NOX (by way of Andreas Broeckmann) on Sat, 20 Dec 1997 02:53:28 +0100 (MET) |
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<nettime> Lars Spuybroek: Motor Geometry |
[This text was published in the latest issue of the architectural journal, Arch+ 138, October 1997. A slightly abridged version was published in: V2_Organisation (eds): TechnoMorphica. Rotterdam, 1997. (check: http://www.v2.nl/book/ ).] MOTOR GEOMETRY Lars Spuybroek 'There's this thing, this ghost-foot,' said one of Oliver Sacks' patients. 'Sometimes it hurts like hell. This is worst at night, or with the prosthesis off, or when I'm not doing anything. It goes away when I strap the prosthesis on and walk. I still feel the leg then, vividly, but it=B4s a good phantom, different - it animates the prosthesis, and allows me to walk.'*1 What is it that animates a mere mechanical extension? How is it that the body is so good at incorporating this lifeless component into its motor system that it recovers its former fluency and grace? The body does not care if the leg is made of flesh or of wood, as long as it fits; that is to say, it fits into the unconscious body model created by the different possible movements - proprioception, as neurologists term it, the body's power of unconscious self-perception. Our legs are a 'comfortable fit' by their very nature, but only because the leg coincides exactly with the ghostly image invoked by the automatism of walking. Once a leg is frozen in immobility, it very soon no longer 'fits'. Sacks reports one such instance: 'When, after a few weeks, the leg was freed from its prison of plaster, it had lost the power to make all kinds of movements that were formerly automatic and which now had to be learned all over again. She felt that her comprehension of these movements had gone. (...) If you stop making complex movements, if you don't practice them internally, they will be forgotten within a few weeks and become impossible.'*2 With practice and training, the movements of the prosthesis can become second nature, regardless of whether it is of flesh, of wood or - a little more complex - of metal as in the case of a car. That is the secret of the animation principle: the body's inner phantom has an irrepressible tendency to expand, to integrate every sufficiently responsive prosthesis into its motor system, its repertoire of movements, and make it run smoothly. That is why a car is not an instrument or piece of equipment that you simply sit in, but something you merge with; anyone who does a lot of driving will recognise the dreamlike sensation of gliding along the motor way or through traffic, barely conscious of what one is doing. This does not mean that our cars turn us into mechanical =46rankensteins but that the human body is capable of inspiriting the car an= d making its body work become the skin of the driver. And this must true, otherwise we would bump into everything. If we do not merge with the car, if we do not change our body into something of four by one and a half meters, it would not be possible to park your car, to take a curve, or to overtake others. Movements can only be fluent if the skin extends as far as possible over the prosthesis and into the surrounding space, so that every action takes place within the interior of the body, which no longer does things consciously but relies totally on 'feeling'. Ted Troost, the Dutch so-called 'haptonomist' (and on kneading terms with a lot of athletics stars), gives a clear illustration of this process: '...if the athlete learns to make the equipment (such as a ball or bicycle) part of his feelings, he becomes one with that equipment. (...) The same applies to the opponent. Once you start seeing your opponent as a resistance, it takes an enormous amount of energy to beat him. If, on the other hand, you involve him in your feelings, you can suck him towards you as it were. You can then turn your opponent's strength to your own advantage and can move more lightly and easily. (...) If you take a touching, feeling attitude towards your equipment you become more sensitive and receptive towards your surroundings. You become softer and thus less tense at critical moments'.*3 When this haptic sense of extension is taken seriously it means that everything starts at the interior of the body, and from there on it just never stops. The body has no outer reference to direct its actions unto, neither a horizon to relate to, nor any depth of vision to create a space for itself.It only relates to itself. There is no outside: there is no world in which my actions take place, the body forms itself by action, by action it constantly organises and reorganises itself motorically and cognitively to keep "in form". As Maturana and Varela say: there is no structured information on the outside, it becomes only information by forming it through my body, by transforming my body, which is called action...*4 '"Damn, we're lost!", Michael said to his Indian guide. The guide looked at him devastated and said: "We're not lost, the camp is gone!" Suddenly Michael realised that this was one of the most important differences between his own view of the world and that of his guide: he saw space as a fixed given, as something incredibly vast in which Man can move freely (but also can get lost), his guide saw that space as something enclosed in Man, as a medium continuously in flux where you by definition can not get lost because you yourself are the only fixed point. You'll always be on the same spot. In some cultures walking is not the traversing of space, but the pushing away of the space beneath your feet'.