首页 > 最新文献

Proceedings of the 4th Media Architecture Biennale Conference最新文献

英文 中文
Computationally-Enhanced Ecologies, Organisms, and Parasites. Speculative Explorations of Symbiotic Oscillations 计算增强的生态学、生物体和寄生虫。共生振荡的思辨探索
Pub Date : 2018-11-13 DOI: 10.1145/3284389.3284496
S. Didakis
This paper presents theoretical and practical research related to computationally-enhanced environments, analysing speculative explorations of media technologies that extend our understanding on alternative modes of architectural realities. An analysis is made concerning this transformation of interior spaces that realise immaterial dimensions and hidden layers of information, demonstrating strategies for computationally-enhanced ecologies that become an essential organism of the functions and aesthetics of space. The case studies presented in this work attempt to focus on how technological development and cutting-edge media practices are utilized to create objects and systems within the physical space for augmenting and amplifying creative processes, and exploring not only new and novel applications, but rather redefine behavior, thought-process, context, and symbiosis.
本文介绍了与计算增强环境相关的理论和实践研究,分析了媒体技术的投机探索,这些技术扩展了我们对建筑现实的替代模式的理解。对内部空间的这种转变进行了分析,实现了非物质维度和隐藏的信息层,展示了计算增强生态的策略,这些生态成为空间功能和美学的基本有机体。本作品中的案例研究试图关注如何利用技术发展和尖端媒体实践来创建物理空间中的对象和系统,以增强和放大创作过程,并探索新的和新颖的应用,而是重新定义行为,思维过程,环境和共生关系。
{"title":"Computationally-Enhanced Ecologies, Organisms, and Parasites. Speculative Explorations of Symbiotic Oscillations","authors":"S. Didakis","doi":"10.1145/3284389.3284496","DOIUrl":"https://doi.org/10.1145/3284389.3284496","url":null,"abstract":"This paper presents theoretical and practical research related to computationally-enhanced environments, analysing speculative explorations of media technologies that extend our understanding on alternative modes of architectural realities. An analysis is made concerning this transformation of interior spaces that realise immaterial dimensions and hidden layers of information, demonstrating strategies for computationally-enhanced ecologies that become an essential organism of the functions and aesthetics of space. The case studies presented in this work attempt to focus on how technological development and cutting-edge media practices are utilized to create objects and systems within the physical space for augmenting and amplifying creative processes, and exploring not only new and novel applications, but rather redefine behavior, thought-process, context, and symbiosis.","PeriodicalId":400834,"journal":{"name":"Proceedings of the 4th Media Architecture Biennale Conference","volume":"308 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-11-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123327948","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 1
Depraved Urban Scapes: Inhabiting Subnature in the Hybrid City 堕落的城市景观:居住在混合城市的亚自然
Pub Date : 2018-11-13 DOI: 10.1145/3284389.3284488
Vanessa Panagiotopoulou, Ziyi Yang, Xinyi Li
The aim of this design report is to investigate, both on a theoretical and a practical context, ways of redefining and inverting the negative sense of contemporary depraved (de-pravus [Latin]: perverted, corrupted) urban spaces through the convergence of media in contemporary metropolitan centers. Gissen (2008) refers to those spaces as subnaturai, or as "postindustrial urban spaces characterized by seemingly subhuman conditions of living". This project consists in its core approach of transforming the relationship between architecture and pollution from "one which architecture is wholly regarded as a means of separation from a noxious external environment to one of interaction" (Gissen, 2010). The redefinition of urban toxicity in the media city can be detected in various scales, from the urban to the architectural and to the detailed material one. Data driven computational protocols of urban intervention, ubiquitous digital networks and algorithms digitilising natural laws, attempt to bridge the wide gap between these scales and generate self-adaptive and self-sustained structures according to the needs of the urban context within which they are developed. As a result, the intersection of digital and urban infrastructure, contributes in the configuration of a new spatial milieu depicting the core of the contemporary hybrid city, through rendering the space that we avoid inhabiting to the space that could potentially regenerate the city. Moreover, this inverted urban approach defines subnatural elements (Gissen, 2009), or the so-called "anxious landscapes" (Picon, 2000) of the urban centers not as a threat but as a dynamic element of potential design inspiration. The expected outcome is the establishment of a new urban aesthetic and a new way of perceiving space, while producing topological geometries that are configured under the adaptive and fluid interrelation developed between growth and form.
