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.
{"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}
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.
{"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}
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.
{"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}
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.
{"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}
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.
{"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}
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.
{"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}
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.
{"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}
Media architecture within urban spaces such as large scale media walls, building facades and art installations are increasingly being installed throughout cities. The digital media content displayed on such media architecture can vary, from advertisements to digital designs to data-driven visualisation. While digital media content has a unique ability to inform, entertain and promote interactions among the audience, new questions emerge when it is intended to cause societal impact by conveying a deeper narrative and resonating with the audience.
{"title":"Media architecture: Content with purpose for the public","authors":"James Berrett","doi":"10.1145/3284389.3284390","DOIUrl":"https://doi.org/10.1145/3284389.3284390","url":null,"abstract":"Media architecture within urban spaces such as large scale media walls, building facades and art installations are increasingly being installed throughout cities. The digital media content displayed on such media architecture can vary, from advertisements to digital designs to data-driven visualisation. While digital media content has a unique ability to inform, entertain and promote interactions among the audience, new questions emerge when it is intended to cause societal impact by conveying a deeper narrative and resonating with the audience.","PeriodicalId":400834,"journal":{"name":"Proceedings of the 4th Media Architecture Biennale Conference","volume":"24 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":"130682949","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}
As media façades become more prevalent among cityscapes across the globe, these communities should consider regulating the power and presence of these large public cinema events which, until recently, have been contained in spaces outside the public view. The uncaging of this media form has pressed some governments to establish ordinances designed to protect the public but at a time when few in government, the arts, architecture, construction or the academy understand the ramifications of this emerging architecture movement. In this paper, we would like to address the impact structures of this nature might have over the cityscape and possible suggest aesthetic standards for this emerging architectural form.
{"title":"Media Façades: When Buildings Perform","authors":"Michael Scully, Samuel Mayze","doi":"10.1145/3284389.3284494","DOIUrl":"https://doi.org/10.1145/3284389.3284494","url":null,"abstract":"As media façades become more prevalent among cityscapes across the globe, these communities should consider regulating the power and presence of these large public cinema events which, until recently, have been contained in spaces outside the public view. The uncaging of this media form has pressed some governments to establish ordinances designed to protect the public but at a time when few in government, the arts, architecture, construction or the academy understand the ramifications of this emerging architecture movement. In this paper, we would like to address the impact structures of this nature might have over the cityscape and possible suggest aesthetic standards for this emerging architectural form.","PeriodicalId":400834,"journal":{"name":"Proceedings of the 4th Media Architecture Biennale Conference","volume":"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":"129320195","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}
This paper is a report about a collective experience of making a LED matrix of 4x5 pixels in the Public Network of Laboratories of Digital Fabrication - Fab Lab Livre SP- in the city of São Paulo. The proposal was to make an accessible and simple media architecture technology. We built the project during a three-day workshop with multidisciplinary participants, using materials and tools from Fab Lab Livre SP. Each pixel measures 39x39x19 cm, and the panel measures 156x195x19 cm. On the first day, we built the pixels; on the second day, we gave an introductory course on coding; on the third day, we assembled and tested the LED matrix. Building the pixels on a scale that dialogues with the architectural space enabled another perception of the media device in the environment and stimulated new uses and ideas for participatory forms of interaction.
{"title":"Building pixels with others: a participatory experience to make a low-resolution LED matrix","authors":"Artur Vasconcelos Cordeiro","doi":"10.1145/3284389.3303994","DOIUrl":"https://doi.org/10.1145/3284389.3303994","url":null,"abstract":"This paper is a report about a collective experience of making a LED matrix of 4x5 pixels in the Public Network of Laboratories of Digital Fabrication - Fab Lab Livre SP- in the city of São Paulo. The proposal was to make an accessible and simple media architecture technology. We built the project during a three-day workshop with multidisciplinary participants, using materials and tools from Fab Lab Livre SP. Each pixel measures 39x39x19 cm, and the panel measures 156x195x19 cm. On the first day, we built the pixels; on the second day, we gave an introductory course on coding; on the third day, we assembled and tested the LED matrix. Building the pixels on a scale that dialogues with the architectural space enabled another perception of the media device in the environment and stimulated new uses and ideas for participatory forms of interaction.","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":"129267323","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}