REAL-TIME CITY The city as an ambient interface
Achilleas Psyllidis | Bas Kalmeyer 1
Actualities Workshop AR01TWF020 | AR0155
REAL-TIME CITY Spring semester 2013 19.04 - 26.04.2013
Tutors: Achilleas Psyllidis A.Psyllidis@tudelft.nl achilleas@thewhyfactory.com Bas Kalmeyer bas@thewhyfactory.com
Workshop Overview Syllabus & Projects
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Table of Contents 1. The Syllabus 7
1.1 Introduction 9 1.2 The sites 10 1.3 The method + workshop structure 12 1.4 Deliverables 15 1.5 Brief workshop schedule 16 1.6 Matrix of Sensors 18 1.7 List of Questions 20 1.8 Timetable 22 The Blog 24
2. The Projects
9 real-time urban systems for the city of Rotterdam
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The Interactive Map 28 Group 01: PLAYplein 31 Group 02: Planteractive 75 Group 03: Runnerdam 97 Group 04: LOCOmotion 139 Group 05: Urban SoundClouds 161 Group 06: FilterBubble 209 Group 07: Real-Time Motion Loop
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Group 08: COOLspot 277 Group 09: SRL - Stress Relief Lane
309
Appendix #1 343 References
Appendix #2 347 Workshop Photos
Credits 358
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1
The Syllabus
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Studio Roosegaarde, “Smart Highway - Dynamic Paint” (2012) 8
1.1 Introduction Cities are manifestations of multi-relational networks, which perpetually become far more complex as we experience a shift from an industrial economy to one driven by the forces of (digital) information and services. Two of the most critical phenomena that drive the proliferating complexity of the contemporary urbanities can, on the one hand be identified in the rapid global urbanization processes and on the other, in the perpetual pervasiveness of information technologies within the urban environments. This consecutive ubiquity of urban systems and networks utilizing digital technologies for their operation, generates enormous amounts of digital traces that reflect in real-time how people make use of space and infrastructures in the city. Industry-driven societies have, instead, been characterized by a plethora of visible activity patterns in the physical spaces of the city, reflecting the production streams (e.g. protruding factory chimneys in an endless production of smoke). But, as ambient technologies gratingly diffuse within the urban environments the “by-products” of human activity, in turn, become less and less traceable. These digital, invisible traces, which represent what Neil Leach has characterized as the contemporary city’s “pulse”, figuratively appear as an additional, intangible layer hovering above the urban fabric. Thus, contrary to the prevailing theories and predictions of the 90s that the physicality of the city will be diminished by the virtual domain, contemporary urban configurations are proliferating globally, while incorporating media technologies in a dynamic, hybrid state between the physical and the digital. In other words, they increasingly represent emergent inter-relations between people, activities, context and technologies. Yet, how can the perception of ICT media and the derivative ambient data as superimposed layers over the existing city drastically affect the urban layout? Does this overlaid ontology render digital information capable of shaping the urban space in the same way that built components do? Or does it presuppose the primary role of the built environment in constituting our everyday experiences in the city? Can digital information equally co-constitute these experiences? Embedded within such a dynamic context, the workshop aims at developing interactive urban systems, plugged in existing open public spaces, in the form of ambient interfaces. These systems are intended to serve as interactive platforms for both citizens and municipal planning authorities, that apart from harnessing and visualizing real-time diverse quantifiable data, derived from everyday urban activities, they would also be able to provide feedback-loop processes to, ultimately, influence the physical and behavioral patterns of the city. The workshop will focus on real-time systems that are perceived as integral parts of the urban environment and less on the development of specialized application or website platforms, which are conceptually as well as physically separated from the actual environment from which the data originate, thereby turning the urban experience into a virtual one. Further, the challenge for the systems proposed will be to create a relational model of the different parameters each platform is concerned with, so that the impact on the urban fabric will not only respond to individual parameters, but would rather refer to the repercussions resulting from a relation that can be established between different elements and attributes of the city (e.g. between people and traffic levels, between people and environmental conditions etc). 9
1.2 The sites The workshop utilizes as case area the city of Rotterdam. Different public spaces, equal to the amount of student groups formed, will operate as test-beds for the development of case-specific interactive urban systems. Two distinguishing aspects characterize Rotterdam as a challenging case study. Firstly, its multicultural diversity inasmuch as people from 173, mostly non-Western, different nationalities constitute half of the city’s inhabitants (in 2011, according to the Dutch Center for Research and Statistics) and, secondly, its ground-up reconstruction and re-habitation after the sheer devastation during World War II. Such a multifaceted context – which is also very willing to change – can establish an influential field to attain a trans-scalar understanding of the relational networks between people and space, utilizing the proposed urban platforms.
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1.3 The method + workshop structure Students will familiarize themselves with relevant examples and already conducted research for reference and inspiration. Therefore, content-related reading and reference material will be provided, prior to the beginning of the workshop. Following the kick-off presentation (Friday, April 19th), a brainstorming session will take place, which will last no longer than three hours. At the end of this particular session, student groups – according to the assigned focus sites – will present briefly their first ideas and reflections on how they perceive an interactive urban system, its functionality and the way in which the system can potentially be embedded in the urban fabric. During the intermediary weekend, students have the opportunity to visit their assigned sites, so that they can collect relevant data material useful for the workshop process and have the opportunity for reality-testing of their draft concepts on-site. By utilizing their first ideas and on-site observations, students will directly begin to clarify their urban system concepts in further detail. Mid-term review will take place on Tuesday, April 23rd with invited experts. In the presentation, participants are expected to deploy a concrete methodological framework regarding each proposed ambient system. Further, they should be able to describe their following intentions towards the finalization of the project. Remarks and feedback acquired during the mid-term presentation will be further implemented in the development and final determination of each group’s proposal. Since we are aiming at examining how local changes can have a global impact on the wider-city level, on Thursday, April 25th we will also focus on potential ways in which the diverse proposal can be inter-connected in a relational, networked model that can result in larger-scale repercussions. Friday, April 26th late afternoon, the Final Review will take place, where all student groups will present their proposals to their fellow peers and invited guests.
