urban pollen
DESCRIPTION
Research Proposal for Media Pixel ProjectTRANSCRIPT
URBAN POLLENARCHITECTURE = COMPUTER
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Firstly in order to bring electronics into the domain of Architecture I looked at all types of sensors available.
Movement
Force Sensitive Tilt Sensors Gyro IMU (Inertial Measurement Unit - Velocity) Magnetic (Compass) Motion Sensing
Environment
Photocells Heat Thermocouple (Temp) Thermistors (Temp) Humidity Pressure / Altitude Accelerometers Gas Barometer Geiger Counter
Human Input
Fingerprints Keypads Track pads Microphone
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Motion Sensing Input Device
Body / Motion Sensor - 3D Scanning Systems The XBOX Kinect sensor interprets 3D scene information from a continuously-pro-jected infrared structured light.
Structured light involves the projection of a predetermined pattern of pixels onto objects.
The unit combines an RGB camera, depth sensor and multi- array microphone. The sen-sor tracks full-body movement and the users’s voice to enable advanced gesture, fa-cial and voice recognition.
2 - 3D Depth Sensors
1 - RGB Camera
3 - Multi Array Microphone
4 - Motorized Tilt 221
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Distance data is created using the Time-Of-Flight (TOF) principle in which the scene is captured through individual light pulses
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Future models aim to recognise any pose in just 10 milliseconds and is reported to only need 160 milliseconds to latch on to the body shape of a new user stepping in front of it.
The Kinect is capable of simultaneously tracking up to six people, including two active players for motion analysis with a feature extraction of 20 joints per play-er. It also offers the opportunity to develop applications through a non-commercial Kinect software development kit for Windows. This SDK will allow .Net developers to write Kinect applications in C++/CLI, C#), or Visual Basic .NET.
The SDK can access the following
• Raw sensor streams: Access to low-level streams from the depth sensor, colour camera sensor, and four-element microphone array.
• Skeletal tracking: The capability to track the skeleton image of one or two peo-ple moving within the Kinect field of view for gesture-driven applications.
• Advanced audio capabilities: Audio processing capabilities include sophisticated acoustic noise suppression and echo cancellation, beam formation to identify the current sound source, and integration with the Windows speech recognition API.
Possible uses
The motion detection capabilities of 3D structured light provide the potential to map all people detected within it’s field of view. If this is increased a crowd of people could potentially be tracked to measure human density, or use movement to inform another output device.
Its potential in the use of ubiquitous computing is immense and could provide de-tection for blind people with the use of feedback mechanisms on the skin.
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5Drawbacks
The range of camera field seems to be the biggest limiting factor. Although it can detect movement and potentially body shapes it is unable to identify individuals, although this would be incredibly advanced it does raise issues of surveillance and human privacy rights.
Existing Uses
Ubiquitous Computing / Generative capacities
[VJing using wearable controls]
Augmented Reality
[TOPSHOP changing room Russia]
Scanning / Fabrication
[Fabricate yourself]
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URBAN POLLEN 6MOBILE
Ubiquitous Computing - Mark Weiser is credited with coining the following catego-ries [1].
TABS - WEARABLE PADS - HOLDABLE BOARDS - DISPLAYABLE CLAY - 3D GEOMETRY SKIN - FABRICS DUST - MINIATURE
ANDROID - PAD - Smart Phone
The mobile phone operating system was introduced by Google in 2007 and was set up with the Open Handset Alliance, a consortium of 80 hardware, software, and telecom-munication companies devoted to advancing open standards for mobile devices.
It holds significant potential as a discrete multiple sensing device as the smart phones android OS works on consist of;In addition to Google releasing Android code under a free software license allowing anyone to write applications, it also launched an Android open accessory develop-ment kit based on Arduino allowing physical computing and interactive environments to be combined using the Processing language. The toolkit seeks to enable users to externalize their phone events and creatively demonstrate them on external display devices.
