REAR WINDOWS

REAR WINDOWS

Belfast International Arts Festival. 12 October – 5 November.

Join the innovative and creative minds of Big Telly for an online interactive and immersive experience performance based on Alfred Hitchcock’s classic 1954 thriller Rear Window.

With digital/ physical assets, music and scripts developed through a series of public engagement workshops this performance will allow an audience on Zoom to be immersed and engaged with:

What happens to the minor characters after Hitchcock’s film ends?

Where do you draw the fine line between watching others and something less innocent?

What would you do if you saw something you shouldn’t have seen? 

Who’s watching you and who are you watching?

Rear Windows presents human stories, old and new, of life unfolding through our own and other people’s windows.

Resources will be made available online ahead of the performances to allow for audience participation.

Age recommendation: 15 Yrs +

Credits

In collaboration with Dr Zoe Seaton, Artistic Director, Big Telly Theatre Company and Big Telly artists.

Donald Rodney: Autoicon

Donald Rodney: Autoicon

Thijs Mostert

Thijs [Tice] Mostert completed his Masters in Design at the University of Plymouth in 2021. Thijs has come from a healthcare background, working in secondary and primary care settings across the South West for over 10 years. He has special interest sustainability and the circular economy and digital fabrication. After completing his Masters he took on the role of project coordinator in ‘The Greenhouse’ at The Plot on Union Street for Nudge Community Builders (https://www.plymouth.ac.uk/research/arts-humanities-business/the-greenhouse) .  

The project was aimed at upskilling the local community in Digital Design. Running free workshops in VR/AR, CAD and CAM skills with and for people from the local Community and the wider Plymouth area. He is passionate about creating more opportunities for meaningful collaborations within the community and with students from the University. Halfway through the project he took on the role of Research assistant for a joined project with various local Social Entreprises under the umbrella of the UK Community Renewal Fund in line with the government Levelling Up agenda. 

In October 2022 he became one of the directors of Precious Plastics Plymouth (https://preciousplasticplymouth.co.uk/)  and he is hoping to integrate this CIC with the work he is doing at The Greenhouse and the Fab City movement in Plymouth.  

Qualifications:  

Nursing Degree BA Hons – Hogeschool Rotterdam & Omstreken  

MA Design – University of Plymouth 

Symposium “The art and design of XR”

Symposium “The art and design of XR”

Symposium “The art and design of XR”

ERASMUS XR Multiplier Event

Christiana Kazakou presents Narrative Research as Practice: A Methodology of Curating in the Thematic Area: Cinematic Virtual Reality – Immersive Cinematography, 12:20 – 14:00.

https://www.onassis.org/whats-on/symposium-the-art-and-design-of-xr

The National and Kapodistrian University of Athens, in collaboration with Onassis Stegi Cultural Center, organize the ERASMUS XR Multiplier Event, encouraging discussions between artists, academics, researchers, and professionals from multiple disciplines who will share their knowledge and experiences, and focusing on eXtended Reality (XR) technologies.

TIME & DATE

DAY / TIME / VENUE
Friday 10:45 – 19:00 National Gallery (Αuditorium “Onassis Foundation”)
Friday 19:00 – 21:30 Athens University History Museum (Plaka)
Saturday 10:30 – 19:00 National Gallery (Αuditorium “Onassis Foundation”)

 

Dialectic Spaces: Between territories, culture, technology, and society

Dialectic Spaces: Between territories, culture, technology, and society

26th ICOM Conference 2022 ‘The Power of Museums’, 20-28th August, Prague Czech Republic

Author: Christiana Kazakou, ICOM UK

Date: 31st August 2022

In August 2022, 2000 members of the International Council of Museums from five continents and 142 countries gathered in Prague to discuss ‘The Power of Museums’ and share global perspectives on museums and civil society, sustainability and resilience, vision and leadership, delivery, and new technologies. With a robust program that included events like a fair showcasing some of the latest tech innovations in museum practices, meetings with the international committee network, working groups, museum guided tours and cultural excursions. Running as a hybrid conference for the first time, it created a national, regional and international platform for cross-cultural interaction, intercultural communication, global collaboration, and exchange of innovative practices.