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Studio Roosegaarde, “Smart Highway - Interactive Light” (2012) 13
Achilleas Psyllidis - Collision studies of agents in urban networks; scripted in Processing (2012) 14
1.4 Deliverables The material participants will be required to provide during the workshop will briefly include: 1. What if…? Short description of the concept in regard to each urban system, which includes at least two quantifiable components/aspects (sensors) within an interlocking perspective. 2. How to harness data/What to measure? Axonometric views showing the nature of data measured, adjusted to each specific focus area. What kind of sensors will be implemented? How will the system be distributed in the urban fabric? 3. Functionality / How does it work? Series of diagrams (up to 5) explaining the methodological framework of each proposed system. These diagrams will then be animated in a .gif format. 4. How does it look like? Visual representations (street-view photoshop images) showing how the system will be embedded within the urban environment of each focus site. 5. Towards a relational model Each group will prepare a more advanced animated representation that apart from the system’s functionality will also reflect the group’s perspective on how people can be effectively engaged with the system. Ultimately, all individual proposals will be aggregated into a larger networked model that will reflect the potential repercussions that the inter-connected local systems can have on the global scale of the city. The end-results will be directly related to the “what if…?” section, as a form of concept proof.
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1.5 Brief Workshop Schedule April 19th – April 26th 2013
Friday, April 19th: Kick-off presentation Distribution into groups and site assignment Brainstorming session First concepts & reflections on the objective Sat + Sun, April 20th – 21st :
Site visit
Monday, April 22nd: Methodological framework development Design proposal clarification Tuesday, April 23rd: Mid-term Review Guest experts: Mark Shepard (University of Buffalo NY) Martijn de Waal (TheMobileCity.nl, Uni. of Amst.) Nimish Biloria (TU Delft, Hyperbody) Wednesday, April 24th:
Proposals development
Thursday, April 25th: Proposals development Relational model of proposals Friday, April 26th: FINAL REVIEW Invited guests: Maarten Piek (Ministry of Infrastructure &Milieu) Willemieke Hornis (Ministry of I&M) Nimish Biloria (TU Delft, Hyperbody)
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Studio Roosegaarde, “Smart Highway - Induction Priority Lane” (2012) 17
1.6 Matrix of sensors
AIR QUALITY
ENVIRONMENTAL CONDITIONS
Accelerometer Air flow meter CO2 sensor
+ +
Hygrometer Infrared point sensor
+
Infrared thermometer NOx sensor Oxygen sensor
+ +
+ +
Position sensor Pressure sensor Proximity sensor RFID Speed sensor Thermal sensor Touch sensor Touch screen
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+
OCCUPANCY LEVELS
TRAFFIC LEVELS
INTERFACING
+
+ + + + + +
+ + + + +
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1.7 List of Questions
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1.8 Timetable FRIDAY
SATURDAY
SUNDAY
19.04
20.04
21.04
12:30 - 13:30
17:00 -
Lu 13:30 - 14:30 [Zaal P] KICK-OFF PRESENTATION 14:30 - 17:00 BRAINSTORMING SESSION
SITE VISIT Groups visit their assigned sites and collect data
17:00 - 18:00 [Zaal P] First Concepts and Reflections on the objectives
* Mid-term Review visiting critics: _Mark Shepard (Assist. Prof. at the University of Buffalo NY) via skype meeting _Martijn de Waal (Writer, Researcher, Strategist, Founder of TheMobileCity.nl weblog) _Nimish Biloria (Assist. Prof. and Research Manager of Hyperbody, TU Delft)
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22
[Zaal U] Developm Methodo Framewo
09:00 - 12:30
13:30 - 17:00
MON
Final Review visiting critics and Ministry of Infrastructure and Environment representatives: _Willemieke Hornis (Senior policy advisor, Ministry of Infrastructure and Environment) _Maarten Piek (Senior policy advisor, Ministry of Infrastructure and Environment) _Nimish Biloria (Assist. Prof. and Research Manager of Hyperbody, TU Delft)
[Zaal U] Design P Developm (Function diagrams system compone
NDAY
2.04
ment of ological ork
unch
Proposal ment nality s/
TUESDAY
WEDNESDAY
THURSDAY
FRIDAY
23.04
24.04
25.04
26.04
[Zaal U] Design Proposal Development
Lunch
[Zaal U] Design Proposal Development
ents etc.)
17:00 - 18:00 [Zaal U] MID-TERM REVIEW with invited experts*
[Zaal C] Integration of Mid-term remarks
Lunch
[Zaal U] Design Proposal Development (Axonometrics, Streetview Visualizations etc.)
[Zaal U] Design Proposal Development
Lunch
[Zaal U] Development of the Relational Model incorporating all proposed urban systems
[Zaal U] Finalization of Proposals
Lunch
15:00 - 18:00 [Zaal U] FINAL REVIEW with I&M Ministry Representatives and invited experts*
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The “Real-Time City” Blog (http://real-time-city.blogspot.nl) 24
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The Projects 9 real-time urban systems for the city of Rotterdam
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Interactive map of the projects, situated in the city of Rotterdam 28
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Schouwburgplein, one of the most important public squares in Rotterdam, after continuous interventions throughout the years, remains underused. People and relevant activities are situated around the square, rather than within it. Our main challenge is, thus, how to engage people in making more active use of the square itself, so that this integral urban space is re-vitalized. Can the new media technologies facilitate the conditions and provide new opportunities for a potential engagement of people with this highly important urban public space? What new activities could emerge? With regard to the aforementioned considerations, we proposed the transformation of the square into an interactive playground, organized in three different activity zones, by utilizing the already existing infrastructure (light cranes, ventilation boxes etc.). INTERFACE #1: THE INFO ZONE The first area is both reactive as well as interactive. Its goal is to provide real-time information about the activities around the square, the parking lot beneath it as well as any kind of newsfeed. It is active between 8am and 12pm. The Info Zone cannot be customized, though there are three possible options to actively interact with it. The first one is the screen mode, facilitated by a touch screen panel situated in the air boxes on the square. People are capable of obtaining specific information about the different activities around the square, such as the restaurant’s special day menus, movie times, etc. The interface also provides the opportunity to make a reservation for these different activities. A second option refers to the real-time info; important news related to the city, country or even worldwide is, subsequently, projected on the screen, in such a way that the zone functions as an analogue of living room TV. The last option deals with the real-time interaction, giving the possibility to actively interact with the surroundings by sending messages, which are then projected on the screen. This particular function is actuated when a large group of people is sensed in that area. The Info Zone provides a real time experience, which brings people together and attracts passers-by to the square. INTERFACE #2: THE GAME ZONE The second area of the project is the most interactive one. It aims to actively engage the users by providing a large variety of playgrounds. The interface has two different modes: the interactive field mode, on the one hand, where the users can dynamically decide what precisely is going to be projected on the square floor surface, in intervals of 5-10 minutes, and the reactive/passive field mode, on the other, which reacts to the case when nobody wants to use the playground, by providing respectively a sound game projected on the floor that aims at engaging the people who pass by. In addition, this particular zone provides numerous customization options, but the most important one can be identified in the multiplayer mode, where the field is divided in 4 different projections at the same time. In this case, the interface utilizes all the already existing infrastructural elements in the square and, more specifically, the 3 ventilation boxes (by embedding touch screens, proximity sensors and speakers), the 4 lamp cranes (used as projectors), the floor surface (with embedded pressure sensors and LEDs) and the screen on the cinema façade, to project what is happening in the ‘playfield’ in real time. The Game Zone will provide new insights in terms of the efficient and sustainable use of public (infrastructural) facilities as normal playgrounds or even sport centers and social clubs, while supporting innovative scenarios for city festivities. INTERFACE #3: THE GREY ZONE The third area is solely reactive. Its goal is to provide entertainment, fun and education for people either approaching the square or exiting the cinema and concert hall. This particular zone remains active between 7pm and 12am. The Grey Zone cannot be customized. However, there are three possible options for someone to experience. Firstly, the ‘gizmo’ that appears as a small icon following a single person passing through a square, inviting him/ her for further interaction. Secondly, the small visualization that appears when a group of people stands on the square. The last option and, simultaneously, the most spectacular one, combines visual 3d mapping on both the floor surface and the surrounding façades, together with audio effects. The latter option is actuated only when a large group of people occupies this particular area of the square. The projections last around 5 minutes. They can, also, be adjusted to the Pathé’s (cinema) or concert hall’s schedule. The Grey Zone provides an unusual and surprising experience that brings people together and attracts passers-by.
