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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。
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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。
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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。
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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。
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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。
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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。
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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。
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引用次数: 0
Media architecture: Content with purpose for the public 媒体架构:面向公众的内容
Pub Date : 2018-11-13 DOI: 10.1145/3284389.3284390
James Berrett
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.
城市空间内的媒体建筑,如大型媒体墙、建筑立面和艺术装置,越来越多地安装在城市各处。在这种媒体架构上显示的数字媒体内容可以各不相同,从广告到数字设计再到数据驱动的可视化。虽然数字媒体内容具有告知、娱乐和促进受众互动的独特能力,但当它旨在通过传达更深层次的叙事和与受众产生共鸣来产生社会影响时,新的问题就出现了。
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引用次数: 1
Media Façades: When Buildings Perform 媒体面:当建筑表现
Pub Date : 2018-11-13 DOI: 10.1145/3284389.3284494
Michael Scully, Samuel Mayze
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.
随着媒体传播在全球城市景观中变得越来越普遍,这些社区应该考虑规范这些大型公共电影院活动的力量和存在,直到最近,这些活动一直被限制在公众视野之外的空间。这种媒体形式的释放迫使一些政府制定旨在保护公众的条例,但在政府、艺术、建筑、建筑或学院中,很少有人了解这种新兴建筑运动的后果。在本文中,我们想要解决这种性质的结构可能对城市景观的影响,并可能为这种新兴的建筑形式提出美学标准。
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引用次数: 2
Building pixels with others: a participatory experience to make a low-resolution LED matrix 与他人一起构建像素:制作低分辨率LED矩阵的参与式体验
Pub Date : 2018-11-13 DOI: 10.1145/3284389.3303994
Artur Vasconcelos Cordeiro
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.
这篇论文是关于在圣保罗市的数字制造实验室公共网络Fab Lab Livre SP中制作4x5像素LED矩阵的集体经验报告。我们的建议是创造一种易于访问和简单的媒体架构技术。我们在为期三天的研讨会期间与多学科参与者一起构建了这个项目,使用了Fab Lab Livre SP的材料和工具。每个像素尺寸为39x39x19厘米,面板尺寸为156x195x19厘米。第一天,我们构建像素;第二天,我们开设了一门编程入门课程;第三天,我们组装并测试了LED矩阵。在与建筑空间对话的规模上构建像素,使环境中的媒体设备具有另一种感知,并激发了参与式互动形式的新用途和想法。
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引用次数: 0
期刊
Proceedings of the 4th Media Architecture Biennale Conference
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