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Place Diagnosis Before Transformation: Case of Fener-Balat 先诊断后改造:费内-巴拉特案例
IF 1 4区 社会学 Q2 CULTURAL STUDIES Pub Date : 2023-12-18 DOI: 10.1177/12063312231213287
Şengül Öymen Gür, Gamze Kaymak Heinz
Autochthonous places are sui generis and unique. But unfortunately, they entice planners and politicians and become their target. This study investigates a more than 2,000 years old settlement, Fener-Balat (Istanbul), in terms of topos (its population movements and ethnic structure over the years, physical properties) and chora (feelings, emotions, and aura). It employs multiple research techniques that disclose findings on dimensional and typo-morphological qualities (connectivity, accessibility, legibility, walkability, figure/ground, and other identity properties such as district-edge-nodes-paths-landmarks), historical and cultural palimpsests, which altogether define the uniqueness of the place. The present study claims that the Fener-Balat district is defined as a strong “place” with its “topos,” and “chora,” despite the undesirable physical, social, and ethnic structure changes brought about by time. Thus, it proposes a soft method that includes renovation and restoration of problem buildings on site which is more suitable for the unique protected areas of world civilizations.
原生地自成一类,独一无二。但不幸的是,它们却吸引了规划者和政治家,成为他们的目标。本研究从地形(多年来的人口迁移和种族结构、物理特性)和地貌(感觉、情感和灵气)两个方面,对伊斯坦布尔费纳-巴拉特这个拥有 2000 多年历史的聚居地进行了调查。本研究采用了多种研究技术,揭示了维度和文字形态质量(连通性、可达性、可读性、可步行性、图形/地面,以及其他身份属性,如地区边缘-节点-路径-地标)、历史和文化拼贴等方面的结论,这些结论共同界定了该地的独特性。本研究认为,尽管费内-巴拉特区的自然、社会和种族结构随着时间的推移发生了不理想的变化,但该区仍被定义为一个具有 "地形 "和 "地貌 "的强有力的 "地方"。因此,本研究提出了一种软性方法,包括翻新和修复现场的问题建筑,这种方法更适合世界文明的独特保护区。
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引用次数: 0
Elastic Neighboring: Everyday Life Within the Geometry and Materiality of Large Housing Estates 弹性邻居:大型住宅区的几何和物质内的日常生活
IF 1 4区 社会学 Q2 CULTURAL STUDIES Pub Date : 2023-12-14 DOI: 10.1177/12063312231210169
Olga Tkach
This article aims to contribute to the study of the relationship between the increasing size and verticality of contemporary cities and the lived experiences of their residents. Drawing on 20 residential biographies of apartment owners in the newly built large housing estates (LHEs) on the outskirts of St. Petersburg, Russia, I explore how their specific geometry and materiality co-constitute everyday neighboring interactions. As an analytical tool, I apply a version of social practice theory that treats materiality as an influential constitutive component of everyday life. The article shows how geometry, including verticality and size, as well as shared materiality, shape and mediate neighboring practices. I argue that diverse neighboring interactions, occurring simultaneously at larger and smaller scales, as well as in visible and invisible modes, are inherent in vibrantly gigantic and monolithic housing. The article coins the concept of elastic neighboring, focusing on the everyday oscillation between residents’ isolation and awareness of each other.
本文旨在为研究当代城市不断扩大的规模和垂直度与居民生活体验之间的关系做出贡献。我从俄罗斯圣彼得堡郊区新建的大型住宅区(LHEs)中的 20 个公寓业主的居住传记中,探讨了这些住宅区的具体几何形状和物质性是如何共同构成日常邻里互动的。作为一种分析工具,我运用了一种社会实践理论,将物质性视为日常生活中具有影响力的构成要素。文章展示了几何形状(包括垂直度和大小)以及共同的物质性是如何塑造和调解邻里实践的。我认为,在充满活力的巨型和单体住宅中,同时以较大和较小的尺度以及可见和不可见的模式发生着多种多样的邻里互动。文章提出了 "弹性邻里关系 "的概念,重点关注居民在相互隔离和相互了解之间的日常摇摆。
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引用次数: 0
Design as Playground: Exploring Spatial Design Through Playful Practices 设计即游乐场:通过游戏实践探索空间设计
IF 1 4区 社会学 Q2 CULTURAL STUDIES Pub Date : 2023-12-12 DOI: 10.1177/12063312231213249
R. Paez
This article explores how incorporating game-based formats and playful practices into the design process can inform urban and architectural design. In response to the question “How can we think of design as a playground?,” the article presents an expanded notion of play and delves into its implications when incorporated into the design process. The role of play in design is examined according to three aspects: constraints (facilitating an explorative use of factual or self-imposed constraints), engagement (prompting new types of engagement and authorship through dialogism), and chance (creatively embracing chance). Through a series of case studies, this article investigates a range of possibilities for introducing play into spatial design practice and reflects on how it can serve as a foundation for rethinking authorship in design.