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GROUP 01
PLAYplein Laura Coma Fuste; Mariana Pazos Gonzalez; Barbara Jakubowska
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Schouwburgplein
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1a. Current situation Lack of activity WITHIN the square; activity only around the square due to cinema, bars and shops.
PEDESTRAIN/BIKE FLOW MOTOR/VEHICLE FLOW
EVENT AREA
PEOPLE 34
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1b. Purpose To create an interactive and adaptive play ground environment through sensory and technological systems that enhance the real time city experience WITHIN the square
PEDESTRAIN/BIKE FLOW MOTOR/VEHICLE FLOW
EVENT AREA
PEOPLE 36
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1c. Criteria
What to do?
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For Whom?
1 When and how long?
3
2
What are the options?
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1d. Generic Functional Diagram 1. INFO zone 24:00
8:00
2. GAME zone 22:00
17:00
3. GREY zone 24:00
19:00 40
m
3
2
1
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2. How it works? SENSORS
Proximity sensor
To
Detects the presence of nearby objects without any physical contact.
Direc syste the in
ACTUATORS
Speakers Projects the sound of the activity
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ouch screen
ct interaction with the em and environment via nterface
Touch sensor Detects pressure on a certain area caused by an object.
Projector
Facade leds
Projects activity-related visualizations
Integraded visual system in the facade projects like a pc screen 43
3a. The interface #1 INFO ZONE 24:00
8:00
Interaction with the surroundings by providing real-time information everyone passing by; car drivers and visitors from 8:00 till 24:00
1
44
3
2
passive real-time information and active interaction through real-life news, wifi and text message system
Option 1: screen mode i
i
i
i
i i
i
i
i
i
12:30 20째C
i
Option 2: real-time news i
i
i
i
i i
i
i
i
i
i
12:30 20째C Option 3: real-time interaction ou at y E E #S plein PLAY t, to h tonig te! # ra celeb
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i i
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12:30 20째C >>>> # from Laura #........sponsord by birdy.........>>>> 45
3a. Streetview “real-time news”
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24:00
8:00
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3b. The interface #2 GAME ZONE 22:00
17:00
Provide a large variety of playground facilities. Sense of community OPTION 1_GENERAL PLAYGROUND Everybody
Active interaction: 5-10 min (temporary) Passive interaction: Permanent
1
48
3
2
number: Group or single users music: record a song where: book a place animaton: project the acoustic graphic privacy: private headphones
OPTION 1_GENERAL PLAYGROUND
INTERFACE
OPTION 2_MULTIPLE PLAYGROUNDS speakers
touch screen
OPTIO
2. P
Pian
Purp
Provid Sense
Targ
Everyb
Dura
active passiv
passi Opti
INTERFACE speakers
REAL-TIME
- GROU - RECO
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3b. Functional diagram of the g 2. PLAYGROUN
N 2_MULTIPLE PLAYGROUNDS
Piano Game Purpose:
Provide a large variety of playgroun Sense of community.
SENSORS
Target:
Everybody
Duration:
active interaction: 5-10min. TEMPO passive interaction: PERMANENT
Options:
PLAYGROUND
ROJECTOR
o Game
REAL-TIME VIDEO SCREEN
ose:
a large variety of playgrounf facilities. f community.
et:
ody
tion:
nteraction: 5-10min. TEMPORARY interaction: PERMANENT
ACTUATORS corridors active playground ons:
PS 50 _______SINGLE USER
pressure sensors
passive corridors
- GROUPS _______SINGLE USER - RECORD THE “SONG” - BOOK A PLACE -PROJECT THE ACOUSTIC GRAPHIC -PRIVATE HEADPHONES
game zone ND
22:00
17:00
nf facilities.
ORARY
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3b. Streetview “the piano game”
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22:00
17:00
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3c. The interface #3 GREY ZONE 24:00
19:00
Just for fun, education, break activity, providing “food for thought� people approaching and/or coming out of the cinema/concert hall 5min projections
1
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3
2
Gizmo Small visualisation Big visualisation + sound
Possible Options
Gizmo
Small Visualisation
Big Visualisation + Sound 55
3c. Functional diagram of the “g
3. SCREENSAVER The 3D Image
SENSORS
Purpose
Education Fun Attracting attention Giving “food for thought”
Target
People approaching cinema/concert hall
Duration 5mins
ACTUATORS
56
grey zone�
24:00
19:00
57
3c. Streetview “3D mapping”
58
VIDEO SCREEN
-PRO -PRI
24:00
19:00
passive corridors
active playground
passive corridors
pressure sensors
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CT THE ACOUSTIC GRAPHIC E HEADPHONES
3c. Streetview “Gizmo animation”
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24:00
19:00
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4a. Short animation: empty square
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4b. Short animation: activation
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Gizmo / Small visualisation / Big + sound interaction 4c.visualisation Short animation:
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4d. Short animation: actuation
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4e. Short animation: engagement
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5. Applicability
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CONTEXT related Technique
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GLOBAL scale Logic
i i i i i
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The Planteractive proposal elaborates on how new media technologies could engage people in caring about the green elements within the urban environment. We developed an urban vegetation management system in the north of Rotterdam (Benthemplein/Waterplein), which is, on the one hand, managed by a centralized and fully automatic municipal system that collects sensors’ data and responds to them. At the same time, our system operates on an individual level as well, inviting citizens to participate and look after their city themselves. More precisely, Planteractive makes use of rainwater collected from roofs and ground surfaces nearby, in order to irrigate a green area on a reused railway track, as it also uses city’s organic waste to renew and fertilize the soil by turning it into compost. In addition, we elaborated on a social game, in which users can sign in via a dedicated internet-application and actively participate in the system. One of our goals was to motivate the inhabitants to feel more responsible for their green urban spaces by establishing a personal connection with their plants. The game includes a fun factor and, at the same time, it teaches citizens to care for the nature themselves in real life, thus potentially improving social relationships between the city’s inhabitants. By using a network of sensors the system is able to indicate what the plants need and alarm either the municipality or the citizens involved into this real-life game. Since it is hard to maintain elevated urban green spaces due to the quite thin layer of soil in addition to the high humidity loss, the system is capable of facilitating the care for such green spaces, by making use of free resources such as rainwater and organic waste. Overall, the Planteractive system enhances the quality of the urban environment and, at the same time, establishes stronger connections between the citizens, the municipal authorities and the environment they live in.