本设计报告的目的是在理论和实践的背景下,通过当代都市中心媒体的融合,重新定义和扭转当代堕落(de-pravus[拉丁语]:变态的,腐败的)城市空间的负面意义。Gissen(2008)将这些空间称为“亚自然”,或“以看似亚人类的生活条件为特征的后工业城市空间”。该项目的核心方法是将建筑与污染之间的关系从“建筑完全被视为与有害外部环境分离的一种手段”转变为“一种互动”(Gissen, 2010)。在媒体城市中,城市毒性的重新定义可以在不同的尺度上检测到,从城市到建筑再到详细的材料。数据驱动的城市干预计算协议、无处不在的数字网络和将自然法则数字化的算法,试图弥合这些尺度之间的巨大差距,并根据城市环境的需要产生自适应和自我维持的结构。因此,数字和城市基础设施的交集,有助于形成一个新的空间环境,描绘当代混合城市的核心,通过将我们避免居住的空间渲染为可能再生城市的空间。此外,这种倒置的城市方法定义了城市中心的非自然元素(Gissen, 2009),或所谓的“焦虑景观”(Picon, 2000),而不是威胁,而是潜在设计灵感的动态元素。预期的结果是建立一种新的城市美学和一种感知空间的新方式,同时产生在生长和形式之间发展的适应性和流动相互关系下配置的拓扑几何形状。
{"title":"Depraved Urban Scapes: Inhabiting Subnature in the Hybrid City","authors":"Vanessa Panagiotopoulou, Ziyi Yang, Xinyi Li","doi":"10.1145/3284389.3284488","DOIUrl":"https://doi.org/10.1145/3284389.3284488","url":null,"abstract":"The aim of this design report is to investigate, both on a theoretical and a practical context, ways of redefining and inverting the negative sense of contemporary depraved (de-pravus [Latin]: perverted, corrupted) urban spaces through the convergence of media in contemporary metropolitan centers. Gissen (2008) refers to those spaces as subnaturai, or as \"postindustrial urban spaces characterized by seemingly subhuman conditions of living\". This project consists in its core approach of transforming the relationship between architecture and pollution from \"one which architecture is wholly regarded as a means of separation from a noxious external environment to one of interaction\" (Gissen, 2010). The redefinition of urban toxicity in the media city can be detected in various scales, from the urban to the architectural and to the detailed material one. Data driven computational protocols of urban intervention, ubiquitous digital networks and algorithms digitilising natural laws, attempt to bridge the wide gap between these scales and generate self-adaptive and self-sustained structures according to the needs of the urban context within which they are developed. As a result, the intersection of digital and urban infrastructure, contributes in the configuration of a new spatial milieu depicting the core of the contemporary hybrid city, through rendering the space that we avoid inhabiting to the space that could potentially regenerate the city. Moreover, this inverted urban approach defines subnatural elements (Gissen, 2009), or the so-called \"anxious landscapes\" (Picon, 2000) of the urban centers not as a threat but as a dynamic element of potential design inspiration. The expected outcome is the establishment of a new urban aesthetic and a new way of perceiving space, while producing topological geometries that are configured under the adaptive and fluid interrelation developed between growth and form.","PeriodicalId":400834,"journal":{"name":"Proceedings of the 4th Media Architecture Biennale Conference","volume":"51 4","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-11-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"120850171","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 1
Times Square in the Era of Post-truth Politics 后真相政治时代的时代广场
Pub Date : 2018-11-13 DOI: 10.1145/3284389.3284394
Ecem Ergin, A. Schieck
In the era of 'Post-truth Politics,' political and activist statements related to different regions on Earth started to appear on the big digital screens of Times Square, New York City. In this paper, we investigate this phenomenon and focus on the role of the screen content (semantics) and the screen material property (i.e. light) in conveying the message and construction of the notion of 'reality.' Four such examples are 'Free Balochistan,', '3 Billboards', 'Midnight Moment' and 'Call for Trump's Impeachment.' These four respective billboards are explored and ultimately outline how billboards may be used with different intentions. Although the examples we depict may not seem commercial, we suggest that they are still some form of advertising. To support this argument, we include the aspects which make Times Square spatially different from other similar public spaces. On our preliminary data collection and analysis of light measurements in Times Square, we found that during nighttime, the Square is occasionally brighter than daytime; seemingly the intensity of light during nighttime contributes to a change of time perception materially. We suggest that the amount of nighttime illumination in Times Square may contribute and augment the transmission of the messages contained within.