这篇文章探讨了在设计过程中融入游戏形式和游戏实践如何为城市和建筑设计提供信息。针对 "我们如何才能把设计看作是一个游乐场?"这一问题,文章提出了一个扩展的游戏概念,并深入探讨了游戏在设计过程中的意义。文章从三个方面探讨了游戏在设计中的作用:约束(促进对事实约束或自我约束的探索性使用)、参与(通过对话促使新型参与和作者身份)和偶然性(创造性地拥抱偶然性)。本文通过一系列案例研究,探讨了将游戏引入空间设计实践的一系列可能性,并思考了游戏如何作为重新思考设计中作者身份的基础。
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引用次数: 0
Place Branding Viewed From the Perspective of the Poetics of Space: The Case of Aesop’s Signature Stores 从空间诗学的角度看地方品牌建设:伊索签名店案例
IF 1 4区 社会学 Q2 CULTURAL STUDIES Pub Date : 2023-12-08 DOI: 10.1177/12063312231213294
Ji Eun Kim, Eun Soo Park
This study argues for the aesthetics and values of a poetic space as a place branding strategy. Gaston Bachelard’s (1884–1962) poetic space refers to a happy place internalized by people, one where they can collectively achieve an aesthetic and emotional communion through imagination. Applying poetic space theory to place branding provides brand marketers with a powerful tool, as place branding offers an impression of the brand. This study thus seeks to explore place branding based on Bachelard’s poetic space theory presented in his book, The Poetics of Space, as a starting point for understanding space. Moreover, this study qualitatively examines the signature stores of Aesop to show that a place branded space that reflects the features of poetic space can create a positive image of the brand as a place of comfort and refuge. In addition, experiential elements allowing for natural internalization would help customers retain their positive associations with the brand in memory. Spatial expression methods of place branding that apply the features of poetic space as proposed by Bachelard serve as a substantial reference point for ideating concepts and directions for place branding.
本研究认为诗意空间的美学和价值是一种场所品牌策略。巴舍拉(Gaston Bachelard, 1884-1962)的诗性空间是指人们内化的一个快乐的地方,在这个地方,人们可以通过想象共同实现审美和情感的交流。将诗意空间理论应用于场所品牌,为品牌营销者提供了一个有力的工具,因为场所品牌提供了一种品牌印象。因此,本研究试图以巴舍拉在其著作《空间的诗学》中提出的诗意空间理论为基础,探索空间品牌,作为理解空间的起点。此外,本研究定性地考察了伊索的标志性店铺,表明一个体现诗意空间特征的场所品牌空间可以创造出一个舒适和避难所的品牌正面形象。此外,允许自然内化的体验元素将帮助客户在记忆中保留与品牌的积极联系。运用巴舍拉所提出的诗意空间特征的场所品牌空间表达方法,为场所品牌概念的构思和方向提供了实质性的参考点。
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引用次数: 0
Listening Beyond the Human: The Autonomous Recording Unit and the Ethics of Sound in Biodiversity Conservation 超越人类的聆听:自主录音装置与生物多样性保护中的声音伦理
IF 1 4区 社会学 Q2 CULTURAL STUDIES Pub Date : 2023-12-07 DOI: 10.1177/12063312231210179
Mickey Vallee
Sound technologies and sound sensor networks play a crucial role in our understanding of biodiversity loss in conservation biology and the environmental sciences. Among these technologies, the autonomous recording unit (ARU) has been widely used for studying longitudinal biodiversity loss. This article draws on fieldwork conducted in 2016 and 2017 at a bioacoustics research laboratory to explore the significance of the ARU, developed by Wildlife Acoustics, as the central component of the research network for biodiversity conservation. While it is commonly acknowledged in Science and Technology Studies (STS) that research instruments are not neutral data collectors, this article examines how the ARU is deployed and programmed, and how it transcends the limitations of human-centered listening by (a) shifting the focus away from the perceiving human subject and (b) promoting a global ethic of response and responsibility as sound becomes more democratized in scientific practices.
