Immersive Spaces

Page 1

Immersive Spaces


Introduction “Immersive Spaces” features

“Immersive Spaces” was created

6 innovative projects within

by curatorial collective Immersion

practice and research of a new

and was funded by the British

generation of British designers

Council’s Architecture Design

that is developing new modes

Fashion (ADF) department which

of thinking and new processes

works across 109 countries to

of collaborative work in the

build trust and opportunity for

fields of product, exhibition and

the UK through the exchange of

architectural design. Operating

knowledge, experience and ideas

across a range of scales these

worldwide.

designers have reconsidered user and visitor experience

This publication - created

in narrative environments by

in parallel to the exhibition

developing new techniques,

“immersive Spaces” - primarily

working methods, and impactful

celebrates the history of

designs and spaces.

immersive spaces in a British context, but, also serves as

The exhibition “Immersive

an enquiry in the ways the

Spaces” and the public

6 showcased projects were

programme “The Craft and

conceived, designed and

Making of Immersive Spaces”

produced by their creators.

will be touring to Russia, China and Nigeria with the aim to

“The Craft and Making of

create links between designers

Immersive Spaces” - Events

and cultural institutions around

http://kuchawhoo5.wix.com/

the world, and a platform for

immersivespaces

exchanging knowledge and ideas between people.


Introduction “Immersive Spaces” features

“Immersive Spaces” was created

6 innovative projects within

by curatorial collective Immersion

practice and research of a new

and was funded by the British

generation of British designers

Council’s Architecture Design

that is developing new modes

Fashion (ADF) department which

of thinking and new processes

works across 109 countries to

of collaborative work in the

build trust and opportunity for

fields of product, exhibition and

the UK through the exchange of

architectural design. Operating

knowledge, experience and ideas

across a range of scales these

worldwide.

designers have reconsidered user and visitor experience

This publication - created

in narrative environments by

in parallel to the exhibition

developing new techniques,

“immersive Spaces” - primarily

working methods, and impactful

celebrates the history of

designs and spaces.

immersive spaces in a British context, but, also serves as

The exhibition “Immersive

an enquiry in the ways the

Spaces” and the public

6 showcased projects were

programme “The Craft and

conceived, designed and

Making of Immersive Spaces”

produced by their creators.

will be touring to Russia, China and Nigeria with the aim to

“The Craft and Making of

create links between designers

Immersive Spaces” - Events

and cultural institutions around

http://kuchawhoo5.wix.com/

the world, and a platform for

immersivespaces

exchanging knowledge and ideas between people.


Contents

Introduction Context Concept Scales Case Studies Architecture’s Scales Credits


Contents

Introduction Context Concept Scales Case Studies Architecture’s Scales Credits


Context The 19th century is thought to be one of the most important historic periods as it was during this time that science, technology, literature, and religious concepts were completely disentangled from one another. However, for every disenchantment there was an active re-enchantment of the world through fiction, magic and performance. Because the advances in all fields were so rapid, the natural and the supernatural often became blurred in popular thinking, at least for a time in the beginning of the Victorian Era. The Victorian era was also a time during which theatre flourished as a result of the aforementioned advances. It was also during that time that political reforms came into practice which led to the openness of theatre and literature. During Queen Victoria’s reign a lot of new theatres were built along with theatre schools. The concepts of immersion and experience stem from theatre and active re-enchantment.

Immersive Spaces

1800s

Circus performers on the streets of Victorian London

1850s

Victorian Theatre in London

Context In the 20th century another medium becomes the tool that the reality and visions of Britain, British history and society are represented. The rise of the moving image and cinema brought about a different understanding of immersion, which then in the post-war era architecture sought to encapsulate. The Fun Palace represented the possibility of learning, achieving creativity and individual fulfilment through a synergy and integration of architecture with audiences. The programmatic framework for the Fun Palace came from Joan Littlewood’s vision for an interactive, performative theater, that would awake the passive subjects of mass culture to a new consciousness. Similarly, Price would develop and refine his concept of an adaptable architecture designed for the varying needs and desires of the individual.

