Difference between revisions of "Videogame urbanism"

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(Created page with "Category:Test {| |- | <h2>Author:</h2> | <h3>Höweler + yoon architecture</h3> |- | colspan="2" | <h4>Boston, usa, 2014 |- | colspan="2" |http://www.howeleryoon.com/work/4...")
 
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<h2>Author:</h2>
<h2>Author:</h2>
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<h3>Höweler + yoon architecture</h3>
<h3>sandra youkhana + luke caspar pearson (you+pea)</h3>
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| colspan="2" |
| colspan="2" |
<h4>Boston, usa, 2014
<h4>London, uk, 2016-ongoing
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| colspan="2" |http://www.howeleryoon.com/work/48/swing-time
| colspan="2" |[http://www.howeleryoon.com/work/48/swing-time www.videogameurbanism.com]
|}
|}
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Swing Time is a temporary installation developed within the framework of the Massachusetts Convention Center Authority’s urban renewal initiative. The installation integrates energy generation and plays, demonstrating the relation between production and consumption.
Videogame Urbanism promotes the use of games as tools that allow us to question the forces and systems that shape contemporary urbanism, and in turn develop virtual worlds that challenge existing power structures. Students generally arrive in the studio with no background in game design, game engine software or associated coding languages. As such, the pedagogic approach of Videogame Urbanism is centred around learning skills and critical theory through the production of design projects, the output of which are playable interactive gaming applications containing virtual environments. Each of these projects is realised using Unity as the base game engine, with functionality extended in different directions depending on the project-specific research theme. This includes custom controller interfaces, networking for online game environments and various procedural tools for generative systems.


The urban playscape is composed of 18 welded polypropylene swings, which hang under a customfabricated solar canopy. The swings are designed in three different sizes so that the community can engage and play with Swing Time as individuals or in groups.
By incorporating real world information and data sets into games, we allow players to directly uncover information about cities through play. Since its inception, Videogame Urbanism has produced over fifty games (and counting) of varying complexity and scope. Each of these projects is produced in teams, and within the studio we also playtest and critique our design studies, while regularly involving outside critics and stakeholders to join conversations around the development of the work.
 
Swing Time uses solar energy harvested from a series of photovoltaic cells that translate UV rays into electrical illumination.
 
Responsive in real-time to environmental conditions, the playscape’s illumination corresponds to a daily accumulation of solar power, translating UV rays into a visual register that indexes the abundance of solar energy. Photovoltaic cells integrated into the canopy capture and store solar energy during daylight hours. Through an automated system, the accumulated energy is distributed into LED lights located on the swings.
 
Moreover, accelerometers installed within each swing directly respond to the acceleration forces and tilt exerted by users.
 
When the swings are not moving, they emit soft White light, thanks to the energy collected during the day.
 
As the swings increase in momentum from a static position, a microcontroller adjusts the LED output through a gradient scale from white blue to purple.
 
The responsive elements of Swing Time invite users to interact with the swings and with each other. The overall theme of Swing Time is to entice people of all ages to engage in active public play. Public play creates a community laboratory and raises awareness of energy consumption and production


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[[File:P1 Main.jpg]]


[[File:P1 1.jpg]]


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Revision as of 12:09, 20 October 2020

Author:

sandra youkhana + luke caspar pearson (you+pea)

London, uk, 2016-ongoing

www.videogameurbanism.com
GAME.png
Purpose
Purpose Activation.pngActivation
Purpose Interconnection.pngInterconnection
Purpose Collaberating.pngCollaborating
Purpose Raise awareness.pngRaise Awareness
Purpose Educate.pngEducate
Purpose Visualise needs.pngVisualize Needs
Purpose Simulate impact of decisions.pngSimulate Impact of Decisions
Purpose Decision making.pngDecision Making
Purpose Designing.pngDesigning
Co-Creation
Co-Creation Co-analysis.pngCo-Analysis
Co-Creation Co-design.pngCo-Design
Co-Creation Co-implementation.pngCo-Implementation
Co-Creation Co-maintenance.pngCo-Maintenance
Co-Creation Co-monitoring.pngCo-Monitoring
Empty.png
Empty.png Empty.png Empty.png
Outcome
Outcome Decision making.pngDecision Making
Outcome Knowledge.pngKnowledge
Outcome Assesment.pngAssessment
Outcome Design.pngDesign
Outcome Inclusion.pngInclusion
Outcome Awareness.pngAwareness
Outcome Partnership.pngPartnership
Empty.png Empty.png
PLAY.png
Mechanics
Mechanics Alternitive reality.pngAlternative Reality
Mechanics Role play.pngRole Play
Mechanics Rule based play.pngRule Based Play
Mechanics Location based.pngLocation Based
Mechanics Simulations.pngSimulations
Mechanics Mapping.pngMapping
Mechanics Geolocation.pngGeolocation
Mechanics Hypothesis.pngHypothesis
Mechanics Metagame.pngMetagame
Tech&Tools
Technology & Tools Analoge Tangibles.pngAnaloge Tangibles
Technology & Tools AR VR.pngAR / VR
Technology & Tools Audio Visual.pngAudio Visual
Technology & Tools Data AI.pngData AI
Technology & Tools Data Collection Visualization.pngData Collection/Visualization
Technology & Tools Digital Interface.pngDigital Interface
Technology & Tools Mobile.pngMobile
Empty.png Empty.png
Aesthetics
Aesthetics Sensation.pngSensation
Aesthetics Imagination.pngImagination
Aesthetics Assemblage.pngAssemblage
Aesthetics Pysical activity construction.pngPhysical Activity / Construction
Aesthetics Realism.pngRealism
Empty.png
Empty.png Empty.png Empty.png
SPACE.png
Scale
Scale Metropolitan.png Metropolitan
Scale City.png City
Scale District.png District
Scale Neighbourhood.png Neighbourhood
Scale Street.png Street
Scale Undefined.png Undefined
Empty.png Empty.png Empty.png
Audience
Audience Community.png Community
Audience Planning expert.png Planning Expert
Audience Stakeholders.png Audience Stakeholders
Audience Policy Makers.png Policy Makers
Empty.png Empty.png
Empty.png Empty.png Empty.png
Scope
Scope Individual.png Individual
Scope Small group.png Metropolitan
Scope Larger group.png Small Group
Scope Crowd.png Crowd
Scope Pre-defined.png Pre-Defined
Empty.png
Empty.png Empty.png Empty.png



Videogame Urbanism promotes the use of games as tools that allow us to question the forces and systems that shape contemporary urbanism, and in turn develop virtual worlds that challenge existing power structures. Students generally arrive in the studio with no background in game design, game engine software or associated coding languages. As such, the pedagogic approach of Videogame Urbanism is centred around learning skills and critical theory through the production of design projects, the output of which are playable interactive gaming applications containing virtual environments. Each of these projects is realised using Unity as the base game engine, with functionality extended in different directions depending on the project-specific research theme. This includes custom controller interfaces, networking for online game environments and various procedural tools for generative systems.

By incorporating real world information and data sets into games, we allow players to directly uncover information about cities through play. Since its inception, Videogame Urbanism has produced over fifty games (and counting) of varying complexity and scope. Each of these projects is produced in teams, and within the studio we also playtest and critique our design studies, while regularly involving outside critics and stakeholders to join conversations around the development of the work.