UCL / MArch UD / RC 18
KI - NETIC Campus
Student: Yu HAO Yuhan JI
MArch Urban Design Bartlett School Architecture UCL 2016-2017 1
UCL / MArch UD / RC 18
B-Pro UD / 2016-2017 Portfolio Bartlett School of Architecture University College London London, UK
Design Tutors Enriqueta Llabres-Valls Zachary Fluker
Submitted by Yu HAO Yuhan JI
September 2017
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UCL / MArch UD / RC 18
Abstract
Playing games would be a benefit for people’s life, not only on their physical body but also on their mental health Additionally, the play as an essential part which could contribute to human culture should not be ignored. Objectively speaking, playgrounds are also useful for adults in negating stress and balancing their busy lives. Furthermore, playing help people with socialisation. Interacting is the main access to gain the socialisation, and it entails learning to be a member of a group. We will continue to explore how to negotiate in the public space and how play can have a role in the negotiation. How can designers and users co-operate through these complex socio-technical networks? Therefore, We would speculate that the playing as a tool for negotiation in public space, building a platform for new playing forms and spaces should be inspired by the new process of our culture.
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UCL / MArch UD / RC 18 UNIVERSITY OF EAST LONDON 51.5437239, 0.0088787 Students Number: 11 335
THE ROYAL VETERINARY COLLEGE 51.5359588, -0.1334214 Students Number: 2 145
CITY UNIVERSITY OF LONDON 51.5276003, -0.1018301 Students Number: 18 997 KING’S COLLEGE LONDON 51.4697585, -0.0918999 Students Number: 10 103
UNIVERSITY COLLEGE LONDON 51.5234809, -0.1317854 Students Number: 39 473
LONDON BUSINESS SCHOOL 51.5264688, -0.1622092 Students Number: 150 000
BIRKBECK UNIVERSITY OF LONDON 51.5216118, -0.1297959 Students Number: 9 861
Chapter 1 Introduction
REGENT’S UNIVERSITY LONDON 51.5268094, -0.1557543 Students Number: 5 000
Redefine University Environmental Relationships
ROYAL ACADEMY OF MUSIC 51.5233034, -0.1518031 Students Number: 775
UNIVERSITY OF WESTMINSTER, CAVENDISH CAMPUS 51.5207912, -0.1393531 Students Number: 20 465
KING’S COLLEGE LONDON 51.4697585, -0.0918999 Students Number: 10103
LONDON SCHOOL OF ECONOMICS AND POLITICAL SCIENCE 46080518 Students Number: 11 147
UNIVERSITY OF EAST LONDON 51.5437239, 0.0088787 Students Number: 11 335
1.1 Number of University Students in London
LONDON SOUTH BANK UNIVERSITY 51.4967419, -0.1011906 Students Number: 17 565
COURTAULD INSTITUTE OF ART 51.5116948, -0.117442 Students Number: 470
page 8
1.2 Vital Abilities for University Students 1.3 Influence of Students in London 1.4 History of London Universities Development
ROYAL ACADEMY OF ARTS 51.5091448, -0.1391662 ROYAL COLLEGE OF MUSIC 53.4679862, -2.2381705
1.5 Play Interface GOLDSMITHS COLLEGE 51.4745021, -0.0350507 Students Number: 8 165
HEYTHROP COLLEGE 51.499965, -0.1905461 Students `number: 621
Chapter 2 Interaction of Playing IMPERIAL COLLEGE LONDON 51.4982278, -0.1742746 Students Number: 17 000
KING’S COLLEGE LONDON 51.4697585, -0.0918999 Students Number: 10103
page 24
2.1 Collecting and Analysing Urban Data 2.2 Play Mechanism: Competition and Cooperation 2.3 Data Game Playing 2.4 Digital Interface page 58 Range Distance
500m
2000m
Chapter 3 Kinectic Campus 3.1 Digital Platform: Kinect 3.2 Reading Spaces 3.3 Reading Facial Characteristics 3.4 Reading Motions: cooperation, competition, negotiation 3.5 Digital Typhology:Motion capture Chapter 4. Material System
page 94
4.1 Material Research 4.2 Varies in Components 4.3 Diverse Movements through Interlocks 4.4 Morphology simulation Chapter 5. Conclusion- Play in the Future Campus
page 130
5.1 Digital Interaction 5.2 Digital to Physical Connection 5.3 Physical Interaction 5.4 Outcom
APPENDIX
page 174
BIBLOGRAPHY
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OUTPUT
M
Mass Customisation
1
NPUT
Introduction Redefine University Environmental Relationships 1.1 Vital Abilities for University Students 1.2 Number of University Students in London 1.3 Influence of Students in London 1.4 History of London Universities Development 1.5 Play Interface
OUTPUT Customised Data
M
