Categories
Clean design

The Collective Analogue, bring emotions into our digital lives

The Collective Analogue, bring emotions into our digital lives

Mr. Xingyu Du

Introduction

The mature theory explains that “emotion and emotion” are the subjective experience and corresponding behavioral response of people’s attitude towards objective external things, which reflects the relationship between the needs of the subject and objective external things. Emotion and emotion have three components, unique subjective experience, external
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expression and physiological awakening. In the vast majority of cases, people are talking about “Individvide’s self-feeling of different emotions”.
But nowadays, the “digitalization” of the world makes people’s emotions less pure, and some people in the age group who can’t keep up with “digitalization” are forgotten, resulting in some family emotional problems. At family gatherings, many family members will be immersed in digital devices. Those traditional forms of entertainment are gradually forgotten, but in fact, “unplug-in games” are a good means of entertainment to increase their feelings. This article creates a card game by studying the gameplay and design of many board games. Let people have one more game as an option when they get together.

Conclusion

After exploring the stories and gameplay behind many traditional games, we analyzed the “non-digital” characteristics of these games and improved their gameplay and settings. Using graphic design, semiotics knowledge, and some emotional theories, a desktop card game was successfully created. After experimenting with this game, good feedback was obtained. During the test, it did enhance the pleasant atmosphere of the party at that time. As a
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“unplugged game”, it increases the real interaction of players. The rules of the game are simple and easy to understand, providing an additional entertainment game option for family gatherings. The feedback from the tester also said that the size of the card is easy to carry, and it is very convenient to play the game. Even novice players can quickly understand the rules of the game and start the game.
Of course, it is really meaningful to use artistic design to solve problems; design is people- oriented. After completing this design, I also realized that many “irreversible” changes have taken place in today’s society. COVID-19 has made us communicate, and traveling and gathering relatives and friends have become a risky behavior. I look forward to my design. After the world slowly returns to normal, friends/family may entertain face to face.
Feel the emotions that can be touched by reaching out…………….After exploring the stories and gameplay behind many traditional games, we analyzed the “non-digital” characteristics of these games and improved their gameplay and settings. Using graphic design, semiotics knowledge, and some emotional theories, a desktop card game was successfully created. After experimenting with this game, good feedback was obtained. During the test, it did enhance the pleasant atmosphere of the party at that time. As a “unplugged game”, it increases the real interaction of players. The rules of the game are simple and easy to understand, providing an additional entertainment game option for family gatherings. The feedback from the tester also said that the size of the card is easy to carry, and it is very convenient to play the game. Even novice players can quickly understand the rules of the game and start the game.
Of course, it is really meaningful to use artistic design to solve problems; design is people- oriented. After completing this design, I also realized that many “irreversible” changes have taken place in today’s society. COVID-19 has made us communicate, and traveling and gathering relatives and friends have become a risky behavior. I look forward to my design. After the world slowly returns to normal, friends/family may entertain face to face.
Feel the emotions that can be touched by reaching out.

Objectives Aims or Purposes

Select DouDizhu, FlyNiujiu, Mahjong for further research. Including game background, game method, etc. Discovering traditional, classic and de-digital entertainment methods makes people cherish the emotional communication between lovers and avoid the phenomenon of “emotional lack”. Retrieve the emotional bond lost due to digitalization, regain the direct emotional connection with the near and dear, and increase the real emotional imprint between people.

Process or Methods

This article is committed to exploring the gameplay and design of existing board games, analyze the characteristics of its “de-digital entertainment”, improve gameplay and the components of game devices, design a game suitable for home entertainment. This game is promoted as an “Unplugged-game” to enhance the atmosphere of family entertainment. Provide more non-digital entertainment options for family gatherings
Research on well-known games: DouDizhu, MaDiao Cards, Mahjong, UNO, Through- through burrito. Design new games (Rules of the game and Components of game)

Techniques and materials

Literature Research, Product Design, Graphic Design

Size or Mins.





