308,307 research outputs found

    Architecture Design Development of e-Learning for Primary School Learning in Madiun City

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    Learning quality can be improved by utilizing technology and digital media in teaching and learning. Based on a survey conducted in 2021 at 33 elementary schools in Madiun City, most teachers still use WhatsApp Group media in delivering material. However, schools with good technological facilities can better understand technology for teachers and students. This research is downstream from previous research that recommended the development of LMS-based e-learning in elementary schools in Madiun City. The importance of good management in documenting the teaching and learning process can be used as monitoring and evaluation material to improve the quality of learning. Data collection in this study was carried out by direct observation at SDN 01 and SDN 03 Manisrejo Madiun City, as well as surveys conducted at 33 elementary schools in the Madiun City Education Office. The results of this research are internal and external condition analysis, business process analysis, Data, and Information architecture design, application architecture design, technology architecture design, and people architecture design which can be used as Pecel-AE application development framework documents.Learning quality can be improved by utilizing technology and digital media in teaching and learning. Based on a survey conducted in 2021 at 33 elementary schools in Madiun City, most teachers still use WhatsApp Group media in delivering material. However, schools with good technological facilities can better understand technology for teachers and students. This research is downstream from previous research that recommended the development of LMS-based e-learning in elementary schools in Madiun City. The importance of good management in documenting the teaching and learning process can be used as monitoring and evaluation material to improve the quality of learning. Data collection in this study was carried out by direct observation at SDN 01 and SDN 03 Manisrejo Madiun City, as well as surveys conducted at 33 elementary schools in the Madiun City Education Office. The results of this research are internal and external condition analysis, business process analysis, Data, and Information architecture design, application architecture design, technology architecture design, and people architecture design which can be used as Pecel-AE application development framework documents

    Media architecture and sustainable environment

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    Being the integral part of a building, street or infrastructure, media contents shape the appearance of modern cities and affect the way their inhabitants act. The objective of this paper is to analyze the forms of communication that make the media contents useful. The communication between mediafacades and their environment is achieved by applying various sources of artificial light and mechanical systems. There are numerous advantages regarding media facades and their impact on certain buildings, city areas and regions. However, these façades are regarded to be the result of great technological achievements in the field of architecture and other spheres; therefore, certain problems are inevitably come across. This paper deals with the challenges in the media architecture and its interaction with cities and people as well as the users of media objects. Sustainability, visual and light comfort, visual and light pollution in cities, exaggerated importance ascribed to the perception of information technologies and architectural marketing focused on ’healthy life in cities’ are some of the topics included in this paper. One of the significant aspects that is to be considered carefully is appropriate ’positioning’ of media contents within a city, since there is a potential problem of excessive application of media contents in urban environment. This paper explores the ways in which everyday functioning in a city (noise, street lights, etc.) can affect the audio-visual qualities of media facades. Also, this work presents the methods of integrating the principles of sustainable architecture in the field of media architecture. Whenever it is possible, the principle of energy efficiency should be included in media-architecture design of new structures and remodeling of some old structures. Environmentally-aware development and reductions in energy consumption are the most important goals to be achieved in the field of media façade designs, regarding the phases of construction and media structures

    Interactive and Media Architecture – From Social Encounters to City Planning Strategies

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    AbstractThe paper searches into the potential of media and interactive projects to support participation and generate social encounters in public spaces. Moreover, it proposes implementation of media and interactive projects into city planning processes. On the basis of theoretical approaches, case studies and interdisciplinary surveys the paper gives insight how interactive and media architecture can engage people in activities in urban spaces on many levels. It focuses on the art installations that with support of new technologies involve people to become co-creators of the art object, both directly in particular place of the city, as well as remotely, by means of mobile devices or internet. The impact of such participation may affect not only a clearly delimited place, but can be used to create connecting paths or change the perception and identity of the whole areas. The fundamental objectives of city planning programs are closely related – the goal of many urban renewal strategies is to establish creative connections between dispersed fragments of the city and stimulate the presence of people on the streets. This convergence of goals allows to perceive new interactive and media technologies as a new architectural tool that could be incorporated into the city planning processes. Indeed, interactive and media architecture conceived as temporary ‘micro-interventions’ can take a role of pilot projects to change the image of places intended for future transformation or applied for site-data analysis and collecting opinions making the whole process more creative and participatory. However, there is still a need for developing procedures allowing for more effective integration of media and interactive projects with the urban planning operational schemes

