrophobic]
|
[vast]
|

| |