Difference between revisions of "project04:P2"
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[[Project04:main|'''MAIN''']] | [[Project04:main|'''MAIN''']] | ||
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[[Project04:P1|'''P1''']] | [[Project04:P1|'''P1''']] | ||
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[[Project04:P2|'''P2''']] | [[Project04:P2|'''P2''']] | ||
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[[Project04:P3|'''P3''']] | [[Project04:P3|'''P3''']] | ||
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[[Project04:P4|'''P4''']] | [[Project04:P4|'''P4''']] | ||
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+ | [[Project04:P5|'''P5''']] | ||
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=='''Cyberscape: a cyber-physical interactive hub'''== | =='''Cyberscape: a cyber-physical interactive hub'''== | ||
− | + | =====Problem Statement===== | |
− | With the thorough penetration of the Internet, everyone has a dual identity in contemporary urban life. Take China for example, on one hand, urban survival pressure and high-density, planned forms of living consume the vitality of young generation; on the other hand, streaming videos, social media, and online games establish their existence in another dimension. | + | With the thorough penetration of the Internet, everyone has a dual identity in contemporary urban life. Take China for example, on one hand, urban survival pressure and high-density, planned forms of living consume the vitality of young generation; on the other hand, streaming videos, social media, and online games establish their existence in another dimension. The Toronto School and other media theorists have foreseen the impact of the Internet as a medium on behavior and society in the last century. Since the 1990s, architects and urban designers have begun to imagine the integration of architecture space and cyberspace. Later practices, in the name of interactive architecture, explored certain possibilities of architectural interactivity. But until today, the real revolution has not come in a larger scope. This division of virtuality and reality changes people's experience of built environment without reflections and weakens the role of architects of that in both physical and spiritual aspects. This transformation needs to be seen as an opportunity to build a more vibrant city rather than making the city a desert of data. |
− | + | =====Objective===== | |
− | The Toronto School and other media theorists have foreseen the impact of the Internet as a medium on behavior and society in the last century. Since the 1990s, architects and urban designers have begun to imagine the integration of architecture space and cyberspace. Later practices, in the name of interactive architecture, explored certain possibilities of architectural interactivity. But until today, the real revolution has not come in a larger scope. | + | Research and design are aim to the impact of various interactive media derived from the Internet on living and how to use their interactivity to take the intelligence and delight of the built environment to a new level in the contemporary urban context. The results of the study will be presented as a public building design, which is an urban cultural complex with the theme of interactive media, including functional spaces such as exhibitions, interactions, game events, esports, creative workshop, sales, and cafe, let visitors experience the knowledge, applications, and trends of cyberculture. The choice of functions takes it into account that this theme has practical meanings for leading interactive architecture experiments. And its exterior and interior design embed cyber-physical system and show the characteristics and interactivity of the cyberspace to get the unity of theme and space experience. As a cyber dominant zone, it serves as a prototype to illustrate the possible impact of the Internet on society and lifestyle in the future. The project will be located in Shanghai, China where has more intensive urbanization problem than most European cities, and based on the local urban environment, social conditions and crowd characteristics. |
− | + | =====Presentation===== | |
− | This division of virtuality and reality changes people's experience of built environment without reflections and weakens the role of architects of that in both physical and spiritual aspects. This transformation needs to be seen as an opportunity to build a more vibrant city rather than making the city a desert of data. | + | |
− | + | ||
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− | + | =====Workshop===== | |
[https://drive.google.com/file/d/1IOIAPdbkaNBnixHED54CzUTBwU_Sh54c/view?usp=sharing Workshop 1 Report] | [https://drive.google.com/file/d/1IOIAPdbkaNBnixHED54CzUTBwU_Sh54c/view?usp=sharing Workshop 1 Report] | ||
</div> | </div> | ||
<br> | <br> |
Latest revision as of 05:59, 9 January 2021
P2
Cyberscape: a cyber-physical interactive hub
Problem Statement
With the thorough penetration of the Internet, everyone has a dual identity in contemporary urban life. Take China for example, on one hand, urban survival pressure and high-density, planned forms of living consume the vitality of young generation; on the other hand, streaming videos, social media, and online games establish their existence in another dimension. The Toronto School and other media theorists have foreseen the impact of the Internet as a medium on behavior and society in the last century. Since the 1990s, architects and urban designers have begun to imagine the integration of architecture space and cyberspace. Later practices, in the name of interactive architecture, explored certain possibilities of architectural interactivity. But until today, the real revolution has not come in a larger scope. This division of virtuality and reality changes people's experience of built environment without reflections and weakens the role of architects of that in both physical and spiritual aspects. This transformation needs to be seen as an opportunity to build a more vibrant city rather than making the city a desert of data.
Objective
Research and design are aim to the impact of various interactive media derived from the Internet on living and how to use their interactivity to take the intelligence and delight of the built environment to a new level in the contemporary urban context. The results of the study will be presented as a public building design, which is an urban cultural complex with the theme of interactive media, including functional spaces such as exhibitions, interactions, game events, esports, creative workshop, sales, and cafe, let visitors experience the knowledge, applications, and trends of cyberculture. The choice of functions takes it into account that this theme has practical meanings for leading interactive architecture experiments. And its exterior and interior design embed cyber-physical system and show the characteristics and interactivity of the cyberspace to get the unity of theme and space experience. As a cyber dominant zone, it serves as a prototype to illustrate the possible impact of the Internet on society and lifestyle in the future. The project will be located in Shanghai, China where has more intensive urbanization problem than most European cities, and based on the local urban environment, social conditions and crowd characteristics.
Presentation
Workshop