    City Sets – Narrating Visual Urban Identities

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    City Sets - Visual Urban Identities was a workshop and a seminar arranged for post-graduate students in graphic design, new media, photography and architecture in November 2010. The aim was to research and discuss designs, artifacts and visual narratives embedded in an urban environment. Photo-observation, video recording and interviews were used to collect pictorial material and to investigate modes of visualizing information, identities, promotion and narratives in cities. City Sets is a metaphor that refers to cities as stages where passers-by are seen as actors. Architecture in an urban environment tells history and frames places, which can be seen as stages for various scenes and encounters to come about. Advertising and signage as city sets influence the appearance of a place, although their functions are information and promotion. Arts on streets have developed new modes for participation questioning the restrictions and rights to use public space. Anthropologists have used photography and filming for documentation since 1800s and photo-observation is associated with ethnography. For artists and designers it is a method to explore and observe the world and collect material to create new artworks. In City Sets project these two aspects were combined. In collaborative fieldwork the students documented urban scenes and collected material, which they developed further and created multi-linear visual narratives. The material was arranged and presented online by the City Sets Multilinear media player application designed for the project. The paper presents the workshop model as a visual method applicable for research and for media design

    Iconic architecture through the lens of Instagram: the case studies of the Guggenheim Museum, Bilbao and the Dongdaemun Design Plaza, Seoul

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    Architecture has played an enormous role in the branding of cities, initially through cultural institutions such as museums, which have become the preferred platform for the expression of iconic architecture to boost the image of a city’s modernity and economic prosperity, and to express its civic pride. In recent years the seemingly endless potential of social media has allowed the consumption of architecture to surpass the boundaries of space and time. The instant image sharing and dissemination of Instagrammably photogenic iconic architecture has made the notion of ‘iconicity’ more questionable than it might have been before the social media era. This research aims to explore the manner in which contemporary iconic architecture is represented in social media, with a specific focus on the manner in which such architectural imagery moulds ‘iconicity’ in architecture; in doing so, it investigates the ways in which city image is incorporated into the social imagery of architecture. Using the two case studies of Frank Ghery’s Guggenheim Museum in Bilbao and Zaha Hadid’s Dongdaemun Design Plaza and Park in Seoul, the thesis scrutinises user-generated photographic images and accompanying textual descriptions, which were downloaded from Instagram. The empirical work involves a two-part multi-method approach combining visual content analysis and discourse analysis, using an adaptation of Panofsky’s Iconology, which was borrowed from art history. A general picture of the representational practices of Instagram images was gained through content analysis; this is followed by qualitative readings of individual images using Panofsky’s iconographic-iconological method. The results demonstrate that there are key elements that convey architectural iconicity in Instagram images. These include: (a) the heightened aesthetics of image-taking through the maximisation of aesthetic value in the portrayal of a building; (b) verbal texts alongside an image, which deliver information on the building; and (c) geographic associations through geo-tagging and hashtagging, and textual components, such as a caption and comments. The findings further indicate that, given that a majority of images are depicted in relation to architectural context, this context, in other words, the place in which a building is situated, is essential for the reception and perception of iconicity in the building. The present study is cross-disciplinary in nature, which serves as an important contribution to academic research into place branding by bringing together architecture, city branding, and social media. This is the first time that the Panofsky model of iconology has been applied to the field of place branding