在“后真相政治(Post-truth Politics)”时代,美国纽约时代广场的大屏幕上开始出现与地球上不同地区有关的政治和活动人士的言论。在本文中,我们研究了这一现象,并重点关注屏幕内容(语义)和屏幕材料属性(即光)在传递信息和构建“现实”概念中的作用。《解放俾路支省》、《三块广告牌》、《午夜时刻》、《呼吁弹劾特朗普》等4部电影就是这样的例子。这四个广告牌分别进行了探索,并最终概述了广告牌如何以不同的意图使用。虽然我们描述的例子可能看起来不像商业广告,但我们认为它们仍然是某种形式的广告。为了支持这一论点,我们将时代广场与其他类似公共空间的空间差异纳入其中。根据我们对时代广场灯光测量的初步数据收集和分析,我们发现,在夜间,广场偶尔会比白天更亮;夜间光线的强度似乎在物质上改变了时间感知。我们认为,时代广场夜间照明的数量可能有助于并增强其中包含的信息的传递。
{"title":"Times Square in the Era of Post-truth Politics","authors":"Ecem Ergin, A. Schieck","doi":"10.1145/3284389.3284394","DOIUrl":"https://doi.org/10.1145/3284389.3284394","url":null,"abstract":"In the era of 'Post-truth Politics,' political and activist statements related to different regions on Earth started to appear on the big digital screens of Times Square, New York City. In this paper, we investigate this phenomenon and focus on the role of the screen content (semantics) and the screen material property (i.e. light) in conveying the message and construction of the notion of 'reality.' Four such examples are 'Free Balochistan,', '3 Billboards', 'Midnight Moment' and 'Call for Trump's Impeachment.' These four respective billboards are explored and ultimately outline how billboards may be used with different intentions. Although the examples we depict may not seem commercial, we suggest that they are still some form of advertising. To support this argument, we include the aspects which make Times Square spatially different from other similar public spaces. On our preliminary data collection and analysis of light measurements in Times Square, we found that during nighttime, the Square is occasionally brighter than daytime; seemingly the intensity of light during nighttime contributes to a change of time perception materially. We suggest that the amount of nighttime illumination in Times Square may contribute and augment the transmission of the messages contained within.","PeriodicalId":400834,"journal":{"name":"Proceedings of the 4th Media Architecture Biennale Conference","volume":"14 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-11-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131575223","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 3
Effectiveness of Virtual Reality in Participatory Urban Planning: A Case Study 虚拟现实在参与式城市规划中的有效性:案例研究
Pub Date : 2018-11-13 DOI: 10.1145/3284389.3284491
J. V. Leeuwen, K. Hermans, A. Jylhä, A. J. Quanjer, Hanke Nijman
In urban planning, 3D modeling and virtual reality (VR) provide new means for involving citizens in the planning process. For municipal government, it is essential to know how effective these means are, to justify investments. In this study, we present a case of using VR in a municipal process of civic participation concerning the redesign of a public park. The process included co-design activities and involved citizens in decision-making through a ballot, using 3D-rendered versions of competing designs. In co-design, 3D-modeling tools were instrumental in empowering citizens to negotiate design decisions, to discuss the quality of designs with experts, and to collectively take decisions. This paper demonstrates that, in a ballot on competing designs with 1302 citizens, VR headsets proved to be equally effective compared to other display technologies in informing citizens during decision making. The results of an additional, controlled experiment indicate that VR headsets provide higher engagement and more vivid memories than viewing the designs on non-immersive displays. By integrating research into a municipal process, we contribute evidence of cognitive and engagement effects of using 3D modeling and immersive VR technologies to empower citizens in participatory urban planning. The case described in the paper concerns a public park; a similar approach could be applied to the design of public installations including media architecture.