The conference began with a series of talks about the role of cultural institutions in our local communities, democratic battles for human rights in the name of fair advancement of civil society, and ways to enable museums to act as agents of social change. With examples from Latin America, Ukraine, Poland, and Cambodia, the speakers critically debated capitalism, museum frameworks, and advocated investing in young people’s creativity, inclusivity, cultural geography, and collective memory, as well as creating thought-provoking spaces.

Hilda Flavia, a Ugandian climate and environmental rights activist, gave a moving and emotional talk about the role of museums in climate change education and young people’s imagination in empowering and co-creating new scenarios for transformative change. Dr. Mordecai Ogada, a Kenyan carnivore ecologist and conservation scholar, challenged the foundations of Western science as well as ‘African Studies’ statements made by several academic institutions, stating that we must first unlearn in order to learn and rely on indigenous people and living interpretations.

Disruption is emerging as a key factor in museum leadership, including the integration of physical and digital, the need for new models, and increased engagement with museums’ social role. Due to global lockdowns, the use of digital instruments has accelerated, and museums have turned to digital tools to maintain contact and engage with the public online. Professor Sarah Kenderline delivered an enchanting talk on Computational Museology: Futures for Digitally Engaged Museums, while Sarah Brin, Business Development Manager at Media Molecule (Sony PlayStaion), claims that we can’t leave technology discourse to industry alone.

In his inspirational keynote Sebastien Robert Chan, CEO of ACMI in Australia provided historical context and best practices from the distant past, the present and a possible future. Over the last 18 months he is running a course for art institution CEOs on enhancing digital capability and digital imagination. What institutions might need in order to support creative practices of the future and audiences of the future?

 

 

How might we shift our focus from information and data technologies to world building, narrative, emotion, and imagination? These are critical questions that most cultural institutions have to address whilst Lath Carlson, Executive director of Museum of Future in Dubai, takes us on a journey into the future beyond 2071. The museum recently opened as a global destination where visitors from all over the world can see and experience possible futures through immersion and experiences that stimulate the senses.

 

Proposal of Museum Definition & engagement with the International Committees

The International Committees thinktanks and members advanced knowledge throughout the conference by sharing their areas of expertise through talks, meetings, and exchanges. I engaged with the following committees AVICOM: Audiovisual, New Technologies and Social Media, CECA: Education and Cultural Action, CIMUSET: Science and Technology, ICAMPT: Architecture and Museum Techniques, ICEE: Exhibition Exchange. During the committee meetings & conferences, topics such as sustainable communities and smart cities, science capital: exploring the potentials and challenges for science museums to foster equity and justice, VR education, and digital media for presentation, implementation, were discussed.

On August 24th the selected new museum definition proposal voted by the Advisory Council with 126 participating ICOM Committees around the world was presented at the Extraordinary General Assembly.

The new united definition, reads as follows:

“A museum is a not-for-profit, permanent institution in the service of society that researches, collects, conserves, interprets and exhibits tangible and intangible heritage. Open to the public, accessible and inclusive, museums foster diversity and sustainability. They operate and communicate ethically, professionally and with the participation of communities, offering varied experiences for education, enjoyment, reflection and knowledge sharing.

Guided tours, museums at night & cultural visits

During my visit and participation in the conference, I attended the Illusion Art Museum, The Museum of Senses, The Museum of Cubism, The Museum of Decorative Arts, Kustanhalle Prague, DOX Centre for Contemporary Art, CAMP Center for Architecture and Metropolitan Planning, National Gallery, National Museum, National Technical Museum, and National Museum of Agriculture, among others.

Photo Credits: Christiana Kazakou

Acknowledgements

3D3 Centre for Doctoral Training funded by the Arts and Humanities Research Council UK (AHRC), i-dat.org, School of Art, Design and Architecture, University of Plymouth.