1 - Microphones
2 - Speakers
3 - Accelerometers
4 - Light sensitive sensors
5 - Compass
6 - Touch Screen
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Possible uses
A smart phone could act as a moving version of the Polymedia Pixel which can com-municate data into its programme systems and create feedback loops. This could be movement, numbers of phones, location of phones, phone activity, social media in-put, payment, tagging, and in return can provide sounds, images, text on a personal hand help device.
Advantages / Disadvantages
The advantage Android OS has over other smart phone operating systems (see iOS, Windows phone 7, Symbian, BlackBerry OS) is that it is open source and can be ap-propriated to whatever the designer wants. It is also available to tablet sized smart devices which opens up the media space opportunities available to the inter-action.
The drawback is that Android only holds 30% market share which reduces the poten-tial audience. In smart phone form the display feedback is limited to a maxim 5 inch screen at the moment only allowing small visual engagement with augmented re-ality.
Existing Uses
Song/Music visual feedback
[Music Beta]
Control Household Devices
[Domotic Home]
Robot Control
[Theo Janzen’s Beast]
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VISUAL COMMUNICATION
ProjectionLED (Light Emitting Diode)OLED (Organic Light Emitting Diode)LCD (Liquid Crystal Display)PlasmaElectronic Paper
Projection Mapping
This technology involves the fitting of projected images via multiple light sources onto surfaces to achieve dynamic three dimensional animations. The effect can be extraordinary and aim to appear to create new space from existing flat or textured surfaces.
Possible uses
Projection mapping can be used alter the appearance of a surface and space and can additionally include data / information within the mix. Potentially image sources could be contained within the media pixels and project onto other surfaces within the space. Alternatively an image could be projected into a field of media pixels to create the appearance of the assemblage.
Advantages / Disadvantages
A very useful aspect of projection mapping is the ability to augment actual space without the need to alter the architectonic.
With this said it is mainly a visual effect and without human audience participa-tion it is limited in its impact.
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Existing Uses
Stage Projection
[1024 - EXYZT]
Anamorphic Architecture
[zizizic]
The Lightline of Gotham
[Seeper]
Cow Mapping
[GetSound]
Enigmatic
[KitWebster]
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SCREEN
LED Technology
LED lights (light-emitting diodes) are incredibly energy efficient and long lasting. Unlike traditional incandescent or even Fluorescent bulbs, they illuminate when the movement of electrons across a semiconductor creates light.
Although originally just low intensity red light, LEDs are now available in vis-ible, ultraviolet and infrared wavelengths, with very high brightness.
Invented in 1961 the technology has improved in efficiency and light exponentially. The future of LED appears to be in the form of Organic Light Emitting Diodes, where the organic material can be molecules in a crystalline phase, or polymers. The po-tential outcome of OLEDs include thin, low cost displays with wide viewing angles and high contrasts.
In addition to emitting light they can also detect interaction via infra red and can be used for measuring and interacting with processes involving no human vision. In addition they can act as light sensors where LEDs operate in a reverse-bias mode and respond to incident light, instead of emitting light.
Possible Uses
LEDs are small enough to be used within the media pixel unit and uses low amounts of power. They can be used to create undulating surfaces which can then change in colour and with it a meaningful visual display.
1 - Epoxy Lens / Case
2 - Wire Bond
3 - Reflective Cavity / Semiconductor Die
4 - Anvil
5 - Post
6 - Flat Spot
+ ANODE - CATHODE
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Advantages / Disadvantages
LEDs are very useful for visual purposes as they can emit RGB light and in combina-tion achieve images though a pixellated effect. On top of this they are very light, energy efficient, and has a relatively long life. Its advantage over flat pixel screens is that they can be potentially placed anywhere in space providing geometry achieved through light.
The main drawback is that although affordability is improving high luminosity LEDs are still expensive compared to conventional lighting technologies.
Existing Uses
3D Display Cube
[James Clar]
Nightclub
[Martin]
Habitat Hotel
[James Clar / Cloud 9]
Growing Plants
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The issues I am most interested in concerning building to building communication involve the celebration of human’s unpredictable behaviour. There is a potential for architecture to cater for a plurality of unknown interactions and outcomes rather than one that is fixed.
