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Which clippings match 'Physical Space' keyword pg.1 of 3
12 JUNE 2014

Handwritten directions from strangers used to map Manhattan

"A map of Manhattan composed of hand–drawn maps by various New York pedestrians whom the artist asked for directions.

Pretending to be a tourist by wearing a souvenir cap and carrying a shopping bag of Century 21, a major tourist shopping place, I ask various New York pedestrians to draw a map to direct me to another location. I connect and place these small maps based on actual geography in order to make them function as parts of a larger map."

(Nobutaka Aozaki, 2012)

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TAGS

2012around us • asking for directions • cartographycity maps • draw a map • geographical locationhand-drawnhand-drawn mapshand-scrawledlocation-specificManhattanmapmapmakingmappingNew YorkNew Yorker • Nobutaka Aozaki • outline drawing • pedestrian • personal cartographyphysical geographyphysical spaceplacerandomness • shopping bag • souvenir cap • spatial environments • tourist • urban mappingwayfinding

CONTRIBUTOR

Simon Perkins
24 FEBRUARY 2014

Project Tango: mobile devices with a human-scale understanding of space and motion

"As we walk through our daily lives, we use visual cues to navigate and understand the world around us. We observe the size and shape of objects and rooms, and we learn their position and layout almost effortlessly over time. This awareness of space and motion is fundamental to the way we interact with our environment and each other. We are physical beings that live in a 3D world. Yet, our mobile devices assume that physical world ends at the boundaries of the screen."

(Johnny Lee, Google Advanced Technology and Projects group)

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applied research • auditory cues • game space • gamifying • geographic data • geospatial analysis • Google Advanced Technology and Projects group (ATAP)Google Inc • hide and seek • human scale • human-scale • human-scale understanding • Johnny Lee • mobile devicesmotion • physical beings • physical space • place and route • Project Tango • Project Tango (Google) • research labroboticssensory phenomenaspace • space and motion • spatial analysis • spatial awareness • spatial contextual awareness • spatial environments • spatial location • spatial orientationspatial perceptionspatial relationshipsvisceral experiencevisceral journey

CONTRIBUTOR

Liam Birtles
23 FEBRUARY 2014

Local Projects: growing new audiences through technology

"Local Projects was tasked with growing new audiences through technology for the Cleveland Museum of Art, and created 'Gallery One,' a suite of new interactives that transform the Art Museum experience. Visitors can explore digital versions of the artworks, gathering ideas, and seeing the original context of the artworks themselves. Rather then simply bask in the reflection of others' artworks, visitors to Gallery One create their own works of art, and understand creativity by being creative themselves. Through interactive games, visitors can put their own bodies into the experience, matching poses with figurative sculptures, or browse the museum's collection by making different facial gestures. All of these interfaces are experiences that invite visitors to understand art and art–making through intuition, play and creativity. For those who do not like technology, the traditional design of the galleries means that the interactives are opt–in and do not circumvent the art gallery experience. An expansive interactive wall allows multiple visitors to see all 3,000 artworks on display at the same time, inviting them to curate their own experiences by exploring connections between artworks. Custom tours can be connected to a new iPad application that allows visitors to both navigate the museum through a Director's tour and take tours made by other visitors. Gallery One at the Cleveland Museum of Art will change how visitors understand the artworks and themselves."

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2013art gallery experienceart museum • Cleveland Museum of Art • collaborative storytellingDiller Scofidio + Renfro • emotional storytelling • environmental graphic design • environmental media • Frank Gehry • Gallery One (museum space) • interaction designinteractive gamesinteractive wallinteractive worksinteractives • iPad application • Jacob Barton • Local Projects (media design) • media design • multi-touch screenmuseum • physical design • physical spacetechnology design

CONTRIBUTOR

Simon Perkins
03 JANUARY 2014

Reconstructing the proscenium arch in Jeff Desom's Rear Window

"I dissected all of Hitchcock's Rear Window and stiched it back together in After Effects. I stabilized all the shots with camera movement in them. Since everything was filmed from pretty much the same angle I was able to match them into a single panoramic view of the entire backyard without any greater distortions. The order of events stays true to the movie's plot."

(Jeff Desom)

Jeff Desom "REAR WINDOW LOOP" (2010), based on footage from Alfred Hitchcock's "Rear Window" (1954). Duration: 20 minutes, 2400x600 pixels.

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CONTRIBUTOR

Liam Birtles
17 SEPTEMBER 2013

Physical Space as Brand Innovation

"Prior to Starbucks, coffee shops in the U.S. were designed to be purely transactional. The most frequently analyzed metric was sales per square feet, and the concept of a store dedicating valuable space just for customers to hang out after they had bought something was unheard of. We all know how it panned out. Starbucks is globally known and a second home for many.

Barnes & Noble adopted the trend. They added lounge chairs and then Starbucks itself to their locations. The bookstore café became a place to visit consistently and to explore, hang out, and to be alone together.

Last week, I spent two hours online at a Peet's Coffee & Tea in Santa Clara, California. Something important has changed: People now work independently online. Before the days of free wifi, people used to mingle with friends over coffee. At Peet's, I spent most of my time in my "fourth places"––my online communities, including Facebook, Twitter, Tumblr, LinkedIn, and OpenSky. Looking around, everyone was doing the same. We came for the wifi and bought the coffee."

(John Caplan, 16 September 2013, Inc.com)

Fig.1 Nick Kenrick [http://www.flickr.com/photos/zedzap/6820585431/]

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alone togetherBarnes and Noble • bookstore cafe • brand innovation • cafe officecafe society • coffee shops • effective brand spaceenvironment that adds value • fourth place • free wifi • hanging out • Inc.com • lounge chairs • mingleonline communities • OpenSky • Peets Coffee and Tea • physical consumer spacephysical environmentphysical retail spacephysical space • place to visit • retail space • sales per square feet • Santa Clara • shop conceptsshopping behavioursocial appssocial fragmentationspatial environmentsStarbuckstransactionWiFi • work independently online • working practices

CONTRIBUTOR

Simon Perkins
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