ICOM Conference participation funded by a bursary from ICOM UK

Making Domes Playable: Physical Computing Toolkit for Dome Interaction

Making Domes Playable: Physical Computing Toolkit for Dome Interaction

Making Domes Playable: Physical Computing Toolkit for Dome Interaction

Dr Andy Prior, Chris Booth and Hedy Hurban have received HEIF funding for this project, known as Playable Domes for short! It involves Knowledge Exchange between staff and final year BA/BSc (Hons) Digital Media Design and Internet Design students, Natasha Batorijs, Ryan Ede, Claire Stranack and Arthur Verrept, to bring their fantastic project Power of the Hive to a public audience. They initially prototyped the project in Three.js, A-Frame and Arduino, JavaScript library for flat projection with low-fi test interfaces.

Playable Domes will transform the project into an audience ready, 360 degree interactive environment, and formalize a Javascript development toolkit for Dome Interaction. This will allow artists, designers and programmers to author and control interactive works for the dome through use of sensors, actuators, motors and the physical interfaces that can be built with these. The “toolkit” comprises of the JS library and physical computing components that work with it.

https://www.instagram.com/p/CbsZXwSAGoX/

Design Informatics Webinar

Design Informatics Webinar

Mike Phillips presents:

The thing’s hollow it goes on forever and oh my God it’s full of stars!*

Fulldome is a place “where all the different kinds of truths fit together” (Vonnegut, 2006, p7). Its ability to break down disciplinary boundaries extends beyond its popularity as a vehicle for large data visualisations. It is a transdisciplinary instrument for the manifestation of (im)material, and imaginary worlds. Since the turn of the century there has been a concerted effort to liberate this infinite space from the hegemony of the STEM subjects. This spatial-temporal bubble is a polysensory anomaly that sits, for the most part, outside the usual canons of media technologies and associated art forms. A scientific instrument combined with a roller coaster, the Fulldome has a post hoc ergo propter hoc relationship with Virtual Reality, it suddenly makes sense when explained as a ‘shared’ Virtual Reality, and part of its liberation has been the convergence of production pathways and technologies which have built on XR practices.

*Clarke, A., 2001 : A Space Odyssey. Hachette Digital (2010 [1968]). pp198.

ABOUT DESIGN INFORMATICS

Ludic-Architectures

Ludic-Architectures

Ludic-Architectures is a Virtual Summer School project funded by the British Council’s UK-China Outward Mobility Internationalisation Partnership Fund, developed in response to international COVID-19 restrictions.

Ludic-Architectures pdf flyer here.

The project builds on the foundation of a rich history of virtual collaboration, digital architectures and immersive experiences (https://i-dat.org/future-history/). It extends these into the development of a transnational collaborative and playful environment for students exploring Games Art and Design and Digital Media Design at Undergraduate and Masters level in the UK and China.

 

The project utilises a collaborative online Virtual Reality environment using game engine tools to extend participant’s skill sets, both technically and creatively, and fosters a virtual mobility, and shared vision for new digital innovations through a rubric of sharing, inclusive participation, and co-production.

Ludic-Architectures is a speculative design space that allows the collaborative building of a shared digital environment that can function in VR platforms, web browsers and Fulldome environments. This will be a playful space for making and exhibiting new digital work.

Physical 3D artefacts (digitally rapid prototyped and fabricated) made by participating students during the summer school workshop activities in their distributed geographical locations will contribute to and debates around about their creative evolving practice in the post Covid international landscape.

The project has a spine of online and studio based workshops, at each location, which drive the development of the Ludic-Architectures space

Students are drawn from different disciplines across the Chinese UK partnership and School of Art Design and Architecture at University of Plymouth including Architecture, 3D Design, Digital Media Design, Graphic Communication, Game Design, Media.

 

 

  • Ludic-Architecture platform is developed using a networked multiuser game engine (Unreal)
  • The initial workshop will brief students and create flexible groups around mixed skill sets which will ultimately collaborate to design and create the Ludic-Architectures
  • The Ludic-Architectures space tests the game engine technologies that are already studied by each partner but will extend the reach of the local game engine into a multi-user online environment and allow for free exploration of the creative potential of the virtual environment.
  • Three Parallel Summer School workshops (Architecture, Game Design, 3D Design) will take place over the summer, with in each partners studio space and in the evolving Ludic-Architectures
  • Series of visiting speakers from UK and Chinese industries represented in the interdisciplinary mix of the Ludic-Architectures (Architecture, Design, Media) will contribute to the evolution through presentations of the inclusion of digital artefacts.
  • Finally, the environment and the digital artefacts within it will be the shared exhibition of their creative endeavours.

