𝗣𝗗𝗙 | On Jan 1, , Carlos Calderon and others published Interactive Architecture Design. applications for connected, animated and interactive architectural spaces. In this context, Interactive Architecture explores the possibilities for dynamic. [email protected] [email protected] Keywords: Ambient Intelligence, Intelligent Architecture, Interactive Spaces, Interactive Entertainment. Abstract.
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Interactive architecture bridges in itself two design traditions, i.e. design of interactive systems on the one hand, and architecture as the tradition of designing our. Interactive Architecture- Ágota Vili. „The interacitivity is a special communicational system, a kind of sensitivity in which each message depends on the previous. Abstract. Interactive architecture is a fairly recent phenomenon enabled through new materials and technologies. Through experimentation architects are coping .
Ihde, Don Embodied Technics. MIT press.
Schwartzman, Madeline See Yourself Sensing — redfining human perception. Recommended reading: Bullivant, L.
Bullivant, L. London: Wiley. Noel, S. Fox, M. Princeton University Press Roosegaarde, D.
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NAi Bullivant, L. Raj Thakkar. This paper discusses embodied interaction followed by a survey of examples in installation art and research projects that attempt to fuse physical space and digital technology.
From studying the examples, we propose a categorization of types for a better understanding of interactive spaces. Design attributes are also identified from the examples.
Design for Performance & Interaction MArch
We hope this will be useful to designers in designing engaging interactive spaces. Architecture, interactive space, embodied interaction, human computer interaction, virtual space. Introduction The last few years saw a distinct escalation of mass development in interactive digital media, portable gadgets, communication devices, network and online sharing that encouraged the growth of many virtual communities.
People are consuming more and more smart technologies. Various online media i.
Twitter, Wikis, Blogs, Chat rooms, forums, Auctions etc are becoming ever- greater knowledge sharing and social networking resources. This affection of digital culture is provoking users to be disinterested towards the real world. A lack of the full range and breath of interaction with the environment can lead to psychological and pathological disabilities Grusser et al, TAN Creating embodied interaction in physical spaces imbued with digital technologies can be a way to draw the digital culture crowd back to physical built environment.
Such a space, which we term interactive space, is a blend between physical and virtual space. How do we approach the design of such spaces? There are very few built architecture examples and little literature on typology or framework of interactive spaces.
But there are many experimental art installations that give us clues to how we can approach the design of interactive spaces in architecture design. From studying the examples, this paper attempts to categorise interactive spaces and to understand its associated design attributes for a meaningful interactive space. Our definition of interactive spaces excludes smart spaces that deal with human comfort by changing physiological conditions of the environment.
Section 1 discusses concept of interactive space and embodied interaction. Section 2 includes a description of the case studies, a proposed categorization of interactive spaces and the design attributes that are found in the case studies, followed by conclusion in section 3. It is an act of creation through material understanding and representing the establishment of a cultural order.
Architecture is about permanence and materiality while digital culture is virtual, dynamic, real time and transient. But there often prevails some unwillingness in architecture to accept digital culture, which possibly can lead towards replacing material by the virtual. These fears of replacement are however misplaced as digital culture is not engaged in assaulting the essence of materiality. Rather, interaction design reinforces materiality and becomes a defence of architecture McCullough , p Digital technology promises the possibility of transforming space and modes of representations to meet changing needs and desires.
Architecture by rejecting digital culture misses out the potentials of this new tool to renew and reinvent itself. According to Bullivant , p5 architecture in the information age faces two challenges: New evolving design technology promises the possibility of transforming space and modes of representations to meet changing needs and desires.
Among some other technical issue McCullough mentioned certain properties of such spaces: Open systems for extensible places and this extensibility must be casual and learning, nor burden the user with technology p This shift poses advantages in making technology more intuitive by means of embodiment; although it inherits unwanted annoyances such as extra surveillance. Based on a platform of phenomenology, he defines embodied interaction with artefacts and places at the intersection of tangible interfaces and social computing.
The proportions, image and embellishments of the body are reflected in the proportions, image and embellishments of the buildings. Both of the disciplines of architecture and interaction design address how context shapes actions. Architecture frames intentions while interactivity primarily connect those mental states to available opportunities for participation McCullough, According to Dourish , p embodiment is the property of our engagement with the world that allows us to make it meaningful and embodied interaction is the creation, manipulation and sharing of meaning through engaged interaction with artefacts.