In these case studies I wish to engage with three main and separate themes.
1 - City of Events2 - Emotion / Behaviour3 - Tactile Interaction / Internet of things 4 - Haptic Feedback6 - Social Interaction
My aim is to concentrate on the application of concepts rather than focus on the technological ingenuity.
Case Study 1 - The Cloud - Networks
Case Study 2 - MIT Mood Meter - Fun Theory
Case Study 3 - Natural Fuse - Game Theory
Case Study 4 - The Blur Building - Perception
Case Study 5 - L.E.D Carpet
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Carlo Ratti with Walter Nicolino (SENSEable City Laboratory)
The Cloud is a viewing platform proposed for the 2012 London Olympic games. It will attempt to connect visitors to the Olympics, London and the whole of the world by providing weather and digital data experiences.
It is designed to employ a lightweight inflatable geodesic structures that provides a smart meter for the Olympic Park and for London as a whole. The data it plans to communicate include events, transport patterns, weather forecasts, timetables and Olympic footage.
It will also use its own movement to reveal the movement of people below via. Info-screens will be placed where visitors can navigate information about the immediate surroundings and its relation to the world. The Cloud’s main aim is to spatialize
internet data, precisely geo-locating information feeds
The Cloud
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Using LEDs suspended within the bubbles viewers can see images from all directions including within the space attempting to remove the divide between audience and spectacle.
From the plans of The Cloud it is clear on how users will experience and control content embedded in the design but it does not illude to any active interaction. It is able to detect passive information such as movement, mobile phone use, decibel levels, but does not incorporate any feedback loops to self adapt.
I feel the monument would be spectacular but so far only provides a one way con-sumption of data rather than a real time and conscious reaction from users. However as it is linked into the internet “cloud” It does have potential for social media interaction, or the utilisation of bespoke smart phone applications.
The way the user experiences the data is really interesting as it combines the visual (3D pixel / screens) with visceral qualities such as weather, movement and touch.
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Javier Hernandez and M. Ehsan HoqueGraduate students of the MIT Affective Computing Group
The MIT Mood Meter was a project run at the Massachusetts Institute of Technology to measure, estimate and reflect the overall mood of the campus during the Festival of Art, Science and Technology in March/April 2011.
It placed cameras in four locations and fed back, in real time via a projection, the image with augmented smiley or not smiley icons over the faces. It was intended to raise awareness of how smiles can positively affect the surrounding environment, and to assess how friendly MIT might appear as a community.The detection of smiles relied on facial recognition technology produced by Affec-tiva (www.affectiva.com), an offshoot of the MIT media lab, which works with nor-mal web cameras. Data recorded during the exhibition contained information about the number of smiles, their time stamps (date and clock time) and location of oc-currence, and was made available — in real time — on their website, www.moodmeter.media.mit.edu.The interaction was created through the viewing of the screens and testing / play-ing with the technology. This project put the “fun theory” to the test to test mood levels and to also promote fun within the campus.
The installation appears incredibly easy to understand and due to the immediate feedback graphic the uptake was immediate. The application contains great poten-tial for the detection of a human behaviour in a space, and for that space to react accordingly. My main problem is that smiles do not necessarily relate directly to a better mood, and this is admitted by the creators of the project. The algorithms would have to be made much more sensitive to human facial nuances in order to gain an accurate conclusion of mood.
The project was placed in four different types of space, a lobby, corridor, meeting space and forecourt. Its installation was not site specific as it simply involved a camera, projector and computer casing. In this instance spaces were chosen for max-imum effect, for instance a corridor had the potential for a concentration of users who would as a result block the space and focus more attention to the installation.
MIT Mood Meter
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Real-time visual feedback of area containing the most smiles on cam-pus
Visual gauges via the website of the “happiest places”
Group of users interacting and testing the installation
Resulting Image with smiley / not smiley icons.
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Haque Design and Research (www.haque.co.uk) Project site: naturalfuse.orgwww.sentientcity.net
“Natural fuse” is a micro-scale carbon dioxide overload protection framework that works locally and globally. As generating electricity produces Carbon dioxide and as a result the environment suffers the project aimed to combine the three in a carbon sinking and visual feedback loop. The “Natural Fuse” units use the natural carbon-capturing processes that occur as plants grow to offset power usage.