Categories
Clean design

The Evolution of Classic Values at a Moment of Flux

The Evolution of Classic Values at a Moment of Flux

Yiying Du

Introduction

Inthisprojectaseriesofstudiesandexperimentswereperformed to explore the approaches to connect traditional regional culture in my hometown to modern lifestyle. Design researches were carried out to understand individual interests in culture as well as relevant products, and figure out the current problems existing in the market. The result shows that lack of creativity, universality, adaption, function and resonance decreases individual preference on culture and its relevant products. Based on the study of four representative cultural heritages, cultural values were converted into design concept and via material and technique experiments, the application of ethnical craftsmanship such as tie- dye to contemporary design practice was explored. A collection of products for houseware and home décor were designed to integrate modern design with traditional local culture.

Conclusion

Via research and experiment, this work explores the possibility of applying traditional folk culture into contemporary design including both the cultural concepts and craftsmanship. According to the design research, lack of creativity, universality, adaption, function and resonance is the common problem of current culture-related products. The concept of design is proposed based on the study of representative local heritages and comprehensive understanding of the values behind them. Material and technique experiments enable the conceptual transition of regional craftsmanship such as tie-dye to modern design practice and the study of new approaches in ceramic making. Overall, the work focuses on the folk culture of my hometown, aiming at connecting it to everyday life and investigating the possible methods to conduct traditional folk craftsmanship out of its original or historical context and endow it with new purpose and application which can enable it to fit in modern lifestyle.

Objectives Aims or Purposes

This project aims at providing a possible direction to combine traditional culture into modern lifestyle, designing a collection of products that functions in everyday life, conveys cultural values in a creative way, reinterprets folk craftsmanship and fulfills people’s demands to combine contemporary aesthetics with classic legacy.

Process or Methods

Based on a survey and interview to figure out individual interests and knowledge on culture, an investigation on the current culture-related market, as well as a study on local cultural heritages, the design process starts from a series of experiments on materials and techniques through which I set my main material as clay and intended to apply tie-dye into ceramics. Texture experiments were carried out to convert traditional tie methods used in local tie-dye into the making process of clay and firing experiment were conducted to convert dyeing process in tie-dye into modern ceramics. Design concept was built on the basis of values in folk culture and discussed the fluidity between ‘man-made’ and ‘natural’.

Techniques and materials

Main materials used in the design include clay, fresh leaves and metal foils. Traditional folk craftsmanship such as tie-dye, pattern printing and firing of metal foils was experimented together with ceramics in the design process.

Size or Mins.

Photos (2-5 images) : 5×7


Categories
Clean design

Gift Box Design

Gift Box Design

YuanJun Xiong

Introduction

Review the traditional gift packaging picking process, people usually need to invest time, money, and effort to find the perfect match for their selective gift, the lack of appropriate concise and clear way on the market of packaging to allow customers to “one-step” to complete those steps, but today, in the field of design development is diversified and prosperous, design can do more. By merging the concept of gift box and the gift itself, give the new-style “gift box” the mission of conveying emotion, according to different types of emotional requirements to accurately express. Moreover, “gift box” become no longer a disposable item, it’s something that can be passed from hand to hand to bring people closer, and has more sentimental function and value. 

The concept of pattern design came from the psychotextiles experiment, which makes the “gift box” has a clear, distinctive, and designated connection between the giver and the recipient. It expresses and speaks the will of the giver that is suitable for multiple occasions, even if it is “ineffable”. This premium positioning gift box provides additional emotion influence function and with letter cards to maximize the capacity of expression and communication, making it have more specific and profound value on the basis of enhancing social relations in the gift box. Makes people reach a more intimate, close, and tacit understanding level.