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Introduction It is true that increasing numbers of students are suffering from anxiety, depression or loneliness in university campus nowadays. They are suffering the consequences of a lack of cooperation and communicative competence within this planned environment. This phenomenon has drawn the attention from higher education institutions, such as Buckingham University and the University of Reading. For example, universities also emphasize on attracting students and then encourage them to play on campus because of the growing internationalism, competition and increasing development of technology. Therefore, how to improve students’ social abilities and stress their experience in the campus has become new topics. Moreover, playing as an innovative approach could be helpful for the students. Recent studies have shown that inherent qualities in a well-planned game can increase motivation and engagement (Johnson, 2012). Students play an essential role in London, as they are a large group according to the data from Higher Education Statistics Analysis, there has been an increasing trend in total enrolments in the UK. The number of higher education students account for approximately one-quarter of the population of London in 2016. As a vital part of the population, students should be given more considerations. Additionally, over one in four overseas students enrol in higher education institutions in the UK. Nevertheless, most interactional students are generally a lack of confidence which is particularly reflected in language abilities and social skills. Obviously, it would reduce the communication and participation (Andrade, 2006). Therefore, it is of vital benefits to create favourable playing for students. Clearly, cities have been changed in relation to the development speed of the technology (Pop et al, 2016). Smart digital cities not only focus on efficiency and entertainment but also emphasise the citizens’ social interactions and communications through utilisation of sensors (Nijholt, 2017). Moreover, based on the analysis of different kinds of sensors, including the infrared sensor, the light sensor, and the ultrasonic sensor. Kinect would act as a role of a bridge, which build a connection between users and playground because it can detect different kinds of motions and facial characteristics of people, disappointment, and happiness, etc (Deal et al, 2013). By playing games in the university, it could enhance students’ communicative competence and interaction opportunities.
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1.1 Vital Abilities for University Students
1.2 Number of University Students in London
2280005
1727895
1803840
1928140
1914835
1804305
PHYSICAL 1753810
1676920
1541225
MENTAL 44% 44% 39% 36% 34% 19% 14% 12% 11% 7% 60% 56% 46% 44% 44% 36% 25% 16%
SOCIAL
1 SUB-HEALTH STATUS 2 WRITING PROFICIENCY 3 PUBLIC SPEAKING 4 DATA ANALYSIS(EXCEL/TABLE) 5 INDUSTRY SPECIFICSOFTWARE(CAD/QUICKBOO) 6 MATHEMATICS 7 DESIGN 8 CODING/COMPUTER PROGRAMMING 9 FOREIGN LANGUAGE PROFICIENCY 10 SEO/SEM MARKETING 11 CRITICAL THINKING /PROBLEM SOLVING 12 ATTENTION TO DETAIL 13 COMMUNICATION 14 OWNERSHIP 15 LEADERSHIP 16 INTERPERSONAL SKILLS/TEAMWORK 17 CRIT 18 CURIOSITY
2016 2014 2012 2010 2008 2006 2004 2002 2000
Number of Students in London
1. Lack of Communication and Cooperation in the Future Workplace 100
Regarding Dan Schawbel, the research director at Future Workplace, states that stu-
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dents need strong negotiation and team working skills in their future work place. Vital abilities for Students
2. Students play an essential role in London They are a large group according to the data from Higher Education Statistics Analysis, there has been an increasing trend in total enrolments in the UK. The number of higher education students account for approximately one-quarter of the population of London in 2016. 1. Lack of Communication and Cooperation in the Future Workplace Regarding Dan Schawbel, the research director at Future Workplace, states that stu-
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dents need strong negotiation and team working skills in their future work place.