Each unit will only allow the expenditure of energy which is related the amount of CO2 the plant can absorb. The units can be networked together to increase the ca-pacity and If people cooperate on energy expenditure then the plants thrive (and everyone may use more energy). However if they don’t then the network starts to kill plants, thus diminishing the network’s electricity capacity.
All the units are connected together via the internet so that they can communicate and determine how much excess capacity of carbon-offsetting is available within the community of units as a whole.
Natural Fuse
Natural Fuse Units
Levels of power use
A unit with correspond-ing device.
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Workings of units (image from www.haque.co.uk)
The project uses the “prisoner’s dilemma” in game theory to study the structures of participation. The units have selfless / selfish dial in which to choose power out-put. Selfless will provide only enough power and won’t harm your community’s carbon footprint. However if you use selfish to use extra power then potentially another plant in the community will die via an administered vinegar shot, as well as relay-ing the guilty party’s identity via email.
If communities work together then plants grow bigger, their carbon sinking poten-tial increases, meaning more electricity is available to use.
The project uses the natural sensors of the plants CO2 absorbing capacity to not only control the flow of electricity, but to also create visual feedback on a par-ticipant or communities energy use. As the units are connected to the internet data is available to be visually communicated. This was done using Pachtube (pachtube.com) which allows users to connect and create an “internet of things”. Pachtube en-ables any participating project to “plug-in” to any other participating project in real time so that, for example, buildings, interactive installations or blogs can “talk” and “respond” to each other.
The project is described well and seems easy to carry out, however the set up guidelines appear to be quite complicated as units have to be assembled and net-works constructed within your home. The main problem appears to be the size of the plant needed to run appliances or devices. This is alluded to in the project de-scription by Haque
“the amount of CO2 that a single houseplant can sink is much smaller than expect-ed. What would you do? Use less energy? Or supersize the fuse? You might need 420 plants to offset your 50W lightbulb!”
Although I don’t think the project is an effective controller of energy it does highlight the intelligence of utilising ecology to detect as well as visually feed-back.
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Spatial boundaries confused by mist
Brain Coats
Blur Building form created by winds.
Diller & Scofidio (www.dillerscofidio.com/blur)Yverdon-les-Bains, Switzerland - 2002
The Blur Building was built for the Swiss Expo 2002 on Lake Neuchatel, Switzerland. The building uses Water, pumped from the lake, filtered, and shot as a fine mist through 31,500 high-pressure mist nozzles, as a building material to create “walls” of fog.
In the pavilion the main structure lies out onto the lake, where sensors measure weather system and read the shifting climactic conditions of temperature, humidity, wind speed and direction. This data is processed on a land based central computer that regulates water pressure. The effect was an architecture affected by the sur-rounding weather and atmospheric conditions.
Antoine Picon highlights in his book “Digital Culture in Architecture” that In their initial proposal they also included the creation of “braincoats” , wireless technology embedded into raincoats, that would provide user information via a pre experience questionnaire. It was intended that these “brain coats” would react to-gether via colour and sound changes to define sub-groups of visitors and foster ex-change amongst these groups.
The Blur Building
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LED Carpet
Carolina BrionesSantiago, Chilewww.arquitecturainteractiva.com
Pattern of lights is generated ww
Changes in real time according to pedestrians movement over the carpet.
Pedestrians become participants that influence the generative process
Urban experience that invites social interactions with the interface
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Interchange Precedent
Bondi Junction Interchange
200ft50m Transport
Transience
Commercial/Retail Residents Tourists
Week/Weekend - During Day - Daily - Seasonal -
UsersBondi Junction Interchange currently is used by bus / train users, these were broadly recognised as city / local workers, retail shoppers for Bondi and the city, local residents, and tourists (making there way to Bondi).