Immersive Spaces 1920s

Blackmail, 1929

1960s

Sketch for the Fun Palace, Cedric Price


Context The 19th century is thought to be one of the most important historic periods as it was during this time that science, technology, literature, and religious concepts were completely disentangled from one another. However, for every disenchantment there was an active re-enchantment of the world through fiction, magic and performance. Because the advances in all fields were so rapid, the natural and the supernatural often became blurred in popular thinking, at least for a time in the beginning of the Victorian Era. The Victorian era was also a time during which theatre flourished as a result of the aforementioned advances. It was also during that time that political reforms came into practice which led to the openness of theatre and literature. During Queen Victoria’s reign a lot of new theatres were built along with theatre schools. The concepts of immersion and experience stem from theatre and active re-enchantment.

Immersive Spaces

1800s

Circus performers on the streets of Victorian London

1850s

Victorian Theatre in London

Context In the 20th century another medium becomes the tool that the reality and visions of Britain, British history and society are represented. The rise of the moving image and cinema brought about a different understanding of immersion, which then in the post-war era architecture sought to encapsulate. The Fun Palace represented the possibility of learning, achieving creativity and individual fulfilment through a synergy and integration of architecture with audiences. The programmatic framework for the Fun Palace came from Joan Littlewood’s vision for an interactive, performative theater, that would awake the passive subjects of mass culture to a new consciousness. Similarly, Price would develop and refine his concept of an adaptable architecture designed for the varying needs and desires of the individual.

Immersive Spaces 1920s

Blackmail, 1929

1960s

Sketch for the Fun Palace, Cedric Price


Context

Place making

Context

Design and Collaboration

Narrative has been brought

In ‘design’, the changing adjectives

on individual attainment and personal

on further with the booming

that precede it indicate the

creativity was and is still very

economy and the flourishing digital

promotion and development of

influential in determining how creative

possibilities. Visitor experience

collaborative processes, with terms

people think independently. However,

such as ‘interdisciplinary’, ‘cross-

individualism and collaboration have

disciplinary’, ‘interactive’, ‘integrated’

been both considered in British

of engagement of public and

and ‘collaborative’ becoming more

design education in a way that

physical spaces. Theatre, cinema,

common.

enabled designers to find a balance

sector across the arts and leisure had to modify the boundaries

Shoreditch Station

architecture, museum environments

between the two.

had to adapt to performative modes

Collaboration is the process of

of engagement, provoking the

shared creation, in which two or

commercial sector to adjust the

more individuals interact to create a

story-telling manner.

Picadilly Circus Station

shared understanding that neither had previously possessed or could have come to on their own. Collaboration involves a blending of skills, temperaments, effort and personalities to realise a shared vision.

London Eye

The concept of collaboration in the context of the British society and culture has emerged from a juxtaposing basis and cultural heritage that celebrates the independent self and the glory of individual achievement (John Steiner, 2000: 204). The overwhelming focus Southbank Centre Proposal for 2020


Context

Place making

Context

Design and Collaboration

Narrative has been brought

In ‘design’, the changing adjectives

on individual attainment and personal

on further with the booming

that precede it indicate the

creativity was and is still very

economy and the flourishing digital

promotion and development of

influential in determining how creative

possibilities. Visitor experience

collaborative processes, with terms

people think independently. However,

such as ‘interdisciplinary’, ‘cross-

individualism and collaboration have

disciplinary’, ‘interactive’, ‘integrated’

been both considered in British

of engagement of public and

and ‘collaborative’ becoming more

design education in a way that

physical spaces. Theatre, cinema,

common.

enabled designers to find a balance

sector across the arts and leisure had to modify the boundaries

Shoreditch Station

architecture, museum environments

between the two.

had to adapt to performative modes

Collaboration is the process of

of engagement, provoking the

shared creation, in which two or

commercial sector to adjust the

more individuals interact to create a

story-telling manner.

