Name: Remko Siemerink
Student
number: 1009257
Architecture
or Urbanism: Architecture
Address: Zwart
Janstraat 97a, 3035 AN,
Email: [ANTI-SPAM]
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) yields 4 important characteristics of Web 2.0:
q "Network as platform."
q Users have their own data and
exercise control over that data.
q An architecture of participation and democracy
that encourages users to add value to the application as they use it.
q A rich, interactive,
user-friendly interface.
q Some social-networking
aspects.
(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 reveal a paradoxical tendency; on the one side we see
that telecommunication and networking is bringing us closer together promotes a
‘smaller’ and more ‘uniform world’ (globalism, global culture), whereas at the
same time we see that it facilitates the emergence of new small groups /
communities / subcultures, each 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 has just started. This project brings another
approach coming from the discipline of architecture.
To start with four
case studies have been defined, which will each be developed, designed, presented
and evaluated:
1.
Architectural / building. This will be a private
individual design for a family house for a made-up family in the
2.
Landscape- / Urban design. “
3.
Social / Political. In this case study the democratic
qualities and possibilities will be exploited. “Partij 2.0” is an imaginary new kind of Dutch political party, based
on a kind of (small) mass democracy and referendum-based voting. This party
needs a residence, a home that is representative, attractive and safe, for
their “community”. For them a “2.0 design” will be developed.
4.
Entertainment / fun-based. “Second
5.
Educational. “Urban exposition expedition
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.
In Hyperbody MSc semester 3
the following initial phases of the thesis project have been passed trough:
MSc3.I. Initial research and design and literature
and media studies.
MSc3.II. Definition of the project (theme,
questions, goals); with this study plan as a result.
MSc3.III. Diverge;
collecting and developing possible ideas, designs, inventions, products, etc.
The project
will be continued and completed in Hyperbody MSc semester 4, with the following phases:
MSc4.I. Re-initialization:
Refreshing, reviewing and completing the MSc 3 phases,
shown above.
MSc4.II. Converging;
Structuring and evaluation of the above and choosing
successful or promising ideas.
MSc4.III. Deeper
and continued 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.
MSc4.IV. Development of selected designs / scenario’s and if possible, suitable
prototypes.
MSc4.V. Development and production of a suitable
presentation format.
MSc4.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/
ü Plus may many more, to be filed
on: http://del.icio.us/re404/archtctr2.0/
· 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. Are the developed ideas and
products really “new” and original? Could they be successful in the “real world”?
Are existing technologies and phenomena well investigated and combined in
something new, so that the result is more than the sum of its parts?
q
Quality of research. However this project is
quite experimental and exploratory, it has an important scientific aspect to
it. Is the information gathered and processed scientifically, and evaluated
well, to take wise (design) decisions?
q
Quality of the design developed. How do the products / scenarios
designed as case studies appeal to you? Are they too “theoretical” to ever
become used in (everyday) practice, or do they make a reasonable chance in the unpredictable
“market” of these days?
q
Quality of the presentation (media). Is the presentation
(material) convincing and / or appealing. Do the presentation styles / forms
match the presented content?
4 Design and research products.
q
Website /
Weblog for textual report, log-keeping and presentation. (http://archtctr2.0.viernulvier.nl/)
q
2d (digital)
hand drawings.
q
Maya, SketchUp
and Virtools for 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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MSc.4 phase |
I. Re-initialization |
II. Converging |
III. Further research |
IV. Development |
V. Make presentation |
VI. Final |
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In-between
report finished |
Presentation of selected designs
/ scenario’s. |
Report on literature and
media studies finished. |
Final design(s) finished.
Draft Report. |
Final Presentation (almost)
ready. |
Addition of final details. |
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