Conclusion

Through an in-depth study of relevant information that explores a way to influence different emotions through texture, in the meantime, combines the profound meaning behind the gift-giving behavior, so as to achieve a change in the relationship between the giver and the recipient, and enhance the intimacy of people’s social relations. And solve the problem of normal gift boxes being limited and pattern stereotyped. on the other hand, increase the sense the participation of gift box for the giver. to the recipient, gift packaging is no longer a disposable item, they can through using the letter card to the next person to want to send a gift to convey information again, and is not restricted by the space of the gift box, Recipients can choose from small to medium- sized gifts that can be accommodated by transforming the box. This new way of gift box design can be applied to either positive or negative occasions and changeful structure to form more unexpected and interesting effects. Currently, psychotextiles are only used in a few areas such as fabric. This research combines it with the concept of gift box packaging to create an innovative and disparate result. modern design realized the possibility of solving multiple problems at once and making people’s life to have more convenient and expectations.

Objectives Aims or Purposes

The study aimed to explore the diversity value of the gift box, so as to expand the function of the product.

1. Using certain texture to achieve the goal of influencing people’s emotion

2. By using gift boxes to help people who are unwilling and to express emotion face to face with others to convey feelings

3. Increase the sense of participation of the giver in the process of preparing gift-giving

4. Recycling product

5. Diversified gift box structure and convenient storage

Process or Methods

Combine with the key information in the research, the gift box should be an object that integrates words, and geometric figures, from which an emotional message can be extracted and passed to the receiver. I designed the gift box in two aspects: the design of the letters as a function of emotional expression, and the design of the pattern of the gift box as a major part of emotional influence.
Based on the research of psychotextiles, the design used the characteristics of repetitive and non-repetitive patterns to design two kinds of gift boxes, “calm” and “passion”, which were applied to the emotions of the gift recipients. The second part of the letter card design uses the same research content, utilize the exciting emotional process of people using words to express themself to the recipient, designed a series of letter cards for people to complete the self-expression desire in the process of giving gifts.

Techniques and materials

This paper discusses the functions, aesthetics, advantages, and disadvantages of three kinds of paper materials, makes attempts to analyze, and further compares their thickness, defects, and other details for evaluation. Finally, choose coated paper as the most preferred one between ordinary A4 paper and corrugated pape.

Size or Mins.

Photos (2-5 images) 5×7



Categories
Clean design

Immersive Healing in Virtual Reality

Immersive Healing in Virtual Reality

Wongsakorn Kanchanapathum

Introduction

In the present day, technology has deeply integrated into our everyday lives and has many advantages and disadvantages too. The author wishes to take the positive side of easily available and affordable technologies and apply them to people with the same symptom with which the researcher is faced. That is, the symptom is connected to a form of severe anxiety disorder as well as stress of people caused by modern work life affecting their mental health. The researcher has found possibilities of using virtual reality (VR) as a tool to help heal people the stress and to help those suffering from severe anxiety disorders to heal themselves such as PTSD or AUTISM. The medical fraternity is already applying advanced versions of VR to this end, but the aim of this project is to reach out to everyday lives of people and allow them the satisfaction to develop customizable solutions to suit their needs. This technology is used in the medicine, but it is not as widely used as the gaming industry, movies and animation

Conclusion

This project was to let the players understand the feelings of the mental disorder group through interpreting objects and spaces within the virtual world, more or less depending on the player. In addition, it is also to heal the player in terms of understanding and empathy that they really feel this way. Because this group of people deserves the right treatment. People who already understand they may become even more accessible. Those who never understand may become more aware. The interpretation also depends on the person’s accessibility.
For the user who is mental disorder. This project will heal with colour therapy. It composes of various colours that have different tone. Colour therapy gives users positive feelings such as encouragement, relaxation, and enthusiasm.