ExistingIn observing the workings of the interchange it became apparent that it wasn’t what was inside or indeed what the interchange was offering that was missing as time-tables and information was well supplied. Instead there was no sense of what was on offer in the locale which made the station feel detached from the programmes of Bondi Junction as a whole.
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1 - Real time Train Infor-mation.
2 - Information Call Points
3 - Clear signage
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Early Thoughts
1 - Intelligent Spaces
Paul Virilio once said that cities are all about “ce qui arrive”, what is coming.
It is the unpredictable things in urbanity which are interesting and should be cel-ebrated in human experience of cities. Rather than the measurable and expectant events (trains, buses, temperature etc) I propose to detect the sudden change in spatial use in the local which could lead to inhabitation, avoidance or potential audiences.
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Crowd data fed between stations
Main Interchange
Cafes
Beach
Park
Connection of intellegent spaces
Using the structured light technology I propose a series of monitoring stations and media pixels in elevated positions surveying individual spaces of Bondi. Areas of the beach, the park, shopping, cafes, hotels will be monitored using body recogni-tion to feedback spatial information to the interchange, as well as to each other. The benefit for the interchange is that it can offer its users where the space, or action is within Bondi. For instance arrival to the media pixel assemblage could inform about an empty piece of beach, or a heaving collection of sun baking bodies!
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BO
ND
IInterchange
Commercial / Residential
Beach
Park
Icebergs
Beach / Skate park
Park
The motion detectors and media pixels would commu-nicate remotely and create continuous feedback loops of spatial data.
This could then manifest itself visually and audi-bly using the capacity of the media pixel and its arrangement potential.
One possible scenario could be that the me-dia pixels are arranged in a mapping type forma-tion, these then light up to communicate using coded system of colours or sounds.
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1 - Commercial Uptake
Within the field of advertising there is great demand for the ability to target individuals with personalised marketing methods. With the potential of immediate uptake and big budgets for the utilisation of technology it is proposed that the media pixel be used to communicate with other buildings and communicate commercial behaviours of users to allow adaptations of programme and / or display stock.
Smart phone have the ability to push opted in information about the user which can be transferred through the media pixel “brain”. This information can be utilised by business within the inter-change or surrounding business to adapt for customers, or for a feedback of commercial offers. Such offers could then be provided through augmented reality using the Smart Phone.
In addition to this the media pixel collection could be played with using Smart Phone sensors proving an ever changing aspect of the space.
Optional Information: Clothing size Interests Social Media Public Profile Purchasing Patterns
Main Interchange
Alter Appearance
Commercial Program Adaptation
Local Business
Customer Info
Offers
SMART Phone
Call Activity
Proximety
Light
Noise
Temp
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On arrival or departure into Bondi, users smart phones communicate with the me-dia pixel installation to allow connection to other commercial buildings within the Bondi area. A two stream communication occurs with a transference of opted in in-formation, the other an opportunity to engage directly with the media structure.
Businesses within individual smaller pixel hubs are able to upload offers or events to the Interchange and also profile users for potential opportunities.
The feedback loop visibly and audibly communicates via an augmented touch screen interface.
Possible Location Of Interchange
200ft
50m
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Zone
1 -
Reside
ntia
l + C
afes
Zone
2 - C
omm
ercial
Zone
3 -
The
Para
de
Zone 4 - Beach
CONSTANT
TRANSIENT
50m
200ft
Transience Zones
As Bondi is an iconic destination for both Australians and Tourists alike it con-sists of an extremely transient population. I am interested in who makes up Bondi, and who uses its spaces weekly, and throughout the year. An intention of this study is to project how a new transport interchange may change this make up, and what user groups provide interesting design departure points.
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Zone
1 -
Reside
ntia
l + C
afes
Zone
2 - C
omm
ercial
Zone
3 -
The
Para
de
Zone 4 - Beach
CONSTANT
TRANSIENT
50m
200ft
Transience Groups
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MORNING
DAYTIME
EVENING
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MORNING
DAYTIME
EVENING
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MORNING
DAYTIME
EVENING
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MORNING
DAYTIME
EVENING
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INTERCHANGE
Event Initiators
CustomerParticipants
UrbanPockets
Gestural Control
The transient diagrams highlight the importance of those who remain in Bondi throughout the year, who will potentially be affected the most by a new train sta-tion. In addition the dominance of space during the summer months by visitors re-quires further consideration, as this will only increase.