 

LUDIC-ARCHITECTURES-EXHIBITION FLYER

LUDIC-ARCHITECTURES EXHIBITION:

Monday 25 July.

Presentation & launch: 18.00-20.00.

Open to the public from: 14.00.

Location: Real Ideas, Market Hall, Duke St, Devonport, Plymouth PL1 4PS

PDF Flyer.

An exhibition of physical fragments and digital shrapnel from a creative explosion within the internationally networked LUDIC-ARCHITECTURES virtual environment.

 

Please register for the Exhibition opening here: https://realideas.ticketsolve.com/ticketbooth/shows/1173630522.

 

LUDIC-ARCHITECTURES is a speculative design space that allows the collaborative building of a shared virtual environment.

The exhibition, at the Real Ideas Market Hall Fulldome, follows three weeks of online playful co-creation between students in Design, Art and Media, and Architecture located in China, UK, and the LUDIC-ARCHITECTURES virtual world.

Augmented by visiting speakers Professor Chris Speed, Dr Melanie Jackson, and Professor Neil Spiller and each area lead by Pete Davis (Design) Mike Lawson-Smith (Art & Media) and Andy Humphreys (Architecture), further details on the LUDIC-ARCHITECTURES Virtual Summer School can be found below…

 

Exhibition Client: https://i-dat.org/wp-content/blogs.dir/28/files/2022/01/2022.07.21.Client.zip

Ludic-Architectures single user demo…

LUDIC-ARCHITECTURES WORKSHOPS:

WEEK #1: 27/06 to 01/07/2022: Design (Graphic, Digital, Product, Interior, Spatial).

Zoom Link: https://plymouth.zoom.us/j/97798247871

Brief:

MALLEABLE DIGITAL: WE LOVE DONUTS!!

How might we design digital objects from a variety of data, like walking, exercising, eating, sleeping, listening to music etc and place them in new exciting contexts and environments?

Session leader: Pete Davis.

PDF Download.

Design Teams Week 1 

Team 1 Yellow
Donglin Wang
Melody
Mingming Zhang
Oscar McNaughton
Sal

Team 2 Green
JNU-Danika
Lizzy Chalmers
Edward King
Wei Zhiying 
Yuchen Hu
Yang Tongtong

Team 3 Blue
JNU-Anne
Wang Chenxi
Xiangyi Tang
Yichen Lu
Kyra Boyle

Team 4 Purple
Jessica 
Ian Kok-Saw
Fengyan
Yixin Xu
Sam Pascal
Vincent Zhang

Schedule:

Monday 27 June:

9.00 UK / 16.00 China: Ludic-Architectures Introduction.

10.00 UK / 17.00 China: Brief: MALLEABLE DIGITAL: WE LOVE DONUTS!!

11.00 UK / 18.00 China: Technical/Creative Support.

Tuesday 28 June:

10.00 UK / 17.00 China: Technical/Creative Support.

Wednesday 29 June:

9.00 UK / 16.00 China: Visiting Speaker: Professor Chris Speed, Chair of Design Informatics, Edinburgh University.

10.00 UK / 17.00 China: Pete Davis: MALLEABLE DIGITAL: WE LOVE DONUTS!!

11.00 UK / 18.00 China: Technical/Creative Support.

Thursday 30 June:

10.00 UK / 17.00 China: Technical/Creative Support

Friday 1 July:

9.00 UK / 16.00 China: Showcase Preparation.

10.00 UK / 17.00 China: Showcase & Discussion.

12.00 UK / 19.00 China: End.

Showcase & Discussion.

Visiting Speaker:

Professor Chris Speed, Chair of Design Informatics, Edinburgh University.

Prof. Chris Speed FRSE, is Chair of Design Informatics at the University of Edinburgh where he collaborates with a wide variety of partners to explore how design provides methods to adapt and create products and services within a networked society. Chris is Director for the Edinburgh Futures Institute, involving the transformation of the 22,000m2 Old Royal Infirmary of Edinburgh, a Florence Nightingale hospital in the centre of Edinburgh, into a world leading centre for interdisciplinary teaching, research and innovation.

