4,679 research outputs found

    When Windmills Turn Into Giants: The Conundrum of Virtual Places

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    While many papers may claim that virtual environments have much to gain from architectural and urban planning theory, few seem to specify in any verifiable or falsifiable way, how notions of place and interaction are best combined and developed for specific needs. The following is an attempt to summarize a theory of place for virtual environments and explain both the shortcomings and the advantages of this theory

    Urban palimpsest: re-placing memory in war torn city Dresden

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    Urban landscapes can be envisaged as a palimpsest of historical layers, some of which have disappeared while others remain active in constituting contemporary identities. Yet memory is tricky and one’s memory can be false, distorted or erased consciously or unconsciously from brain. Like history, some memories can be lost, while others others might be retained and continue to influence the present. This thesis explores memory as active construction. Construction and reconstruction are ongoing and as layered and nuanced as the history itself. Moreover, memory is both personal and collective. It is shared, appropriated, and reassigned depending on whose personal filter is determining value or elimination. The thesis uses the idea of palimpsest, a term suggesting the wearing away of a surface to expose previous realities and presences in a collage of focus, diffusion, collision and superimposition. By engaging the new media Augmented Reality (AR), the shield of the present and the individual can be dropped long enough to allow history and memory to accumulate, interact and shared beyond, the single viewer and moment of physical encounter

    A Seeing Place – Connecting Physical and Virtual Spaces

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    In the experience and design of spaces today, we meet both reality and virtuality. But how is the relation between real and virtual construed? How can we as researchers and designers contribute to resolving the physical-virtual divide regarding spaces? This thesis explores the relations between the physical and the virtual and investigates ways of connecting physical and virtual space, both in theory and practice.\ua0The basic concepts of the thesis are Space, Place, and Stage. The central idea is that the stage is a strong conceptual metaphor that has the capacity to work as a unifying concept relating physical and virtual spaces and forming a place for attention, agreements, and experience – A Seeing Place. The concept of seeing place comes from the Greek word theatre, meaning a “place for seeing”, both in the sense of looking at and understanding.\ua0In certain situations, the relations between physical and virtual spaces become important for users’ experience and understanding of these situations. This thesis presents seven cases of physical-virtual spaces, in the field of architectural and exhibition design. The method of these studies is research by design. The discussion then focuses on how each setting works as a stage, and how conceptual metaphors can contribute to the connection between physical and virtual spaces.\ua0Building upon the explorations and experiments in different domains, the thesis contains a collection of seven papers concerning the relations between physical and virtual space in different contexts outside the world of theatre. These papers range from more technical about Virtual Reality (design of networked collaborative spaces) to more conceptual about staging (methods in interaction design) and virtual space (using a transdisciplinary approach).\ua0The results of those studies suggest that the Stage metaphor of a physical-virtual space can contribute to the elucidating of relations between physical and virtual spaces in number of ways. Conceptually, the stage metaphor links together the semiotic and the hermeneutic views of space and place. And, from a practice-based perspective, A Seeing Place view opens up the way to creating contemporary spaces and resolving the physical-virtual divide
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