Bondi is already an incredibly transient place with changes in types of users on daily, weekly and seasonal cycles. The creation of an interchange will provide a quicker and easier way to get to and from Bondi, and while it will offer improved connection to Sydney for residents there will be an increase in visitors further increasing its transient nature. This has the potential to damage community ties as the population never reaches a state of consistency to form social bonds.
Identification of potential spatial pockets to activate.
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The embedded intelligence of the Station can act as a spatial / programme facili-tator to activate interior and surrounding space through communicating pixel pa-vilions. Its intention is to recommend space and distribute suitable sellers for market positions, whilst engaging potential customers, generating awareness of the market events, and creating social and economic connection.
Through the Pixel assemblages I am interested in exploring space that can create awareness and be constructed through social interactions, providing individual / collective experience of space-time conditions. I wish the interchange building to allow the appropriation of heterogenous space through material and environmental threshold boundaries, focusing on the integration of media into everyday life. The ambition of the architecture is towards design as an evolver of programme with no difference between programme & space, material & production, consumption & process.
Bondi
Business Owner
BONDI KEEPER SUN WORSHIPER
Creative
Community Focused
Family
Artist
Mother
Paramatta
Professional
DIY lover
Art Buyer
Hat Collector
Sociable
Poet
Identification of significant users of Bondi’s spaces
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the cloud
you want data hey?
rfidhi i’m ritika and i’m a seller
Ritika is a Bondi local who has a creative business making craft that she sells on the internet. She has a license to be able to sell anywhere in Bondi within the station or sub hubs. She arrives at the interchange from
her home nearby, she heads to a pixel cluster to choose a spot to sell
IDENTIFICATIONShe is immediately recog-nised as she has NEAR FIELD DETECTION (NFD) in her smart phone.
distribution
The hub suggests a location based on customer, environment, seasonal and vendor synergy factors.
WHO’S BEST?
ME!
ME!
NOT ME
INTERFACE
Ritika wants to sell, therefore she needs a place to set up. IN ORDER TO INTERACT WITH THE STATION RITIKA MOVES TOWARDS A PIXEL CLUSTER
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its you!
get in!
choice
It indicates the suggested loca-tion via its coloured LEDs and detects which way Ritika is stand-ing. She chooses her spot by TOUCHING her smart phone AGAINST THE pixel registerING her choice feeding back an exact location.
transport
She hires an electric car which is charged to her card in order to move her goods into place. To aid her positioning her mobile phone vibrates to indicate the direction of the vending location.
space
the pixels of the market light up to indicate a new event. Shading mechanisms of the sub hub close to demarcate the booked selling space.
FLOW
THEME HOME CRAFT
BUSY
23 DEGREESTEMP
SYNERGY
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PLACE PHONEAGAINSTPIXELS
suggestion
The hub suggests events that day happening within a 300M RADIUS via the LED lit pixels and spoken sound.
information
jane accesses details about each by viewing the lit led pixels through her smart phone application. DETAILS OF EACH EVENT CAN BE ACCESSED VIA THE AUGMENTATION PHONE APPLICATION.
meanwhile.........ARRIVAL
Jane is a Bankstown resident who visits Bondi at the weekend in Summer. As Jane arrives she decides to check out the hub as the train had talked about some activities happening that day.
CONNECTION
before aligting the train jane opens the bondi application on her smart phone. AFTER She ARRIVES SHE stands NEXT TOP THE CLUSTER and it makes wireless connection NFD.
analysis
it connects to the internet to access her registered data. A friendly welcome is recieved by jane. The CLUSTER assesses her interests and suggests events with affinity to her profile.
wonder whats there today ?
selection of markets within bondi today
FARMERS PRODUCE
WELCOME TO BONDI JANE
STEAM PUNK JEWELLRY
HOMEWARE CRAFT
TYPE
SPACE MARKET
HOMEWARES
7.30PM
PRESS HERE
OPEN
SAVE?
