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LightBricks: a physical prototyping toolkit for do-it-yourself media architecture LightBricks:一个用于diy媒体架构的物理原型工具包
Pub Date : 2016-06-01 DOI: 10.1145/2946803.2946811
Marius Hoggenmüller, A. Wiethoff
Media architecture is a challenging novel research domain which demands a close partnership between human-computer interaction (HCI), the industry and architects. Using a design-process approach that involves early prototyping is especially in this discipline a mandatory task in order to get any design right. However, crafting early interactive prototypes and exploring low-res content, form variations and interaction concepts is still cumbersome, challenging and comes at high cost which is mainly feasible for larger studios. To enable smaller architectural practices start prototyping with media architecture from scratch we present our prototyping toolkit LightBricks. It is intended to build miniature models of media architectural designs and remove technical burdens with a playful approach. It further enables the rapid exploration of possible content applications for low-resolution media architecture in order to assist interdisciplinary design teams in early phases of the design process to envision, demonstrate and pre-test visual or interactive content when working on new projects involving low-resolution media architecture.
媒体架构是一个具有挑战性的新研究领域,需要人机交互(HCI)、行业和建筑师之间的密切合作。使用包含早期原型的设计过程方法在这一学科中是一项强制性任务,以便获得正确的设计。然而,制作早期互动原型和探索低分辨率内容、形式变化和互动概念仍然很麻烦,具有挑战性,而且成本很高,这主要适用于大型工作室。为了使更小的架构实践能够从零开始使用媒体架构进行原型设计,我们展示了我们的原型工具包LightBricks。它旨在建立媒体建筑设计的微型模型,并以一种有趣的方式消除技术负担。它还能够快速探索低分辨率媒体架构可能的内容应用,以便在设计过程的早期阶段协助跨学科设计团队在涉及低分辨率媒体架构的新项目中设想、演示和预测试视觉或交互式内容。
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引用次数: 8
The InstaBooth: making common ground for media architectural design InstaBooth:媒体建筑设计的共同基础
Pub Date : 2016-06-01 DOI: 10.1145/2946803.2946806
G. Caldwell, Mirko Guaralda, J. Donovan, Markus Rittenbruch
Media architecture has emerged from and relies upon a range of different disciplinary traditions and areas of expertise. As this field develops, it is timely to reflect upon the ways in which designers of different disciplinary stripes can be brought together to collaborate in a design process. What are the means by which design teams can establish a 'common ground' where design work can take place while recognizing the diversity of ways of working those different disciplines bring to the process? A co-design approach has been the fundamental backbone of the InstaBooth project, which has brought together a multi-disciplinary design team of academics and practitioners. The intention of this project has been to explore the combination of digital and physical interactions within a small media architecture installation to intervene with urban environments and public places for the purposes of community engagement. It is by exploring the design process of the InstaBooth project that we highlight the value of multi-disciplinary collaborations, the lessons that can be learned, and the struggles and hurdles along the way. This paper highlights the iterative process of design, the materials and physical prototypes that were employed to ultimately create a working version of the InstaBooth, a media architecture that evolves as users push its boundaries and take ownership of the installation. The concept of the InstaBooth continues to develop not only as more data are collected on its mechanics and potentials through observations, interviews and workshops, but also as more and more users engage with the installation in their individual ways.
