Difference between revisions of "Raiders of the lost water"

From Public Play Space Community
(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>Alessandro Gurrieri</h3>
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| colspan="2" |
| colspan="2" |
<h4>Boston, usa, 2014
<h4>Palermo, Italy, 2016
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| colspan="2" |http://www.howeleryoon.com/work/48/swing-time
| colspan="2" |https://www.youtube.com/watch?v=PGvY22jSibo&feature=youtu.be
|}
|}
{{GAME
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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.
In 2016, in collaboration with the Ecomuseum Mare Memoria Viva, we developed a project aimed at the rediscovering of the coastline of Palermo. The building abuses have over time stolen the sea from the citizens - 22 km of coastline, 8 km of which are perceived and only 4 km of which are dedicated to bathing. The game was proposed as an excuse to show players some access points to the sea, which are hidden or unknown.


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.
Along the 22 km of coastline, we chose 9 access points, which correspond to the 9 intermediate game phases. The selected means of transport were bikes. During the game, the 60 participants divided up into teams rode their bikes from stage to stage. At each stage, every team played and collected a seawater sample. Every moment of the game focused on sea and how the city perceived it in the past: dancing at Lido Petrucci, recognizing the species of fish in the photos, putting the lyrics of a historic Italian song about the sea into order, and convincing 10 passers-by to sing it in a chorus with the team, obtaining permission from a captain to board his/her boat, building up with paper a boat capable of floating, making sea knots, playing with bocce on the sand, digging in the sand in search of some treasure.  


Swing Time uses solar energy harvested from a series of photovoltaic cells that translate UV rays into electrical illumination.
At the end of the ninth phase, after collecting the ninth seawater sample, the team returned to the starting point, poured collected water samples into a transparent container and rang the victory bell. The first team to ring the bell wins. The ranking was drawn up by taking into account the order of arrival of each team. At the end of the game, the 60 players poured all their samples into a single container, figuratively rejoining the 22-km coastline. The players were asked to publish their highlights on their socials, so that their experience could exponentially increase the notoriety of the 9 hidden sea access points, and making the sea more accessible to all citizens.


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
<br />
[[File:P1 Main.jpg]]
[[File:P1 1.jpg]]


<br />
<br />

Revision as of 11:40, 8 October 2020

Author:

Alessandro Gurrieri

Palermo, Italy, 2016

https://www.youtube.com/watch?v=PGvY22jSibo&feature=youtu.be
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
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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
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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
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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
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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
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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



In 2016, in collaboration with the Ecomuseum Mare Memoria Viva, we developed a project aimed at the rediscovering of the coastline of Palermo. The building abuses have over time stolen the sea from the citizens - 22 km of coastline, 8 km of which are perceived and only 4 km of which are dedicated to bathing. The game was proposed as an excuse to show players some access points to the sea, which are hidden or unknown.

Along the 22 km of coastline, we chose 9 access points, which correspond to the 9 intermediate game phases. The selected means of transport were bikes. During the game, the 60 participants divided up into teams rode their bikes from stage to stage. At each stage, every team played and collected a seawater sample. Every moment of the game focused on sea and how the city perceived it in the past: dancing at Lido Petrucci, recognizing the species of fish in the photos, putting the lyrics of a historic Italian song about the sea into order, and convincing 10 passers-by to sing it in a chorus with the team, obtaining permission from a captain to board his/her boat, building up with paper a boat capable of floating, making sea knots, playing with bocce on the sand, digging in the sand in search of some treasure.

At the end of the ninth phase, after collecting the ninth seawater sample, the team returned to the starting point, poured collected water samples into a transparent container and rang the victory bell. The first team to ring the bell wins. The ranking was drawn up by taking into account the order of arrival of each team. At the end of the game, the 60 players poured all their samples into a single container, figuratively rejoining the 22-km coastline. The players were asked to publish their highlights on their socials, so that their experience could exponentially increase the notoriety of the 9 hidden sea access points, and making the sea more accessible to all citizens.