Project: Digital Pavilion
Design_Team: ONL in collaboration with Hyperbody Research Group
Date: 2006
Location: Digital Media City in the Sangam-dong district of Seoul Korea
Prospectives:
This project is supported by the South Korean government as a means of producing buildings to showcase the future of the country’s new media, IT, software and electronics companies, and its technological strategies and economic policies
Applications are meant to be developed in collaboration with South-Korean companies
Source: www.oosterhuis.nl, ONL
Informatives:
Pavilion is meant to be a five year installation
Complex adaptive robotic system of interacting installations
Visitors interact with installations using special 4G/WiBro handheld devices into which they program personal details which are used to configure the content they are exposed to
Visitors are individually identified using (RFID) tracking and they build up their unique profiles while navigating through the floors of the pavilion with the interactive and interacting installations
Installations interact with the public, as well as with other installations
Output of one installation translates to input for another
The constant flux of the building causes it to become a "living installation"
Hybrid of real life, augmented reality and online experience
Source: AD_Magazine, Vol_7, No_4, July_2007
Particulars:
Pavilion divided into three floors
Each floor has its own parametric morphology which is derived from a 3-D voronoi diagram
Beams of voronoi structure posses built-in linear actuators that can change the lengths of the beams in real time
Interior surfaces are composed of darkened, LED backlit glass to create the appearance of an infinite, media-rich space
Handheld device uses WiBro/WiMax technology and RFID technology is used for tracking purposes
The device stores a record of the whole trip and all of the related media content which can all be accessed at a later time, via the Internet
Source: AD_Magazine, Vol_7, No_4, July_2007
Source: AD_Magazine, Vol_7, No_4, July_2007
Source: AD_Magazine, Vol_7, No_4, July_2007
Interactivity:
Visitors can also participate in four different types of socially interactive experiences that result in alterations to the structure of the pavilion
The types of experiences or game-play offered in the interiors of the pavilion were derived from an analysis of Asian pop-culture entertainment and were selected to actively target different pavilion user groups
Four experiences include an action/shoot-em-up game, a social chat game, an adventure/mystery game and a strategy/board game
Digital pavilion is an architectural fusion between online multiplayer games and the new urban games that use GPS (global positioning system), GIS (geographic information systems), RFID (radio-frequency identification systems) and wireless technologies such as Geocatching and Noterunning
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