6,386 research outputs found

    VR/Urban: spread.gun - design process and challenges in developing a shared encounter for media façades

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    Designing novel interaction concepts for urban environments is not only a technical challenge in terms of scale, safety, portability and deployment, but also a challenge of designing for social configurations and spatial settings. To outline what it takes to create a consistent and interactive experience in urban space, we describe the concept and multidisciplinary design process of VR/Urban's media intervention tool called Spread.gun, which was created for the Media Façade Festival 2008 in Berlin. Main design aims were the anticipation of urban space, situational system configuration and embodied interaction. This case study also reflects on the specific technical, organizational and infrastructural challenges encountered when developing media façade installations

    Emerging from the MIST: A Connector Tool for Supporting Programming by Non-programmers

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    Software development is an iterative process. As user re-quirements emerge software applications must be extended to support the new requirements. Typically, a programmer will add new code to an existing code base of an application to provide a new functionality. Previous research has shown that such extensions are easier when application logic is clearly separated from the user interface logic. Assuming that a programmer is already familiar with the existing code base, the task of writing the new code can be considered to be split into two sub-tasks: writing code for the application logic; that is, the actual functionality of the application; and writing code for the user interface that will expose the functionality to the end user. The goal of this research is to reduce the effort required to create a user interface once the application logic has been created, toward supporting scientists with minimal pro-gramming knowledge to be able to create and modify pro-grams. Using a Model View Controller based architecture, various model components which contain the application logic can be built and extended. The process of creating and extending the views (user interfaces) on these model components is simplified through the use of our Malleable Interactive Software Toolkit (MIST), a tool set an infrastructure intended to simplify the design and extension of dynamically reconfigurable interfaces. This paper focuses on one tool in the MIST suite, a connec-tor tool that enables the programmer to evolve the user interface as the application logic evolves by connecting related pieces of code together; either through simple drag-and-drop interactions or through the authoring of Python code. The connector tool exemplifies the types of tools in the MIST suite, which we expect will encourage collabora-tive development of applications by allowing users to inte-grate various components and minimizing the cost of de-veloping new user interfaces for the combined compo-nents

    VR/Urban: SMSlingshot

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    In this paper we describe the concept and design objectives of VR/Urban's media intervention tool SMSlingshot, which was presented at the Riga White Night Arts Festival 2009 for the first time

    Bodies Moving in Space: Ancient Mesoamerican Human Sculpture and Embodiment

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    Judith Butler’s proposal that embodiment is a process of repeated citation of precedents leads us to consider the experiential effects of Mesoamerican practices of ornamenting space with images of the human body. At Late Classic Maya Copán, life-size human sculptures were attached to residences, intimate settings in which body knowledge was produced and body practices institutionalized. Moving through the space of these house compounds, persons would have been insistently presented with measures of their bodily decorum. These insights are used to consider the possible effects on people of movement around Formative period Olmec human sculptures, which are not routinely recovered in such well-defined contexts as those of the much later Maya sites

    SMSlingshot a shared encounter in urban space

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    Interaction design is increasingly situated beyond the desktop and demands new approaches, if it is made for Urban Space. Public and semi-public spaces add new challenges in terms of interaction theory, technology and sociology. SMSlingshot is an interactive unban installation (also named a Shared Encounter) and research vehicle that helps to explore these new challenges

    Formalism and formalised theories of architecture: Robert Venturi and Roman mannerism and baroque

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    Modes of Interaction in Computational Architecture

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    This thesis is an enquiry into the importance and influence of interaction in architecture, the importance of which is observed through different modes of interaction occurring in various aspects of architectural discourse and practice. Interaction is primarily observed through the different use of software within architectural practice and in the construction of buildings, façades and systems. In turn, the kind of influences software has on architecture is one of the underlying questions of this thesis. Four qualities: Concept, Materiality, Digitization and Interactivity, are proposed as a theoretical base for the analysis and assessment of different aspects of computational architecture. These four qualities permeate and connect the diverse areas of research discussed, including architecture, cybernetics, computer science, interaction design and new media studies, which in combination provide the theoretical background. The modalities of computational architecture analysed here are, digital interior spaces, digitized design processes and communicational exterior environments. The analysis is conducted through case studies: The Fun Palace, Generator Project, Water Pavilion, Tower of Winds, Institute du Monde Arabe, The KPN building, Aegis Hyposurface, BIX Façade, Galleria Department Store, Dexia Tower, and also E:cue, Microstation, Auto-Cad, Rhino, Top Solid and GenerativeComponents software. These are important for discussion because they present different architectural concepts and thoughts about interactivity within architecture. The analytical processes used in the research distinguished and refined, eight modes of interaction: (1) interaction as a participatory process; (2) cybernetic mutualism; (3) thematic interaction; (4) human-computer interaction during architectural design production; (5) interaction during digital fabrication; (6) parametric interaction; (7) kinetic interaction with dynamic architectural forms; and (8) interaction with façades. Out of these, cybernetic mutualism is the mode of interaction proposed by this thesis

    Is this really a police station? Police department exteriors and judgments of authority, professionalism, and approachability.

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    This study examined the relationship between exteriors of police department facilities and participants’ ratings of the buildings’ authority, professionalism, and approachability. After a pilot study, research was conducted with 122 participants who were undergraduate students from a small, liberal arts college in the Northeast. On each of three characteristics (authority, professionalism, and approachability), participants rated 16 color images of police departments located in the United States. The façade ratings for each characteristic were then categorized into factors through factor analyses. There were three factors for authority (Ineffectual, Strong, and Outdated); three for professionalism (Unskilled, Non-traditional, and Governmental); and four for approachability (Uninviting, Accessible, Public, and Impenetrable). The results were compared to participants’ scores on the Right-Wing Authoritarianism Scale (Altemeyer, 1981) and the Social Dominance Orientation scale (Sidanius & Pratto, 1999). Although the primary goal for the study was to determine whether there are consistent responses to police department exteriors, it was hypothesized that the façade ratings would relate to the authoritarianism ratings, with more authoritarian people expected to rate the façades higher in authority. Although this hypothesis was not supported, significant findings were related to gender. Applications to architectural design are discussed

    DIY media architecture: open and participatory approaches to community engagement

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    Media architecture’s combination of the digital and the physical can trigger, enhance, and amplify urban experiences. In this paper, we examine how to bring about and foster more open and participatory approaches to engage communities through media architecture by identifying novel ways to put some of the creative process into the hands of laypeople. We review technical, spatial, and social aspects of DIY phenomena with a view to better understand maker cultures, communities, and practices. We synthesise our findings and ask if and how media architects as a community of practice can encourage the ‘open-sourcing’ of information and tools allowing laypeople to not only participate but become active instigators of change in their own right. We argue that enabling true DIY practices in media architecture may increase citizen control. Seeking design strategies that foster DIY approaches, we propose five areas for further work and investigation. The paper begs many questions indicating ample room for further research into DIY Media Architecture
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