Difference between revisions of "project04:Frontpage"

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<center><h2>|Oana Anghelache|Rob Moors|Guus Mostart|Eldin Fajkovic|Jacqueline Huang|Mick van Rooijen|</h2></center>
 
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[[project04:Frontpage |'''MAIN''']]
 
[[project04:Frontpage |'''MAIN''']]
 
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[[project04:PRESENTATION |'''PRESENTATION''']]
 
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[[project04:CASE STUDIES|'''CASE STUDIES''']]
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[[project04:CASE STUDIES|'''PROCESS''']]
 
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== '''BEST PROJECT(NAME): ''' ==
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== '''REFLECTEGO: ''' ==
This is the best project ever, a master-piece hasn't existed before. We would like to present this brilliant project to you. The concept is original from the idea of nothing, and start with concrete development of constructing the structure of vague...
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== '''1st Presentation: ''' ==
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[[File:Indesign template.jpg|280px]][[File:Indesign template2.jpg|280px]][[File:Indesign template3.jpg|280px]]
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<h1>Idea 1 'Who's in Charge?'</h1>
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- interactivity among users, and between users and environment
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- each outcome different
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- it becomes a happening for the other visitors of the exhibition
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- we can set clear rules
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- it is a game
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- users create their own environment
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- it is a reflection on society - how society works
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- a question of control; related to greed
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- people as swarm
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<h2>Why?</h2>
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''Who’s in Charge'' speaks about the understanding between individuals, collaborations and the division of power in general society. What influence do you have on your environment and the environment of others and others on you? What can you achieve single-handedly and what can be achieved by collaborative actions? The basic elements needed to be managed for survival used to be limited, but as globalisation and technological development progress the scale of connections increase, resulting in an ascending complexity and number of issues to distribute control over. When is it still accounted for to say “''Divide et Impera''” or when will the notion of interrelated addition of quality, that the whole is more than the parts put together, take a more dominant place? The relations between individuality and swarm behavior will constantly have to find their contemporary balance. Therefore this play is a representation of the development of society. It visualises the polemics, discourses and agreements necessary to build a common world, in which all the rules change again by the change of numbers in the flock.
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[[File:Distribution01.jpg|220px]]  |  [[File:Distribution02.jpg|220px]]  |  [[File:Distribution03.jpg|220px]]
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-Reference/Analogies-
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<h2>How?</h2>
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It’s a game of power. A clear set of rules is programmed to define specific changes in the environment (lights, sounds, kinetic structures) as a result of player actions. The rules change accordingly to the number of players involved in the game, i.e. the division of control over the environmental expression becomes progressively complex with the increase of the amount of participants. The players need to figure out what results their actions have and what influence the other players have thereon. However, this needs to be done for every time the group changes, as that means a change of rules. For the participants themselves it’s a constant power struggle, depending on greed, altruism and the understanding of causality. For the audience it’s a performance evocating the place of an individual in mass culture.
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[[File:WhosinchargeHOW.jpg|850px]]
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-References/Analogies-
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<h2>What?</h2>
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Text text text
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-Diagrams-
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-References/Analogies- <b>Everybody Makes Proposals Before Tomorrow </b>
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<h1>Idea 2 'The non-verbal Message'</h1>
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- messages - sending messages through the environment
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- the recipient can enhance/alter/destroy or give a different answer to the message. The environment thus changes
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- communication between users
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- communication between users and environment
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- how to make it architecture?
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- non-verbal communication as extension of the person
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<h2>Why?</h2>
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In organising and rationalising an increasingly complex society, verbalising communication attempted the enabling of discussion of more refined problems. Words seem to provide us with an extensive set of clearly defined agreements in which supposedly unambiguous messages could be sent. This tenet is then even stretched into total quantifiability by the application of the binary system in machines. But is it true that messages sent in binary code are therefore inherently unambiguous? One could easily argue that this statement is false when taken into account the differences in memory scheme construction and therefore the differences of interpretation of information between a sender and receiver. This proposition aims to represent the search for universal generalisability which then encounters the problems of idealist philosophy in which only experiences are true and therefore reality is different for all. Even when a message is send by a machine, the meaning and content of it can different for perceivers. This is where communication can fail, were conversations get stuck and where sentences arise like ''“I didn’t mean it like that”''.
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-Diagrams-<b>By Oana </b>
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-References/Analogies-
 