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GROUP 02
Planteractive Marlene Stepp; Mindaugas Sutavicius; Daan van Gool
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76
Benthemplein
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Overview
Loc Sun Temp Hum Soil m Fertiliz Tim
Sen Responses
Reac
Munic
Hum 78
cation nlight perature midity moisture zer level mer
nsors
ction
Moist Dry
Signals
Good
Hungry ft for Time le nce na mainte
Wet
Winy Maas Lvl 3 782pts
Overfed
6m 3d 4h 5
DryM
oist
Wet
HungryG
ood
Overfed
Time left for maintenance
3d 4h 56m
G
Public
Personal
cipality
man 79
Sensors Location Sunlight Temperature Humidity Soil moisture Fertilizer level Timer 80
Shade
Partial shade
-10˚C
15˚C
40˚C
Normal
Humid
Arid
DryM Hungry
Time left for maintenance
Sun
oist
Wet
Good
Overfed
3d 4h 56m 81
82
83
84
Water Cycle
85
86
Compost Cycle
87
The planter
Sensors
88
Plants
Wet Moist Dry Hungry ft for Time le ance mainten
Good
Signal
Overfed
6m 3d 4h 5
Winy Maas Lvl 3 782pts
Dry
Moist
Wet
Hungry
Good
Overfed
Time left for maintenance
3d 4h 56m
G
89
Implementation Public planter User signs up Personal planter
90
91
Game progress Make an account
Take care of needs
Gain points
Level up
Get rewards!
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Daan van Gool 25 yr Student of Architecture
Water Food Maintenance ng!
+3pt!
teri a w d o Go
Lvl 3
33/50pts
Food!
Expert plants! Friends! 93
Goals of the game
“Social games require a good bu and long-term goals and an eng - Erica Swallow on social gaming, Short-term goals
+3pt
! Points - Daily points for healthy plants - For watering, feeding & maintenance - Babysit someone else’s plants - Sharing results on Facebook Information - Educational value - Weekly neighbourhood update
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uild-up, a mixture of short-term gagement with the community� march 2013, Forbes Long-term goals Lvl 3
33/50pts
Levels - Unlock more complex plant species - Unlock more types (root crops / cover crops / herbaceous / shrubs / trees) - Unlock more alloted space Achievements - Bloom / harvest - Prizewinner - Completing a lifecycle - Completing an ecosystem
G
Comunity - Create a better environment - Meet likeminded people
Actual food! 95
As a general principle, our system aims to collect a certain amount of input from several sources. These indexed data will be analyzed to, further, permit the generation of a certain jogging route. The users of these particular routes will become the devices that, in turn, produce output information. One possible application could, for instance, involve tourists visiting the city or joggers, as more precisely developed in our proposal. The jogger can decide to experience an anonymous self-referring route either by using commercial applications or the RUNNERDAM device, which provides an algorithmically-generated route and shares useful information with the municipality and the city inhabitants. The jogger, whether experienced or amateur, reaches one of the hotspots distributed in the urban fabric, where he/she scans his/her credit card and, subsequently, borrows two guiding bangles, providing the opportunity to input several information and desires. The system will gather the indexed data, along with other relevant information and, ultimately, generate a certain route which can be adjusted while jogging. Meanwhile, several information about the route and the user desires will be shared (anonymously) with the municipality. The system comprises two devices: _the hotspot, gathering diverse kinds of information and data via a multiplicity of sensors. _the bangles: generating the (GPS-tracked) route and detecting physiological data. Finally, it is important to be mentioned that RUNNERDAM operates on two levels: firstly, it augments the personal jogging experience within the urban environment and, secondly, it harnesses information at a global urban scale to permit adaptable urban planning interventions.
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GROUP 03
Runnerdam Chiara Cirrone; Jonathan Lazar; Matthew Tanti
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Veerhaven
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DATA INPUT
100
101
102
103
ROUTE GENERATION
104
105
OUTPUT TO INFORM 106
MATION DATABASE 107
TOURISTS’ ROUTING
108
109
TOURISTS’ ROUTING
110
111
TOURISTS’ ROUTING
112
113
JOGGER’S OPTIONS
114
115
116
117
118
119
INFORMATION INDEXING
120
121
ROUTE ADAPTATION
122
123
DATA SHARING
124
125
DEVICE #1: THE HOTSPOT
126
127
DEVICE #1: Data input & Sensors
128
129
DEVICE #2: THE BANGLES
130
131
DEVICE #2: Data input & Sensors
132
133
RUNNERDAM: Functional Levels
134
135
136
137
Our aim is to utilize people as energy sources and provide them the opportunity to experience this and its, subsequent, impact on the urban environment. The system we propose is situated in the central station of Rotterdam; a place utilized every day by more than 110.000 people. In general, two main kinds of users can be identified: firstly, people that are in a hurry, so that they manage to catch their train on time and, secondly, people that have spare time, either because they came too early or because they actually missed their train. We aim at operating with both kinds of users as energy suppliers. In our proposal, specialized tiles that generate energy when you step on them will be utilized (as the ones used in the dance club Watt, in Rotterdam). Out of these tiles, a linear track is generated, connecting the main entrance and the different train platforms. People in a hurry, run directly to the train and, by doing so, they produce electricity. On the other hand, people that have to wait can take advantage of their spare time by running on a circular track, situated in the entrance hall. All energy produced, is subsequently stored in a huge battery, located in the hall, with the battery status clearly indicated on its surface, so that everyone is aware of the amount of energy generated. This will, hopefully, motivate people to run (or dance) harder. The electricity stored in the battery is, subsequently, distributed throughout the city of Rotterdam to facilitate different functions, thus rendering the station users as active urban-infrastructure supporters, only by walking, running or simply waiting. Potential applications include lighting and electricity in the bus cabins, fountain springs support or more experimental examples, such as rotating a Ferris wheel. The intensity of these activities depends on the flow of people in the station.
