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

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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。
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引用次数: 47
Bauhaus Transformed: Designing Concerns of Future Cities 包豪斯的转型:未来城市的设计关注
Pub Date : 2018-11-13 DOI: 10.1145/3284389.3304001
P. Stephan, Enno Hyttrek
Designers are challenged to conceive socio-designs for future cities that will be driven by digital transformation. For this task we will draw from a parallel situation in history: The German Bauhaus (1919-1932) - part of the European heritage and the start of the Modern Movement - is globally known for addressing the fundamental questions of a technology-driven culture. The Bauhaus masters found answers in a new model of education and production, linking crafts, arts and industry. Today we take this model for an inspiration as we create and anticipate new answers appropriate for our time. Questions are: • How can new cultural patterns be created that integrate tradition and digital transformation? • How to design concerns like health, housing, education, mobility and security? • How can we advance cultural heritage from China and Europe and build on it? We introduce the concept of concerns and experiment with designing cultural formats. Design organizes signs, structures and events. Based on universal principles these activities embody qualities that form the building blocks for ethics, services and socio-psychology. Together with the world of smart materials they form future cultural formats.
设计师面临的挑战是为数字化转型驱动的未来城市构想社会设计。为了完成这项任务,我们将借鉴历史上的类似情况:德国包豪斯(1919-1932)——欧洲遗产的一部分和现代运动的开端——以解决技术驱动文化的基本问题而闻名于世。包豪斯的大师们在一种新的教育和生产模式中找到了答案,将工艺、艺术和工业联系起来。今天,我们以这个模型为灵感,创造和期待适合我们时代的新答案。问题是:•如何创造融合传统和数字化转型的新文化模式?•如何设计健康、住房、教育、流动性和安全等问题?•如何推进中欧文化遗产并在此基础上进一步发展?我们引入了关注的概念,并尝试设计文化形式。设计组织标志、结构和活动。这些活动以普遍原则为基础,体现了构成道德、服务和社会心理学基石的品质。它们与智能材料世界一起构成了未来的文化形态。
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引用次数: 0
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。
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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。
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引用次数: 4
Developing an Intuitive Website for Prototyping Creative Media Facade Content 开发一个直观的网站原型创意媒体外观内容
Pub Date : 2018-11-13 DOI: 10.1145/3284389.3303995
Naiyu Wang, L. Hespanhol
Media facades have successfully enabled interactions between citizens and buildings, yet they still mostly function as top-down urban infrastructure, with content commissioned by the government or private owners. One of the key reasons for that is the lack of user-friendly and public-facing prototyping tools to design creative content for media facades, making them out of reach for regular citizens, artists and other creative content providers. This paper describes our preliminary work in addressing this gap with a prototype of an online platform for media facade content creation, with features such as built-in templates, editing tools, and 'copy and paste' of lighting patterns across different sections of the facade. Crucially, the project is concerned with making the interface intuitive enough to facilitate the design of creative content for media facades by regular citizens, even if they lack coding skills, thus enabling self-expression and a greater diversity in public media art creation.
媒体立面成功地实现了市民和建筑之间的互动,但它们主要还是作为自上而下的城市基础设施,内容由政府或私人所有者委托。其中一个关键原因是缺乏用户友好且面向公众的原型工具来为媒体外观设计创意内容,这使得普通市民、艺术家和其他创意内容提供者无法接触到它们。本文描述了我们在解决这一差距方面的初步工作,其中包括一个用于媒体立面内容创建的在线平台原型,该平台具有内置模板、编辑工具和跨立面不同部分的照明模式“复制和粘贴”等功能。至关重要的是,该项目关注的是使界面足够直观,以方便普通公民为媒体立面设计创意内容,即使他们缺乏编码技能,从而使自我表达和公共媒体艺术创作更加多样化。
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引用次数: 0
20 Pixels of Data Workshop 20像素的数据工作室
Pub Date : 2018-11-13 DOI: 10.1145/3284389.3303996
Artur Vasconcelos Cordeiro
The 20 Pixels of Data Workshop is a proposal to make a simple LED matrix of 4x5 pixels measuring 1.60m width and 2.00m height, and to create data visualization of the local context. The idea is to work collectively with perception of the environment and representation of information, making digital data more accessible and visible to a broader audience in an architectural space. The pixels will be made of cardboard boxes and LED strip, controlled by an Arduino board with relay modules and sensors. The Workshop aims to empower communities to build their own media device to share graphical information and representation of the environment.
20像素的数据工作室是一个简单的4x5像素的LED矩阵,宽度为1.60米,高度为2.00米,并创建当地环境的数据可视化。这个想法是通过对环境的感知和信息的表示来共同工作,使数字数据在建筑空间中更容易被更广泛的受众访问和看到。像素将由纸板箱和LED条组成,由带有继电器模块和传感器的Arduino板控制。工作坊旨在让社区建立自己的媒体设备,分享图形信息和环境表现。
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引用次数: 0
Proceedings of the 4th Media Architecture Biennale Conference 第四届媒体建筑双年展论文集
Pub Date : 2012-11-15 DOI: 10.1145/3284389
M. Brynskov, P. Dalsgaard, A. Schieck
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引用次数: 0
期刊
Proceedings of the 4th Media Architecture Biennale Conference
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