Name: Remko Siemerink
Student
number: 1009257
Architecture
or Urbanism: Architecture
Address: Zwart
Janstraat 97a, 3035 AN,
Email: r.siemerink@student.tudelft.nl
Phone: +31641860563
Study Plan
1a Working
title of the project.
Archtctr 2.0
1b One
line description of the nature of the project.
Exploring innovative applications of technologies developing
an ‘open platform’ for augmented mixed media creations in the grey area between
physical and make belief environments.
1c ‘Disciplines’ involved in
the project.
Spatial design, Environmental design, Game design, Telecommunication,
Modern philosophy, Aesthetics, New media, Cinematography, Information design,
Interface design, Game theory, Parametric design, Mathematics, Artificial
Intelligence, Psychology and Architecture.
1d Short
description of the aims, questions and results of the thesis project.
In the recent months a new breed of websites or
–services has emerged, generally coined Web
2.0. Wikipedia (which is one of
the best examples and one of the big forefathers of Web 2.0 itself) the definition of Web 2.0 is as follows:
A phrase coined by O'Reilly
Media in 2004,[1]
refers to a perceived or proposed second generation
of Internet-based
services—such
as social networking sites, wikis, communication
tools, and folksonomies—that
emphasize online collaboration and sharing among users. O'Reilly Media, in
collaboration with MediaLive International, used the phrase as a title for a
series of conferences, and since 2004 the phrase has been adopted by technical
and marketing communities.
[…]
While interested parties continue to
debate the definition of a Web 2.0 application,
a Web 2.0 web-site may exhibit
some basic characteristics. These might include:
· "Network
as platform" — delivering (and allowing users to use) applications
entirely through a browser.[5]
See also Web operating system.
· Users
owning the data on the site and exercising control over that data.[6][5]
· An architecture of participation and democracy
that encourages users to add value to the application as they use it.[5][1]
· A rich,
interactive, user-friendly interface based on Ajax[5][1]
or similar frameworks.
· Some social-networking
aspects.[6][5]
(Source:
http://en.wikipedia.org/wiki/Web_2.0
)
But it’s not just
these web-based phenomena that reveal the narrowing gap between the physical
and the virtual. It can be seen everywhere around us; in (mobile)
(communication) devices, in board- and computer-games, in fashion, toys, in
(dance) clubs and other entertainment-related buildings, so even in
architecture in general!
These developments have a paradoxical tendency; on the one side we see
that telecommunication and networking is bringing us closer together and creates
a ‘smaller’ and more ‘uniform’ world
(Globalism, Global culture), whereas at the same time we see that more and more
small groups / subcultures emerge, with their own values, opinions, styles and
rules.
In this project some
of the properties of Web 2.0 and (related) contemporary social and
technological developments will be investigated to be adopted in real social
life. One should think of, for example, a virtual three-dimensional world
seamlessly mixed with the real, physical world.
An entirely voluntary,
experimental fun- and creativity-based service is just one of the possibilities
to start with, but more serious and largely adopted applications are also imaginable,
which could ultimately result in an open platform or protocol (like HTTP, GSM
and GPS), in which secured, closed services and communities can exist.
The research of the
possibilities within this area have just started. This project brings another
approach from the discipline of architecture.
1e Goals, in terms of practical social, cultural or economic
benefit.
By creation of an open platform for mixed reality
productions or -worlds, all kinds of services and communities could emerge,
which possibly have social, cultural or educational or general entertainment
benefits. Furthermore a largely adapted system of social networks could have
great benefits in the fields of statistics and politics.
2a+b Brief description of the major phases of the
project and the theoretical or technical instruments to be used or developed at
each stage.
I.
Research and literature study, resulting in more specific
and reformulated aims. Everything reported on a website / weblog (http://archtctr2.0.viernulvier.nl),
also resulting in a printable PDF-report.
II.
Diverge; collecting and developing possible ideas, designs, inventions,
products, etc.
III.
Converging; Structuring and evaluation of the above and choosing
successful or promising ideas.
IV.
Development of selected designs / scenario’s.
V.
Development and production of a suitable presentation format.
VI.
Final presentation.
2c Current literature &
media list (to be revised and selected from).
&
Critical Mass: How One Thing
Leads to Another
by Philip Ball , Farrar, Straus and Giroux (May 16, 2006)
&
The Wisdom of Crowds
by James Surowiecki , Anchor; Reprint edition (August 16, 2005)
&
Six Degrees: The Science of a
Connected Age
by Duncan J. Watts , W. W. Norton & Company; Reprint edition (February
2004)
&
Linked: How Everything Is
Connected to Everything Else and What It Means
by Albert-Laszlo Barabasi , Plume; Reissue edition (April 29, 2003)
&
Emergence: The Connected Lives of
Ants, Brains, Cities, and Software
by Steven Johnson , Scribner; Reprint edition (August 27, 2002)
&
Sync: The Emerging Science of
Spontaneous Order
by Steven Strogatz , Hyperion; 1st edition (March 5, 2003)
&
Smart Mobs: The Next Social
Revolution
by Howard Rheingold , Basic Books; Reprint edition (October 14, 2003)
&
Blink: The Power of Thinking
Without Thinking
by Malcolm Gladwell , Little, Brown and Company (January 11, 2005)
& Game Zone: Playgrounds between Virtual
Scenarios and Reality
by Albetro Iacovoni, Birkhäuser – Publishers for
Architecture, 2004.