声音技术和声音传感器网络在我们对保护生物学和环境科学中生物多样性丧失的理解中起着至关重要的作用。其中,自主记录单元(ARU)技术在生物多样性纵向损失研究中得到了广泛应用。本文借鉴了2016年和2017年在生物声学研究实验室进行的实地调查,探讨了由野生动物声学开发的ARU作为生物多样性保护研究网络的核心组成部分的意义。虽然科学技术研究(STS)普遍认为研究仪器不是中立的数据收集器,但本文研究了ARU是如何部署和编程的,以及它如何通过(a)将焦点从感知人类主体转移开,(b)随着声音在科学实践中变得更加民主化,促进全球反应和责任伦理,从而超越以人为中心的倾听的局限性。
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引用次数: 0
Playground Equipment: Postdigital Design and the Mechanics of History, Urban Space, and Play 游乐场设备:后数字设计与历史、城市空间和游乐的机制
IF 1 4区 社会学 Q2 CULTURAL STUDIES Pub Date : 2023-12-05 DOI: 10.1177/12063312231213261
Seth Giddings
This article examines children’s playgrounds as technological, spatial, and historical phenomena, juxtaposing their origins in the industrial era of the late 19th to early 20th centuries with Lightbug, a recent project to develop digitally augmented playground equipment. Questions of space, movement, mechanics, imagination, play, and technical and historical specificity will be explored and it will be suggested that attention to the industrial and machinic character of playground technology can highlight contemporary attitudes to, and possibilities for, children’s outdoor play in the postdigital era. It asks questions about the introduction of digital technology and media forms into long-established physical play, about the physicality and technical nature of embodied play, and about the relationships between play, play environments, and imagination highlighted in times of technological change.
本文将儿童游乐场作为技术、空间和历史现象进行研究,并将其起源于19世纪末至20世纪初的工业时代,以及最近开发数字增强游乐场设备的Lightbug项目。将探讨空间、运动、力学、想象力、游戏、技术和历史特殊性等问题,并建议关注游乐场技术的工业和机械特征,可以突出当代对后数字时代儿童户外游戏的态度和可能性。它提出了一些问题,包括将数字技术和媒体形式引入长期存在的物理游戏,体现游戏的物理和技术性质,以及在技术变革时代突出的游戏、游戏环境和想象力之间的关系。
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引用次数: 0
Between Taking and Making Place: Exploring the Linkages Between Serres’ Le Parasite and the Research Practice of Creative Intervention 在 "占有 "与 "创造场所 "之间:探索塞雷斯的《寄生虫》与创造性干预研究实践之间的联系
IF 1 4区 社会学 Q2 CULTURAL STUDIES Pub Date : 2023-12-05 DOI: 10.1177/12063312231210160
Nicholas Hardy
This article explores the linkages between Serres’ Le Parasite and the research practice of creative intervention via the analysis of an experimental film produced for the 2022 Space and Culture Conference on Taking Place and Making Place. The experimental film is intended as a provocation, in that it seeks to exceed the forms of conventional scholarship. In an effort to invent new modes of thought production, documented research materials of local sites are combined with a range of ideas and theories, blurring boundaries between theory, poetry, and practice, the dystopia of the virtualization of everyday life and the figuration of possible realities, glimpsed from a local viewpoint which follows the fluxes of emergences.
本文通过对一部为2022年空间与文化会议“发生与制造场所”制作的实验电影的分析,探讨了Serres的《寄生虫》与创造性干预研究实践之间的联系。这部实验电影的目的是作为一种挑衅,因为它试图超越传统学术的形式。为了创造新的思想生产模式,将当地遗址的文献研究材料与一系列思想和理论相结合,模糊了理论,诗歌和实践之间的界限,日常生活虚拟化的反乌托邦和可能现实的形象,从当地的角度来看,随着突发事件的变化而变化。
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引用次数: 0
Social Infrastructures in Times of Corona: Exploring the Ambiguities of Sociality, Practices, and Materiality 日冕时代的社会基础设施:探索社会性、实践和物质性的模糊性
IF 1 4区 社会学 Q2 CULTURAL STUDIES Pub Date : 2023-12-05 DOI: 10.1177/12063312231210110
Leonie Tuitjer, Anna-Lisa Müller, G. Tuitjer
The coronavirus 2019 (COVID-19) pandemic and associated public health measures continuously alter our everyday lives and routines. Here, we focus on social infrastructures of local provisions and the role they perform within cities under shutdown. Social infrastructures of local provisions such as supermarkets remained functional in Germany even during repeated shutdowns as they were perceived as essential for everyday life. Supermarkets hence turned from mundane sites of provision to sites where we could witness how infrastructures are deeply entangled with the microfoundations of urban social life. Based on auto-ethnographic accounts covering the period from March 2020 until May 2020, we explore how these spaces became primary sites through which to experience the changes caused by the pandemic. Writing from inner-city neighborhoods, we highlight the need to attend to the ambiguous role of design, objects, and materiality to adjust collective social practices and urban conviviality in the times of COVID-19.
