話說明天要去東京五天看建築
算是預計之外的行程(本來是想說找機會去中國或泰國晃晃)
不過既然學學推出了這麼好康的團
就趁此機會去體驗一下”免自助式旅行”
享受一下有人帶隊 有人翻譯 有人講解的華麗式玩法:P
這次剛好也遇到建築女皇Zaha Hadid的Mobile Art巡迴到東京
正可恭逢其盛是也~~~
(圖片來源)
話說明天要去東京五天看建築
算是預計之外的行程(本來是想說找機會去中國或泰國晃晃)
不過既然學學推出了這麼好康的團
就趁此機會去體驗一下”免自助式旅行”
享受一下有人帶隊 有人翻譯 有人講解的華麗式玩法:P
這次剛好也遇到建築女皇Zaha Hadid的Mobile Art巡迴到東京
正可恭逢其盛是也~~~
(圖片來源)

The topic of latest issue of Architectural Design is “4dsocial: Interactive Design Environments” which is edited by Lucy Bullivant
I just read the introduction-”Alice in Technoland” and highlight some keywords here:
Most of the cases discussed in this issue are not so “new”. But what the editor and other authors do is to introduce a new perspective in order to elaborate the development of the interactive installations and artworks. Compared to the previous issue - 4dspace: Interactive Architecture (January/February 2005), I think the editor tries to take user, context and system into account rather than the innovation of technology and design “itself”.
In the beginning of this article, Lucy uses Dune 4.0 as an example:
Interactive design environments like Dune 4.0 promote the personalisation and customisation of not just architecture, but also of their wider physical public contexts.[...] Apart from the more convincing fake nature associations possible, one of the appealing features of many interactive environments is their anthropomorphic qualities.Roosegaarde could easily be describing a pet or even a wild animal in captivity. One day he found an old lady testing Dune 4.0’s sounds by barking at it. She told him she was trying to see if it would respond like her dog at home did. It is the behavioural aspects - the unpredictable, “live” quality of installations - that is compelling and with the active involvement of visitors “completes” the identity of the work.
[...]
In interactive environments, as in Alice in Wonderland, cultural codes are fluid, and function is defined as a more open-ended concept influenced by in-the-moment behaviour.
[...]
a common objective is to transform the dominant narratives of a specific building or urban setting by superimposing new audiovisual elements that recontextualise it.
[...]
This prosthetic capacity of interactive architecture in its more design-oriented tendency can be assigned a range of innovative social roles.
For example, acting as a “social icebreaker”.
Considering interactive architecture as an architecture of social relations and effects, it is vital to distinguish between ‘interactive’, ‘reactive’ and ‘responsive’, and to understand the evolution of theories of interaction and the interdisciplinary subject of cybernetics, the study of control and communication in goal driven systems in animals and machines.
[Previous post]
[interactive sculpture]Studio Roosegaarde (in Chinese)

Art Rotterdam 2007: “art on the periphery’’是在鹿特丹舉辦的國際性藝術博覽會 共有來自10個國家73家藝廊參展
今年special的是邀請Graffiti Research Lab以”Urban Landscape”的概念進行創作
今天從MAKE上已經看到他們將要惡搞的計畫–You Can Tag a Tower in Rotterdam
利用KPN Telecom Building(by Renzo Piano)現有的pixel立面
讓民眾可以”display your uncurated animations and graphics”
透過手機或email上傳自製動畫 意圖將整個展區變成”People’s Revolutionary Green Laser Light District”
或多或少也跟gallery的藝術精品/藝評/藝術經紀的機制/生態
在”形式”上與概念上形成對比的趣味 (不過我想玩LED Throwies阿XD)
[Related link]
Graffiti Research Lab’s talk at ars electronica

朝鮮日報一篇關於建築作為企業品牌/城市形象推廣工具的短文Famous Buildings Become Branding Tools (Via Core77 Design Blog-The building as a branding tool)
對應到最近NAI(The Netherlands Architecture Institute)的展覽–Architecture of the Night- Luminous Buildings
…shows how over the last hundred years the use of artificial light has changed the way we design and build as well as how we experience the built-up environment at night.
…
Light pollution has become a political issue today.

下週四(9/14)在TU Delft Faculty of Architecture一個頗HIGH的活動–Materialz
簡單地說就是材質創新(material innovation)與當代建築設計的接軌/連結
其中這兩個項目看來最有趣—
11.45-12.15
MUSCLE projecten
Dieter Vandoren (Hyperbody Research Group)
丹牛的忠實讀者們應該知道這是啥~:P
15.15-17.15
SCREENPLAY, facets of a facade
Astrid Piber, Associate director UNStudio
Rogier van der Heide, Associate director ARUP Lighting
這場應該是跟建築媒體立面相關
兩家公司在2004年合作了位於南韓首爾(Seoul, South Korea)的Galleria Department Store
除小研討會外 還有workshop 參訪 展覽等活動(研討會完整節目表–>)
到目前為止 所見到的網站資料文宣幾乎都是荷文
好在有Babel Fish
只是該不會連演講都呼哈喝說Dutch吧~-__-
anyway 照樣亂入就是…..
後記: 結果真的全場荷語…那天真的很悶阿 好像闖進外星人的教室一樣XD
[related links]
互動團回顧聯播
nmc.ima- Muscle Body 2005
nmc.ima- Muscle Reconfigured
nmc.ima- 史上最大媒體立面
maxray’s blog ~ INTRODUCTION TO THE BIX PROJECT
maxray’s blog ~ 南韓漢城的Galleria fashion store
順便整理一下Filip前幾天分享的好貨~
Mediaarchitecture » T-Mobile Headquarters Media Facade
LUMINO Licht Elektronik GmbH
——————————————————————
about ARUP Lighting
LED的设计应用—夺目的盛妆
——————————————————————
hyperbody(NICE!)
NOX | Lars Spuybroek
realities:united(GREAT!!)
在TU Delft舉辦的Game Set and Match II研討會
收集一下–
we make money not art: What Gaming can Learn from Installation Art
(中文-We need money not art » 游戏需学装置艺术?)
這篇文章回顧了一些互動經典作品
並論述其身體體驗/介面可供遊戲開發者借鏡
(有趣 不過並不令人意外的文章…..)
遊戲的確是互動介入商業應用的普遍形式之一
廣泛應用於行銷公關event(如Reactrix)
那想誇張點
未來遊戲公司也有可能是互動公司的潛在競爭者或是合作對象
端看各自在”食物鏈”中的定位
we make money not art: A Spatio-Ludic Rhetoric: Serious Pervasive Game Design for Sentient Architectures
(中文–We need money not art » A Spatio-Ludic Rhetoric: Serious Pervasive Game Design for Sentient Architectures 戏谑的空间修辞学:为感应式建筑定制的非娱乐性沉浸式游戏 延伸–Surveillance Video Entertainment Network 监视录像娱乐网络)
論述沉浸式遊戲與無所不在的監控
沒接觸過的題材 有趣~