{"title":"Computationally-Enhanced Ecologies, Organisms, and Parasites. Speculative Explorations of Symbiotic Oscillations","authors":"S. Didakis","doi":"10.1145/3284389.3284496","DOIUrl":"https://doi.org/10.1145/3284389.3284496","url":null,"abstract":"This paper presents theoretical and practical research related to computationally-enhanced environments, analysing speculative explorations of media technologies that extend our understanding on alternative modes of architectural realities. An analysis is made concerning this transformation of interior spaces that realise immaterial dimensions and hidden layers of information, demonstrating strategies for computationally-enhanced ecologies that become an essential organism of the functions and aesthetics of space. The case studies presented in this work attempt to focus on how technological development and cutting-edge media practices are utilized to create objects and systems within the physical space for augmenting and amplifying creative processes, and exploring not only new and novel applications, but rather redefine behavior, thought-process, context, and symbiosis.","PeriodicalId":400834,"journal":{"name":"Proceedings of the 4th Media Architecture Biennale Conference","volume":"308 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-11-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123327948","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Depraved Urban Scapes: Inhabiting Subnature in the Hybrid City","authors":"Vanessa Panagiotopoulou, Ziyi Yang, Xinyi Li","doi":"10.1145/3284389.3284488","DOIUrl":"https://doi.org/10.1145/3284389.3284488","url":null,"abstract":"The aim of this design report is to investigate, both on a theoretical and a practical context, ways of redefining and inverting the negative sense of contemporary depraved (de-pravus [Latin]: perverted, corrupted) urban spaces through the convergence of media in contemporary metropolitan centers. Gissen (2008) refers to those spaces as subnaturai, or as \"postindustrial urban spaces characterized by seemingly subhuman conditions of living\". This project consists in its core approach of transforming the relationship between architecture and pollution from \"one which architecture is wholly regarded as a means of separation from a noxious external environment to one of interaction\" (Gissen, 2010). The redefinition of urban toxicity in the media city can be detected in various scales, from the urban to the architectural and to the detailed material one. Data driven computational protocols of urban intervention, ubiquitous digital networks and algorithms digitilising natural laws, attempt to bridge the wide gap between these scales and generate self-adaptive and self-sustained structures according to the needs of the urban context within which they are developed. As a result, the intersection of digital and urban infrastructure, contributes in the configuration of a new spatial milieu depicting the core of the contemporary hybrid city, through rendering the space that we avoid inhabiting to the space that could potentially regenerate the city. Moreover, this inverted urban approach defines subnatural elements (Gissen, 2009), or the so-called \"anxious landscapes\" (Picon, 2000) of the urban centers not as a threat but as a dynamic element of potential design inspiration. The expected outcome is the establishment of a new urban aesthetic and a new way of perceiving space, while producing topological geometries that are configured under the adaptive and fluid interrelation developed between growth and form.","PeriodicalId":400834,"journal":{"name":"Proceedings of the 4th Media Architecture Biennale Conference","volume":"51 4","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-11-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"120850171","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Times Square in the Era of Post-truth Politics","authors":"Ecem Ergin, A. Schieck","doi":"10.1145/3284389.3284394","DOIUrl":"https://doi.org/10.1145/3284389.3284394","url":null,"abstract":"In the era of 'Post-truth Politics,' political and activist statements related to different regions on Earth started to appear on the big digital screens of Times Square, New York City. In this paper, we investigate this phenomenon and focus on the role of the screen content (semantics) and the screen material property (i.e. light) in conveying the message and construction of the notion of 'reality.' Four such examples are 'Free Balochistan,', '3 Billboards', 'Midnight Moment' and 'Call for Trump's Impeachment.' These four respective billboards are explored and ultimately outline how billboards may be used with different intentions. Although the examples we depict may not seem commercial, we suggest that they are still some form of advertising. To support this argument, we include the aspects which make Times Square spatially different from other similar public spaces. On our preliminary data collection and analysis of light measurements in Times Square, we found that during nighttime, the Square is occasionally brighter than daytime; seemingly the intensity of light during nighttime contributes to a change of time perception materially. We suggest that the amount of nighttime illumination in Times Square may contribute and augment the transmission of the messages contained within.","PeriodicalId":400834,"journal":{"name":"Proceedings of the 4th Media Architecture Biennale Conference","volume":"14 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-11-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131575223","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
J. V. Leeuwen, K. Hermans, A. Jylhä, A. J. Quanjer, Hanke Nijman