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GROUP 04
LOCOmotion Anna De Putti; Koen Schaballie; Rene Dekart Singgih
139
Rotterdam CS
140
141
1. Site analysis
142
143
LOCO-m
2. System
people as Energ morning
amount people
Flow of people:
LOCO-motion
Flow of people: 110.000 per day, people as 330.0000 byEnergy 2025 distributor morning
afternoon
amount people
time
People = Pote Mass Flow people =P 1) passing people 1) passing peop 2) waiting people
2) waiting peop
Flow of people: 110.000 each day
Locomo
Rotterdam
Mass people = Potential Kenetic Energy 1) passing people 2) waiting people 144
Energy stored
motion
gy distributor afternoon
time
: 110.000 each day
ential Kinetic Energy Potential Kenetic Energy
ple ple
otion
Energy used throughout the city
m CS
in Battery
145
3. Components
220V AC
INVERTER
ACCU
12V DC
146
SEF 1
Energy floor SEF 2
...
SEF 40
147
4. People as Energy-suppliers
People
148
149
5. Energy is distributed throughout
150
t the city
151
6. Implementation of Components
152
153
7. How much Energy is produced?
How much Energ
50 cm
50 cm
SEF
Power: 2-20 W
length [m] Front lane 70 Middle lane 170 Stair branch (14x) 6 Circle track 100 Dance floor 30 Total
Windmill
Nuclear Plant Borssele NL
154
gy is produced? # panels [-] 3.500 12.240 1.512 3.200 300
low densitiy power [kW] 11 37 5 0 0
high densitiy power [kW] 70 245 30 64 6
20.752
52
415
power [kW] 2.000
2.500.000
155
8. How can the Energy be used?
How the Energy
50 cm
50 cm
SEF
Power: 2-20 W
length [m] Front lane 70 Middle lane 170 Stair branch (14x) 6 Circle track 100 Dance floor 30 Total
LED Streetlight Orange (Na) Streetlight White (TL) Traffic Light Light bulb Big TV Huge projector Fountain pump (11m) 156
y can be used? # panels [-] 3.500 12.240 1.512 3.200 300
low densitiy power [kW] 11 37 5 0 0
high densitiy power [kW] 70 245 30 64 6
20.752
52
415
power [kW]
Ammount
0 0,001
414.040
0,01
41.504
0,02
20.752
0,07
5.929
0,10
4.150
0,20
1537
0,35
1186
1,00
415 157
158
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Where is the surprise in the contemporary home-work-home daily routine? What is the value of a physical contact in contrast to a virtual contact? What makes our immediate surroundings enjoyable? These topics are explored through our project by using Music as a tool. It is widely accepted that music is important for people. It relates to human emotions (personal mood) and creates atmosphere in the public space (city mood). The idea is to analyze what people are listening to, draw conclusions about their emotional state (by harnessing music data) and examine possible consequences of this emotional map on the everyday life within the urban environment. Rotterdam, as a case-site, is particularly interesting because it was completely rebuilt after its sheer devastation during World War II. As a result, it does not possess a strong historical core or a visible building-process timeline. Instead, the urban fabric is new, generic and – sometimes – chaotic. Our proposal intends, thus, to explore how to recreate an urban identity by reflecting the identity of its inhabitants. Our primary focus is on creating opportunities for people to change their own surroundings without much effort, by establishing the conditions for random encounters and introducing surprise as an important factor of the repetitive daily routine. ‘Soundcloud devices’ embedded in different neighborhoods capture music from passers-by and reproduce it out loud. Each neighborhood generates its own sound-cloud resulting in 3 impact levels on the city: firstly, a personal-level impact (in the form of an eye contact or a surprise in the daily routine or even an unexpected interaction), secondly, a neighborhood-level impact (change in the atmosphere, changing routes or daily habits) and, finally, a city-level impact (in terms of a reconfigured public space, as well as a redefined city identity). The municipality collects (anonymous) information from each Neighborhood Soundcloud, analyzes this information and reacts respectively by adding, for instance, new program in an existing urban area. Different scenarios spice up the everyday life, encourage people to physically interact with one another and redefine their immediate urban environment without much effort. Besides, the population is no longer distributed according to their social or economic status. Instead, different groups of people are dispersed and intertwined with one another.
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GROUP 05
Urban SoundClouds Nikola Docekal; Marija Mateljan; Marta Rota
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Meent
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164
What? 165
We are creating opp to change their own What
a. its b. its
166
portunities for people surroundings. comprises the surrounding?
appearance (atmosphere) s inhabitants (people)
What? 167
168
Why? 169
Why changing the
Rotterdam was com World War II, hence historical core;
contemporary lifest
the necessity for ch
170
surrounding?
mpletely rebuilt after e it is missing a
tyle becomes too generic;
hanging daily routine
Why? 171
172
How? 173
174
with music as a tool by mapping emotions by creating opportunities
How? 175
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Yes, but how exactly?
185
What do these devices look like?
186
trash can
street light
floor 187
How loud are they?
m 70
0 dB
D
188
50 m
dB
max 0 dB
140
Jet aircraft, 50 m away
130
Threshold of pain
120
Threshold of discomfort
110
Chainsaw, 1 m distance
100
Disco, 1 m from speaker
90
Diesel truck, 10 m away
85
Piano, 1 m
80
Kerbside of busy road, 5 m
70 Urban Soundcloud, 1 m 60
Conversational speech, 1 m
55
Neighborhoods awake
50
Average home
45
Neighborhoods sleeping
40
Quiet library
30
Quiet bedroom at night
70 dB
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When does the music play?
MONDAY / TUESDAY / WEDNESDAY / THURS activity
hours 7 9 9 12 12 14 14 16 16 18 18 22 22 24 24 7 1
3
5
10
min
20
UNIT = 1 MINUT LEGEND
192
no music interval
music interval
song playing
SDAY
MON
TUE
WED
THU
FRI
SAT
SUN
7-9 am
9-12 am
nutes
TE
12-14 pm
14-16 pm
16-18 pm
18-22 pm
22-24 pm 5 min 20 min 24-7 am
no music LEGEND
On / Off
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Impact of the project?