Software Download:

Instructions:

NB: None of these instructions will work without your University of Plymouth user id and password!

1: FortiClient-VPN-Guide: Windows SSL VPN User Guide (forticlient.com)

2: Ludic-Architecture Server Login Instructions.

3: Chinese version of Ludic-Architecture Server Login Instructions.

Software:

Chinese Particpants: A local link is provided by your Institutional coordinators for the The Ludic-Architectures AcrVR software download.

UK participants should use:

Version 1.0 (retired).

ArcVR.exe Ludic-Architectures install files.

You will need admin rights to install the .exe.

Contacts:

UK Participants should contact: thijs.mostert@plymouth.ac.uk

 

WEEK #2: 04/07 to 08/07/2022: Art and Media (Illustration Fine Art, Film and Photography).

Zoom Link: https://plymouth.zoom.us/j/97798247871

Brief:

Hybrid-City-Scape

Responding to the traditions of landscape/cityscape in Art, Illustration and Photography this brief is a 3D interpretation of the cityscapes of Nanjing in China, and Plymouth in England. Using selected shapes of the buildings of these cities, you are required to create a new virtual city within the Ludic-Architectures environment, combining the shapes from one city with that of the other city. To do this, you will work in your team of 3/4 people, and as a team you will need to select a building of your choice and work together to reconstruct it as a hybrid Nanjing/Plymouth building to be placed within the Ludic-Architectures environment in which we are working.

Session leader: Mike Lawson-Smith

PDF Download.

Design Teams Week 2 

Team 1 Yellow

Luying Zhang
Yuqi Wang
Jess Heddges
Mohamed Elwakil

Team 2 Green

YuXuan Zhou
YinRan Wang
Melody
Chenshi
Daisy Grainger (only tues/wed)

Team 3 Blue

Boyang Cui
ShenJunZhe
Oliver Li
Summer Ashbury (except tues/wed)

Team 4 Purple

Yuxing Zhu
Yige Lu
Orion Cutter
Jiakai Yin

Schedule:

Monday 04 July:

9.00 UK / 16.00 China: Ludic-Architectures Introduction.

10.00 UK / 17.00 China: Brief: Mike Lawson Smith presentation.

11.00 UK / 18.00 China: Technical/Creative Support.

Tuesday 05 July:

10.00 UK / 17.00 China: Technical/Creative Support.

Wednesday 06 July:

9.00 UK / 16.00 China: Visiting Speaker: Dr Melanie Jackson Royal College of Art

10.00 UK / 17.00 China: Mike Lawson-Smith: Project development and discussion.

11.00 UK / 18.00 China: Technical/Creative Support.

Thursday 07 July:

10.00 UK / 17.00 China: Mike Lawson-Smith: Work in Progress Presentations.

11.00 UK / 17.00 China: Technical/Creative Support

Friday 08 July:

10.00 UK / 17.00 China: Project Summary.

Showcase & Discussion.

Visiting Speaker:

Visiting Speaker: Dr Melanie Jackson Royal College of Art

“Melanie’s multidisciplinary practice involves modes of non-fiction storytelling – through space/objects/text/moving image and sound.

Melanie was born in Hollywood, West Midlands. She now lives and works in London and attended LCC, Byam Shaw and the RCA and has recently completed a practice based PhD at the University of Reading.

In 2017/18 she published co-authored articles with Dr Esther Leslie in Parallax Journal, Effects Journal, the online journal Studies in the Maternal, and cabinet magazine. They have also co-authored a book Deeper in the Pyramid (2018), and have previously produced a comic The Ur-Phenomenon (2013) and a newspaper The Urpflanze (2010). They devised a series of performance lectures based on the book for the Delfina foundation (2016), UCL (2016), Birkbeck (2017) the Atlantic Project (2017), Lux (2017) and Primary (2018).”

Software Download:

Instructions:

NB: None of these instructions will work without your University of Plymouth user id and password!

1: FortiClient-VPN-Guide: Windows SSL VPN User Guide (forticlient.com)

2: Ludic-Architecture Server Login Instructions.

3: Chinese version of Ludic-Architecture Server Login Instructions.