For a successful embodied interaction Dourish suggested three common elements. Embodiment is a participative status, a way of being, rather than a physical property.
Task accomplishing: Embodiment directed toward the accomplishment of practical tasks. Practical Action: Embodiment as a source for intentionality, rather than as the object of it. TAN 2.
Today many designers are adopting new technologies as means to create smarter and smoother environments. Few are trying to enhance the experience of space for people. Through specialized moments, stating narratives and event designs, architects can directly influence the emotional state of users through participatory acts see references for related websites.
Dune 4. In this LED grid of 46 columns, each plays its own piece of music, the notes generate changing colours in real time according to human presence. Figure UVA, volume Source: May c Mirrorscape This setup is repeated in a second installation, so people who look into the mirror can communicate with each other Bullivant, The information system is an open platform with an interactive map allowing for community participation, with an LED column serving as a public announcement screen Bullivant, RemoteHome Two spaces in London and Berlin were designed with matching elements, to relay tactile, evocative communication between the two via furniture and wall surfaces Bullivant, By re-animating the steel industry hall using site-specific interactive media the historic blast furnaces in Avesta is being transformed into an interactive environment for visitors to learn and experience history, science and art Bullivant, A luminous field of red LED lights embedded into the entry walkway at the Met Lofts apartment building, Los Angeles; responds to the moves of visitors.
When triggered, the impact is mirrored on an eight-story grid of LED panels on the building facade. A fully automated and interactive narrative play-space for children developed at the MIT Media Laboratory. The Intelligent Stage Source: May June k Blur Building This project by Diller and Scofidio is an architecture of atmosphere.
Water is pumped from the lake, filtered, and shot as a fine mist through 31, high-pressure mist nozzles. A smart weather system reads shifting climactic conditions of temperature, humidity, wind speed and direction, and regulates water pressure. Dance and the digitally mediated environment are combined to explore new means of communicating immaterial concepts through audiovisual displays figure Extends the short message service SMS to a new level of self-expression and public communication by combining art and poetry.
A novel social physical game which allows the elderly to play harmoniously together with their grandchildren in physical space, while parents can participate in the game play in real time through the internet from their workplace.
TAN Figure BlogWall Figure Age Invaders Source: May nus. A Tangible Bits platform which explores the use of ambient media as a means of communicating information at the periphery of human perception Wisneski and Ishii, Conceived by NOX, it joins together physical and digital spaces to create a topological space of emergence, liquid architecture.
The central idea of the projects was to establish an interaction with the users as though the building was alive.
No 1 (2018): HyperCell
Typologies found from the cases. We propose two basic typologies: Type A: Whole space interacts with users and responses; Type B: Again from the point of interaction with user; the second category type B may also have three sub-categories: This is explained in the above diagram.
The path toward this connection involves a shift from foreground object to background experiences — thus developing embodied interaction through creation, manipulation and sharing meanings. Although, Dourish , p9 has defined three components - participation, task accomplishing and practical action as the basis of an embodied environment, we have also identified some other attributes from the cases explained in Table 1.
Thus the more meaningful the interactions and the more involvement within a context, the higher the interactivity is. All cases are found to have some inherent characteristics of participative manner depended upon user agency.
However, high interactivity does not always mean a higher proportion of meaningful interactions; rather the criterion for successful interactivity is depended upon the level of desire by which the individual wishes to interact.Unsourced material may be challenged and removed.
With cyberspace, people can be virtually present in different places at the same time, thus breaking existing physical boundaries of a space.
To activate the MuscleBody, information is subtracted from the behaviour of the players by a number of pressure and proximity sensors that are imbedded in the skin.
Evidence for Addiction and Aggression? It involves the direct transfer of data from 3D modelling software to a CNC machine. Parametric architecture, interactive architecture, mass customization, game and file-to-factory production: Architecture frames intentions while interactivity primarily connect those mental states to available opportunities for participation McCullough, Diagram of ubiquitous responsive in-direct control Figure 7: We can also line of fun seeker will display a more exaggerated behaviour than the points expect a positive interference of the flows of people emerging from the site from the line of morning commuter.