195,091 research outputs found
Interaction and architectural space
For many in the field of HCI, location and space are synonymous; yet, as we move from the mobile era to the ubiquitous era, computing becomes entangled with notions of space. This workshop critically examines the role of space in human-computer interfaces. The objective is to bring together diverse perspectives of space, drawing from architecture, philosophy, art, geography, design, dance, spatial-cognition, mathematics, computing, and still other domains, towards foregrounding space in theoretical discussions and explorations within the CHI community. Expected outcomes are the reporting of fresh insights into the impact and role of space in the interaction process
Mixed Reality Architecture: a dynamic architectural topology
Architecture can be shown to structure patterns of co-presence and in turn to be
structured itself by the rules and norms of the society present within it. This two-way
relationship exists in a surprisingly stable framework, as fundamental changes to
buildings are slow and costly. At the same time, change within organisations is
increasingly rapid and buildings are used to accommodate some of that change. This
adaptation can be supported by the use of telecommunication technologies, overcoming
the need for co-presence during social interaction. However, often this results in a loss
of accountability or âcivic legibilityâ, as the link between physical location and social
activity is broken. In response to these considerations, Mixed Reality Architecture
(MRA) was developed. MRA links multiple physical spaces across a shared 3D virtual
world. We report on the design of MRA, including the key concept of the Mixed Reality
Architectural Cell, a novel architectural interface between architectural spaces that are
remote to each other. An in-depth study lasting one year and involving six office-based
MRACells, used video recordings, the analysis of event logs, diaries and an interview
survey. This produced a series of ethnographic vignettes describing social interaction
within MRA in detail. In this paper we concentrate on the topological properties of MRA.
It can be shown that the dynamic topology of MRA and social interaction taking place
within it are fundamentally intertwined. We discuss how topological adjacencies across
virtual space change the integration of the architectural spaces that MRA is installed in.
We further reflect on how the placement of MRA technology in different parts of an
office space (deep or shallow) impacts on the nature of that particular space. Both the
above can be shown to influence movement through the building and social interaction
taking place within it. These findings are directly relevant to new buildings that need to
be designed to accommodate organisational change in future but also to existing
building stock that might be very hard to adapt. We are currently expanding the system
to new sites and are planning changes to the infrastructure of MRA as well as its
interactional interface
Measuring environments for public displays: a Space Syntax approach
This paper reports on an on-going project, which is investigating the role that location plays in the visibility of information presented on a public display. Spatial measures are presented, derived from the architectural theory of Space Syntax. These are shown to relate to the memorability of words and images presented on different displays. Results show a complex pattern of interactions between the size and shape of spaces in which displays are situated and the memorability of different types of representations depicted. This approach offers a new way to consider the role of space in guiding and constraining interaction in real settings: a growing concern within HCI and Ubicomp
ARCHITECTURAL COMPETITIONS FOR CARE AND CAREGIVING
This article will discuss architecture and architectural competitions that are related to ageing populations in modern welfare societies. The emphasis lies on the need for new buildings for care and caregiving. The realization of these buildings demonstrates beliefs and notions about the appropriate interaction between the human being and architectural space for the senior segment of the population. Architecture for residential care homes organizes space around individual and collective life stories, which evolve in private zones and in communal space for dining and socializing
"Third places" and social interaction in deprived neighbourhoods in Great Britain
This paper explores social interaction in local âpublicâ social spaces such as local shops, pubs, cafĂ©s, and community centres in deprived neighbourhoods. More specifically, it examines the importance, role and function of these places, which have been described by Oldenberg and Brissett (Qual Sociol 5(4):265â284, 1982), Oldenburg (Urban design reader. Architectural Place, Oxford, 2007) as being âthird placesâ of social interaction after the home (first) and workplace (second). It does so by drawing on data gleaned from in-depth interviews with 180 residents in six deprived areas neighbourhoods across Great Britain, conducted as part of a study of the links between poverty and place funded by the Joseph Rowntree Foundation. The paper notes that local third places are an important medium for social interaction in these areas, although their importance appears to vary by population group. It notes that shops appear to be a particularly important social space. It also identifies some of the barriers to social interaction within third places and concludes by highlighting some of the key implications for policy to emerge from the research
Dreamt Spaces
Beyond a mere interdisciplinary relationship, the symbiosis of cinema, body and architecture
conveys an illusion: showing a dreamt architecture.
The vision of architecture through a cinematographic filter facilitates infinite possibilities, from
creating habitability conditions in impossible spaces to endowing architecture with
unimaginable attributes.