在城市规划中,三维建模和虚拟现实(VR)为市民参与规划过程提供了新的手段。对于地方政府来说,了解这些手段的有效性,以证明投资的合理性是至关重要的。在这项研究中,我们提出了一个案例,在市政过程中使用VR来重新设计一个公共公园。这个过程包括共同设计活动,并通过投票让公民参与决策,使用3d渲染版本的竞争设计。在协同设计中,3d建模工具在授权公民协商设计决策,与专家讨论设计质量以及集体决策方面发挥了重要作用。本文表明,在对1302名市民参与的竞争性设计进行的投票中,与其他显示技术相比,VR头显在为市民提供决策信息方面同样有效。另一项对照实验的结果表明,与在非沉浸式显示器上观看设计相比,VR头显提供了更高的参与度和更生动的记忆。通过将研究整合到市政过程中,我们提供了使用3D建模和沉浸式VR技术增强公民参与城市规划的认知和参与效果的证据。本文所描述的案例涉及一个公园;类似的方法可以应用于公共设施的设计,包括媒体建筑。
{"title":"Effectiveness of Virtual Reality in Participatory Urban Planning: A Case Study","authors":"J. V. Leeuwen, K. Hermans, A. Jylhä, A. J. Quanjer, Hanke Nijman","doi":"10.1145/3284389.3284491","DOIUrl":"https://doi.org/10.1145/3284389.3284491","url":null,"abstract":"In urban planning, 3D modeling and virtual reality (VR) provide new means for involving citizens in the planning process. For municipal government, it is essential to know how effective these means are, to justify investments. In this study, we present a case of using VR in a municipal process of civic participation concerning the redesign of a public park. The process included co-design activities and involved citizens in decision-making through a ballot, using 3D-rendered versions of competing designs. In co-design, 3D-modeling tools were instrumental in empowering citizens to negotiate design decisions, to discuss the quality of designs with experts, and to collectively take decisions. This paper demonstrates that, in a ballot on competing designs with 1302 citizens, VR headsets proved to be equally effective compared to other display technologies in informing citizens during decision making. The results of an additional, controlled experiment indicate that VR headsets provide higher engagement and more vivid memories than viewing the designs on non-immersive displays. By integrating research into a municipal process, we contribute evidence of cognitive and engagement effects of using 3D modeling and immersive VR technologies to empower citizens in participatory urban planning. The case described in the paper concerns a public park; a similar approach could be applied to the design of public installations including media architecture.","PeriodicalId":400834,"journal":{"name":"Proceedings of the 4th Media Architecture Biennale Conference","volume":"30 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-11-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123218056","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 35
Critical Urban Futures Sensorium: Sound 关键城市未来感官:声音
Pub Date : 2018-11-13 DOI: 10.1145/3284389.3303998
Vera K. G. Fearns, A. Schmitt
Media Architecture often focuses on creating solutions that trigger our visual sense. The perception we have about the urban environment is however influenced by factors that affect all our senses. In this full-day workshop we will focus on our auditory sense and explore future possibilities of sound and media architecture.
媒体建筑通常专注于创造能够触发我们视觉感官的解决方案。然而,我们对城市环境的感知受到影响我们所有感官的因素的影响。在这一整天的工作坊中,我们将专注于我们的听觉,并探索声音和媒体建筑的未来可能性。
{"title":"Critical Urban Futures Sensorium: Sound","authors":"Vera K. G. Fearns, A. Schmitt","doi":"10.1145/3284389.3303998","DOIUrl":"https://doi.org/10.1145/3284389.3303998","url":null,"abstract":"Media Architecture often focuses on creating solutions that trigger our visual sense. The perception we have about the urban environment is however influenced by factors that affect all our senses. In this full-day workshop we will focus on our auditory sense and explore future possibilities of sound and media architecture.","PeriodicalId":400834,"journal":{"name":"Proceedings of the 4th Media Architecture Biennale Conference","volume":"8 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-11-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121917836","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Designing Mobile Low-Resolution Media Architecture: Challenges, Opportunities and Goals 设计移动低分辨率媒体架构:挑战、机遇和目标
Pub Date : 2018-11-13 DOI: 10.1145/3284389.3304002
Marius Hoggenmueller, A. Wiethoff
The fusion of digital media and the built environment is commonly summarized under the umbrella term Media Architecture, a field where we have conducted intensive academic research during the past eight years. To connect our research expertise towards new application areas we want to share approaches designing a highly aesthetic form of mobile Media Architecture visualized via Low-Resolution (low-res) lighting displays, we hereafter refer to as Mobile Low-Resolution Media Architecture (MLRMA) where we mainly focus on civic open data application areas. In this MAB 2018 workshop we will therefore outline how our previous research informs and connects to MLRMA and present a design tool led by a set of challenges to pave the road for further investigations.
