25.10.07

Ex_03_Case Study_Digital Pavillion


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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