    OÍDA OUK EIDÓS

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    Ralf Hennig is a PhD-candidate at the chair of Theory and History of Modern Architecture at the Bauhaus-University Weimar. His prior research interests are focused on historical and current interaction between media, architecture and the city as well as the influence of the alliance of these entities on traditional principles of dwelling. In 2004-2005 he was responsible for the conception and constitution of the postgraduate Master’s degree programme MediaArchitecture at the Bauhaus-University Weimar. In 2007-2008 he worked there as a scientific associate at the chair of Sociology of Globalisation, involved in various activities such as the research project MEDIACITY

    Controversing Datafication through Media Architectures

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    In this chapter, we discuss a speculative and participatory “media architecture” installation that engages people with the potential impacts of data through speculative future images of the datafied city. The installation was originally conceived as a physical combination of digital media technologies and architectural form—a “media architecture”—that was to be situated in a particular urban setting. Due to the COVID-19 pandemic, however, it was produced and tested for an online workshop. It is centered on “design frictions” (Forlano and Mathew, 2014) and processes of controversing (Baibarac-Duignan and de Lange, 2021). Instead of smoothing out tensions through “neutral” data visualizations, controversing centers on opening avenues for meaningful participation around frictions and controversies that arise from the datafication of urban life. The installation represents an instance of how processes of controversing may unfold through digital interfaces. Here, we explore its performative potential to “interface” abstract dimensions of datafication, “translate” them into collective issues of concern, and spark imagination around (un)desirable datafied urban futures

    Urban Games: Convergence of physical and virtual

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    Redefining the city as interactive media can reveal new possibilities for architects and designers. Today, designers must augment architecture and urbanism by incorporating new aspects of virtual habitation. This paper investigates contemporary attitudes toward digital public spaces, from media facades, augmented reality games, and mobile apps to guerrilla-like techniques such as tactical media, activist gaming, and electronic civil disobedience. It looks at these notions as renewed forms of public participation that build upon the past analog models. It touches on the relationship between ownership and authorship of the public realm, and the role design, art, and technology play in this balance. Ubiquitous technologies, democratization of access to and means of creative production, and virtualization of physicality allow for broader participation in cultural authorship and ownership, an opportunity that may not be fully realized if not embraced effectively. In this redefined image of the city, online and mobile games become important contributor to genius loci and emerging social networks. Furthermore, this paper discusses the mutually-informing relationship between the imaginary (virtual) and the real (physical). It presents the city as a virtual construct modulated by pervasive and ubiquitous computing, social networking, and (geo)location-based participatory events such as augmented reality (AR) gaming. In the perceptual dimension, video games, such as Grand Auto Theft, Mirror's Edge, or Assassins' Creed, are becoming potent advocates or adversaries of traditional image (notion) of the city. The combination of purely virtual reality (VR) game cities and augmented reality (AR), information-laced and geo-located environments transforms our expectations towards urban landscapes. This paper investigates the following aspects of augmented urbanisms: the virtual city of computer games and movie narratives, the physical city overlaid with virtual information accessible via augmented reality browsers and electronic social networks. It also looks into how these new electronic agents facilitate an unconventional use of the city

    Rethinking Ephemeral Architecture. Advanced Geometry for Citizen-Managed Spaces

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    In recent years there have been a high amount of citizen initiatives that address the complex problems of the contemporary city. There are empty or disused spaces that have been reused for urban gardens, for social use, to encourage integration and civic activities activation, etc. Traditional architectural processes do not provide realistic solutions to these initiatives that, along with limited financial resources, have led to the emergence of architectures and self-constructed facilities, almost as an emergency mode, without necessary planning, media and constructive knowledge. The democratization of technology, thanks to laboratories of digital production, combined with knowledge of the properties of different surfaces through the CAD-CAM tools, offers new opportunities for the development of a lightweight, flexible and low impact architecture, very according to the needs of citizens' initiatives that naturally arise in our cities. The new existing scenario contemplates the figure of the architect, or engineer, not only as an agent of the market, but as a professional able to propose efficient solutions to problems from within, bringing their specific knowledge and serving as bridges between the new technological solutions and the challenges of society
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