Category Archives: installations


Urban entropy

A project for the ars electronica facade, created during a residency at ars for the connecting cities conference and the soundframe festival. My explanation from a blog post: “My project is actually quite simple. On the LED façade, I display complaints received by the city, and thus visualize in the public sphere what people are complaining about. I find this fascinating because there are now many different systems that publish such complaints on a website. But I think it’s something completely different when they’re displayed…

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LED Facade Northeastern

Hot/Cold: Information Design for Dynamic Media and Light The collaboration with Philips Color Kinetics focuses on responsive, interactive, and public display using dynamic lighting at the architectural scale. A team of students will develop and implement design proposals that should conclude with a temporary installation on Ryder Hall on Northeastern University’s campus. This activity is embedded in a studio course on the design of interactive information displays in different contexts and at different scales, ranging from visualizations for personal, mobile devices to information displays on…

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DUST – Laboratoria Moscow

Our interest in exploring dust as an aesthetic and interactive medium aligned perfectly with the new exhibition “DUST” (12.4.12 – 15.7.12) in Laboratoria art & science space in Moscow, curated by Daria Parkhomenko and Simon Mraz. We (Markus Decker, Orkan Telhan and me) contributed the project “dust serenade”, a musical instrument visualizing its sounds through dust particles moved by the sound waves, and based on a 19th century physics experiment by August Kundt. Images from the installation below.

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ARS ELECTRONICA 2011 | origi - wie alles beginnt

Active Listening Sites

A new stadtmusik work, tying together a lot of what we were working on in the past couple of years. The physical configuration of the built environment generates a wide spectrum of acoustic effects. Even while they usually remain unnoticed, these acoustic phenomena actively support our orientation in the city and provide a sense of place. For the exhibition, we have assembled an inventory of urban auditory situations illustrating some of these effects in the vicinity of the architecture forum. We provide a visitor of…

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A new senseable city lab project i worked on is now exhibited in the Museum of Modern Art in New York. BackTalk is in many ways a follow up project on Trash | Track, this time focusing on obsolete electronics, disposed as e-waste or shipped as donated as refurbished computers to developing countries. All of these devices still capable of recording their location and surroundings. The initial inspiration was an incident I read about involving a lost camera, scuba diving and a sea turtle. The…

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dust serenade at MIT museum

Our new project in the dust series: Markus Decker, Dietmar Offenhuber, Orkan Telhan ‘Dust Serenade‘ is a reenactment of an acoustic experiment done by German physicist August Kundt. Inspired by the Chladni’s famous sand figures visualizing sound waves in solid materials, Kundt devised an experiment for visualizing longitudinal sound waves through fine lycopodium dust; a setup that would allow him to measure the speed of sound in different gases. Kundt was a strong believer in experimental methods over purely theoretical inquiry in a time when…

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A Timeline of Audiovisual Culture

Related to the See this Sound exhibition, The Ludwig Boltzmann Institute created on an encyclopedia of audiovisual culture during the last three years. As a installation in the exhibition, Stefan Schilcher and I created an interactive visualization showing the structural properties of the different texts, chapters in this encyclopedia. Credits: Visual Concept: Dietmar Offenhuber und Stefan Schilcher Programming: Stefan Schilcher Content: Sandra Naumann und Mario Röhrle more on the blog of see this sound.

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dust till dawn

fun with lasers, noise and dirt maex decker, dietmar offenhuber, ushi reiter DTD kicks up a lot of dust – with atmosphere being its sole medium of interaction. The project is a sound installation for a room with dusty floor, on which a number of phonographs are placed, playing back silent vinyl records. As a result of the visitors movements, particles of dust accumulate in the grooves of empty records and define a musical score. A carpet of monochromatic light visualizes the turbulence in the…

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Isotope is a generative architecture derived from the proportional system of the Stonborough House (1925, also known as Haus Wittgenstein) designed by the philosopher Ludwig Wittgenstein and the Austrian architect Paul Engelmann. The house is assembled from seven cubes, arranged in a carefully balanced proportionate system. All elements correspond to each other, and it is impossible to change this system without destroying the balance of volumes and voids. Starting from a textual representation of the model in the VRML language, the “isotopes” of the original…

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URBIS – Imagining the City

Developed with the ars electronica futurelab in a larger collaboration with Landesign, Inc. / London. Projection-based interface for the visualization of the cultural content in a dynamic three-dimensional environment for the “Urbis” museum project in Manchester, England. The modular information platform on which the installation is based invites visitors to create virtual cities through interaction with a flow of media. The results are three-dimensional, dynamic skylines that are projected onto a panorama screen. The individual cities (City of Pleasures, Emotions, Imaginations and Senses) are embedded…

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An early media architecture example conceptualized and implemented as part of the ars electronica futurelab. For the new building of an Austrian education institution we conceived a display concept based on the idea of “functional transparency”, the building communicating its processes to its users, visitors and the city. The project consists of three elements. Most visible from the city, the light columns with individually addressable RGB light elements, communicates global environmental parameters such as time of the day. A second display element, the text floor,…

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A game-engine modification as an audiovisual environment. Intrigued by the erratically busy movement of non-player characters in a computer game, we re-contextualized the purpose of these bots as narrators and sound objects: ranting about experiences in pizza restaurants or making announcements in an infinite loop. We also developed a 1m2 platform as a full-body interface, allowing visitors to move through the environment by balancing on the platform. “Interwoven spaces, diverse acoustic domains and the transmutation of physical laws constitute challenges to visitors’ faculties of perception.…

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orbital elements

“Romanticism for data fanciers and ham radio fans, watching sunsets and satellite launches staging and making perceptible the activities and patterns of motion of “invisible” forms of technology that seem to be capable of independent action. The user has the opportunity to follow the race of NOAA 14 and meteor 3-5 two earth observation satellites, one american and one russian, during a live-transmission from the on-board cameras of the two orbiters. Two receiver units are provided, each consisting of a hand-held antenna, coaxial cable, receiver…

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AEC Elevator Floor

This was my first project for Ars Electronica, started in 1995 – an animation on the floor of the elevator, synchronized with its movement. For historical interest, the Animation was modeled in Alias Animator Studio on a Silicon Graphics Onyx 2 and played back in frame mode on DPS Perception video hardware, rendered in 100 fps to accommodate for the elevator’s acceleration. Thanks to Gerda Palmetshofer for help with the textures.

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