YOU ARE HERE
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selection
jane likes the look of a craft area of the market that has set up that day, she chooses it and details are saved onto her phone to opt in to popped messages
trail
the selection triggers a pollen trail that swarms off to the location of the market showing the direction to jane, and notify-ing users of the public square.
food
craft
cool new potential customer
pixel swarm
LEDs within the square light up to indicate the location of the pollen. pollen trails avoid the LED points that are stood on encouraging interaction.
pollen pick up
users in the square can being their phones close to the lit led to learn about the destinationof the particles to generate further interest about the event.
pollen alert
the digital pollen trail arrives at the market cluster. ritika recieves details from jane’s profile via the inter-change cluster.
where you off to?
to the square to show a new connection
has been made
PAINTEDART
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ART1/2 PRICE
ART1/2 PRICE
notification
ritika sends out a message to her customer base telling them of a special offer on her whares.
alert
Whilst at the beach Jane receives an alert via text message for Ritikas products. She is having an end of day sale from 4pm. Jane decides to head back to the interchange but check out the event on the way.
interaction
two people pick up the craft train in the square, when they realise they are both following the same pollen trail they strike up a conversation
connection
Whilst she is browsing the event she is able to scan a pixel which relays information about other local businesses that Ritika uses and likes. The pixel network remembers her enquiry for future visits.
reverse pollenation
a flow of digital pollen is sent back to the interchange communicating that a virtual connection has been made between seller and patron.
nice to meet you
SCANTO LIKEEVENT TO RECIEVE ALERTS
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New Event Group
Way Finding
Event Info
Suggested Info
Events
Location
Suggested
Offers
Suggested
Info
Location Match
Event Match
User Match
Processed Communication
Processed Information
1:1 Communication
1:MANY Communication
Conditions
Event
Catagory
Data Retrieve
New Interest
New
Connection
NFC
Light Noise
Movement
GPS
Temp
NFC
SPEAKER
NFC
CAMERA
Movement
Sensors Inputs
ID +
Produce
Interests
Like
Event
Offers
APP
NFC
CAMERA
APP
NFC
APP
LED
Interactive Inputs
Bondi
Keeper
Sun
Worshiper
Bondi
Keeper
Sun
Worshiper
Sun
Worshiper
Users
ID C
LUST
ER
LOC
ATI
NG
FIE
LD
EVEN
T
- Resolution
- Equipment
Speakers
RGB - LED
Smart Phone
100mm
Near Field Communication
Touch Screen
Camera
TRAIN
RESTRICTED ACCESS
PUBLIC STATION
ID C
LUST
ERS
Activate Use of vertical circulation
Close Proximity for Interaction
750mm
2000mm
Distance Needed to avoid interference
PUBLIC PRECINCT
VISIBILITY
NFC
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> Packing> Weaire Phelan
NFC 300mm
Algorithmic Investigation
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Undulation required for sight lines.
Movement detection coverage.
Regular coverage of pixels re-
quired for pollen swarm effect.
Form finding through modelling of
external weather forces.
- Resolution
- Equipment
RGB - LED
Smart Phone
Near Field Communication
Touch Screen
Camera
750mm
Motion
Detection
GPS
1000 mm
Sunshade / Raincover
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Parameter = Sunlight
Digital Pollen grain stays in place once the smart phone locks in on its position.
The smart phone is able to access information about the pollen trail by recognising it’s unique colour.
> Spring Systems> Agent Swarms
Algorithmic Investigation
ASSESSMENT /01
URBAN POLLEN 44
- Equipment
RGB - LED
Smart Phone
GPS
Touch Screen
Camera
Motion
Detection
NFC
Heat Sensor
- Resolution
1000mm +
Diiferent heights to allow circulation and pixel interaction
NFC Communication
Event size controlled by LED light
arrangement.
Regular geometric pattern to facilitate
different sized gatherings
Circulation controlled by location of
temporary programme events.
1000 mm
200 mm
Sunshade / Raincover
ASSESSMENT /01
45