数字媒体与建筑环境的融合通常被概括为媒体建筑,这是我们在过去八年中进行了大量学术研究的领域。为了将我们的研究专长与新的应用领域联系起来,我们希望分享设计一种通过低分辨率(低分辨率)照明显示器可视化的高度美学形式的移动媒体架构的方法,我们将其称为移动低分辨率媒体架构(MLRMA),我们主要关注公民开放数据应用领域。因此,在本次MAB 2018研讨会上,我们将概述我们之前的研究如何通知和连接MLRMA,并提出一种由一系列挑战引导的设计工具,为进一步的研究铺平道路。
{"title":"Designing Mobile Low-Resolution Media Architecture: Challenges, Opportunities and Goals","authors":"Marius Hoggenmueller, A. Wiethoff","doi":"10.1145/3284389.3304002","DOIUrl":"https://doi.org/10.1145/3284389.3304002","url":null,"abstract":"The fusion of digital media and the built environment is commonly summarized under the umbrella term Media Architecture, a field where we have conducted intensive academic research during the past eight years. To connect our research expertise towards new application areas we want to share approaches designing a highly aesthetic form of mobile Media Architecture visualized via Low-Resolution (low-res) lighting displays, we hereafter refer to as Mobile Low-Resolution Media Architecture (MLRMA) where we mainly focus on civic open data application areas. In this MAB 2018 workshop we will therefore outline how our previous research informs and connects to MLRMA and present a design tool led by a set of challenges to pave the road for further investigations.","PeriodicalId":400834,"journal":{"name":"Proceedings of the 4th Media Architecture Biennale Conference","volume":"73 1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-11-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116249671","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Creating Interactive Lighting Installations with the FLOKK Open Framework 使用FLOKK开放框架创建交互式照明装置
Pub Date : 2018-11-13 DOI: 10.1145/3284389.3303999
Valentin Spiess, Guillaume Massol
The authors will present the open FLOKK framework enabling designers, architects and media architecture enthusiasts to create interactive installations. The participants will be able to explore the system by developing a first application. The core value propositions of the solution are the graphical programming interface based on node-RED with a rich set of building blocks designed for media architecture applications and the open source hardware to design responsive installations. The cloud-based solution easily enables distributed systems. A smart sensor enables responsive adaption to the surroundings even with the use of AI.
作者将展示开放的FLOKK框架,使设计师、建筑师和媒体建筑爱好者能够创建交互式装置。参与者将能够通过开发第一个应用程序来探索该系统。该解决方案的核心价值主张是基于node-RED的图形编程界面,该界面具有一组丰富的构建块,这些构建块是为媒体体系结构应用程序和用于设计响应式安装的开源硬件设计的。基于云的解决方案很容易实现分布式系统。即使使用人工智能,智能传感器也能对周围环境做出反应。
{"title":"Creating Interactive Lighting Installations with the FLOKK Open Framework","authors":"Valentin Spiess, Guillaume Massol","doi":"10.1145/3284389.3303999","DOIUrl":"https://doi.org/10.1145/3284389.3303999","url":null,"abstract":"The authors will present the open FLOKK framework enabling designers, architects and media architecture enthusiasts to create interactive installations. The participants will be able to explore the system by developing a first application. The core value propositions of the solution are the graphical programming interface based on node-RED with a rich set of building blocks designed for media architecture applications and the open source hardware to design responsive installations. The cloud-based solution easily enables distributed systems. A smart sensor enables responsive adaption to the surroundings even with the use of AI.","PeriodicalId":400834,"journal":{"name":"Proceedings of the 4th Media Architecture Biennale Conference","volume":"29 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-11-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130965422","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
More-than-Human Media Architecture 超越人类的媒体架构
Pub Date : 2018-11-13 DOI: 10.1145/3284389.3284495
M. Foth, G. Caldwell
We consider some of the planetary conditions and global circumstances that both research and practice of media architecture are embedded within, such as climate change, pollution, resource consumption, and loss of biodiversity. While there has been a notable increase in emphasis on participation and engagement in design and use, with the aim to increase the involvement of diverse and often marginalised citizens, a human-centred approach to media architecture comes with its own set of problems. In this paper, we want to draw the attention of the media architecture community to the fallacy of human exceptionalism and anthropocentrism. We present a critical review of examples of media architecture projects and installations that question our understanding of urban space as separate from nature, and designed primarily for humans and just humans. Informed by studies in disciplines such as science and technology studies, critical geography, urban planning, and interaction design, we use insights derived from our review to discuss ways towards a more-than-human approach to media architecture. We conclude by proposing for discussion nascent design considerations for media architecture to go beyond the needs of just humans and to consider new ways to appreciate and cater for our broader ecological entanglements with plants, animals, and the environment at large.