*5 This is of course a nomad's view of the world, the view of somebody on the move, because only then the whole space can become ones skin by the act of walking. And the tent they bring with them is part of that walking, like a board, and never interrupts space, as a house does. So every prosthesis always has the nature of a vehicle, something that adds movement to the body, that adds a new repertoire of actions to the body. Of course, the car, the bike of the haptonomist=B4s client-athlete, or his metal ice-skates, change the skin into an interface, able to change the outside into the interior of the body itself. The ice makes no sense at all to my body without skates, without changing my skin into metal I would not be able to be moved by the smoothness of the ice... And: the openness of the world would make no sense if it would not be absorbed by my body-car. The body just creates a haptic field completely centred upon itself, in which every outer event becomes related to this bodily network of virtual movements, becoming actualised in form and action. 'Where there is close vision, space is not visual, or rather the eye itself has a haptic, non-optical function: no line separates earth from sky, which are of the same substance, there is neither horizon nor background, nor perspective nor limit nor outline of form nor centre; there is no intermediary distance, or all distance is intermediary. Like Eskimo space." And: "The first aspect of the haptic smooth space of close vision is that its orientations, landmarks, and linkages are in continuous variation: it operates step by step. Examples are the desert, steppe, ice, and sea, local spaces of pure connection'.*6 This means an eye acts as if it were a hand, the eye not as a receptive organ, but active and what is at hand is always nearby and close, without any sense of depth or perspective, and without background or horizon. So every action becomes prosthetic because it extends the feeling reach of the skin, and, the other way around, every prosthesis, and I mean every technological device, becomes an action, a vector-object, a twirl in the environmental geometry. In the haptic sense there is no distinction between body and environment, between skin and geometry, inside and outside. So every change of muscular tone in the motor system has its topological effect, because outside and body are networked and wireframed into one object with its own particular coherence, where seeing and walking and acting are interconnected into one (proprioceptive) feeling skin, without top or bottom but with an all around orientation. Without the orthogonality of the vertical and gravitational axis of the body's posture in relation to the frontal and horizontal perception, but a threedimensionality where images and actions relate to one and the same geometry, without any X, or without any Y, or without any Z...*7 I am not into celebrating wildness, or the wildness of any primitivism. So these examples that seem to date 20.000 years ago, of Indians and Eskimo's, are not about praising the archaic of any kind. It's only that I think - and others too, notably - we have shifted from a Space situation to a Field condition. The effects of actions and events are becoming more and more intertwined and networked. This makes our contemporary state extremely primitive! A sort of HiTechPrimitivism, maybe of the same brutal nature as the one Baudrillard described for America. This evaporation of space by the networks of the car with its celebrated highways, the networks of television that have dissolved the classic distinction between the private and the public, the inside and the outside - just look how people behave on television, so incredibly intimate, telling us in Talk Shows how many times they have raped their children, or how many times they have tried to commit suicide. Just look how people behave on the streets - even more spectral like they are on television - or at home, baggy fit suits, inexplicable familiarity, =46ourWheeldrives with Housemusic, open shops with their whole interior spilled out over the streets: no inside is ever going to be stopped again by anything called the public domain, or public morale... I remember how Yasser Arafat almost lost the War against Menachem Begin, until the moment he called CNN. So they organised this debate, split screen, with a journalist in between. "Why don't you surrender?", Begin asked Arafat, "you are completely outnumbered in soldiers and firepower - you've just got no chance at all". "Because", Arafat answered, "while you are surrounding our camps in the South of Lebanon, I am surrounding every European Capital, and every other capital in the world for that matter." This is how our conception of space and perspective has changed in thirty years of television. Not a material Earth with some immaterial media sky put on top of it, but a new amalgam, a new material, a new substance. No here and there, no horizon, no depth, everything is more than close and at hand. This is fine with me. I have no critical relation to this whatsoever, neither positive nor negative. I hardly care about the contents of television, or of the Net for that matter, because it's hypermode and constant exhilaration is not about content at all. Only this new Field Condition is interesting, this compulsive and endless leaking of events, which is extremely primitive and animistic - it relates to a period even before the sedentary, before the village, maybe even before language... Liquid architecture is not the mimesis of natural fluids in architecture.