媒体建筑起源于并依赖于一系列不同的学科传统和专业领域。随着这个领域的发展,是时候反思不同学科的设计师如何在设计过程中合作了。设计团队如何建立一个“共同基础”,使设计工作能够进行,同时认识到这些不同学科为过程带来的工作方式的多样性?协同设计方法一直是InstaBooth项目的基本支柱,它汇集了一个由学者和实践者组成的多学科设计团队。这个项目的目的是在一个小型媒体建筑装置中探索数字和物理互动的结合,以干预城市环境和公共场所,以达到社区参与的目的。正是通过探索InstaBooth项目的设计过程,我们强调了多学科合作的价值,可以学到的教训,以及沿途的斗争和障碍。这篇论文强调了设计的迭代过程,材料和物理原型被用来最终创建一个工作版本的InstaBooth,一个随着用户突破其边界并获得装置所有权而发展的媒体架构。InstaBooth的概念不断发展,不仅因为通过观察、采访和研讨会收集了更多关于其机制和潜力的数据,而且因为越来越多的用户以他们个人的方式参与安装。
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引用次数: 24
Recasting the data sublime in media architecture 重铸媒体架构中的数据崇高
Pub Date : 2016-06-01 DOI: 10.1145/2946803.2946809
Claude Fortin
In aesthetic inquiry, the sublime has remained a versatile signifier used to theorize art movements across the ages in a wide variety of artistic media. Highly influential in literature and visual arts, it has adapted to the sensibilities of changing times and objects of study. A new understanding of the concept has emerged today: the data sublime. From data visualizations to mass surveillance, the moniker data sublime has been used in the past decade to refer to the abstract manifestations of information technology in the everyday. This expression of sublimity foregrounds data as a form that is virtual, transcendent and beyond the reach of the sense apparatus. Yet data as an artifact is indelibly written and recorded by human hands. What urban representations might this paradox render possible? Are dataspaces myths or the experience of real places? This essay speculates on some of the relationships that might exist between data sublimity and placemaking in design research. It contributes to the literature by engaging in a reflection on how the data sublime could be recast and applied to media architecture. Several case studies are presented to ground this discussion and suggest potential avenues for future research.
在美学探究中,崇高一直是一个多用途的能指,用于在各种各样的艺术媒体中理论化各个时代的艺术运动。它在文学和视觉艺术中具有很大的影响力,适应了时代和研究对象变化的敏感性。今天出现了对这个概念的一种新的理解:数据崇高。从数据可视化到大规模监控,在过去的十年中,“数据崇高”这个词被用来指代日常生活中信息技术的抽象表现。这种崇高性的表达将数据作为一种虚拟的、超越的、超出感官器官范围的形式。然而,作为一种人工制品,数据是由人类的双手不可磨灭地书写和记录的。这种悖论可能使什么样的城市表现成为可能?数据空间是神话还是真实的体验?本文推测了设计研究中数据崇高性和场所营造之间可能存在的一些关系。它通过参与对数据崇高如何被重塑和应用于媒体建筑的反思,为文学做出了贡献。本文提出了几个案例研究,以此作为讨论的基础,并提出了未来研究的潜在途径。
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引用次数: 3
Longitudinal, cross-site and "in the Wild": a study of public displays user communities' situated snapshots 纵向、跨站点和“在野外”:一项关于公共显示用户社区位置快照的研究
Pub Date : 2016-06-01 DOI: 10.1145/2946803.2946804
Nemanja Memarovic, A. Schieck, Holger Schnädelbach, E. Kostopoulou, S. North, Lei Ye
Networked public displays are a new medium, and as such they can improve the quality and experience of urban spaces by providing new means to engage members of place-based communities. As they are located in different public spaces understanding commonalities and differences between their users helps in building a solid foundation for knowledge on how networked public displays operate. In this paper, we describe findings from a 12 weeks deployment of the Moment Machine application that allows posting and viewing situated snapshots across 4 displays placed in urban settings of the Screens in the Wild Network (UK). We describe similarities/differences between the four user communities in terms of the photos taken, returning users behavior, interaction session properties etc. Overall, our findings contribute to the buildup of knowledge on general engagement patterns of networked public displays. We suggest that situated snapshots and their analysis as described in this paper can be used as a research tool and methodology for capturing and uncovering the part of a place-based community interested in interacting with public displays.
网络公共展示是一种新的媒介,因此它们可以通过提供新的方式来吸引基于地点的社区成员,从而提高城市空间的质量和体验。由于它们位于不同的公共空间,了解其用户之间的共性和差异有助于为了解网络公共展示如何运作的知识奠定坚实的基础。在本文中,我们描述了Moment Machine应用程序12周部署的结果,该应用程序允许在Wild Network(英国)的屏幕城市设置中的4个显示器上发布和查看位置快照。我们从拍摄的照片、返回用户的行为、交互会话属性等方面描述了四个用户社区之间的异同。总的来说,我们的研究结果有助于建立关于网络公共展示的一般参与模式的知识。我们建议,本文中描述的位置快照及其分析可以作为一种研究工具和方法,用于捕捉和揭示对公共展示互动感兴趣的基于地点的社区的一部分。
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引用次数: 7
Re-configuring participatory media for citizen elders in urban planning 城市规划中老年人参与媒体的重新配置
Pub Date : 2016-06-01 DOI: 10.1145/2946803.2946815
Rachel Clarke, Clara Crivellaro, Danilo Di Mascio, Peter C. Wright
We discuss an experimental pilot study collecting and sharing media to explore active citizen engagement with older adults in the city. Our purpose was to inquire into the potential role of audio-visual media collection and presentation to inform urban planning. We encouraged collective documentation of the associations older people have with place and reflected on shared experiences within the context of mobile and civic technologies. We report on different phases of the study, contributing insights on the potential role of digital media to raise awareness and sensitivities to alternative perspectives providing expression of people's values. We speculate on potential opportunities for media architecture to present and re-mix media and make place-based contentions palpable.