我们考虑了媒体建筑的研究和实践所涉及的一些行星条件和全球环境,如气候变化、污染、资源消耗和生物多样性的丧失。虽然在设计和使用中对参与和参与的强调显著增加,目的是增加多样化和经常被边缘化的公民的参与,但以人为中心的媒体建筑方法带来了自己的一系列问题。在本文中,我们希望引起媒体建筑界对人类例外论和人类中心主义谬论的关注。我们对媒体建筑项目和装置的例子进行了批判性的回顾,这些项目和装置质疑我们对城市空间与自然分离的理解,这些空间主要是为人类而设计的。通过科学与技术研究、批判地理学、城市规划和交互设计等学科的研究,我们利用从我们的评论中获得的见解来讨论如何实现超越人类的媒体建筑方法。最后,我们建议讨论媒体建筑的新设计考虑,以超越人类的需求,并考虑新的方式来欣赏和迎合我们与植物、动物和整个环境之间更广泛的生态关系。
{"title":"More-than-Human Media Architecture","authors":"M. Foth, G. Caldwell","doi":"10.1145/3284389.3284495","DOIUrl":"https://doi.org/10.1145/3284389.3284495","url":null,"abstract":"We consider some of the planetary conditions and global circumstances that both research and practice of media architecture are embedded within, such as climate change, pollution, resource consumption, and loss of biodiversity. While there has been a notable increase in emphasis on participation and engagement in design and use, with the aim to increase the involvement of diverse and often marginalised citizens, a human-centred approach to media architecture comes with its own set of problems. In this paper, we want to draw the attention of the media architecture community to the fallacy of human exceptionalism and anthropocentrism. We present a critical review of examples of media architecture projects and installations that question our understanding of urban space as separate from nature, and designed primarily for humans and just humans. Informed by studies in disciplines such as science and technology studies, critical geography, urban planning, and interaction design, we use insights derived from our review to discuss ways towards a more-than-human approach to media architecture. We conclude by proposing for discussion nascent design considerations for media architecture to go beyond the needs of just humans and to consider new ways to appreciate and cater for our broader ecological entanglements with plants, animals, and the environment at large.","PeriodicalId":400834,"journal":{"name":"Proceedings of the 4th Media Architecture Biennale Conference","volume":"5 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-11-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122131060","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 47
Play about Place: Placemaking in location-based game design Play about Place:基于位置的游戏设计中的地点制作
Pub Date : 2018-11-13 DOI: 10.1145/3284389.3284493
T. Innocent
Playable cities and smart cities share the same infrastructure yet present different approaches to citizen participation. In this paper, the playable cities approach to digital infrastructure is contrasted with various iterations of the smart city to explore affordances for game design in the hybrid city. Placemaking is introduced in relation to play via a short history of playful urban interventions over the last century leading to an approach that uses strategies from a range of disciplines to explore game design that acknowledges cities as always being in the process of becoming and how games may allow citizens to shape the future, preserve the past, and recognise the present within the urban environments in which they live. Three examples are explored to demonstrate early work towards this approach: a resource management game based on real census data, an urban design app that uses augmented reality to situate citizens in the process, and location-based augmented reality game that explores the role of placemaking at macro and micro scales. These examples draw out and demonstrate the opportunities afforded by a playable cities approach that interacts with digital infrastructure, making it tangible and enabling social structures to emerge through play communities. Placemaker is explored in detail in relation to the site and city in which it is situated and how it relates to architecture, community, infrastructure and place. This game is built upon urban codemaking, an established framework for decoding urban environments and appropriating them for play. Three different stages of the year-long game are articulated in relation to the different scales of public space and perception that they have impact upon. The interaction techniques and design processes of the game are analysed in relation to digital infrastructure at the scale of the hybrid city. Finally, the examples lead to speculation on their potential use as to situate dialogue between citizens and digital infrastructure, particularly in relation to participatory urban planning. The games actively use and engage with urban planning and design concepts and language, inviting players to re-imagine their neighbourhood in these terms. As such, they demonstrate the potential for the future development of urban planning games involving citizens in participatory design processes.