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1.3 Influence of Students in London
From the location of the universities in London, it is clear to find that students influence the whole city centre. As a vital part of the population, students should be given more considerations.
London Population in 2017
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1.4 History of London Universities Development
Reference: University as Urban Developer: Case Studies and Analysis. D, C. Perry (2015)
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Chapter 1
1.5 Interface of Play
Using your Mind, Good Sense and Teamwork Effective Communication Time Management Group Determination
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1.5 Interface of Play
User Information
YoYo_H
North Arrow
Walking
Current Movement Setting your work place. How much time do you work.
+
Zoom In
_
Zoom out
Heart beating
Running
Steps
Setting your goal of walking/running. How many steps and how much time do you spand on walking/running. Cycling
Setting your home. How much time do you stay at home.
Calory
How much time do you spand on commute
Activities Time Map
Users can look at their walking time based on the GPS Sharing Activities Site Users can look at their routes through the Timeline Map
Sharing Activities Site
Users can share their activities to their friends
Users can look at other urban data about themselves
Users can look at other users activities and walking steps, it depends on other users would like to share Users can get to know what is the material applied in the site. What kind of gesture and motion can be done to interact with the material
Share
Summary Bubbles
Urban Data
Summary & Storyline
Leader board
Recommend to a friend
Customisation option
Material system Scale Bar
Users can look at others activities and walking steps
Users can look for help through this option
0
Activities Menu
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150
1
Users can choose which style can be shared to other users
Manu Bar
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Users can look at other users onlin or offline
Sharing options buttons
Users have options to share their activities to some friends or all friends
Users can play with other users and look for the materials through the camera
refresh
notification
share
Tool bar
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INPUT
OUTPUT
Material System
Mass Customisation
INPUT
OUTPUT Customised Data
Urban Morphology
OUTPUT Customised Data
INTPUT Material Information
INTPUT People Data
User Interface
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2 Interaction of Play Play as a Tool for Interaction in Students’ Break-time 2.1 Collecting and Analysing Urban Data 2.2 Data Game Playing 2.3 Play Mechanism: Competition and Cooperation 2.4 Digital Interface
Data of users’ motions/ Come from ‘Moves”
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Cycle
2.1 Collecting and Analysing Urban Data
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Moves Data
mins
Walking Run
Sign in
8,786 steps
At work
8:18 hours
0.3 mi
Gym Trainning
At home
Account // YoYo
20 mins
At home
8:52
35 min
hours
Information // Walk, Steps, Distance, Time, Calory // Cycle, Distance, Time, Calory // Run, Steps, Distance, Time, Calory // Gym Training, Time, Calory // Place, at Work, at Home, Percent // Commute, Time, Percent
Nearby // Restaurant, cafe, bar // Buildings, Houses // Stations // Education Institutions // Parks, Musieums
Many installations for mobile devices provide the data of people’s movements and daily routes, for example the ‘Moves’. What’s more, the application play an vital role in the data game, especially for the teamwork players.
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Data from Moves
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2.1 Collecting and Analysing Urban Data Site Data
To compare with the contemporary campus, data-based campus has been improved according to the large amount of data from students, including their motions, traces, walking time and distance and so on.
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University College London Map Students use Moves in the campus
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2.1 Collecting and Analysing vUrban Data
From the location of the universities in London, it is clear to find that students influence the whole city centre. As a vital part of the population, students should be given more considerations.