我们讨论了一项实验性的试点研究,收集和分享媒体,以探索城市中老年人的积极公民参与。我们的目的是探讨视听媒体收集和呈现在城市规划中的潜在作用。我们鼓励对老年人与地方的联系进行集体记录,并在移动和公民技术的背景下反思共同的经验。我们报告了这项研究的不同阶段,就数字媒体在提高人们对表达价值观的不同观点的认识和敏感性方面的潜在作用提供了见解。我们推测媒体建筑的潜在机会,以呈现和重新组合媒体,并使基于地点的争论变得显而易见。
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引用次数: 5
Massive media: when cities become screens 大规模媒体:当城市变成屏幕
Pub Date : 2016-06-01 DOI: 10.1145/2946803.2946812
Dave Colangelo
This paper describes, historicizes, and evaluates a phenomenon I refer to as massive media: an emerging subset of technical assemblages that include large outdoor projections, programmable architectural façades, and urban screens. Massive media are massive in their size and subsequent visibility, but are also an agglomeration of media in their expressive screen and cinema-like qualities and their associated interactive and network capabilities. I demonstrate how these situations enable and necessitate the development of new practices of expanded cinema and public data visualization that blend the logics of urban space, monumentality, and the public sphere with the aesthetics and affordances of digital information and the moving image to support a more participatory public culture in which we identify and engage with collective presence, memory, and action through new screen scenarios that merge information, architecture, and the moving image.
本文描述、历史化并评估了一种我称之为大规模媒体的现象:一种新兴的技术组合子集,包括大型户外投影、可编程建筑立面和城市屏幕。大规模媒体在规模和随后的可见性上都是巨大的,但同时也是具有表现力的屏幕和电影般的品质以及相关的互动和网络能力的媒体的集合。我展示了这些情况是如何使扩展电影和公共数据可视化的新实践的发展成为可能和必要的,这些实践将城市空间、纪念性和公共领域的逻辑与数字信息和运动图像的美学和启示相结合,以支持一种更具参与性的公共文化,在这种文化中,我们通过新的屏幕场景识别并参与集体存在、记忆和行动,这些场景融合了信息、建筑、还有动态图像。
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引用次数: 6
Revealing the architectural quality of media architecture 揭示媒体建筑的建筑品质
Pub Date : 2016-06-01 DOI: 10.1145/2946803.2946808
Niels Wouters, K. Keignaert, Jonathan Huyghe, A. V. Moere
Media architecture is becoming an increasingly affordable and ubiquitous element in our built environment. As a result, architecture gains dynamic and interactive opportunities to engage with its surroundings. However, the influence of media architecture on the experience of the built environment raises the need to avoid an architectural disconnect. In this paper, we describe which design qualities support the architectural relevance of media architecture. We report on a Q Methodology survey among 22 architects that aimed to reveal the perceived architectural quality of 24 existing media architecture projects. Our analysis of the specific terminology illustrates how perceived architectural quality of media architecture relates to its ability to 1) coexist with physical characteristics of architecture; 2) augment space; 3) respond to contextual changes; and 4) communicate content that is relevant for the architectural situation.
媒体建筑正在成为我们建筑环境中越来越实惠和无处不在的元素。因此,建筑获得了与周围环境互动的动态机会。然而,媒体建筑对建筑环境体验的影响提出了避免建筑脱节的需要。在本文中,我们描述了哪些设计品质支持媒体架构的架构相关性。我们对22位建筑师进行了Q方法论调查,旨在揭示24个现有媒体建筑项目的建筑质量。我们对具体术语的分析表明,媒体建筑的感知建筑质量与它与建筑的物理特征共存的能力有关;2)增大空间;3)响应环境变化;4)沟通与架构情况相关的内容。
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引用次数: 19
Play and placemaking in urban art environments 城市艺术环境中的游戏和场所营造
Pub Date : 2016-06-01 DOI: 10.1145/2946803.2946805
T. Innocent
Links between play, placemaking and public space are explored in the design and development of 'urban art environments'. This approach to media architecture is articulated via examples of interaction design in recent urban art projects.