Picadilly Circus Station

shared understanding that neither had previously possessed or could have come to on their own. Collaboration involves a blending of skills, temperaments, effort and personalities to realise a shared vision.

London Eye

The concept of collaboration in the context of the British society and culture has emerged from a juxtaposing basis and cultural heritage that celebrates the independent self and the glory of individual achievement (John Steiner, 2000: 204). The overwhelming focus Southbank Centre Proposal for 2020


Concept

The Exhibition looks at Immersive Design as presented on three different scales, ascending according to the physical involvement of the individual: as singular self-projection, two-way interactive conversation and the urban scenography as provocative immersive space. The era of digital involvement and interaction is traced by opposing the singular-multiple modes of selfprojection and is questioned through the range of collaborative works. The idea of an individual as being central to the British historical past and cultural heritage is exemplified with interdisciplinary creative collaborations. The craft and making of those immersive spaces by across-the-field professionals is the central focus of attention, where intangible visitor experience is brought to foreign audiences as physical objects and explanatory notes on their making to potentially provoke a cross-cultural response.

Scales


Concept

The Exhibition looks at Immersive Design as presented on three different scales, ascending according to the physical involvement of the individual: as singular self-projection, two-way interactive conversation and the urban scenography as provocative immersive space. The era of digital involvement and interaction is traced by opposing the singular-multiple modes of selfprojection and is questioned through the range of collaborative works. The idea of an individual as being central to the British historical past and cultural heritage is exemplified with interdisciplinary creative collaborations. The craft and making of those immersive spaces by across-the-field professionals is the central focus of attention, where intangible visitor experience is brought to foreign audiences as physical objects and explanatory notes on their making to potentially provoke a cross-cultural response.

Scales


Monolith

The Treachery of Sanctuary

Monolith was created by fashion designer Gareth Pugh and Inition for Selfridges as part of the Festival of Imagination.

The Treachery of Sanctuary was conceived and designed by Chris Milk and Ben Tricklebank among others for The Creators Project: San Francisco 2012.

The installation is a giant triptych that takes viewers through three stages of flight The device brought 3D visuals to life via a geometric Gareth Pugh

through the use of Kinect

VR headset, contained in a soundproof space, using Oculus Rift

controllers and infrared

technology.

sensors.

Inition worked closely with Pugh to produce a piece that reflected both his strong aesthetic and an original atmospheric soundtrack by

It engages with the user in

artist Matthew Stone, delivering a multi-sensory fully immersive VR

three different ways through

experience.

interaction and animation.


Monolith

The Treachery of Sanctuary

Monolith was created by fashion designer Gareth Pugh and Inition for Selfridges as part of the Festival of Imagination.

The Treachery of Sanctuary was conceived and designed by Chris Milk and Ben Tricklebank among others for The Creators Project: San Francisco 2012.

The installation is a giant triptych that takes viewers through three stages of flight The device brought 3D visuals to life via a geometric Gareth Pugh

through the use of Kinect

VR headset, contained in a soundproof space, using Oculus Rift

controllers and infrared

technology.

sensors.

Inition worked closely with Pugh to produce a piece that reflected both his strong aesthetic and an original atmospheric soundtrack by

It engages with the user in

artist Matthew Stone, delivering a multi-sensory fully immersive VR

three different ways through

experience.

interaction and animation.


Future Self

Volume

Future Self is a collaborative project between the design studio Random International, choreographer Wayne McGregor/Random Dance and composer Max Richter.

Volume represents an engineered response to the collaboration between United Visual Artists and One Point Six.

Human movement being studied and captured in light is the core element of this project, creating a three-dimensional sculptural installation. The tangibility and craft of the created structure is aimed at uniting the audience and questioning identities and self-projections in the digital age.