<h2>How?</h2>
 
Instead of using verbal description of information, we translate this into a physical description. The language is written not in words, but in the change of the environment. By physical gestures a message is send by a participant that changes the environment for the recipient. That environment gets interpreted by the recipient and he responses to it according his perceived meaning which n its turn causes change in the environment of the first. Looping this creates a conversation in which some information shared is the same for both but other parts get misunderstood and communication fails.
 
  
-Diagrams-
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<html><iframe src="https://player.vimeo.com/video/118525103" width="850" height="500" frameborder="0" webkitallowfullscreen mozallowfullscreen allowfullscreen></iframe></html>
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<html><iframe width="850" height="500" src="//www.youtube.com/embed/73_hfVCovJo?rel=0" frameborder="0" allowfullscreen></iframe></html>
  
[[File:DiagramHOW 2.jpg|480px]]
 
  
-References/Analogies-
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Reflectego aims to discuss the balance of physical and imagery components in our brain’s construction of reality. The view and experience that we hold of space and our position in it consist of both actual objects and altered descriptions that we interpret to represent reality. By visually distorting the space in our surrounding and by unexpected repositioning of the self in relation to the environment through movement, awareness can be created of the proprioceptive determination and our self-perception in the twilight of the physical and virtual world.
  
http://vimeo.com/41699285
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Our design derives from a kaleidoscopic composition of faceted mirrors. In a Kaleidoscope the constructed perceived image consists of actual physical objects and a multiplicity of reflections of this. Through small movements of the objects the constructed images change dramatically due to the amplification of change by visual multiplication of the movement. In our project the user will become the physical object inside a kaleidoscope in which he sees his image scattered and recomposed as a result of his behavior.
  
<h2>What?</h2>
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The structure consists of a suspended faceted mirror-surface. It hovers and maneuvers above and as a reply to user behavior. The structure folds, flips and expands to create dynamic compositions of the real world objects by alternating angles of reflection. The user interacts with the structure as a piece of the puzzle whilst recomposing the total image.
Text text text
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-Diagrams-
 
  
-References/Analogies-<b>Everybody Makes Proposals Before Tomorrow </b>
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----
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With the support of the Culture Programme of the EU.<br>
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[[File:EU_flag.jpg|420px]][[File:META_logo.jpg|420px]]

Latest revision as of 12:14, 23 March 2016


Refletego logo 01.jpg
Refletego logo 02.jpg
Refletego logo 03.jpg
Refletego logo 02.jpg

|Oana Anghelache|Rob Moors|Guus Mostart|Eldin Fajkovic|Jacqueline Huang|Mick van Rooijen|

MAIN

REFLECTEGO:


Reflectego aims to discuss the balance of physical and imagery components in our brain’s construction of reality. The view and experience that we hold of space and our position in it consist of both actual objects and altered descriptions that we interpret to represent reality. By visually distorting the space in our surrounding and by unexpected repositioning of the self in relation to the environment through movement, awareness can be created of the proprioceptive determination and our self-perception in the twilight of the physical and virtual world.

Our design derives from a kaleidoscopic composition of faceted mirrors. In a Kaleidoscope the constructed perceived image consists of actual physical objects and a multiplicity of reflections of this. Through small movements of the objects the constructed images change dramatically due to the amplification of change by visual multiplication of the movement. In our project the user will become the physical object inside a kaleidoscope in which he sees his image scattered and recomposed as a result of his behavior.

The structure consists of a suspended faceted mirror-surface. It hovers and maneuvers above and as a reply to user behavior. The structure folds, flips and expands to create dynamic compositions of the real world objects by alternating angles of reflection. The user interacts with the structure as a piece of the puzzle whilst recomposing the total image.



With the support of the Culture Programme of the EU.

EU flag.jpgMETA logo.jpg