Monday, 8 April 2013
Sunday, 24 June 2012
Detonator prototype at the Bartlett Exhibition (Augmented Reality Gaming)
The integration of augmented reality technology in
architectural space has capacity to open new portals of communication and encounters
into the built environment to change people’s behaviour in space. This can
be done by reclaiming parts of an urban environment to provide a new
use of space which is non‐regulated, open source and allows for freedom of
expression.
The issue with the current urban setup is the lack of
flexibility which citizens have in creatively expressing and humanising their urban
landscape. The lack of participation of citizens with their visual built
environment creates a detachment between occupants and their setting and therefore
minimises the opportunity for social interaction and self‐expression.
Furthermore our built infrastructure needs radical modernisation to keep up to
date with society and culture. This doesn’t automatically mean a physical
reconfiguration and re‐development of the built environment, but actually an
initiation of new uses induced into everyday environments to show how current
digital culture can re‐energise and claim territory in completely new ways.
The main focus of concern for this new paradigm of visual augmentation lies in the potential possibilities for
incorporating new social experiences into the built environment which can transcend
the physical limitations of built infrastructure and the hierarchies who
govern our visual and social experiences. The use of augmented reality
technology in the architectural practice has potential to go beyond
visualisation of information and into the creation of new meaningful spaces of
interaction and discourse. These new locations can exist parallel to the physical
environment by reclaiming existing architecture to augment through new
uses and programs.
Monday, 28 May 2012
Detonator: Augmented Reality Playgrounds (Public Gaming)
Detonator: Augmented Reality Playgrounds from SAHAR FIKOUHI on Vimeo.
An interactive game installation is proposed across a number of sites in London, by introducing a social game intervention known as “Detonator”. The game design is configured based on key data relating to the use of landmines during war in many regions of the world, as well as the continued refusal of countries that have not joined an international convention to ban the use of landmines. This data is mapped on a spatial route around a shame pole marking structure which provides participants with information and interaction with gaming elements through an augmented reality application. A Mine Kafon is utilised in this interactive playground to serve as a mine detonator which is guided by the participants throughout the AR landscape in the quest for full eradication. The main goal of this project is to create gaming hot spots which utilize augmented reality to transform the city into a series of interactive playgrounds. This ideally responds to the cultural/social and political conditions of the site to create an installation which will be a contextually relevant to the area and make visible the underlining political concerns of the site.
The integration of technology which merges virtual data onto physical space has been deployed increasing in recent times. Furthermore the amalgamation of augmented reality technology into our visual perception beyond the limitations of mobile screens is already under construction through a multitude of wearable computing solutions in the form of glasses and lenses embedded with the necessary computing and tracking performance. The main focus of concern for this new paradigm of visual augmentation lies in the potential possibilities for incorporating new social experiences into the built environment which can transcend the physical limitations of built infrastructure and the hierarchies who govern our visual and social experiences. The use of augmented reality technology in the architectural practice has potential to go beyond visualisation of information and into the creation of new meaningful spaces of interaction and discourse. These new locations can exist parallel to the physical environment by reclaiming existing spaces to augment through new uses and programs. To enhance social activities and public expression in architectural spaces we can augment the environment with interactions which merge reality with digital practices that occur so often on social networking platforms. AR systems obey the open source principles, low capital costs and easily enhanced with human interaction and expertise. In this way the augmented reality architecture is a constantly developing system which can advance with mass involvement. An open architecture which is easily updated and regenerated based on growing and developing knowledge and expertise. Mixed reality lets us create architecture which isn’t invasive in the real world and doesn’t take up any physical space or material. AR provides a relevant method for choosing how to experience the built environment, as opposed to your experience being wholly guided by one hierarchical system. Furthermore AR has social consequences which can change the way we inhabit space to create time based architecture which allows for increased interaction in the public domain. Working with augmented reality provides a new outlet for reclaiming parts of an urban environment to provide a new use of space which is non-regulated, open source and social. In this way AR promotes free use of space, self-expression and occupancy in the quest for a responsive and adaptive public social space.

