Difference between revisions of "Rethinking Urban Design in the digital era"

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<h3>Höweler + yoon architecture</h3>
<h3>Anastasia Kyriakopoulou</h3>
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<h4>Boston, usa, 2014
<h4>Athens, Greece, 2019
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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.
The project “Rethinking urban design in the digital era”, takes into consideration the theoretical framework regarding new technologies and their impact in everyday life. The main goal is to create a holistic design framework that guarantees the successful combination of all aspects of everyday life, in order to produce an informative, useful, and symbolically rich outcome. It aims at empowering people through bridging the digital gap, allowing them to become “makers” of the collective spaces, redefining the sense of public/urban space, and so to use digital media creatively, and not only as consumers. This study aims to explore gaming and narrative as tools of collective design. Moreover, since the majority of our everyday actions are taking place through cyberspace in one form or another, the proposed platform utilizes new technologies in order to reinvent public space bridging culture and virtual space.
 
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.
 
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.
Through the development of a tool consisting of three key innovative elements: (a) development of a platform that allows real- time interaction between users, (b) this platform will operate not only as a game but will also create teams of people who are interested in making changes in the existing public space, (c) instructions on how to manufacture the urban equipment in a library of assets . These elements will facilitate the implementation of gaming as a tool in architectural research, but also will strengthen  the maker movement. Incorporating the aforementioned elements, the presented research aims to provide a bridge between the virtual and the real world. In order to accomplish that goal a 3D-immersive role-playing game is to be created that will augment the process of storytelling and enrich the collective memory through gaming.In this context, users are able to pick a point of interest in the map and then they can enter a 3D platform similar to a video game. Logging in into the platform users can create a character and walk around an existing public space of their choice. The virtual environment acts as a tool of augmentation of the experiences in the process.  


When the swings are not moving, they emit soft White light, thanks to the energy collected during the day.
The simulation includes factors as, different environmental conditions or the amount of people using the place, as well as a variety of activities. In that way they can enrich their experience of public space, change perspectives and help them identify and/or create different objects that are useful or the place lacks.  


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 different teams are responsible for the public spaces that are willing to redesign. In that way a first layer of information is being collected. The problems or the preferences are being specified by the players. At the next stage, the proposals are being saved as a project in the platform, and other have the option to “live” in it and provide feedback or even interventions. Moreover, by working together citizens are getting used to the idea of collaboration. It is really important to mention at this point that through the research the goal is not limited only on the familiarization with new technologies but also aims to cultivate a new pedagogy on how people co-inhabit, co-create and experience together urban space in the era of information.  


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
Afterwards, the players are getting together and create larger teams. The different teams are responsible for the public spaces that are willing to redesign. The groups responsible for each place are being verified as a “registered” team and then they are able to share responsibilities in order to start designing and even fabricate their proposals not in virtual environment but in the existing space. In that way users of public space can communicate their needs to architects through gaming


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[[File:P1 Main.jpg]]


[[File:P1 1.jpg]]


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Revision as of 12:08, 13 October 2020

Author:

Anastasia Kyriakopoulou

Athens, Greece, 2019

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



The project “Rethinking urban design in the digital era”, takes into consideration the theoretical framework regarding new technologies and their impact in everyday life. The main goal is to create a holistic design framework that guarantees the successful combination of all aspects of everyday life, in order to produce an informative, useful, and symbolically rich outcome. It aims at empowering people through bridging the digital gap, allowing them to become “makers” of the collective spaces, redefining the sense of public/urban space, and so to use digital media creatively, and not only as consumers. This study aims to explore gaming and narrative as tools of collective design. Moreover, since the majority of our everyday actions are taking place through cyberspace in one form or another, the proposed platform utilizes new technologies in order to reinvent public space bridging culture and virtual space.

Through the development of a tool consisting of three key innovative elements: (a) development of a platform that allows real- time interaction between users, (b) this platform will operate not only as a game but will also create teams of people who are interested in making changes in the existing public space, (c) instructions on how to manufacture the urban equipment in a library of assets . These elements will facilitate the implementation of gaming as a tool in architectural research, but also will strengthen  the maker movement. Incorporating the aforementioned elements, the presented research aims to provide a bridge between the virtual and the real world. In order to accomplish that goal a 3D-immersive role-playing game is to be created that will augment the process of storytelling and enrich the collective memory through gaming.In this context, users are able to pick a point of interest in the map and then they can enter a 3D platform similar to a video game. Logging in into the platform users can create a character and walk around an existing public space of their choice. The virtual environment acts as a tool of augmentation of the experiences in the process.

The simulation includes factors as, different environmental conditions or the amount of people using the place, as well as a variety of activities. In that way they can enrich their experience of public space, change perspectives and help them identify and/or create different objects that are useful or the place lacks.

The different teams are responsible for the public spaces that are willing to redesign. In that way a first layer of information is being collected. The problems or the preferences are being specified by the players. At the next stage, the proposals are being saved as a project in the platform, and other have the option to “live” in it and provide feedback or even interventions. Moreover, by working together citizens are getting used to the idea of collaboration. It is really important to mention at this point that through the research the goal is not limited only on the familiarization with new technologies but also aims to cultivate a new pedagogy on how people co-inhabit, co-create and experience together urban space in the era of information.

Afterwards, the players are getting together and create larger teams. The different teams are responsible for the public spaces that are willing to redesign. The groups responsible for each place are being verified as a “registered” team and then they are able to share responsibilities in order to start designing and even fabricate their proposals not in virtual environment but in the existing space. In that way users of public space can communicate their needs to architects through gaming