Difference between revisions of "Superlupa"

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[[Category:Test]]
[[Category:Project]]
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<h2>Author:</h2>
<h2>Author:</h2>
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<h3>Höweler + yoon architecture</h3>
<h3>ajla Aldah + Ren Jiale  (IAAC)</h3>
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| colspan="2" |
| colspan="2" |
<h4>Boston, usa, 2014
<h4>Barcelona, spain, 2018
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| colspan="2" |http://www.howeleryoon.com/work/48/swing-time
| colspan="2" |http://www.iaacblog.com/programs/superlupa/
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{{GAME
{{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.


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.
<br />
SuperLupa is an educational, self-guided game and an indirect participatory design tool that encourages urban exploration of the neighborhood by having markers distributed in different locations for kids to seek and find. Using these markers children are able to unlock chapters of the game and each chapter has a different lesson about the public space and what it contains.


Swing Time uses solar energy harvested from a series of photovoltaic cells that translate UV rays into electrical illumination.
The interface works as a magnifying glass where kids can use the phone to move closer and examine the mixed reality objects to further explore and learn. The chapter we developed using Unity was the Tree Chapter which teaches children about biodiversity and how trees are home to different species such as birds, bees, and even microorganisms that cannot be seen by the naked eye.


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.
The next chapter to be further explored would be food production where kids can learn the types of crops that can and cannot grow in Barcelona by dragging different kinds into the screen and watching its growth process.


Moreover, accelerometers installed within each swing directly respond to the acceleration forces and tilt exerted by users.
From testing out the game in the Superilla, we managed to verify that it can be considered as a multiplayer game since kids were always playing in groups and teaching each other every new discovery they made.


When the swings are not moving, they emit soft White light, thanks to the energy collected during the day.
How can the data extracted transform public space?


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.
Location, age, time, interest and level assessment are the five main categories of data generated directly by the game. By cross-referencing these different categories and overlaying them over existing data such as current land-use, decisions makers can be able to:


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
*Identify hot-spots and deserted areas in the neighborhood
*Understand where kids of certain age gather and why
*Understand when kids use the public space and why
*Distinguish which chapters kids seek and find more interesting and how much time they spend on each chapter
*Identify kids levels and reaction to challenges


<br />
Urban interventions such as reactivating deserted areas, introducing temporary events that are more targeted towards different age groups according to their location and interests, creating outdoor learning spaces and others are examples of how SuperLupa can influence the future of the urban planning process.
[[File:P1 Main.jpg]]
 
[[File:Superlupa 1.png|500x500px]]
 
[[File:Superlupa 2.png|500x500px]]


[[File:P1 1.jpg]]
[[File:Superlupa 3.png|500x500px]]


<br />
[[File:Superlupa 4.jpeg|750x750px]]

Latest revision as of 11:43, 10 November 2020

Author:

ajla Aldah + Ren Jiale (IAAC)

Barcelona, spain, 2018

http://www.iaacblog.com/programs/superlupa/
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





SuperLupa is an educational, self-guided game and an indirect participatory design tool that encourages urban exploration of the neighborhood by having markers distributed in different locations for kids to seek and find. Using these markers children are able to unlock chapters of the game and each chapter has a different lesson about the public space and what it contains.

The interface works as a magnifying glass where kids can use the phone to move closer and examine the mixed reality objects to further explore and learn. The chapter we developed using Unity was the Tree Chapter which teaches children about biodiversity and how trees are home to different species such as birds, bees, and even microorganisms that cannot be seen by the naked eye.

The next chapter to be further explored would be food production where kids can learn the types of crops that can and cannot grow in Barcelona by dragging different kinds into the screen and watching its growth process.

From testing out the game in the Superilla, we managed to verify that it can be considered as a multiplayer game since kids were always playing in groups and teaching each other every new discovery they made.

How can the data extracted transform public space?

Location, age, time, interest and level assessment are the five main categories of data generated directly by the game. By cross-referencing these different categories and overlaying them over existing data such as current land-use, decisions makers can be able to:

  • Identify hot-spots and deserted areas in the neighborhood
  • Understand where kids of certain age gather and why
  • Understand when kids use the public space and why
  • Distinguish which chapters kids seek and find more interesting and how much time they spend on each chapter
  • Identify kids levels and reaction to challenges

Urban interventions such as reactivating deserted areas, introducing temporary events that are more targeted towards different age groups according to their location and interests, creating outdoor learning spaces and others are examples of how SuperLupa can influence the future of the urban planning process.

Superlupa 1.png

Superlupa 2.png

Superlupa 3.png

Superlupa 4.jpeg