Difference between revisions of "Being There"

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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>Dr. Shima Rezaei Rashnoodi + Prof Dr. Marnix S. van Gisbergen</h3>
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<h4>Boston, usa, 2014
<h4>Mexico (Monterrey) and The Netherlands (Breda), 2019-2021
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| colspan="2" |http://www.howeleryoon.com/work/48/swing-time
| colspan="2" |[https://beingthere.place www.beingthere.place]
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“Imagine a place filled with important stories that are hard to tell. A place that embodies the collective experience of refugee and migrant women during their temporary stay in Mexico. A place that although is open to the public, is being avoided and remains invisible. This limits possibilities to improve the temporary stay and the connection with the host community. But what if there was a means to experience these stories without the barrier of a physical presence? “




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.
This project addresses the challenges on the growing number of refugee and migrant women (70% are women and children). We created and will create a Virtual Reality Museum using Unity, in which you stand in the shoes of migrant/refugee women and experience their stories/perceptions of home living temporarily in a settlement. The experience was built through participatory design approaches investigating the value of VR. The VR museum includes interactions revealing stories of migration and home and will be experienced in two ways: experiencing the current space (reflection of reality on how the center looks like) and, the ideal space: which reveals how the center can be improved receiving support (donations) from the community. Hence, we raise awareness and empathy about the importance (and feasibility) of transforming settlements from functional spaces into spaces that feel like home. Through this experience, we draw attention to the importance of emotional wellbeing of migrant/ refugee women by sharing their perceptions of home, using VR to engage them with the host community as active members


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.
[[File:Picture1.jpg|border|500x500px]]


Swing Time uses solar energy harvested from a series of photovoltaic cells that translate UV rays into electrical illumination.
[[File:Picture2.png|border|500x500px]]


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.
[[File:Building 2.png|alt=|500x500px]]
 
 
[[File:Picture4.jpg|500x500px]]


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


[[File:P1 1.jpg]]


<br />
<br />

Latest revision as of 10:49, 21 January 2021

Author:

Dr. Shima Rezaei Rashnoodi + Prof Dr. Marnix S. van Gisbergen

Mexico (Monterrey) and The Netherlands (Breda), 2019-2021

www.beingthere.place
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 Small Group
Scope Larger group.png Small Group
Scope Crowd.png Crowd
Scope Pre-defined.png Pre-Defined
Empty.png
Empty.png Empty.png Empty.png


“Imagine a place filled with important stories that are hard to tell. A place that embodies the collective experience of refugee and migrant women during their temporary stay in Mexico. A place that although is open to the public, is being avoided and remains invisible. This limits possibilities to improve the temporary stay and the connection with the host community. But what if there was a means to experience these stories without the barrier of a physical presence? “


This project addresses the challenges on the growing number of refugee and migrant women (70% are women and children). We created and will create a Virtual Reality Museum using Unity, in which you stand in the shoes of migrant/refugee women and experience their stories/perceptions of home living temporarily in a settlement. The experience was built through participatory design approaches investigating the value of VR. The VR museum includes interactions revealing stories of migration and home and will be experienced in two ways: experiencing the current space (reflection of reality on how the center looks like) and, the ideal space: which reveals how the center can be improved receiving support (donations) from the community. Hence, we raise awareness and empathy about the importance (and feasibility) of transforming settlements from functional spaces into spaces that feel like home. Through this experience, we draw attention to the importance of emotional wellbeing of migrant/ refugee women by sharing their perceptions of home, using VR to engage them with the host community as active members

Picture1.jpg

Picture2.png


Picture4.jpg