*8 =46irst and for all it is a liquidizing of everything that has traditionally been crystalline and solid in architecture. It is the contamination of media. This means the smooth merging of, for instance, wall and floor, of body and geometry, of object and environment, of floor and volume, of action and form - of course, this is called inter-action, because the point of action is always exactly in between object and subject, and this "in between" is where skin, environment and interface come together. The liquid in architecture has earlier been associated with the easing back of architecture for human needs, of real time fulfilment. This soft and smart technology of desire can only end up with the body as a residue where its first steps in cyberspace will probably be its last steps ever. But the desire of technology seems far greater and a far more destabilizing force, since our need for the accidental is far greater than our need of comfort. Liquid architecture is always trying to connect one act to another, of putting a virus in the program itself, about the hyperbolic linking of events, where every object and every event can have unforeseen and unprogrammed effects. Noth ing, no function, no object can remain isolated; everything is brought in a continual process of transformation to the other - everything is necessarily opened up and leaking away. Liquid architecture is not about nice and pleasing or sculptural forms - because there is always the risk of toppling things over. Of form being swallowed in the abyss of the formless, of the unspeakable monstrosities of the ugly beyond ugly - and without that risk, in a more cultural sense, the act of architecture seems absolutely worthless. In the course of discussing the water pavilion*9 we will encounter many words and terms concerning the fluid, and its conceptual radicalism, but also its "primitive" basis, its ever so old appeal on concepts of body and movement and perception and geometry... Our software makes its ellipses from circles, every quarter of the ellipse, symmetrical on two axis X and Y, is made out of four circle segments, every radius increasing one after another. The building starts with a small ellipse, with the long axis vertical and it ends, some 60 meters further on, with a larger ellipse which has its long axis perfectly horizontal. In that sense this building is nothing more than the metamorphosis of a door, the anamorphosis of a threshold - a complicated corridor. Imagine the curves connecting all the centres of the circles being torn apart, bend and twisted again by outside forces, the wind, the dunes, the ground water, the Well, and internal forces trying to keep the ellipses, that is to say: trying to go smoothly from one circle segment to the other. The ellipses are being stretched, but not dented or cracked. The basis of the geometry is the vector-based changing of splines connecting circles, defining ellipses, in this way line and force become connected in this geometry. Line is not separated from point, but every vertex is the basis of a vector, able to be displaced by outside forces but always related to the other points in the wireframed network. If one changes the position or direction of the vector, the other ones change too, according to their mutual dependency. In this case the line becomes an action, and not the trace of an action, in this building maybe walking is like drawing. Is one, while drawing with a pencil, acting digitally - what splines are created with the biomechanics of the arm and digits? Not just following a supposed path shaped by an image in the brain. There is a haptic feeling of a line, not the image... While drawing the whole body is on a path, while the skin is lofted. You cannot just put line A at your wish on line B, because every act is the changing, or deformation of another act and line, it goes, as Deleuze says, step by step... This building is a bundle, a braid of splines. It derives its coherence from the moving, in its soft network there is no distinction made between form and deformation. We loved the idea of wheelchairs from the first day on. Could we not only design something completely within the law governing accessibility for wheelchair-people, i.e. the steepness of ramps, but could we also think of a prosthetic geometry, a geometry of wheels, a geometry of speed and imbalance. Not one part of the building is horizontal, and not one slope stays with the same gradient. Conceptually the building has not been 'put on' the ground, but has more or less been dug out. The essential instability is achieved by the idea that ground is all around, the floor becomes hyperdimensional and tries to become a volume. It is like the mathematical description of a mountain slope as a fractional dimension: from a distance purely Euclidean and two-dimensional, and while zooming in you are suddenly in and not on a spatial surface, with rocks all around, with a dimension of 2.724... When dealing with a haptic, three-dimensional body, a body without the distinction between feet and eyes, the difference between floor and ceiling becomes irrelevant. With this kind of topological perception you'll loose the idea that action is on the ground