Objectives Aims or Purposes

1. Allows the users to explore the experience, environment, and atmosphere to the world of people with abnormal mental states

2. Understand their thoughts through interpretations that use the space and shape of things as meaningful objects.

3. Heal users with understanding and empathy to a group of people with an abnormal mind to perform properly.

Process or Methods

VR Virtual Reality is one of the most talked-about technology trends in recent times. Although it is not a new technology it has attracted attention because now it seems that the technology has entered a phase where it can be used. However, accessing VR technology is not easy as the devices are expensive and they are not necessary for everyday life.
Therapy such as group therapy reducing stress and anxiety also started to turn their attention to VR Therapy, but with not enough trials in the control group, it is still impossible to conclude how effective VR therapy is.

Colours are all around us. Colour therapy uses these powers of colour to heal, energize, and soothe us. Colour therapy is an alternative therapy that uses colours and their frequencies to heal physical and emotional problems within the human body. Colour therapy is also known as chromopathy, chromotherapy, or colour healing. The goal of colour therapy is to correct physiological and psychological imbalances in the human body.

Movie Therapy affect many of us powerfully because the combined impact of images, music, dialogue, lighting, sound, and special effects can elicit deep feelings and help us reflect on our lives. They can help us to better understand our own lives, the lives of those around us, and even how our society and culture operate.
To design the movie therapy, the author was inspired by two movies namely, Avatar which is about adventure and explore in alien planet, Alice in wonderland is about the story of a young girl named Alice, who plunges into a rabbit hole and enters an underground fantasy world full of bizarre human-like creatures. It’s a movie that has a storyline based on a novel.
From the starting spawn point. Users can have three alternative choices for their exploration. The colour of the sea, with its dark and pale stripes, is the scar that is deeply embedded in the flow of thoughts and minds that will never heal.

In terms of colour therapy:
Orange colour signifies abundance, pleasure, well-being, and sexuality. Orange may be used to stimulate different organs in the human body for physical healing. It revitalizes you and gives you increased mental energy. It can increase your feeling of connectedness between your mind and body. (Galyen, 2020)

Techniques and materials

1 Study the Virtual Reality Program (VR)
2 Study the theory of colour therapy and medical-related psychology. A set of colours are selected to represent the subconscious part of people.
3 Make a VR treatment using the Unity program inspired by a set of movies, Avatar and Alice in wonderland.
Internally, various factors such as colours and objects were used to get more immersive and understanding. Moreover, some the principles of medical-related psychology were incorporated to aim the healing a target group.

Size or Mins.

Example scene from Avatar movie Source: https://smile4travel.de/en/asia/china/zhangjiajie-travelguide/
Example scene from Alice in wonderland movie https://smile4travel.de/en/asia/china/zhangjiajie-travelguide/
Example scene from Uncharted 3 (Game) Source: https://www.flickr.com/photos/rodrixap/11293147244
Rage stream that use green red and orange colours
Mushroom valley that uses green, yellow, and red colours
Map overview
Categories
Exhibition

ALGORITHM

GUEST

ALGORITHM

Chookiat Likitpunyarut

It was the story of BIG DATA , ALGORITHM, WISDOM drawing from the center of the picture, eyes of ALGORITHM QUEEN. The drawing was ALGORITHM like a mythical creature with a human-like body and tentacles of an octopus use to absorb human data. Then injecting new information to control the modern world where the body has eyes to represent reproductive organ by scanning images.
The overall drawing showed SPACE :TIME, the battle, the imprisonment in BIG DATA SPACE, and the human’s journey in the new world. The world transformed into a ‘New World Order’ There are more than enough of INFORMATIONS for BIG DATA to create a true wisdom or just an illusion.