可玩城市和智能城市共享相同的基础设施,但呈现出不同的公民参与方式。在本文中,将可玩城市的数字基础设施方法与智能城市的各种迭代进行对比,以探索混合城市中游戏设计的启示。通过对上个世纪的有趣的城市干预的简短历史介绍,我们引入了一种与游戏相关的场所制作方法,这种方法使用了一系列学科的策略来探索游戏设计,承认城市始终处于发展过程中,以及游戏如何允许公民在他们所居住的城市环境中塑造未来、保存过去和认识现在。本文探讨了三个例子来展示这种方法的早期工作:一款基于真实人口普查数据的资源管理游戏,一款使用增强现实技术在城市设计过程中定位市民的应用程序,以及一款基于位置的增强现实游戏,该游戏探索了宏观和微观尺度上的场所塑造作用。这些例子展示了可玩城市方法所提供的机会,即与数字基础设施相互作用,使其有形,并使社交结构通过游戏社区出现。Placemaker详细探讨了它所处的场地和城市,以及它与建筑、社区、基础设施和场所的关系。这个游戏是建立在城市代码制作的基础上的,这是一个解码城市环境并将其用于游戏的既定框架。为期一年的比赛的三个不同阶段与不同规模的公共空间和它们所影响的感知相关联。分析了游戏的交互技术和设计过程与混合城市规模的数字基础设施的关系。最后,这些例子引发了人们对其潜在用途的猜测,即定位公民与数字基础设施之间的对话,特别是在参与式城市规划方面。游戏积极运用城市规划、设计概念和语言,邀请玩家以这些术语重新想象他们的社区。因此,他们展示了城市规划游戏未来发展的潜力,让市民参与设计过程。
{"title":"Play about Place: Placemaking in location-based game design","authors":"T. Innocent","doi":"10.1145/3284389.3284493","DOIUrl":"https://doi.org/10.1145/3284389.3284493","url":null,"abstract":"Playable cities and smart cities share the same infrastructure yet present different approaches to citizen participation. In this paper, the playable cities approach to digital infrastructure is contrasted with various iterations of the smart city to explore affordances for game design in the hybrid city. Placemaking is introduced in relation to play via a short history of playful urban interventions over the last century leading to an approach that uses strategies from a range of disciplines to explore game design that acknowledges cities as always being in the process of becoming and how games may allow citizens to shape the future, preserve the past, and recognise the present within the urban environments in which they live. Three examples are explored to demonstrate early work towards this approach: a resource management game based on real census data, an urban design app that uses augmented reality to situate citizens in the process, and location-based augmented reality game that explores the role of placemaking at macro and micro scales. These examples draw out and demonstrate the opportunities afforded by a playable cities approach that interacts with digital infrastructure, making it tangible and enabling social structures to emerge through play communities. Placemaker is explored in detail in relation to the site and city in which it is situated and how it relates to architecture, community, infrastructure and place. This game is built upon urban codemaking, an established framework for decoding urban environments and appropriating them for play. Three different stages of the year-long game are articulated in relation to the different scales of public space and perception that they have impact upon. The interaction techniques and design processes of the game are analysed in relation to digital infrastructure at the scale of the hybrid city. Finally, the examples lead to speculation on their potential use as to situate dialogue between citizens and digital infrastructure, particularly in relation to participatory urban planning. The games actively use and engage with urban planning and design concepts and language, inviting players to re-imagine their neighbourhood in these terms. As such, they demonstrate the potential for the future development of urban planning games involving citizens in participatory design processes.","PeriodicalId":400834,"journal":{"name":"Proceedings of the 4th Media Architecture Biennale Conference","volume":"39 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-11-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"117103753","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 9
Hyperlocal Media Architecture: Displaying Societal Narratives in Contested Spaces 超本地媒体建筑:在竞争空间中展示社会叙事
Pub Date : 2018-11-13 DOI: 10.1145/3284389.3284490
Niels Wouters, Sandy Claes, A. V. Moere
Media architecture gains societal relevance as a mass communication medium that is able to strengthen a sense of place. However, little is known about the interplay between the content that media architecture displays and the public perception towards the architecture that supports it. With a global refugee crisis currently unfolding, we took up the challenge to explore how media architecture can raise awareness about urgent societal issues among the nearby population. In this paper, we describe the participatory design and in-the-wild evaluation of a media architecture installation that depicts refugee displacement onto the façade of a refugee shelter. Our analysis provides insight into the qualities of hyperlocal media architecture, in terms of (a) inviting community participation, (b) displaying compelling and socially relevant narratives, and (c) stimulating dialogue between communities.