{"title":"Effectiveness of Virtual Reality in Participatory Urban Planning: A Case Study","authors":"J. V. Leeuwen, K. Hermans, A. Jylhä, A. J. Quanjer, Hanke Nijman","doi":"10.1145/3284389.3284491","DOIUrl":"https://doi.org/10.1145/3284389.3284491","url":null,"abstract":"In urban planning, 3D modeling and virtual reality (VR) provide new means for involving citizens in the planning process. For municipal government, it is essential to know how effective these means are, to justify investments. In this study, we present a case of using VR in a municipal process of civic participation concerning the redesign of a public park. The process included co-design activities and involved citizens in decision-making through a ballot, using 3D-rendered versions of competing designs. In co-design, 3D-modeling tools were instrumental in empowering citizens to negotiate design decisions, to discuss the quality of designs with experts, and to collectively take decisions. This paper demonstrates that, in a ballot on competing designs with 1302 citizens, VR headsets proved to be equally effective compared to other display technologies in informing citizens during decision making. The results of an additional, controlled experiment indicate that VR headsets provide higher engagement and more vivid memories than viewing the designs on non-immersive displays. By integrating research into a municipal process, we contribute evidence of cognitive and engagement effects of using 3D modeling and immersive VR technologies to empower citizens in participatory urban planning. The case described in the paper concerns a public park; a similar approach could be applied to the design of public installations including media architecture.","PeriodicalId":400834,"journal":{"name":"Proceedings of the 4th Media Architecture Biennale Conference","volume":"30 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-11-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123218056","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Critical Urban Futures Sensorium: Sound","authors":"Vera K. G. Fearns, A. Schmitt","doi":"10.1145/3284389.3303998","DOIUrl":"https://doi.org/10.1145/3284389.3303998","url":null,"abstract":"Media Architecture often focuses on creating solutions that trigger our visual sense. The perception we have about the urban environment is however influenced by factors that affect all our senses. In this full-day workshop we will focus on our auditory sense and explore future possibilities of sound and media architecture.","PeriodicalId":400834,"journal":{"name":"Proceedings of the 4th Media Architecture Biennale Conference","volume":"8 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-11-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121917836","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Designing Mobile Low-Resolution Media Architecture: Challenges, Opportunities and Goals","authors":"Marius Hoggenmueller, A. Wiethoff","doi":"10.1145/3284389.3304002","DOIUrl":"https://doi.org/10.1145/3284389.3304002","url":null,"abstract":"The fusion of digital media and the built environment is commonly summarized under the umbrella term Media Architecture, a field where we have conducted intensive academic research during the past eight years. To connect our research expertise towards new application areas we want to share approaches designing a highly aesthetic form of mobile Media Architecture visualized via Low-Resolution (low-res) lighting displays, we hereafter refer to as Mobile Low-Resolution Media Architecture (MLRMA) where we mainly focus on civic open data application areas. In this MAB 2018 workshop we will therefore outline how our previous research informs and connects to MLRMA and present a design tool led by a set of challenges to pave the road for further investigations.","PeriodicalId":400834,"journal":{"name":"Proceedings of the 4th Media Architecture Biennale Conference","volume":"73 1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-11-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116249671","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Creating Interactive Lighting Installations with the FLOKK Open Framework","authors":"Valentin Spiess, Guillaume Massol","doi":"10.1145/3284389.3303999","DOIUrl":"https://doi.org/10.1145/3284389.3303999","url":null,"abstract":"The authors will present the open FLOKK framework enabling designers, architects and media architecture enthusiasts to create interactive installations. The participants will be able to explore the system by developing a first application. The core value propositions of the solution are the graphical programming interface based on node-RED with a rich set of building blocks designed for media architecture applications and the open source hardware to design responsive installations. The cloud-based solution easily enables distributed systems. A smart sensor enables responsive adaption to the surroundings even with the use of AI.","PeriodicalId":400834,"journal":{"name":"Proceedings of the 4th Media Architecture Biennale Conference","volume":"29 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-11-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130965422","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"More-than-Human Media Architecture","authors":"M. Foth, G. Caldwell","doi":"10.1145/3284389.3284495","DOIUrl":"https://doi.org/10.1145/3284389.3284495","url":null,"abstract":"We consider some of the planetary conditions and global circumstances that both research and practice of media architecture are embedded within, such as climate change, pollution, resource consumption, and loss of biodiversity. While there