200
minute
real-time
day
week
year
long-term
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Don’t underestimate the power of music!
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What is most difficult for people to live without in their life? 1 2 3 4 5 6 7 8 9 10
Internet Mobile phone Music Tv Literature Newspapers Sports Radio Movies Art
70% 54% 40% 40% 24% 23% 21% 21% 13% 6%
Neither im nor unim
Unim
unim
When music is played in a public space, it can make people..
35%
31% 21%
Stay longer
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Re-visit
Recommend the place to others
14%
Buy more
How important is music in your life?
28%
mportant mportant
61%
Important or very important
10%
mportant or very mportant
1%
Don’t know
for people music is important!
music can make you stay longer in the public space! 205
206
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Nowadays, most of the people choose whichever restaurant they want to eat in, only by using a smartphone app. People make more choices and should, thus, be more effective in making them. The concept of the FilterBubble will bring ‘choice-making’ to another level by visualizing and sorting out all possibilities in regard to the surroundings, by means of an interactive projection. When our proposed system is turned on, a series of “bubbles” will be projected. These “bubble” resemble a number of choices, appearing on any surface. Users can make decisions by touching or stepping on the corresponding FilterBubble, depending on what surface they are projecting. This action will be recorded by the sensor and, subsequently, a ring of secondary bubbles will pop up for further decision making. In addition, the travel speed comprises one of the main factors that govern the information provided in those bubbles. The information (Options) shown in the latter will be different when a person is running or walking. This allows people to experience the city, either in an immediate surrounding area or in an area far from the starting point. One of the main benefits of our system constitutes the activation of urban life. The individual popped-up FilterBubbles are also visible to others, thus encouraging people to mutually interact. In other words, the system can be regarded as exposing people’s mindset and decision thinking at the same time and, therefore, triggering Interaction, Curiosity, Connection and mutual Attention.
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GROUP 06
FilterBubble Dilsad Anil; Lawrence Lo; Tom Thijssen
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Eendrachtsplein
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Sensor - Reference
Ref: MIT Research - SixthSense http://fluid.media.mit.edu/projects/sixthsense 212
213
Sensor Principle
Options Provided 0 sec
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Projector
Sensor
Data Input
(Decision Making) = MOVE
1st sec
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Sensor Principle
TOOL - KIT Distance to surface: 1-5 M. Can be worn on your belt Reference of MIT gestures: add ‘coloured tips’
CAMERA MICROPHONE PROJECTOR
SMART DEVICE: FI PHONE CONNECTION TO BUBBLE NET
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WORN AT YOUR BELT
217
Sensor Interface - Existing Urban Env
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219
220
221
Activate Urban Life - Interaction
1st Person
222
Input Data
Portable Sensor
2nd Person
Visual Representation
Involved & Connected
Group Entertainment
People Nearby
223
Activate Urban Life - Interaction
224
?
Exposing Mindset decision making
225
Activate Urban Life - Interaction
??
226
Curiosity 227
Co n
ne ct
ed
Activate Urban Life - Interaction
228
Connection 229
Activate Urban Life - Interaction
230
Attention 231
Activate Urban Life - Interaction
Selection of Group Game
232
Participation of the others
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Events & Routes
Input Data
People
Transition Hub (Plaza)
Normal Situations
Unpredictable Situation e.g. Accident
People
Input Data
Unpredictable Situations
234
Transition Hub (Plaza)
Or
Path 1
Options
Path 2
Criteria; Speed & Direction
Path 3 Path 4
Sensor
rigional Path (Route 1)
Government
Response
Transition Hub (Plaza)
Alternative Path (Route 2)
People
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Events & Routes
10 m Cycli
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minute ing Zone
10 minute Walking Zone
237
Events & Routes - Scenerio
at 19:00 Museum Park
Outdoor dinner
Local Bands performing 20:00- 22:00 Eendrachtsplein
Queen’s Night DJ Pancho Maassilo 23:00- o2:00
0.80 km 12 minu
Rotterdam Marathon
cen
Queen’s Day Activities
DJ Performance
path Football Mode
events
Bowling Mode
entertainment 238
Galerie Hommes Galerie Aalbrecht Galerie AAT 388 Galerie Frank Taal ...
Galleries
NAI Kuntshal Museum Boijmans Van Beuningen Stedelijk ...
Museums
m utes
Art of Rotterdam
ntral statio
Nature of Rotterdam
Heemtuin Kralingse Bos Langepad Rotterdam
Arboretum Trompenburg
finder city routes
exit Walking Person239
Events & Routes - Scenerio
at 19:00 Museum Park
Outdoor dinner
Local Bands performing 20:00- 22:00 Eendrachtsplein
Queen’s Night DJ Pancho Maassilo 23:00- o2:00
0.80 km 12 minu
Rotterdam Marathon
cen
Queen’s Day Activities
DJ Performance
path f Football Mode
events
Bowling Mode
entertainment 240
Galerie Hommes Galerie Aalbrecht Galerie AAT 388 Galerie Frank Taal ...
Galleries
NAI Kuntshal Museum Boijmans Van Beuningen Stedelijk ...
Museums
utes
Art of Rotterdam
ntral statio
Nature of Rotterdam
Heemtuin Kralingse Bos Langepad Rotterdam
Arboretum Trompenburg
finder city routes
exit Walking Person241
Events & Routes - Scenerio
at 19:00 Museum Park
Outdoor dinner
Local Bands performing 20:00- 22:00 Eendrachtsplein
Queen’s Night DJ Pancho Maassilo 23:00- o2:00
0.80 km 12 minu
Rotterdam Marathon
cen
Queen’s Day Activities
DJ Performance
path f Football Mode
events
Bowling Mode
entertainment 242
Galerie Hommes Galerie Aalbrecht Galerie AAT 388 Galerie Frank Taal ...
Galleries
NAI Kuntshal Museum Boijmans Van Beuningen Stedelijk ...