and that your eyes are transported blindly and are only concerned with the walls and maybe the ceiling too. Every building is generally based on this dichotomy of transport and vision, where the programmatic is on the floor and the formal is in the elevation. But, to paraphrase Jeffrey Kipnis, in this building the information on the floor is blended with the deformation of the volume. In the H 2 O eX PO there is no horizon, no window looking out, there is no horizontality, no floor underlining the basis of perspective, there is no X and no Y or Z. This is of course the moment of dizziness, because walking and falling become confused. Or, as the manual of 3D Studio MAX says - in the chapter on animation: walking and running are special cases of falling... This imbalance is the very basis of this building, and also the basis of every action, because not one position is without a vector. This building is not only for wheelchairs and skateboards, it is also for the wrong foot, just next to the leg one stands on... That is why, instead of a window, there is a well. The Well is an other kind of horizon, more like a window to the centre of the earth, a hidden horizon, not horizontal, but vertical, on the axis of vertigo, of falling. For a haptic body, where everything is networked to its motor system, is an open system, fluid, far-from-equilibrium, where feedback loops can either become positive or negative, that is, by movement it can gain coherence, but it can also loose everything and fall. Three bodily systems make up for the feeling of balance: 1. the visual, 2. the balance organs behind the ears, and 3. proprioception: the body's self-perception, its own haptical sphere of possible muscular movements. Especially the last one is the basis of animation, because it creates a gestalt, an image-construct out of its own actions: by moving, by restoring every imbalance step by step like a skateboarder the body becomes smooth, and drags as much into his sphere - in its essence we are talking about something round, about the body as a planet - from the environment as it possibly can. For a haptic body is a closed organisation and constantly organises itself. Then, where is the point of action, where is the source of the Will? Here, the body is placed on a vector, just like a surfer, and is obliged to react on that outer force, but can change its direction or goal at any time. The architecture is charging the body because its geometry is one where points become vectors. In an architecture that has become transported and moved, where its geometry has become a prosthetic vehicle by contamination, the source of the action is exactly in between body and environment. This is not a subject versus an object, but an interactive blend. Part of the action is in the object, and when the object is animated, the body is too. The interactivity is not only in the geometry, it is in the materials too. It is the action that moves through the material - not a form with a certain speed or on the move, but action in the form. The design does not distinguish architecture and information as separate entities, not even as separate disciplines. The design did not stop with the concrete and steel, which were considered as liquid, but in stead moved on with cloth and rubber, then the ice, and the mist, of course the fluid water, moving on to electronic media, interactive sound, light and projections. We did not separate the material from the so-called immaterial, there was only substance and action. Building is violence, it is force, sometimes excessive force. It is not drawing or generating the geometry at your office, and then building it - the drawing itself is part of the violence necessary to deal with matter. But there is never as much resistance in materials as there is in habits. We thought of pouring concrete as just another way of gardening... A sort of hardening of the earth. This is being put out of balance too, the weak foot... On the other hand, experience can work out perfectly. The steel construction would never have been possible if the contractor would not have picked up one of the cheapest beams you can get and torqued it with his hands, just by lifting it. So it is weak in one direction and strong in the other. This is like memory metal, it is steel plus experience, steel plus action. There is no unequal relation between form and material, the form is constructed by deformation and is part of the material-vector: stretching the material itself, use force, that is draw... As we did not separate architecture from exhibition, we neither separated form from information - in this sense the building is not a void, or a space, but more like a medium (comparable to the feeling of immersion while being under water), a blend made out of different ingredients. First, the material form is directly related to the movement of the visitor, the water - taking over the action and wetting not only the building, but also the visitor - is continuously on the move, and as a third ingredient of this aggregate, there is the interactive electronic installation that creates the movement of light, sound and projections activated by actions of the visitors. That is why, when speaking of animated form*10 we can hardly distinguish between form and installation, between the geometry and the machine. The water-installation was, by request of the client, based on the hydrological cycle, so, after a three-dimensional door that opens hydraulically, but only a few degrees, just enough to let people in - after this, there is the so-called 'glacier-tunnel', a frozen corridor. There is already water on the floor, later more and more is added, and the water connects all these events, little wells and springs and mist coming from the ground. Further on, the so-called rain bowl, where you see the sky in the bowl with time-lapse images of cloud formation, then suddenly there is rain, but rain that seems to be drawn out of the image: the drops of water are illuminated with a stroboscope in such a way that the rain seems to fall upwards from the bowl up to the ceiling.