DANCING WITH SPACE: Towards a Performative Model of Interactive Architecture
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Examensarbete för masterexamen
Master's Thesis
Master's Thesis
Modellbyggare
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Sammanfattning
This thesis investigates how an interactive architectural
space can respond in real time to the
qualitative nuances of human movement, with
dance as a primary model of embodied and expressive
interaction. The research addresses the
limitations of static architectural space and conventional
reactive systems by proposing a spatial
environment that actively participates in a
dialogue and exhibits autonomous behavioural
expression, positioning architecture as a co-creative
participant rather than a passive container.
The theoretical anchoring draws on performative
architecture, embodied interaction, cybernetic
theory, and spatial atmosphere, reframing
architecture as action rather than an object and
shifting the Cartesian paradigm toward experiential
knowledge “I experience, therefore I am”
(Simanowski, 2011). Interactive spaces are interpreted
as cybernetic systems that, through sensing,
interpretation, and spatial response, form a
continuous feedback loop between the human
body and its surroundings. Sensory congruency
is examined as a key condition for atmospheric
coherence across individual sensory modalities
(light, sound, texture) to produce a fluid,
positive experience (Spence, 2020). Projects,
including Mapped Empathies (Requena, 2018),
No One is an Island (Random International and
Studio Wayne McGregor, 2020), Messa di Voce
(Levin and Lieberman, 2004), Shylight (Studio
Drift, 2014), and Sky Symphony (Skyform Studio,
n.d.), inform both conceptual and technical
development.
This work, using the presented theoretical
foundations, proposes a conceptual model of
interactive architecture organised into three interdependent
layers: sensory, cognitive, and expressive.
It describes how sensory technologies
record human movement, how computational
processes interpret the qualitative aspects of
movement, and how spatial responses are realised
through light, sound, or kinetic transformation.
Methodologically, the research applies practice-
based design experimentation, combining
motion capture technologies (Kinect and MediaPipe),
real-time data interpretation within
TouchDesigner, and iterative prototyping of individual
responses. These investigations explore
how movement can be translated into spatial,
visual, and auditory responses through cyclical
interactions.
The thesis demonstrates how strategies such as
“imperfection to emergence” (Mun, 2023) can
foster discovery and co-creation by introducing
controlled uncertainty into interactive systems.
The final prototype and installation design contribute
to the contemporary discourse on interactive
architecture by advancing models of
embodied spatial experience that integrate technological
response, architectural agency, and human
perception.
