The Hyperfitness Studio was the first large-scale joint production Time's Up did. Work started in late 1996 on the development of an interactive installation dealing with a sustainably active integration of the audience.
In view of later projects, this emphasis has obviously remained a primary characteristic of our productions. Human capabilities of perception, bodily control and learned biomechanical abilities were already the focal point of our interest in this production, as in all subsequent productions.
In the Hyperfitness Studio we chose devices as interfaces that are widespread and well known in everyday use. The bicycle was adapted in different variations to serve as an input device for virtual worlds. The effect of riding a bicycle that is familiar from everyday life was inverted. Pedaling suddenly had an unexpected effect, such as controlling sound in the space, navigating through a computer game, triggering various video sequences or even unconsciously ordering a can of beer.