Opotions of Route for Users
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2.1 Collecting and Analysing Urban Data
Time: 8:00am
Site: Univesity College London
Site: Univesity College London
Site: Univesity College London
Site: Univesity College London
Students Department: Engineering
Students Department: Institute of Education
Students Department: Archaeology
Students Department: Bartlett School of Architecture
Site: Univesity College London
Site: Univesity College London
Site: Univesity College London
Site: Univesity College London
Students Department: Engineering
Students Department: Institute of Education
Students Department: Archaeology
Students Department: Bartlett School of Architecture
Site: Univesity College London
Site: Univesity College London
Site: Univesity College London
Site: Univesity College London
Students Department: Engineering
Students Department: Institute of Education
Students Department: Archaeology
Students Department: Bartlett School of Architecture
Site: Univesity College London
Site: Univesity College London
Site: Univesity College London
Site: Univesity College London
Students Department: Engineering
Students Department: Institute of Education
Students Department: Archaeology
Students Department: Bartlett School of Architecture
Time: 12:00pm
Time: 16:00pm
Time: 20:00pm
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https://timetable.ucl.ac.uk/tt/homePage.do
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2.1 Collecting and Analysing Urban Data
Activities Area during Breaktime
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Activities Area during Breaktime
Site: Univesity College London
Site: Univesity College London
Students Department: Archaeology
Students Department: Bartlett School of Architecture
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2.1 Collecting and Analysing Urban Data
Activities Area during Breaktime
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Activities Area during Breaktime
Site: Univesity College London
Site: Univesity College London
Students Department: Engineering
Students Department: Institute of Education
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51.5270
Bartlett 2School of Architecture Chapter
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Area: 2178 meters
51.5265
Bartlett School
2.2 Urban Data Playing
Institute of Archaeology
Students Density: 253 / min
Engineering
Students Flow: High Institute of Education
Time: 13:00
Others
51.5260
Front Plaza in Main Library 51.5255 Area: 5342 meters Students Density: 853 / min Students Flow: High Time: 13:00 51.5250
Small Plaza beside Science Library
51.5245
Area: 1002 meters Students Density: 269 / min Students Flow: Average 51.5240 Time: 13:00
51.5235
Gordon Square Garden
Area: 11523 meters Students Density: 341 / min 51.5230 Students Flow: Low Time: 13:00
51.5225
Plaza in front of Church
Area: 1172 meters 51.5220 Students Density: 773 / min Students Flow: High Time: 13:00
51.5215
51.5210
Site Area Building Road
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Route 51.5205
-0.1390
-0.1385
-0.1380
-0.1375
-0.1370
-0.1365
-0.1360
-0.1355
-0.1350
-0.1345
-0.1340
-0.1335
-0.1330
-0.1325
-0.1320
-0.1315
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2.3 Play Mechanism: Competition and Cooperation
Game Mechanics Research The chart showed the pervasive games is most welcomed game by the users due to its connection between digital and pehysical world
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2.4 Digital Interface
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Physical Data of User
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Activities in the Urban Map
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3 Kinectic Campus Playing Play as a Strategy to Engage Students into the Campus Environment 3.1 Digital Platform: Kinect 3.2 Reading Spaces 3.3 Reading Facial Characteristics 3.4 Reading Motions: cooperation, competition, negotiation 3.5 Digital Typhology:Motion capture
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3.1 Digital Platform: Kinect Introduction: digital-physical tool
Infrared sensor
z260 z240 z220
z200 z180 z160 z200
z140
z180
z120
z160 z100 z140
z80
z120 z60
z160
z100
z40 z140 z20
z80
z120
z60
z100
z40
y360 z80
y340
z20
y320 z60
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x420
z40 x400 z20
Infrared light
Depth image
x380 x360
Color image
x340 x320 y180
x300 x280
y260
x260 y240
x240 y220
x220 y200
y120
x200
y180
Mikrophones
x180 y160
Control data
x160 y140
x140 y120
Extemal digital audio sources Control data
x120 y100
Flash
y60
USB 2.0
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x60 y40
x40 y20
Kinect Introduction
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y80
x20
Kinect Introduction
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3.2 Reading Spaces
Kinect would act as a role of a bridge, which build a connetion between users and playground, because it can detect different kinds of motions and facial characteristics of people, disappointment and happiness
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Spatial Evaluation
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3.2 Reading Facial Characteristics
Kinect Introduction
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Kinect Introduction
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3.3 Reading Motions: cooperation, competition, negotiation
Valued Behaviour for Students
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Analysing Walking and Chating
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3.3 Reading Motions: cooperation, competition, negotiation
Head
Head
Head
Head
Right H. Left H.