*11 Then, there is the Well, containing 120.000 litres of crystal clear water, formally acting as the main force of instability and conceptually as the treasury of the closed cycle of water. At the bottom of the well there are projections of enormous drops of water falling in slow-motion - under water creating ripples on the water, as slow as fluid glass. The vertigo relating to the motor system is always directly linked to the hallucinatory in the sensorial sense. In Tam=E1s Waliczky's small film The Garden from 1992, made with video manipulation and computer animation, we see a little girl running around in a garden, stretching out her hands for a dragonfly, sitting down under a big tree, climbing up the ladder of a slide, and then sliding down - we see all this and at the same moment nothing like it. In fact, during the whole movie*12 she does not move, she moves her hands and feet all right, but her head never leaves the centre of the screen. We see the tree folding under her legs, we see the rungs of the ladder shrink and bulge under her feet, we see the slide deform under her body, nothing moves, but everything changes shape, we see the dragonfly, as the girl reaches out for it with her hand, grow unproportionally, and shrink, and disappear on the moment she shifts her attention. She does not move around in a perspective world where things are between the eye and the horizon, no, through her actions she is in perfect balance and stays fixed on the vertical axis: she has become the vertiginous horizon of things, she has become the vanishing point of the world. Things become part of her body by topological deformation, not by perspective distortion. She has become the gravitational centre of a field, or better, a sphere of action - a motor field - her own planet... This is not perception but proprioception, everything immediately becomes networked within the body, where the seen is the touched and the felt, where no distinction can be made between the near and the far, between the hand of manipulation and the sphere of the global. In H 2 O eX PO we build in a very complex interactive installation, combining different electronic systems of sound, light and projections to extend the concept of deformation related to action. In this sense, as noted above, the form of the building and the interior itself is notonly an installation, but also interactive. In stead of exhibiting faked realities, in stead of running a show, in stead of just projecting films or virtual realities we made an installation which could connect behaviour of human beings to the behaviour of fluid systems, in this case water. As the building tries to liquidize people - "you'll become water" - they can also manipulate the building in their turn, which opens up the idea of presentation, of program and function to the unstable and dynamic. In fact, this building/installation does not have a 'program' (although in some parts it clearly does), because it can be completely different with thirteen shy people, forty brats or three hundred elderlies, or any combination of these. The continuous surface of the interior is covered with different sensing devices. Light sensors, touch sensors and pulling sensors. Every group of sensors operates on three levels of interaction: first, the topological deformation of a projected wireframe grid in real-time, called WAVE (light sensors), RIPPLE (touch sensors) and BLOB (pulling sensors). Secondly, these 'special effects' also operate real-time - that is: on the moment a visitor acts on a sensor the computer reacts within milliseconds - by changing the overall lighting of the interior space and thirdly, the sound. Three effects on the same moment. Nearby, the changing of the grid, further away, the light and the sound. Local action, which is orderly in effect interferes with others on the larger scale and becomes more and more complex. Every group of sensors is also grouped in space and is accompanied by the wireframe projection. The light and the sound are connected to a cable way - the sp(L)ine of some sixty meters in length - that runs through the building, made up by 190 blue lamps - and 190 microprocessors and over 20 loudspeakers*13 Imagine yourself walking or running up the central slope towards a wireframe projection in front of you on the floor. While walking you activate a few light sensors, one after the other, and step right in the projection - you'll be covered in a grid of light - the waves start running through the mesh. Now you start to run with the waves, activating more sensors, creating more waves... This is the local effect. At the same time there is a pulse of light going through the 190 blue lamps, which is normally at his own speed - but this pulse is speeded up by the number of people activating the light sensors. So, when it is crowded, the