Categories
Guest

Learning CLEAN DESIGN from Architectural History Perspectives Through “Kinclong” Workshop and Exhibition

Learning CLEAN DESIGN from Architectural History Perspectives Through “Kinclong” Workshop and
Exhibition

Kemas Ridwan Kurniawan – Adelia Andani / Indonesia

Introduction

The main topic of the online workshop is an architectural design and material culture on ‘Clean’ and ‘Dirt’
from a historical perspective, with an online archive exhibition as its outcome. By using the format of workshops and exhibitions, this activity aims to study an approach of precedents of ‘CLEAN’ and ‘DIRT’ design in Architectural History and trigger critical discussion and future research. With the curation process, participants also learn to narrate their arguments by providing historical evidence. This project was held from November to December 2020, during a pandemic COVID-19 situation, in collaboration between the writer as the main director with eight postgraduate students of the Department of Architecture Universitas Indonesia, Architectural History and Theory Program.

A theoretical analysis of the main topic kickstarted the workshop. The participants then synthesized their research by proposing a title for the exhibition: “Kinclong” (in Indonesian means sparkle). This workshop and exhibition reckons the idea of “dirt” and “clean” in material culture as a matter of order in design that receive its definition from social, cultural, and political conditions. These concepts also affect the standard of “hygiene” and build an image of modernity in architectural design. The curation context is limited to the domestic setting, where people have the most control over the spatial order around them. From there, each participant was allowed to develop a topic from their perspective within the corridor of architectural history.

The thematic setting falls into eight parts: (1) “Avoiding Anomaly,” (2) “Chronicles of Clean,” (3) “The Spoken Cleanliness,” (4) “The Written Cleanliness,” (5) “Peculiar Privy,” (6) “Heart of Home,” (7) “Colors of a White Wall,” (8) “Paradox of Modern Homes.” This setting shows how societies perceive “clean” design under social, political, cultural, and economic forces and reflect them through spatial organization or
reorganization, surface treatment, and color preference. These narratives lead to the question on how contemporary architecture perceives and manifests “clean” design. Besides an exhibition, the workshop content was disseminated in an online talk show and made into a book published by the Department of Architecture Universitas Indonesia.

Conclusion

“Kinclong” is an exhibition that explores the idea of “dirt” and “clean” in the domestic setting from various times
and places. This exhibition is a part of an architectural history workshop, discussing material culture from
historical perspective. The exhibition falls into eight parts: (1) “Avoiding Anomaly” discusses the concept of dirt
as a disorder in human life, which is addressed differently by various cultures in society, including modern
architecture. (2) “Chronicles of Clean” presents the habit of bathing and cleaning oneself, an ancient practice
that appears in various human civilizations in different parts of the world. (3) “The Spoken Cleanliness” shows
how the concept of cleanliness manifests in traditional society through oral culture, particularly in Suroba village
in Papua and the Raténggaro village in NTT. (4) “The Written Cleanliness” shows how the concept of cleanliness
was born from standards in society, socio-political conditions, culture, and beliefs in communities with written
culture, namely British, Australian, and Indian in the 19 -20 century. (5) “Peculiar Privy” discusses the
development of bathroom design since the industrial revolution, representing the modern movement and
differentiating classes in society. (6) “Heart of Home” discusses the development of kitchen design, which
throughout its evolution demonstrates different perceptions and knowledge about hygiene, efficiency, safety,
and comfort, as an effort to ease women’s workload in domestic spaces. (7) “Colors of a White Wall” questions
architects’ obsession with white and the rhetoric behind it, as well as what architects consider a “stain” and
how they treat it. (8) “Paradox of Modern Homes” criticizes the paradox of modern architecture, which tends to
clean up and eliminate everyday aspects in its representation, in contrast to early modernism.

The various sub-themes indicates that the concept of “dirt” and “clean” is a work in progress, and their evolution
is evident in the way society order space. Therefore, the narrative of this exhibition poses an open ending in
the hope that it will trigger further questions and critical discussion.

Objectives Aims or Purposes

1. To create a workshop program that explores architectural design and history research and
offers an experience in curation.
2. To expand the discourse of design and material culture in architecture from a historical
perspective.
3. To present the results of architectural history research to the public through popular media and
increase design knowledge, both critical and creative aspects.