Museums
utes
Art of Rotterdam
ntral statio
Nature of Rotterdam
Heemtuin Kralingse Bos Langepad Rotterdam
Arboretum Trompenburg
finder city routes
exit
Walking Person 243
Events & Routes
path fin
exit
244
Kunsthal 0.8 km, 4 min. left 12kmph
Harbour Tour
Into the Wild
nder
city routes
Bicycle 245
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Nowadays, we derive the information we need in regard to public transport mostly from route maps, timetables and dedicated mobile applications. On the one hand, all the aforementioned ways might be convenient but, on the other, they sometimes rely on our experience to use these systems effectively. Our main question and challenge, thus, deals with how we can provide the city inhabitants with an interactive platform that offers real-time, ambient information about transport and mobility patterns in a more effective way. With regard to this consideration, we chose as a case-site the heavy-traffic junction of Weena, as a challenging location to further test our ideas. The proposed system comprises also a mobile platform, though based on a radically different rationale, in terms of providing information. The user first signs in to the platform and customizes it, in order to get only the information that is useful to his/her everyday mobility, within a specific area of the city and in regard to particular means of transport. Following that, the interactive platform reacts in an ambient and automatic way. When the users approach the specified area of interest, they automatically get notified about the next bus or tramlines, as well as about the walking distance towards the nearest stops. The notification procedure is activated by the time the user enters a specific radius around the bus or tram stops, while the information he/she receives refer to a wider radius of mobility patterns. In this way, people do not have the necessity to search into their smartphone’s transportation app – subsequently losing sufficient amount of time – but rather get automatically notified in an ambient manner about the information they have already subscribed for. This customization potential reduces the amount of annoying and non-useful notifications. Apart from the immediate impact on the user’s mobility patterns, the system is capable of storing anonymous data, that are firther processed and analyzed by the municipal authorities, so that they adapt the public transportation system of the city to the citizens’ needs.
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GROUP 07
Real-time Motion Loop Xuefei Li; Yi-hsuan Lin; Shuting Tao
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Weena
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What’s now? Currenlty we mostly rely on Now itthe is convinient to find either set timetables, as they approaches and the settled appear on flat screens in every timetable when are stop or station, oryou on dedicated planning to go somewhere. mobile applications, whenever With the simply steady we need to arrange our trasportimetable, tation planspeople withincannot the city.get to But, is what it possible to takesituation this a know the traffic step is in further? real-time.
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255
What are the usual troubles?
15min
256
later
257
What if ...? What wepropose can provide real-time What ifwe is thatathe traffic information system, that autoreal-time traffic information matically sents relevant notifications is automatically sent to people to people according tointerests. their personal according to personal interests and notified needs? to the With getting In this way, people have the updated traffic situation, it opportunity to make more effective use of the provides people more public meanstoofbetter transport. possibilities organise
tram1 bus23 tram3
tram8 bus42
individual schedual.
tram1 bus23 tram3
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tram1
bus40
tram5 tram10
bus40 bus23
tram5
tram3
tram10 tram8
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2. Sensors’ Overview TYPE OF SENSORS
GPS TRACKING 01
PUBLIC TRANS METRO//T
GPS TRACKING 02
PEO
PROXIMITY SENSOR
260
LOCA
STO
ATION
MEASURE
SPORT SYSTEM TRAM//BUS
GEOGRAPHIC LOCATION
OPLE
GEOGRAPHIC LOCATION
OPS
OCCUPANCY LEVELS
261
3. Functional Diagram
EMPTY - SYSTEM OFF
INDUCING AREA- PUBLIC TRANSPORT
-- DATA COLLECTION SYSTEM ON ---STEP 01
262
INDUCING AREA- PEOPLE
APP OFF
263
-- INDIVIDUAL APPLICATION SYSTEM ON ---STEP 02
-- DATA DELIVERING SYSTEM ON ---STEP 03
264
APP ON
Tram 1 will arrive at Weena in 3min. You are 2min walk away from Weena Station (300m). Tram3 ...
INFORMATION SENDING
265
-- Smart Phone Application Platform
Please select the info. you want to receive. Welcome.
Tram 1 Tram3 Bus34
Automatically Enrolled
266
Customisation
Tram 1 will arrive at Weena in 3min.
How do you like this application?
You are 2min walk away from Weena Station (300m).
Comments?
Tram3 ...
Provided Information
Feedback Collection
267
Where will the systems be in urban fabric?
268
+
269
Feedback and Benefit
2
1
5
Real-time Traffic
270
3
4
Information Network
271
4. The Interface
272
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We propose the COOLspot, the direct opposite to the HOTspot (the digital connection place within the city or a building). The COOLspot comprises the city’s no-signal zone. No Internet, no social media, no digital information and any access to it.
‌just you and the built environment!
276
GROUP 08
COOLspot Milo Janssen; Dapeng Sun
277
Coolsingel/Mauritsweg
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280
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283
2. Sensors’ Overview
Modem
284
Anti-modem Equipment ---Electronic signal jammer Urban surface---Electromagnetic Shielding
285
3. Functional Diagrams
286
287
288
289
Functional diagram-outside
CHECK YOUR SMART DIVICE [phone/watch/gla
290
ass] TO SEE IF YOU’RE INSIDE THE COOLSPOT
Pavement Square
291
Functional diagram-inside
Brainstorm
Meeting room
292
Auditorium
293
4. The Interface
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Our observation concerning today’s large cities has to do with the business of people, loud noises, lack of time, large amount of workload, and not sufficient sunlight. All these we see as issues that make the life quality of people lower and lead to season depression and increased stress levels. And our question is: what can be the added value in the everyday life of citizens that will counteract to the problem of big cities? Based on research, the Netherlands has an annual average of 17.6% of sunlight. This highly affects the mood of people and also the stress levels. Similar cities where seasonal depression has been noticed is Austria, Sweden, Denmark, Germany but also New York and Tokyo, where although the weather is significantly better, due to the pollution and highrise buildings people still don’t get enough sunlight. Thus, we propose to provide artificial ‘sunlight’ and the daily necessary vitamin D aiming to decrease stress, increase the productivity of people and benefit the interactions between them. What we propose is an interactive, kinetic system that adapts to the user and reflects his stress levels. We aim to achieve this as a new circulation lane in the city, as a new way of moving inside the urban fabric, the STRESS RELIEF LANE. The idea constitutes of three aspects: a handrail that detects temperature when touched and monitors stress levels, the street lane that projects information to the user while walking concerning his temperature and stress levels, and the light tubes that appear above ground level only when they trace increased stress and ‘follow’ the user while he walks towards his destination. Based on the occupancy of the lane and the amount of stress, the shapes and movement the light tubes create, will be actively reflected to the city. Therefore, a real-time installation is created that becomes part of the daily routine of people and functions as an ambient interface in the urban fabric. Using the already existing infrastructure for tram stops we aim to embed solar and wind collection and use the energy to power our tubes and provide light during 24 hours a day and 7 days per week, as a form of heliotherapy, taking a negative aspect of a city (stress) and transform it into a positive feature (light). The use of technology and applications with the system makes the users interact more, keep track of their data synchronizing their phones every time they enter and exit the lane. In this way the municipality can get information about the stress level of an area of the city and this can become a starting point to map the movement in the city and the circulation of people (speed/time/consistency) based on their stress levels.