An immersive field created of sound and light-responsive custommade aluminium extrusions (Litestructures) encourages the visitor to play with the given light and sound dimensions, while exploring the way through the emerging inner and outer spaces and questioning the boundaries of private and public environments.


Future Self

Volume

Future Self is a collaborative project between the design studio Random International, choreographer Wayne McGregor/Random Dance and composer Max Richter.

Volume represents an engineered response to the collaboration between United Visual Artists and One Point Six.

Human movement being studied and captured in light is the core element of this project, creating a three-dimensional sculptural installation. The tangibility and craft of the created structure is aimed at uniting the audience and questioning identities and self-projections in the digital age.

An immersive field created of sound and light-responsive custommade aluminium extrusions (Litestructures) encourages the visitor to play with the given light and sound dimensions, while exploring the way through the emerging inner and outer spaces and questioning the boundaries of private and public environments.


Serpentine Pavilion Intervention Architecture ‘s Scales

Serpentine Pavilion Intervention is a United Visual Artists’ reading of Sou Fujimoto’s summer pavilion at Serpentine Gallery in London.

Architecture’s Scales is a triangle-looking installation with three LED screens opposed to each other and featuring talks by key-area specialists in order to provoke and encounter a conversation bonding around the visitor. Cecil Balmond (Balmond Studio), Roberto Botazzi (RCA) and Hugo Spiers (Spatial Cognition Lab, UCL) give their area’s perspectives on what an immersive space is and could be, tracing the idea of the individual perception and communication within crafted and narrated environments.

The Japanese architect’s carefully constructed grid of white poles ascending to create multiple interactive spaces has been highlighted with an electrical storm projection in order to question and converse the similarities in approaches to geometry, structure and space.


Serpentine Pavilion Intervention Architecture ‘s Scales

Serpentine Pavilion Intervention is a United Visual Artists’ reading of Sou Fujimoto’s summer pavilion at Serpentine Gallery in London.

Architecture’s Scales is a triangle-looking installation with three LED screens opposed to each other and featuring talks by key-area specialists in order to provoke and encounter a conversation bonding around the visitor. Cecil Balmond (Balmond Studio), Roberto Botazzi (RCA) and Hugo Spiers (Spatial Cognition Lab, UCL) give their area’s perspectives on what an immersive space is and could be, tracing the idea of the individual perception and communication within crafted and narrated environments.

The Japanese architect’s carefully constructed grid of white poles ascending to create multiple interactive spaces has been highlighted with an electrical storm projection in order to question and converse the similarities in approaches to geometry, structure and space.


Credits

Curator: Immersion * Films: Kirill Adibekov Exhibition Catalogue: Kristina Anilane and Theodora Pyrogianni Exhibition Design: Yi Chun Lee and Mo Cheng Public Programme: Mizuki Matsui and Mo Cheng Graphics: Yi Chun Lee

*Immersion is a curatorial collaboration between Kingston University/Design Museum students Kristina Anilane, Theodora Pyrogianni, Mizuki Matsui ,Yi Chun Lee, and Mo Cheng.

Immersive Spaces was funded by the British Council’s Architecture Design Fashion (ADF) department which works across 109 countries to build trust and opportunity for the UK through the exchange of knowledge, experience and ideas worldwide.


Credits

Curator: Immersion * Films: Kirill Adibekov Exhibition Catalogue: Kristina Anilane and Theodora Pyrogianni Exhibition Design: Yi Chun Lee and Mo Cheng Public Programme: Mizuki Matsui and Mo Cheng Graphics: Yi Chun Lee

*Immersion is a curatorial collaboration between Kingston University/Design Museum students Kristina Anilane, Theodora Pyrogianni, Mizuki Matsui ,Yi Chun Lee, and Mo Cheng.

Immersive Spaces was funded by the British Council’s Architecture Design Fashion (ADF) department which works across 109 countries to build trust and opportunity for the UK through the exchange of knowledge, experience and ideas worldwide.



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