Software:

Chinese Particpants: A local link is provided by your Institutional coordinators for the The Ludic-Architectures AcrVR software download.

UK participants should use:

Version 2.0 zip file can be downloaded from this link (please unzip).

You will need admin rights to install the .exe.

Contacts:

UK Participants should contact: thijs.mostert@plymouth.ac.uk

WEEK#3: 11/07 to 15/07/2022: Architecture (Urban Planning, Build Environment).

Zoom Link: https://plymouth.zoom.us/j/97798247871

Brief:

The Ideal City: A collage in the virtual world…

Session leader: Andy Humphreys

PDF Download.

Design Teams Week 3

Team 1 Yellow
Jaqueline Grace
Siting Chen
Jiayi Liu
Lan Yao

Team 2 Green
Harry Hooton
Wang Xiaomeng
Longxiang Li
Zhanghui Wang

Team 3 Blue
Stacy Dube
Ronghuiyu Li
Zhifan Zhai
Chris Phillips
Ya Hsien Chi

Team 4 Purple
Wei Lam Wong
Yuneng Jiang
Kaixuan Chen
Mia Steele
Cerys O’Brien

Schedule:

Monday 11 July:

9.00 UK / 16.00 China: Ludic-Architectures Introduction.

10.00 UK / 17.00 China: Brief: Andy Humphrey presentation.

11.00 UK / 18.00 China: Technical/Creative Support.

Tuesday 12 July:

10.00 UK / 17.00 China: Technical/Creative Support.

Wednesday 13 July:

9.00 UK / 16.00 China: Visiting Speaker: Professor Neil Spiller

10.00 UK / 17.00 China: Andy Humphrey: Project development and discussion.

11.00 UK / 18.00 China: Technical/Creative Support.

Thursday 14 July:

10.00 UK / 17.00 China: Technical/Creative Support

Friday 15 July:

10.30 UK / 17.30 China: Andy Humphrey Project Presentations and Project Summary.

Showcase & Discussion.

Visiting Speaker:

Visiting Speaker: Professor Neil Spiller

Presentation: Soft Machines and Virtual Objects: how Cyberspace came into Architecture.

Neil Spiller is the former Hawksmoor Chair of Architecture and Landscape and Deputy Pro Vice-Chancellor of the University of Greenwich, London. Prior to this, he was Dean of the School of Architecture, Design and Construction, and Professor of Architecture and Digital Theory at Greenwich University. Before that, he was Vice-Dean and Graduate Director of Design at the Bartlett School of Architecture, University College London.

He is on the editorial board of AD (Architectural Design). His architectural design work has been published and exhibited on many occasions worldwide. Since 1998, he has produced the epic COMMUNICATING VESSELS project.

www.neilspiller.com

Software Download:

Instructions:

NB: None of these instructions will work without your University of Plymouth user id and password!

1: FortiClient-VPN-Guide: Windows SSL VPN User Guide (forticlient.com)

2: Ludic-Architecture Server Login Instructions.

3: Chinese version of Ludic-Architecture Server Login Instructions.

Software:

Chinese Participants:
weblink:https://pan.baidu.com/s/12SUoIvNcZAPgv_h5R3gr8w
passcode:4vru

UK participants should use:
Version 3.0 zip file can be downloaded from this link (please unzip).

You will need admin rights to install the .exe.

Contacts:

UK Participants should contact: thijs.mostert@plymouth.ac.uk

Project Development:

Timeline: December 2021-July 2022

12/21-02/22:

Design and implementation of the prototype.

03/22:

Workshop extended requirements 2 days

05/22:

Workshop system testing 2 days

06/22:

3 parallel Workshops (3 weeks)

06-07/22:

Visiting Speakers Programme

07/22:

Fulldome and Virtual Exhibition (one week)

Context:

