© 1999-2010. amorphica design research office // J. Aaron Gutierrez.

Project

T.A.S.L.

Los Angeles Cooperative

Client

Los Angeles, California

Location

Credits.

April 2001

Completed

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Amorphica Design Research Office

J. Aaron Gutierrez. Design

Phase

Michael Monier. Programming

Koi Seun. Programming, Design
Benjamin Laurence, Experience Design

In April of 2001 we began to pursue the quest for a different kind of space. Machines as we had understood in the mid nineties began to give us the opportunity to challenge the conventional condition of invention or space creation. With a mere 486 processor back then, we could make autocatalitic systems for the challenge to discover. But in 2001, the idea of a more complex diversity of hyper-matrices powered by the scripting input, the mathematical possibilities of generations of data were to us increadibly powerful. Thus emerged T.A.S.L.

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As was practiced with our previous intentions in the Virtuosity projects with Karl S. Chu in 1996, and with various intentions of implementing a wide plethora of data into our spaces, we began the input of information into our systems. Systems which had rules and and laws and even flaws. In this case we utilize the PERL language to produce our self-generated system.

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In the case of T.A.S.L our program was to create a virtual space to travel through and discover the different sensations of travelling along the bone structure of a deformed human being. The deformation process had to do with how this system behaved when tension, heat, and other type of energy transformed it and was not necessarily due to the idea of a derformed human in a conventional or medical way. The purpose had everything to do with how the actual material of the bone engaged with these dufferent type of energy. .

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Transluscency played an important role in this navegation as it was important to pursue the penetration and the complete experience as clear (or transluscent) as possible.

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Transluscency played an important role in this navegation as it was important to pursue the penetration and the complete experience as clear (or transluscent) as possible.

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The final experience design was exhibited as a virtual (goggle tour) at the Southern California Institute of Architecture (SCI-Arc), the Los Angeles Coperative and at The University of California Los Angeles (UCLA) thorugh 2001 and 2002.

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