在“城市艺术环境”的设计和开发中,探索了游戏、场所创造和公共空间之间的联系。媒体建筑的这种方法通过最近城市艺术项目中的交互设计的例子来阐述。
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引用次数: 11
Not just pretty lights: using digital technologies to inform city making 不仅仅是漂亮的灯光:利用数字技术为城市建设提供信息
Pub Date : 2016-06-01 DOI: 10.1145/2946803.2946810
Joel Fredericks, L. Hespanhol, M. Tomitsch
The 21st century city is faced with a myriad of social, political and environmental complexities. The increasing global urbanisation puts pressure on the various spheres of government as well as on citizens to continuously redefine and manage public assets and spaces - often built for social contexts that no longer exist. While top-down approaches have arguably failed to engage and motivate communities in meaningful ways, bottom-up initiatives have also proved difficult in promoting lasting impact on official policies. The democratisation of digital technologies provides new opportunities for citizens to organise themselves around local issues. These complexities galvanise communities around a civic debate about the present and future identity of the places they live in. Yet, it is still fairly challenging to balance community expectations, on one hand, with transparency regarding the complex decision-making processes inherent to public administration, on the other. In this paper, we present common approaches to placemaking. We then discuss new forms of digital placemaking and illustrate their application through four interventions we ran to investigate digital technology adoption for community engagement initiatives. Based on those scenarios, we investigate: (1) the shifting role of digital technologies as tools employed by individual groups to create placemaking initiatives, and (2) media interventions that inform and bring decision makers at the top, and citizens at the bottom together into more collaborative and focused city making efforts.
21世纪的城市面临着无数复杂的社会、政治和环境问题。日益增长的全球城市化给政府的各个领域以及公民带来了压力,要求他们不断重新定义和管理公共资产和空间——这些资产和空间往往是为不再存在的社会背景而建造的。虽然自上而下的方法可以说未能以有意义的方式吸引和激励社区,但自下而上的举措也被证明难以促进对官方政策的持久影响。数字技术的民主化为公民围绕本地问题组织起来提供了新的机会。这些复杂性激发了社区围绕他们居住的地方的现在和未来身份的公民辩论。然而,一方面要平衡社区的期望,另一方面要平衡公共行政固有的复杂决策过程的透明度,仍然是相当具有挑战性的。在本文中,我们提出了一些常见的场所营造方法。然后,我们讨论了数字场所制作的新形式,并通过四种干预措施说明了它们的应用,我们调查了数字技术在社区参与倡议中的应用。基于这些情景,我们研究了:(1)数字技术作为个人群体创造场所建设倡议的工具所扮演的角色转变;(2)媒体干预告知并将高层决策者和底层公民聚集在一起,进行更协作、更专注的城市建设努力。
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引用次数: 25
Analyzing the aesthetics of participation of media architecture 浅析媒介建筑的参与美学
Pub Date : 2016-06-01 DOI: 10.1145/2946803.2946807
J. Fritsch, E. Grönvall, Morten Breinbjerg
This paper presents a theoretical framework for analyzing the aesthetics of participation of media architecture. The framework is based on a close reading of French philosopher Jacques Rancière and provides four points of emphasis: modes of sense perception, forms of engagement, community and emancipation. The framework is put to use in the analysis of three experimental media architectural projects; Ekkomaten/Echoes from Møllevangen, the coMotion Bench and FeltRadio. We discuss the findings from this analysis and outline future perspectives on how to develop and use the framework prospectively in the design of media architectural projects and other interactive environments.
本文提出了一个分析媒介建筑参与美学的理论框架。该框架基于对法国哲学家Jacques ranci的深入阅读,并提供了四个重点:感官感知模式、参与形式、社区和解放。将该框架应用于三个实验性媒体建筑项目的分析;Ekkomaten/来自Møllevangen, comtion Bench和FeltRadio的回声。我们将讨论这一分析的结果,并概述如何在媒体建筑项目和其他互动环境的设计中前瞻性地开发和使用该框架的未来观点。
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引用次数: 5
期刊
Proceedings of the 3rd Conference on Media Architecture Biennale
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