heartbeat goes up... Even more complicated are the touch sensors. In four groups of two and three. Sometimes on the floor, sometimes next to you, or even above your head. Every group of sensors is covered with a wireframe projection. =46or instance, two sensors, bulging out of the surface, in fluorescent yellow, with a pair of feet painted on them, covered with such a projection. Now you dare to step on the sensor, and suddenly ripples shoot from your feet, circular decaying waves in the wireframe. Now, somebody jumps onto the second sensor, a few meters away from where you stand, and the ripples shoot from his feet too... and interfere with your ripples halfway. While you both start jumping up and down, you're also pushing away the sound as well as you're both activating the light running on the sp(L)ine: suddenly a high level of blue light splits in two and slowly fades away. So, next to the pulse of light there are also other waves of light, all interfering with each other. The Blob - conceptually related to the well: both attracting forces, central in position and as the well contains the projection of a drop of water falling in slow-motion, the blob is like a drop of water in zero-gravity. A sphere in wireframe projected on a steep slope between four pulling sensors. When pulling gently the sphere deforms into a blob - with the computer running the projection doing about 200.000 calculations per second - and when pulling harder it almost breaks, but it doesn't, and when letting go, the blob softly bounces back towards it starting position. Four people can pull at once, deforming the blob in four directions - while at the same time - with the same sensors - they 'pull the sound' from the well and... when pulling at their hardest they freeze the light on the sp(L)ine in its last position. Why still speak of the real and the virtual, the material and the immaterial? Here, these categories are not in opposition, or in some metaphysical disagreement, but more in a electroliquid aggregation, enforcing each other like in a two part adhesive, constantly exposing its metastability to induce animation. Because, where is the sun, anyway? Left out and reflected by the outer skin of stainless steel, the sun is left behind in a museum*14, this building is lighted from the inside out, by the endogenous sun of the computer - that must be why the light is so blue - , doing thousands and thousands of real-time calculations, shining on everybody, and rendering the action. See these spectral bodies, their motor system exactly coinciding with the reality engine of the computers. Lars Spuybroek 'Motor geometry' was written as a lecture for the Berlage Institute in Amsterdam, and Cooper Union in New York, earlier this year. Lars Spuybroek leads a studio by the name of 'NOX'. They published their own magazine with the same name, did video installations and television, electronic arts installations, published texts and taught on numerous schools of architecture. Lars Spuybroek is also editor of FORUM. NOTES 1. Oliver Sacks, The Man Who Mistook his Wife for a Hat, Picador, 1986., p. = 66. 2. Oliver Sacks, A Leg to Stand On, Picador, 1991, Afterword, note 2. 3. Ted Troost, Het lichaam liegt nooit, Centerbook, 1988, p. 168. Only available in Dutch. 4. H. Maturana and F. Varela, The Tree of Knowledge, Shambala, 1984, Chapter Seven. 5. Derrick de Kerckhove, The Skin of Our Culture, Somerville House Books, 1995, p. 29. 6. G. Deleuze and F. Guattari, A Thousand Plateaus, The Athlone Press, 1988, p.382, 492 and 494. 7. Maurice Nio and Lars Spuybroek, X and Y and Z - a manual, ARCHIS, 11/1995= =2E 8. Liquid Architecture, Marcos Novak, in: Cyberspace: First Steps, ed. Micheal Benedikt, MIT Press, 1993, p. 225. 9. The 'water pavilion' was commissioned at the end of 1993 by the Ministry of Water Management and Delta Expo, a private-public partnership. The commission was split in two parts, a fresh water half to NOX, and a sea water half to Kas Oosterhuis. H 2 O eX PO was opened for the public May this year. This text only concerns with the fresh water part. 10. Maurice Nio and Lars Spuybroek, De Strategie van de Vorm, de Architect, themanummer 57, 11/1994. 11. Later, when the Ministry of Water Management will imply more literal information to this system, this first part of the building will be related to the three water systems that supply Holland: melt water from the glaciers (river Rhine), water from the springs (rivers Meuse and Scheldt) and rain, water from heaven. 12. T. Waliczky does not term The Garden as a movie, and rightly so, because only the shots of the girl have been recorded on tape, but later on completely transformed with computer manipulation. 13. Always, when describing installations and machines we will end up giving technical data. As we consider the nature of the prosthetic, we must conclude that the conceptual is directly linked to the technical. 14. Paul Virilio, Museum of the Sun, in: Technomorphica, V2-Organisation, 1997. We also refer to: The Art of the Motor, Minnesota, 1995 and the republished Function of the Oblique, AA Publications, 1996 and ARCH+ 124/125, p.46. --- # distributed via nettime-l : no commercial use without permission # <nettime> is a closed moderated mailinglist for net criticism, # collaborative text filtering and cultural politics of the nets # more info: majordomo@icf.de and "info nettime" in the msg body # URL: http://www.desk.nl/~nettime/ contact: nettime-owner@icf.de