Right H. Left H.
Right A. Right H. Left H. Left A.
Right A. Right H. Left H. Left A.
Right F.
Right F.
RIGHT F.
RIGHT F.
RIGHT L. LEFT L.
RIGHT L. LEFT L.
LEFT F.
LEFT F.
Left F.
Left F.
1S
2S
3S
4S 1S
2S
3S
4S
31- 51 31- 51 31- 51 31315151 31- 51 31- 51 31- 51
Head
Head
Right H. Left H. Right F. Left F.
Right H. Left H. Right F. Left F.
5S
6S
7S
30-50 30-50 30-50
8S 5S
6S
7S
30-50 30-50 30-50
8S
10S
9S
30-50
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30-49
Front view: Analysing Dynamic Running Motion
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10S8S
7S
9S
30-48 30- 4930-5030-49
5S
8S
7S
4S
5S
3S
29-48 30-4930-50 30- 4929-4830- 49
4S2S
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3S
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1S
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Left view: Analysing Dynamic Running Motion
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3.4 Digital Typhology:Motion capture
0s
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35s
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50s People Motion Capture Time Top View
60s
0m
1m
2m
3m
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People Motion Capture Distance Top View
We use the color to show the change of the people motion. People would be the central point in the whole motion, which means that he would be the orange color, and the more close to the centarl point the color would be more wormer. People Motion Capture Time Perspective View
People Motion Capture Distance Perspective View
Dynamic sequence of motion Current condition
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Former condition
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3.4 Digital Typhology:Motion capture
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Group People Motion Capture Distance-01Top View
What is more, This project ultilizing the 3-dimentional algorithm to compute the space of occupation. Dynamic sequence of motion Current condition
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Group People Motion Capture Time-01 Perspective View
Group People Motion Capture Distance-01 Perspective View
Former condition
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3.4 Digital Typhology:Motion capture
0s
10s
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Group People Motion Capture Time-02 Top View
Current condiååtion
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Dåynamic sequence of motion
Former condåition
Group People Motion Capture Time-02 Perspective View
3m
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5m
6m
Group People Motion Capture Distance-02 Top View
Current condiååtion
Dåynamic sequence of motion
Former condåition
Group People Motion Capture Distance-02 Perspective View
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Group People Motion Capture Distance-02 Perspective View
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5 Conclusion and Proposal Vision of Playable Campus 5.1 Digital Interaction 5.2 Digital to Physical Connection 5.3 Physical Interaction 5.4 Physical Fabrication
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5.1 Digital Interaction
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Digital Connection of Users
Digital Interface of Users’ Motions
Main Building in University College London
Main Building in University College London
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5.1 Digital Interaction
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Digital Connection of Users
Digital Interface of Users’ Motions
Science Library Yard in University College London
Science Library Yard in University College London
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5.1 Digital Interaction
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Digital Connection of Users
Digital Interface of Users’ Motions
Church Yard in University College London
Church Yard in University College London
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5.1 Digital Interaction
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Digital Connection of Users
Digital Interface of Users’ Motions
Euston Garden in University College London
Euston Garden in University College London
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5.2 Digital to Physical Connection
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5.2 Digital to Physical Connection
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5.3 Physical Interaction Gesture of Pumping
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5.3 Physical Interaction Gesture of Lighting
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5.3 Physical Interaction Gesture of Moving
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5.4 Outcom
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