Process or Methods

1.Theoretical study of three main readings, namely Victor Buchli’s An Anthropology of
Architecture (2014), Mary Douglas’ Purity and Danger: An Analysis of the Concepts of Pollution
and Taboo (1966), and Adrian Forty’s Objects of Desire: Design and Society Since 1750
(1986), as well as several other readings.
2. Selection of themes based on reading synthesis, historical design precedents and common
interest of the participants.
3. Topic development by individuals, including strengthening theoretical ground, collecting
archives, analyzing historiography, and building frameworks.
4) Narrative creation by individuals based on the analysis and evidence, and framing the curated
archives according to the narrative.
5) Critics from external reviewers and the main director.
6) Refinement of curated archives and narrative.
7) Preparation of a conceptual plan for the exhibition website.

Techniques and materials

“Kinclong” is an archival ‘CLEAN DESIGN’ exhibition offering various perspectives of “dirt” and “clean”
concepts in material culture and architecture. The exhibition is the result of one-month online workshop
on architectural history, consisting of a one-month length online exhibition, a talkshow, and a publication.

Size or Mins.

Figure 1. Documentation of the opening talk show of the “Kinclong” exhibition. The video is available on Youtube
Figure 2. Avoiding Anomaly by Sherley Ika Christanti
Figure 3. Chronicle of Clean by Aditya Bayu Perdana
Figure 3. Chronicle of Clean by Aditya Bayu Perdana
Figure 5. Written Cleanliness by Nadira Adiswari
Figure 6. Colours of White Wall by Adelia Andani
Figure 7. Preview of exhibited archives from “Peculiar Privy.” 1920s Gallery of Crane Bathrooms
Figure 8. Preview of exhibited archives from “Heart of Home.” Kitchen of Tomorrow advertisement in Life magazine, August 9, 1943, page 53.
Categories
Guest

Proposing A New Healthy Historic Urban Landscape in Pekojan

Proposing A New Healthy Historic Urban Landscape in Pekojan

Prof.Kemas Ridwan Kurniawan ,
Siti Arfah Annisa / Indonesia

Introduction

Pekojan is one of the historic areas in the city of Jakarta with an enermous historical narratives and traditions
that could be assets to become heritage tourism destination. Even though Pekojan is better known as Arab
Village, more than that historically this area has shown a mixture of Arab, Chinese, and Indigenous cultures
in a cosmopolitan environment. Massive and irregular planning becomes challenge for Pekojan development today. However, with proper strategy, Pekojan has potentials to be developed as heritage tourism destination for wider communities. This proposal is intended as guide for conservation,development, and design of Pekojan in the context for development of tourism and culture in Jakarta based on historical aspects. This project is collaboration between the author as main supervisor and eight master students of Architectural History and Theory Workshop, Department of Architecture, University of Indonesia in collaboration with Regional Research Council of DKI Jakarta. The process is carried out in several steps
starting from analysis of Pekojan through archive studies, observations, and interviews, analysis of
challenges and opportunities, formulating vision and principles for development, and proposing recommendations for development and design. The whole process is carried out by involving various stakeholders such as local governments, community members, non -government organizations, and is supported by the initiators of “HUL Quick Scan Method” from University of Indonesia, Bogor Agricultural University, Trisakti University, RCE Netherlands, and Heritage Hands-on. This workshop resulted in several
development and design programs recommended for Pekojan, including making heritage as catalysts for
development, creating sustainable urban kampung, regaining the use of Krukut Canal, providing the area
with better accessibility, and initiating community-based tourism activities. The results of study led us to
propose a new healthy historic urban landscape in Pekojan. In terms of conservation, it is proposed to
implement adaptive reuse for heritage buildings as visitor center to support tourism in Pekojan. Meanwhile, in terms of developing the urban landscape, it is recommended to rejuvenate the area along Krukut Canal
as main attraction and face of Pekojan, reforest the area, regulate waste management, and improve infrastructures to encourage tourism in a clean and healthy environment of Pekojan.