媒体建筑作为一种能够加强地方感的大众传播媒介,获得了社会相关性。然而,媒体架构所展示的内容与公众对支持它的架构的看法之间的相互作用却鲜为人知。随着全球难民危机的展开,我们接受了挑战,探索媒体建筑如何提高附近居民对紧急社会问题的认识。在本文中,我们描述了一个媒体建筑装置的参与式设计和野外评估,该装置描绘了难民流离失所到难民收容所的正面。我们的分析提供了对超本地媒体建筑在以下方面的品质的洞察:(a)邀请社区参与,(b)展示引人注目和与社会相关的叙事,以及(c)促进社区之间的对话。
{"title":"Hyperlocal Media Architecture: Displaying Societal Narratives in Contested Spaces","authors":"Niels Wouters, Sandy Claes, A. V. Moere","doi":"10.1145/3284389.3284490","DOIUrl":"https://doi.org/10.1145/3284389.3284490","url":null,"abstract":"Media architecture gains societal relevance as a mass communication medium that is able to strengthen a sense of place. However, little is known about the interplay between the content that media architecture displays and the public perception towards the architecture that supports it. With a global refugee crisis currently unfolding, we took up the challenge to explore how media architecture can raise awareness about urgent societal issues among the nearby population. In this paper, we describe the participatory design and in-the-wild evaluation of a media architecture installation that depicts refugee displacement onto the façade of a refugee shelter. Our analysis provides insight into the qualities of hyperlocal media architecture, in terms of (a) inviting community participation, (b) displaying compelling and socially relevant narratives, and (c) stimulating dialogue between communities.","PeriodicalId":400834,"journal":{"name":"Proceedings of the 4th Media Architecture Biennale Conference","volume":"177 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-11-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121312351","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 4
期刊
Proceedings of the 4th Media Architecture Biennale Conference
全部 Acc. Chem. Res. ACS Applied Bio Materials ACS Appl. Electron. Mater. ACS Appl. Energy Mater. ACS Appl. Mater. Interfaces ACS Appl. Nano Mater. ACS Appl. Polym. Mater. ACS BIOMATER-SCI ENG ACS Catal. ACS Cent. Sci. ACS Chem. Biol. ACS Chemical Health & Safety ACS Chem. Neurosci. ACS Comb. Sci. ACS Earth Space Chem. ACS Energy Lett. ACS Infect. Dis. ACS Macro Lett. ACS Mater. Lett. ACS Med. Chem. Lett. ACS Nano ACS Omega ACS Photonics ACS Sens. ACS Sustainable Chem. Eng. ACS Synth. Biol. Anal. Chem. BIOCHEMISTRY-US Bioconjugate Chem. BIOMACROMOLECULES Chem. Res. Toxicol. Chem. Rev. Chem. Mater. CRYST GROWTH DES ENERG FUEL Environ. Sci. Technol. Environ. Sci. Technol. Lett. Eur. J. Inorg. Chem. IND ENG CHEM RES Inorg. Chem. J. Agric. Food. Chem. J. Chem. Eng. Data J. Chem. Educ. J. Chem. Inf. Model. J. Chem. Theory Comput. J. Med. Chem. J. Nat. Prod. J PROTEOME RES J. Am. Chem. Soc. LANGMUIR MACROMOLECULES Mol. Pharmaceutics Nano Lett. Org. Lett. ORG PROCESS RES DEV ORGANOMETALLICS J. Org. Chem. J. Phys. Chem. J. Phys. Chem. A J. Phys. Chem. B J. Phys. Chem. C J. Phys. Chem. Lett. Analyst Anal. Methods Biomater. Sci. Catal. Sci. Technol. Chem. Commun. Chem. Soc. Rev. CHEM EDUC RES PRACT CRYSTENGCOMM Dalton Trans. Energy Environ. Sci. ENVIRON SCI-NANO ENVIRON SCI-PROC IMP ENVIRON SCI-WAT RES Faraday Discuss. Food Funct. Green Chem. Inorg. Chem. Front. Integr. Biol. J. Anal. At. Spectrom. J. Mater. Chem. A J. Mater. Chem. B J. Mater. Chem. C Lab Chip Mater. Chem. Front. Mater. Horiz. MEDCHEMCOMM Metallomics Mol. Biosyst. Mol. Syst. Des. Eng. Nanoscale Nanoscale Horiz. Nat. Prod. Rep. New J. Chem. Org. Biomol. Chem. Org. Chem. Front. PHOTOCH PHOTOBIO SCI PCCP Polym. Chem.
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1