AR environments need to address key characteristics which go beyond architectural criteria such as shelter, aesthetics and environmental conditions. This new hybrid space must offer uses that transcend the limitations of material architecture. The strength of this architecture allows for integration with the local or global network which provides uses beyond the local amenities of the site. From an architectural perspective, the potential of AR provides an infrastructure which can be accessed globally through the integration of participatory engagement with various online portals. This architecture becomes a hybrid system which is completely location specific, but is able to be accessed through an open network for increased participation and information.
Hybrid space
combines the use of the World Wide Web to give people the power to be open
source, it gives us the control to take over space and introduce new
communities into the built environment as part of a network distributed media
which allows us to share information in a much more open manner. Hybrid space
allows us to use social media and online communities to also change the use of
space and provide new programmes into everyday environments as a form of time
based architecture which connects and represents a community across the World
Wide Web. People can share art and
information in public spaces to reach a location specific audience which would
often be impossible to reclaim in physical space alone. In augmented
reality, space can be viewed as an open, free, communal domain which is altered
and controlled by the public. The interactive qualities of the hybrid space
allow people to contribute to the experience of their landscape which can
provide an array of personalities, configurations to each location and
presumably create a closer bond with their surroundings. The significance of hybrid space becomes elevated through an
integration of responsive/ intelligent characteristics embedded within the
environment which can understand the requirements of inhabitants individually.
This architecture can cater for the changing needs of occupants through
functionalities which can be switched on and off, as well as understanding your
spatial locations, preferences and social networks. In this way, hybrid space
represents a true vision of time based architecture which continually adjusts
to user occupancy.
The creation of
hybrid space consists of mixed reality applications which are integrated into
the everyday environments in the form of invisible, intangible interfaces which
connect to buildings or spaces to create new locations of social engagement and
interaction. This methodology defines
architecture which is not simply designed through computation but more so one
which becomes computation through a fusion of social, physical and electronic
entities. The superimposition of virtual
and physical space provides a method for exploring the way in which we connect
to buildings based on the user’s requirements.
This new environment becomes a form of hybrid architecture which
requires ubiquitous computing to mediate the two dimensions.
In hybrid space the
architecture is no longer focused on fixed programmes, but more on how we
utilise buildings and urban environment as shells or envelopes and superimpose
new activities. Architectural spaces need to provide a multiplicity of uses;
they have to be kept open, especially in dense urban context where the
turnover, change, human progression/activities is fast. Furthermore in times of
economic uncertainty, the possibilities to redevelop or construct a new
structure to accommodate new uses become more difficult. The development of
technology however, has a critical role in changing the way people communicate
and view society, as well as how it can transform the way businesses deliver
services and engage with the public. In augmented reality space, it becomes
possible to advance the needs for social progression using new ways of
inhabitation which is flexible to occupants.
This flexibility is integral to the core essence of hybrid space, which
allows people to inhabit buildings for a multitude of different tasks. The
inclusion of augmented space within material architecture allows buildings to
become hubs of cross disciplinary activity, possibly eliminating the need for
single use buildings and satisfying the need for new infrastructure in a much
more sustainable manner.
Fundamentally the
benefit of hybrid space addresses how architecture can respond to frequent
change; this involves change regarding social, environmental, and political
factors. Moreover the introduction of an augmented layer into the built
environment considers how architecture’s significance changes in relation to
its context. The hybridity of material and digital space allow for architecture
to embrace cultural and social shifts and accommodate flexible and adaptive
design strategies.
Monday, 14 May 2012
Sunday, 22 April 2012
Wednesday, 28 December 2011
Alpha-Ville and BBC outriders
Check out this interview for BBC outriders with Jamillah Knowles you can hear me around 18:30 mins
talking about GRID
http://downloads.bbc.co.uk/podcasts/fivelive/pods/pods_20120103-1137a.mp3
http://www.bbc.co.uk/blogs/outriders/2012/01/jan_3_2012_seafaring_hacking_a.shtml
http://www.alpha-ville.co.uk/pick-of-the-week-36
talking about GRID
http://downloads.bbc.co.uk/podcasts/fivelive/pods/pods_20120103-1137a.mp3
http://www.bbc.co.uk/blogs/outriders/2012/01/jan_3_2012_seafaring_hacking_a.shtml
http://www.alpha-ville.co.uk/pick-of-the-week-36
Tuesday, 27 December 2011
Grid: Augmented Reality Gaming
Grid is an Augmented Reality environment which provides a
spatial configuration for real-time gaming at an architectural scale. This
project showcases a prototype of the AR environment devised at one to one scale
to test the possibilities of augmented reality in the built environment. The
project uses a simple architectural maze which people can navigate through in
real-time. The prototype was developed
for the iphone using Qualcomm Augmented Reality SDK and Xcode.

This project aims to explore new ways of inhabiting and interacting in social spaces. To enhance social activities in architectural spaces we can augment the space with interactions which merge reality with digital practices which occur on social networking platforms. More people partaking in the augmented space results in a much more dynamic environment and heightened social engagement. To propose a new way of experiencing and circulating through the city, an architectural playground that allows for increased social engagement with the building and the objects within. These include gaming hot spots which utilize mixed reality to transform the city with interactive playgrounds
The use of augmented reality technology in architecture was evaluated in light of creating new meaningful spaces of interaction and discourse which can be non-regulated, open source and allow for freedom of expression. The future of AR provides us with several possibilities on how virtual architecture can impact on urban space. This technology presents a new methodology for implementing some of the key ideas on temporality, and adaptation, social participation and improvisation in the quest for achieving democratic alternatives to occupation and inhabitation in public space. The synthesis of AR and physical space has a profound impact on shaping human interaction in the same manner as the internet and mobile phones have in recent times. Moreover the overlay of data onto our visual experience fosters new levels of engagement which can radically transcend the limitations of stationary screen based information. The quest for hybrid spaces of the future should mediate the superimposition of digital and physical in a way which can enrich the experience and inhabitation of the occupants in a site specific manner. This technological liberation should provide citizens with new forms of expression and an extension to the physical, social and cultural characteristics of a location..

This project aims to explore new ways of inhabiting and interacting in social spaces. To enhance social activities in architectural spaces we can augment the space with interactions which merge reality with digital practices which occur on social networking platforms. More people partaking in the augmented space results in a much more dynamic environment and heightened social engagement. To propose a new way of experiencing and circulating through the city, an architectural playground that allows for increased social engagement with the building and the objects within. These include gaming hot spots which utilize mixed reality to transform the city with interactive playgrounds
The use of augmented reality technology in architecture was evaluated in light of creating new meaningful spaces of interaction and discourse which can be non-regulated, open source and allow for freedom of expression. The future of AR provides us with several possibilities on how virtual architecture can impact on urban space. This technology presents a new methodology for implementing some of the key ideas on temporality, and adaptation, social participation and improvisation in the quest for achieving democratic alternatives to occupation and inhabitation in public space. The synthesis of AR and physical space has a profound impact on shaping human interaction in the same manner as the internet and mobile phones have in recent times. Moreover the overlay of data onto our visual experience fosters new levels of engagement which can radically transcend the limitations of stationary screen based information. The quest for hybrid spaces of the future should mediate the superimposition of digital and physical in a way which can enrich the experience and inhabitation of the occupants in a site specific manner. This technological liberation should provide citizens with new forms of expression and an extension to the physical, social and cultural characteristics of a location..
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