308
GROUP 09
SRL Stress Relief Lane Vasiliki Koliaki; Karolos Michailidis
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Coolsingel
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Appendix #1 References
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References
This is an indicative list of relevant reading material for reference and inspiration: Aurigi, Alessandro. “New Technologies, Same Dilemmas: Policy and Design Issues for the Augmented City.” Journal of Urban Technology 13, no. 3 (2006): 5-28. Bilandzic, Mark, and Marcus Foth. “A Review of Locative Media, Mobile and Embodied Spatial Interaction.” International Journal of Human-Computer Studies 70, no. 1 (2012): 66-71. Biloria, Nimish. “Interactive Morphologies: An Investigation into Integrated Nodal Networks and Embedded Computation Processes for Developing Real-Time Responsive Spatial Systems.” Frontiers of Architectural Research 1, no. 3 (2012): 259-71. Burke, Anthony, Tierney, Therese (Ed.). “Network Practices: New Strategies in Architecture and Design”. New York: Princeton Architectural Press, 2007. Châtelet, Valérie (Ed.). “Interactive Cities”. Anomalie Digital No 6. Orleans: HYX, 2007. Dodgson, Mark, and David Gann. “Technological Innovation and Complex Systems in Cities.” Journal of Urban Technology 18, no. 3 (2011): 101-13. Dongyoun, Shin, Stefan Muller Arisona, and Gerhard Schmitt. “A Crowdsourcing Urban Simulation Platform Using Mobile Devices and Social Sensing.” In CAAD Futures 2011, edited by Pierre Leclercq, Ann Heylighen and Geneviève Martin, 233-46. Liege: Les Éditions de l’Université de Liège, 2011. Firmino, Rodrigo José, Fábio Duarte, and Tomás Moreira. “Pervasive Technologies and Urban Planning in the Augmented City.” Journal of Urban Technology 15, no. 2 (2008): 77-93. Foth, Marcus (Ed.). “Handbook of Research on Urban Informatics: The Practice and Promise of the Real-Time City”. Hershey, New York: Information Science Reference, 2009. Greenfield, Adam, and Mark Shepard. “Urban Computing and Its Discontents.” New York: The Architectural League of New York, 2007. Kloeckl, Kristian, Oliver Senn, and Carlo Ratti. “Enabling the Real-Time City: Live Singapore!” Journal of Urban Technology 19, no. 2 (2012): 89-112. Kristian Kloeckl, Oliver Senn, Giusy Di Lorenzo, Carlo Ratti. “Live Singapore! - an Urban Platform for Real-Time Data to Program the City.” (2011). McCullough, Malcolm. “New Media Urbanism: Grounding Ambient Information Technology.” Environment and Planning B: Planning and Design 34 (2007): 383-95. Moere, Andrew Vande, and Dan Hill. “Designing for the Situated and Public Visualization of Urban Data.” Journal of Urban Technology 19, no. 2 (2012): 25-46.
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Powell, Alison. “Wi-Fi, Resistance, and Making Infrastructure Visible.” In The Wireless Spectrum: The Politics, Practices and Poetics of Mobile Media, edited by Barbara Crow, Michael Longford and Kimberly Sawchuk, 172-86. Toronto, Canada: University of Toronto Press, 2010. Robinson, Ricky, Markus Rittenbruch, Marcus Foth, Daniel Filonik, and Stephen Viller. “Street Computing: Towards an Integrated Open Data Application Programming Interface (Api) for Cities.” Journal of Urban Technology 19, no. 2 (2012): 1-23. Rutherford, Jonathan. “Rethinking the Relational Socio-Technical Materialities of Cities and Icts.” Journal of Urban Technology 18, no. 1 (2011): 21-33. Shepard, Mark (Ed.). “Sentient City: Ubiquitous Computing, Architecture and the Future of Urban Space”. New York & Cambridge Massachusetts: Co-published by The Architectural League of New York & The MIT Press, 2011. Townsend, Anthony M. “Life in the Real-Time City: Mobile Telephones and Urban Metabolism.” Journal of Urban Technology 7, no. 2 (2000): 85-104. Vaccari, Andrea, Francesco Calabrese, Bing Liu, and Carlo Ratti. “Towards the Socioscope: An Information System for the Study of Social Dynamics through Digital Traces.” In The 17th ACM SIGSPATIAL International Conference on Advances in Geographic Information Systems, 52-61: Association for Computing Machinery, 2009.
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Appendix #2 Workshop photos
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Credits Concept, Design and Editor: Achilleas Psyllidis Workshop Tutors: Achilleas Psyllidis Bas Kalmeyer Visiting critics: Nimish Biloria (Assist. Prof. Hyperbody, TU Delft) Martijn de Waal (The Mobile City Platform & University of Amsterdam) Willemieke Hornis (Senior Policy Advisor, Dutch Ministry of Infrastructure & Environment) Mark Shepard (Assoc. Prof. University at Buffalo, State University of New York) Blog design and development: Achilleas Psyllidis Syllabus Text & Editors: Achilleas Psyllidis Bas Kalmeyer Project texts Editor: Achilleas Psyllidis Interactive Map design: Achilleas Psyllidis
MSc Course: AR01TWF020 | AR0155 - Actualities Workshop MSc course at The Why Factory, Faculty of Architecture, Delft University of Technology (TU Delft) April 2013 (Spring Semester)
Contact: Achilleas Psyllidis
A.Psyllidis@tudelft.nl achilleas@thewhyfactory.com
Bas Kalmeyer
bas@thewhyfactory.com
Web: http://www.thewhyfactory.com/ http://real-time-city.blogspot.nl/ http://issuu.com/apsyllidis/docs/ar01twf020_syllabus_issuu
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Workshop Participants: Dilsad Anil Chiarra Cirrone Laura Coma Fusté Anna De Putti Nikola Docekal Barbara Jakubowska Milo Janssen Vasiliki Koliaki Jonathan Lazar Xuefei Li Yi-hsuan Lin Lawrence Lo Marija Mateljan Karolos Michailidis Mariana Pazos Gonzalez Mata Rota Koen Schaballie René Dekart Singgih Marlene Stepp Dapeng Sun Mindaugas Šutavicius Matthew Tanti Shuting Tao Tom Thijssen Daan van Gool
©2013 The Why Factory, Achilleas Psyllidis and Bas Kalmeyer All right reserved. No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, electronic, mechanical, photocopying, recording or otherwise, without the prior written permission of the publisher.
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