2019冠状病毒(COVID-19)大流行和相关的公共卫生措施不断改变我们的日常生活和惯例。在这里,我们关注当地提供的社会基础设施及其在关闭城市中的作用。在德国,当地供应的社会基础设施,如超市,即使在多次关闭期间也能正常运作,因为它们被认为是日常生活的必需品。因此,超市从平凡的供应场所变成了我们可以见证基础设施如何与城市社会生活的微观基础深深纠缠在一起的场所。根据涵盖2020年3月至2020年5月期间的自动人种志账户,我们探讨了这些空间如何成为体验大流行造成的变化的主要场所。从城市内部社区出发,我们强调有必要关注设计、物体和材料的模糊作用,以调整COVID-19时代的集体社会实践和城市娱乐。
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引用次数: 0
Sensing Playgrounding: Playful Design Workshops to Reimagine the City as Playground 感知游乐场:将城市重新想象为游乐场的游戏设计研讨会
IF 1 4区 社会学 Q2 CULTURAL STUDIES Pub Date : 2023-12-05 DOI: 10.1177/12063312231213254
Larissa Hjorth, S. Lammes
Cities are complex spaces of contesting infrastructures, media, humans and more-than-human interactions. They are places that house multiple visible and invisible cartographies that draw on multisensorial ways of being in the world. In the city, our senses are amplified and intensified in ways that reorient our processes of worlding. Cities have, more recently, been defined and approached as spaces for play. In this article, we explore how understanding the city as a playground—or through the activity of playgrounding—can invite new ways of designing urban games and playful interventions that acknowledge the uneven and multisensorial ways we inhabit the world. We reflect upon dominant, innovative, and interventionist ideas of playgrounds and notions such as the playful or playable city. We then reflect on findings from a placemaking game workshop designed around the Spanish Superillas (superblocks) in Barcelona. Superillas are playgrounds designed into street intersections that have transformed specific sections of the city in a playground. What does it mean to think about the city as a playground? Can this speculation/ provocation help us rethink the city in more inclusive and sensorial ways?
城市是相互竞争的基础设施、媒体、人类和超越人类的互动的复杂空间。它们是存放多种可见和不可见地图的地方,这些地图利用了世界上的多种感官方式。在城市里,我们的感官被放大和强化,以重新定位我们的世界过程。最近,城市被定义为娱乐空间。在这篇文章中,我们探讨了如何将城市理解为一个游乐场,或者通过游乐场的活动,可以引入新的方式来设计城市游戏和有趣的干预,以承认我们居住在这个世界上的不平衡和多感官方式。我们反思游乐场的主导、创新和干预主义理念,以及好玩或可玩的城市等概念。然后,我们反思了围绕巴塞罗那西班牙超级街区设计的场所制作游戏研讨会的发现。Superillas是设计在街道十字路口的游乐场,将城市的特定区域变成了游乐场。把城市想象成一个游乐场意味着什么?这种猜测/挑衅能帮助我们以更包容和感性的方式重新思考城市吗?
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引用次数: 0
Urban Game Dynamics: How Game Designers, Curators, and Players Create New Possibilities 城市游戏动态:游戏设计师、策展人和玩家如何创造新的可能性
IF 1 4区 社会学 Q2 CULTURAL STUDIES Pub Date : 2023-11-29 DOI: 10.1177/12063312231213260
Colleen Macklin
Urban games, by using the city as a medium, temporarily surface underlying ideologies and systems influencing urban life. This paper explores the political potential of this medium anchored by interviews with urban game makers/organizers and the strategies they have developed to bring inclusive, safe, and enlightening forms of play and public engagement to the city.
城市游戏以城市为媒介,暂时揭示了影响城市生活的潜在意识形态和制度。本文通过对城市游戏制作者/组织者的访谈,以及他们为给城市带来包容、安全和启迪性的游戏和公众参与形式而制定的策略,探讨了这种媒介的政治潜力。
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引用次数: 0
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Space and Culture
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