IVT: The IVT is a transdisciplinary instrument for the manifestation of (im)material and imaginary worlds. The ‘Fulldome’ architecture now houses a duel high-resolution fish eye remote light engine projection system, sophisticated 10.1 audio system and customised computers to wrap data, models, video and images around its inner surface. The IVT is used for a range of learning, entertainment and research activities, including transdisciplinary teaching, bleeding edge research in modelling and data visualisation.
Murmuration: E/M/D/L presents: Liminal Spaces, Dream Collider, and Murmuration, the culmination of a EU funded collaboration between Canadian and European partners. This research project was carried out through eight international residencies and is presented in the Satosphere of Montreal’s Society for Arts and Technology (SAT). Articulated through the fulldome environment as an instrument to explore transdisciplinary forms of artistic expression, these experiments oscillate between performance, interactive installation and immersive event.
Arch-OS: Arch-OS represents an evolution in intelligent architecture, interactive art and ubiquitous computing. An ‘Operating System’ for contemporary architecture (Arch-OS, ‘software for buildings’) has been developed to manifest the life of a building and provide artists, engineers and scientists with a unique environment for developing transdisciplinary work and new public art. The Arch-OS experience combines a rich mix of the physical and virtual by incorporating the technology of ‘smart’ buildings into new dynamic virtual architectures.
Quorumscape: QUORUMSCAPE integrates the Quorum algorithmic tools into a real-time geo-located CityScape simulation. Quorum is an algorithmic system that feeds off data generated by material and virtual environments and the physical and social behaviour of audiences. It incorporates bio-inspired algorithmic swarm decentralised decision making processes to generate a dynamic and evolving collective behaviour. It is a volatile system of stimuli and response that is manifest as data driven interactive objects, installations and immersive audio-visual experiences.
Digital Futures: The programme aims to reflect upon and actively engage with contemporary arts and technology practices. It is constantly upgraded to respond to changing cultural and technological developments, and is delivered through a combination online and offline activities (using streaming media, an interactive web site and online community tools and more traditional methods).
MEDIASPACE: The intent of ‘MEDIASPACE’, whether in its ‘dead’ paper-based form, or the ‘live’ digital forms of satellite and internet, is to explore the implications of new media forms and emergent fields of digital practice in art and design. MEDIASPACE was an experimental publishing project that explores the integration of print, WWW and interactive satellite transmissions. The convergence of these technologies generates a distributed digital ‘space’.
Sliding Scales: i-DAT & The Bartlett School of Architecture are collaborating on an SEM (Scanning Electron Microscope) and Rapid-prototyping workshop to generate an exhibition to be installed in January 2007 at University College London. This continuing collaboration with Unit 20 of the Bartlett School of Architecture builds on last years Arch-OS workshop held in the IVT.
Immersive Media Lab:The Immersive Media Lab is a new digital initiative which sits alongside the Digital Fabrication Lab on the ground floor of the Roland Levinsky Building. These spaces are showcase statements for the School of Art Design and Architecture which celebrate a dynamic engagement with (post)digital innovation as a catalyst for creative production, playful experimentation, pedagogic invention and industrial engagement.

 

Partnership:

Jiangnan University:

Dr. Mingming Zhang, Dr. Yichen Lu, Miss Belinda LI

Nanjing University of the Arts:

Prof Yan Baoping, Dr Yu Rui

Soochow University:

Prof Zhou Guoyan, Zi Hong

The Belt and Road Initiative.

China-Portugal Joint Laboratory of Cultural Heritage Conservation Science.

Dr Yuanyuan Mao:

 

Funded by the British Council: UK-China Outward Mobility Internationalisation Partnership Fund
In collaboration with Real Ideas [Market Hall Fulldome]:
Software by TEAM3

The Ludic-Architectures platform builds on previous funding from the South West Creative Technology Network Hybrid Hubs project.

Terms and Conditions:

Ludic-Architectures is a space for creative playfulness, collaboration and co-design. 

Mutual trust and respect for each other is a fundamental quality of these playful digital behaviours. 

Participants will contribute to Ludic-Architectures in accordance with the University of Plymouth's Equality, Diversity and Inclusion guidance and policies.

 

Software End-User License Agreement:

This software is the creation of Team3 LTD in collaboration with i-DAT.

The user agrees not to alter, reproduce or distribute this software without the express written permission of Team3 LTD

The user agrees not to sell, transmit, host or otherwise commercially exploit this application.

The user must agree to the policies of their respective institution and follow them at all times when using this software, including any relevant policies on harassment and hate speech, which apply when using this software's in built messaging features.