has been a notable increase in emphasis on participation and engagement in design and use, with the aim to increase the involvement of diverse and often marginalised citizens, a human-centred approach to media architecture comes with its own set of problems. In this paper, we want to draw the attention of the media architecture community to the fallacy of human exceptionalism and anthropocentrism. We present a critical review of examples of media architecture projects and installations that question our understanding of urban space as separate from nature, and designed primarily for humans and just humans. Informed by studies in disciplines such as science and technology studies, critical geography, urban planning, and interaction design, we use insights derived from our review to discuss ways towards a more-than-human approach to media architecture. We conclude by proposing for discussion nascent design considerations for media architecture to go beyond the needs of just humans and to consider new ways to appreciate and cater for our broader ecological entanglements with plants, animals, and the environment at large.","PeriodicalId":400834,"journal":{"name":"Proceedings of the 4th Media Architecture Biennale Conference","volume":"5 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-11-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122131060","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Play about Place: Placemaking in location-based game design","authors":"T. Innocent","doi":"10.1145/3284389.3284493","DOIUrl":"https://doi.org/10.1145/3284389.3284493","url":null,"abstract":"Playable cities and smart cities share the same infrastructure yet present different approaches to citizen participation. In this paper, the playable cities approach to digital infrastructure is contrasted with various iterations of the smart city to explore affordances for game design in the hybrid city. Placemaking is introduced in relation to play via a short history of playful urban interventions over the last century leading to an approach that uses strategies from a range of disciplines to explore game design that acknowledges cities as always being in the process of becoming and how games may allow citizens to shape the future, preserve the past, and recognise the present within the urban environments in which they live. Three examples are explored to demonstrate early work towards this approach: a resource management game based on real census data, an urban design app that uses augmented reality to situate citizens in the process, and location-based augmented reality game that explores the role of placemaking at macro and micro scales. These examples draw out and demonstrate the opportunities afforded by a playable cities approach that interacts with digital infrastructure, making it tangible and enabling social structures to emerge through play communities. Placemaker is explored in detail in relation to the site and city in which it is situated and how it relates to architecture, community, infrastructure and place. This game is built upon urban codemaking, an established framework for decoding urban environments and appropriating them for play. Three different stages of the year-long game are articulated in relation to the different scales of public space and perception that they have impact upon. The interaction techniques and design processes of the game are analysed in relation to digital infrastructure at the scale of the hybrid city. Finally, the examples lead to speculation on their potential use as to situate dialogue between citizens and digital infrastructure, particularly in relation to participatory urban planning. The games actively use and engage with urban planning and design concepts and language, inviting players to re-imagine their neighbourhood in these terms. As such, they demonstrate the potential for the future development of urban planning games involving citizens in participatory design processes.","PeriodicalId":400834,"journal":{"name":"Proceedings of the 4th Media Architecture Biennale Conference","volume":"39 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-11-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"117103753","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Hyperlocal Media Architecture: Displaying Societal Narratives in Contested Spaces","authors":"Niels Wouters, Sandy Claes, A. V. Moere","doi":"10.1145/3284389.3284490","DOIUrl":"https://doi.org/10.1145/3284389.3284490","url":null,"abstract":"Media architecture gains societal relevance as a mass communication medium that is able to strengthen a sense of place. However, little is known about the interplay between the content that media architecture displays and the public perception towards the architecture that supports it. With a global refugee crisis currently unfolding, we took up the challenge to explore how media architecture can raise awareness about urgent societal issues among the nearby population. In this paper, we describe the participatory design and in-the-wild evaluation of a media architecture installation that depicts refugee displacement onto the façade of a refugee shelter. Our analysis provides insight into the qualities of hyperlocal media architecture, in terms of (a) inviting community participation, (b) displaying compelling and socially relevant narratives, and (c) stimulating dialogue between communities.","PeriodicalId":400834,"journal":{"name":"Proceedings of the 4th Media Architecture Biennale Conference","volume":"177 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-11-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121312351","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}