& Game Set
And Match II
by
Kas Oosterhuis, Lukas Feireiss (Educational
Studies Pr, September 30, 2006)
&
Rules of Play: Game Design
Fundamentals
by Katie Salen, Eric Zimmerman , The MIT Press (October 1,
2003)
&
The Game Design Reader: A Rules
of Play Anthology
by Katie Salen (Editor), Eric Zimmerman (Editor) , The
MIT Press (December 1, 2005)
&
Half-Real: Video Games between
Real Rules and Fictional Worlds
by Jesper Juul
, The MIT Press (December 2, 2005)
&
A Theory of Fun for Game Design
by Raph Koster, Will Wright (Foreword) , Paraglyph
Press; 1 edition (November 6, 2004)
&
A Thousand Plateaus: Capitalism
and Schizophrenia
by Gilles Deleuze, Felix Guattari, Brian Massumi ,
&
Out of Control: The New Biology
of Machines, Social Systems and the Economic World
by Kevin Kelly , Perseus Books Group; Reprint edition (May 1995)
&
The
Technium
by Kevin Kelly, Unpublished yet, work in progress at: http://www.kk.org/thetechnium/
&
A New Kind of Science
by Stephen Wolfram , Wolfram Media (May 14, 2002)
&
Being Digital
by Nicholas Negroponte , Vintage (January 3, 1996)
&
Freedom Evolves
by Daniel C. Dennett , Penguin (Non-Classics); Reprint
edition (January 27, 2004)
&
The Language of New Media
by Lev Manovich , The MIT Press; Reprint edition
(March 7, 2002)
&
The Organizational Complex: Architecture,
Media, and Corporate Space
by Reinhold Martin , The MIT Press; New Ed edition (October 1, 2005)
&
A Short History of Nearly
Everything
by Bill Bryson , Broadway; Reprint edition (September
14, 2004)
&
Metapolis Dictionary of Advanced
Architecture: City, Technology and Society in the Information Age
by Manuel Gausa, Vicente Guallart, Willy Muller,
Federico Soriano, Fernando Porras, Jose Morales, Willy Müller, Actar (September
2003)
&
Constant's New
by Mark Wigley , Uitgeverij 010 Publishers,
&
Film Architektur
by Donald Albrecht, Anton Kaes, Anthony. Vidler,
Dietrich. Neumann , Prestel (June 1, 1996)
&
Manifesto
for a Cinematic Architecture
by Pascal
Schon, AA Publications (May 1, 2006)
&
City of
by William J. Mitchell, The MIT Press; New Ed edition (August 1, 1996)
&
The World Is Flat: A Brief
History of the Twenty-first Century
by Thomas L. Friedman , Farrar, Straus and Giroux; Expanded and Updated edition
(April 18, 2006)
&
The Paradox of Choice: Why More
Is Less (Paperback)
by Barry Schwartz , Harper Perennial; Reprint edition (January 18, 2005)
Wired
Magazine
(Issue 14.09, September 2006; Issue 13.10,
October 2005; Issue 10.09, September 2002;
Issue 9.05, May 2001; Issue 8.05, May 2000; Issue 12.04, April 2004, …)
TIME Magazine (Dec. 25, 2006 issue)
ü Google Earth – http://earth.google.com
ü Wikipedia articles – http://www.wikipedia.com/
· Mary Poppins (Robert
Stevenson, 1964)
· Tron (Steven
Lisberger, 1982)
· Brainstorm (Douglas
Trumbull, 1983)
· Videodrome (David Cronenberg, 1983)
· Johnny Mnemonic (Robert
Longo, 1995)
· Cube (Vincenzo
Natali, 1997), Cube 2; Hypercube (Andrzej
Sekula, 2004), Cube Zero (Ernie
Barbarash, 2004).
· ExistenZ (David
Cronenberg, 1999)
¾
The Simpsons: Treehouse of Horror
VI (Matt Groening, October
29th, 1995)
Ä Secondlife – http://www.secondlife.com/
Ä The Sims – http://thesims.ea.com/
Ä World of Warcraft – http://www.worldofwarcraft.com/
Ä Unreal Tournament - http://www.callofduty.com/
Ä Nintendo WII - http://wii.com/
3 Criteria to be judged upon.
q
Level of innovation.
q
Quality of research.
q
Quality of the design developed.
q
Quality of the presentation (media).
4 Design and research products.
q
Website /
Weblog for textual report, log-keeping and presentation.
q
2d (digital)
hand drawing.
q
Maya and
SketchUp (3d sketches).
q
Final thesis
report and final presentation in Virtools, Google Earth and / or SecondLife
with verbal presentation.
5 Time-plan.
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Fase |
I. Research, Literature & Media |
II. Diverging |
III. Converging |
IV. Development |
V. Make presentation |
VI. Final |
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19-1-2007 |
11.00-15.00 |
Discuss Study plans |
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9-2-2007 |
11.00-15.00 |
Sign contracts |
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23-2-2007 |
11.00-15.00 |
Meeting |
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9-3-2007 |
11.00-15.00 |
Meeting |
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23-3-2007 |
11.00-15.00 |
Meeting |
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13-4-2007 |
11.00-15.00 |
Meeting |
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24-4-2007 |
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Final application for Go/No-Go |
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27-4-2007 |
11.00-15.00 |
Meeting |
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11-5-2007 |
11.00-15.00 |
Meeting |
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25-5-2007 |
09.00-18.00 |
Go/No-go |
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5-6-2007 |
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Final application Final presentation |
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8-6-2007 |
11.00-15.00 |
Meeting |
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22-6-2007 |
11.00-15.00 |
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6-7-2007 |
09.00-18.00 |
Public Final presentation |
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