Conclusion

In this five-week workshop, the author as main supervisor for eight students carried out each of five steps one
by one every week by involving and getting review from the other initiators of HUL Quick Scan and the stakeholders involved. As the final result, this proposal recommended Pekojan as a historic tourism destination with healthy and sustainable concept by integrating Pekojan narrative into daily life experience that can be felt by wider community and creating a strong identity for Pekojan. We proposed Jalan Pekojan Raya as a shopping street for tourists with car-free-based concept to promote Pekojan culinary and specialties. One of the heritage buildings located on this street, namely Langgar Tinggi Mosque, can be used as visitor center by using the space on its first floor area. This position of visitor center which is located between Jalan Pekojan Raya and Krukut Canal can be integrated with the concept of rejuvenating the river area as a new face for Pekojan to create public spaces as attraction for tourists. To support sustainable tourism, it is also proposed reforestation in areas along the canal and alleys in Pekojan to make them healthier, more beautiful and attractive. Responding to cleanliness issue of the canal, the waste management must be integrated by creating waste banks and recycle system. Another interesting thing is the effort to create historical atmoshphere by redesigning the empty walls of abandoned buildings in Pekojan with murals or paintings as memorial for local elders or historical heroes in Pekojan. In addition, improvement of local infrastructure such as sidewalkarrangement, placement of street furnitures, and parking management on narrow streets in Pekojan also needs to be considered to create a comfortable and enjoyable historical tourism experience.

Objectives Aims or Purposes

  1. 1. To create development and design programs in response to the existing challenges and potentials of
    Pekojan.
    2. To design spaces that have potential and suitable to boost Pekojan as an attractive heritage tourism
    destination.
    3. To offer alternative strategies to the stakeholders in creating Pekojan as a clean, healthy, and sustainable
    historical tourism area.

Process or Methods

  1. 1. Analyse the historic urban landsacpe, by investigating the narrative, layout, and typology of Pekojan through archive studies, observations, and interviews.
    2. Define challenges and opportunities of development in Pekojan.
    3. Formulate vision as the main goal for development and design.
    4. Elaborate principles as guide for development and design proposal.
    5. Recommending the proposal for conservation, development, and design of Pekojan.

Techniques and materials

This proposal generally proposes implementation of adaptive reuse to heritage buildings in Pekojan to serve
as visitor center for tourism activities, rejuvenating the river area as a clean and attractive space to encourage
public activities and increase popularity of Pekojan, reforestation along side of rivers and alleys in Pekojan,
tidying up the waste management system, improving regional infrastructure for tourism as well as equipping
the streets with informative signage and furnitures to make tourists’ experience more comfortable and enjoyable. This proposal can be applied throughout all Pekojan area. However, area in the southern Pekojan could be intended to be one of the main tourism spots in Pekojan by using Langgar Tinggi Mosque as visitor center, creating Jalan Pekojan Raya as shopping street to sell Pekojan’s specialties and culinary with car-freebased concept in a certain time, and revitalizing Krukut Canal as a new face and healthy public space in Pekojan

Size or Mins.

Figure 1. Revitalization of Krukut Canal as the main face of Pekojan and a new healthier public space
Figure 2. Propose greenery area along the canal and alleys in Pekojan
Figure 3. Propose better waste management system in Pekojan
Figure 4. Map of development and design planning proposal in Pekojan
Categories
Guest

Multimodal Representations for the Preservation and Adaptive Reuse of Australasian Built Cultural Heritage Projects

Multimodal Representations for the Preservation and Adaptive Reuse of Australasian Built Cultural Heritage Projects