Aspects such as movement or dematerialization, in principle far from classic architectural
values, have a familiar ring due to experiences gained in cinema.
Likewise, in recent decades architecture has dared to carry out spatial experiments whose only
objective is experimentation on the interrelation between body and space. Despite the
importance of this question to the perception of certain architecture, during many years
architects absented themselves from this field of experimentation. In the majority of the cases,
as mere spectators, they limited themselves exclusively to observe the proposals of some
artists and film-makers who transformed space just in another plastic material.
Many of these proposals of "space alteration" were left in the dust, however, some of them
established a basis for certain events to come which would change forever the traditional ways
of understanding space.
This new perception emerging from cinematic images poses new processes of connectivity
between body and space, as we may observe in some of the works of the US Americans Diller
& Scofidio, intimately related to new technologies. Others, like Philippe Rahm, focus on the
fusion of biological and sensorial aspects of life forms in determinate spaces. Some like the
Fabric team propose a deliberate alteration of perceiving the interior-exterior interaction of
habitable spaces by means of addition and fusion.
None of the above is science fiction, but we can elaborate a new architectural map with clear
cinematographic references
"Third places" and social interaction in deprived neighbourhoods in Great Britain
This paper explores social interaction in local âpublicâ social spaces such as local shops, pubs, cafĂ©s, and community centres in deprived neighbourhoods. More specifically, it examines the importance, role and function of these places, which have been described by Oldenberg and Brissett (Qual Sociol 5(4):265â284, 1982), Oldenburg (Urban design reader. Architectural Place, Oxford, 2007) as being âthird placesâ of social interaction after the home (first) and workplace (second). It does so by drawing on data gleaned from in-depth interviews with 180 residents in six deprived areas neighbourhoods across Great Britain, conducted as part of a study of the links between poverty and place funded by the Joseph Rowntree Foundation. The paper notes that local third places are an important medium for social interaction in these areas, although their importance appears to vary by population group. It notes that shops appear to be a particularly important social space. It also identifies some of the barriers to social interaction within third places and concludes by highlighting some of the key implications for policy to emerge from the research
Multiscalar Digital Twin. Step Representation towards Urban Multiverse
In this paper we describe the representation of the environment where the interaction between user and digital models in architectural and urban settings in the design, construction and subsequent maintenance phases. The purpose lies in establishing scenarios for an evolution of the concept of the space of user-model interaction in a fully virtual digital space containing both. The paper lists the main limitations of current tools related to the fruition of models in the field of construction or urban data reading, with a curious look at immersive reality environments, more developed towards gaming or other realities where it is the representation of the space that becomes the means for interaction with objects. To do this, the paper is divided into 3 parts in which concise graphic diagrams indicate quick summaries: analysis and schematization of the user/architectural model or user/urban model relationship with a brief repertoire of modalities and possible augmented technologies; analysis of the main interaction environments comprising users and objects where the representation of space plays a key role in the development of actions; opportunities in the field for the representation of new in-teraction spaces, limitations and levers for its growth, and methodologies necessary for its fulfillmen
An Artificial Life Approach to Configuring Architectural Space
This paper presents a method of configuring architectural space that articulates
the coupling of an organism with its environment; expressing the spatiality of
unfolding engagement in the world. The premise is that space is a consequence of
cohesion, effected through constraints and processes of enaction. An Artificial
Life model is presented as an analogue of a bottom-up approach to architectural
design that takes into account that we as organisms interact with our ever present
changing environment and redefine our spatial domain depending on our sensory
interaction with said environment
Sound Aesthetic: A Form of Narrative
This research presents an exploration into a novel design methodology that incorporates architecture, multimedia, and interactive digital technologies to create an immersive experience that encourages a spatial and sensorial discourse between user and their built environment. This immersive design method creates a continuous narrative that allows a multi-directional interaction between the two. This interaction creates a âsoundâ architectural aesthetic that changes the experience of space. The target of the interaction between user and space is the five human senses resulting in an immersive aesthetic. In order to illustrate this immersive aesthetic, five architectural prototypes were created using an assorted design workflow of parametric programming environment and interactive prototyping platform. This workflow is employed for the creation of five prototypes used for the simulation that has user interaction as an input and formal geometries as an output. These five prototypes target various human senses in order to enhance the immersive aesthetic. Each protoype is evaluated according to individual prototypeâs ability to stimulate userâs senses. Finally, future research based on the outcomes of this research is suggested
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