Dr.Julie Nichols

Introduction

The attached work which has combination of contributors from UniSA students in the Burra VERNADOC manual drawing component to doctoral students in the design of the augmented reality projects. This work is multi-dimensional in its capture, drawing, interpretation and re-presentation of cultural heritage. It is intended that this focus on ‘heritage at risk’ in Burra South Australia an historic mining time, currently applying for World Heritage Listing as well as Pedawa Village Bali, Indonesia captures a snapshot at a moment in time of these vernacular buildings. Each with quite different histories, however countries both subjected to colonization and the impacts of colonial powers on the indigenous populations. This heritage is represented in different forms of media to highlight alternative ways of seeing the built fabric layered with narratives of bloodshed, settlement opportunities and economic boom periods of mining and prosperity. The other story is the destruction of this fabric due to an economic argument around preservation costs imposed on potentially impoverished communities. These vernacular architectures are often un-documented and undervalued in the socio-cultural contribution to the societies that occupy them. Alternatively in the case of Burra the vocations which have abandoned them. During these exploratory studies ranging from hand drawing and intensive on-site cultural immersion to digital technologies and fast track capture of different aspects of these sites, and communities, the combination of representations tell different stories. It celebrates forms of building and the creation of built environments for adaptive reuse possibilities. It is an opportunity to re-create new possibilities for these built heritage contexts and this is how the thematic of clean design has been employed here. It is an opportune moment to re-think- reconceptualize heritage places as new potential and insight into contemporary ways of living.

Conclusion

As adaptive reuse is a crucial aspect of architectural design moving into the future during a period of climate emergency, these tools present the possibilities for future end-users of the space. They demonstrate and re-present heritage buildings through contemporary technologies whilst also illuminate the value of manual drawing techniques and details. This work is multi-modal to appeal to different viewing audiences and occupants. It also has potential for the exhibition and curation of built cultural heritage narratives for our cultural institutions. It offers different ways of curating and documenting heritage often perceived as part of the past, rather than a new, exciting and ‘clean’ canvas internally for projects to adapt and bring these cultural heritage buildings into the 21st century.

Objectives Aims or Purposes

1.To investigate ways of re-presenting built cultural heritage for adaptive re-use possibilities
2 To demonstrate manual to digital representations to reconceptualize heritage advocating for a clean and new beginning

Process or Methods

1. Manual drawing and onsite cultural immersion of First Nations people. students and staff – an architectural anthropology – VERNADOC
2. Laser scanning the site for multilevel buildings
3. Employing augmented reality (AR) applications for demonstrating new design possibilities overlaid over manual VERNADOC drawings
4. Mixing media of AR and Hololens technologies to used mixed reality to depict activity and potential new and past uses of space

Techniques and materials

The creative techniques are employed in each stage highlighted in the methods section:

1. ‘reading’ the environment, the activities and the construction means drawing the details using manual methods. It is a collaborative exercise and opportunity to exchange ideas on site between participants in how to draw or show the relevant observations of the building and its occupants.
2. Laser scanning also involves situating the devices in a way to suitably capture the extents of the environment plus the building. These details are to scale and represented using different colour coding to display cold and hot aspects of the structure.
3. Augmented reality overlays offer new beginnings to villagers in Bali. They are able to visualize ‘over’ the familiar spaces drawn in VERNADOC, new design potentials and
4. 3D understandings of how those spaces might feel. This is possible through an application designed for a smart phone. 4. The innovation in this mixed reality display is that the actions within the space can be visualized although they are not physically occurring in the space. It is again a creative imposition of objects and their functions in the heritage context and provide a clean slate for an adaptive reuse design opportunity.

Size or Mins.


Categories
Guest

Broussailles No 1 and Broussailles No 2

GUEST

Broussailles No 1 and Broussailles No 2

Franyo Aatoth / France

When I visited Hua Hin, Thailand. I got the Inspiration by the the sunlight reflecting mass of grasses besides the pond. Then I expressed this feelings with watercolor


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Stitch Triptych

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Stitch Triptych

Dr.Jeanne Tan / Singapore

Sensory Triptych: Sensory illumination via an investigation of photonics, material structures and tactility.