To think out and develop the house as an informational environment, taking account of its various functional, technological, artistic and social aspects. The course will seek to develop a multidisciplinary climate, promoting interaction between advanced architecture and a range of other disciplines. The end result of the course will be a 1:1 scale prototype of a house (including hardware+software) , developed jointly by the MIT's Media Lab and Metapolis, to be presented at the 3rd Metapolis Festival (1-7 October)
1. Opening Think Tank (1-2 March)
Initial approach to the theme, with a series of contributions from various technical, artistic and humanistic disciplines designed to stimulate debate on the principles of advanced architecture and digital cities.
2. Seminars (5 March-4 April)
Eight specialized week-long seminars geared to developing certain specific aspects (theoretical and technical) which will serve as a basis for the development of the production workshop.
3. Lectures (March.-Jun.)
Talks by leading exponents of various disciplines, who will offer different visions of the interaction between their own field of expertise and architecture
4. MOW 1.0/2000-(Metapolis Open Workshop) (23-28 April)
A week of theoretical exchanges (intermediate Think Tank) and four parallel intensive workshops - propositional transfers. The re-information of the city: participants will analyse the new habitat and the urban developments associated with it
5. Development Workshop (30 April-15 July)
The production of a prototype for the "Media House Project" will serve to articulate an ongoing research/production workshop centred on the theme of the re-information of the house: participants will study the impact of the information technologies within the environment domestic. (Within the framework of this workshop there will be two speed-mows, as specific incidences of feedback)
6. Exhibition (1 October)
Presentation of the initial development works under the auspices of the Metapolis festival 3.0, to be held in the Mercat de les Flors of Barcelona, in parallel with other events.
7. Publications (15 July-1 October)
Publication in analogue and digital formats of the developments carried out as part of the programme.
The teaching body will base their evaluation of the students on their level of active participation in seminars and the work done in the different workshops. All the students will produce a prototype of one part of the house, that will be presented to an international Jury at the end of the Program.
Federico Soriano, architect (MAD) 10 a.m.
A HOUSE IS A COMPUTER
Yael Maguire, physicist (Media Lab, MIT, USA) 10 a.m.
TECHNOLOGY: NETWORK OBJECTS
J.M. Berenguer, musician (BCN) 10h
THE RE-INFORMATION OF THE HOUSE
Vicente Guallart, architect (BCN) 10 a.m.
THE DIGITAL CITY
Artur Serra, anthropologist (BCN) 10 a.m.
BERT BONGERS (NL) 10 a.m.
THE ART OF DWELLING
Enric Ruiz, architect (BCN) 10 a.m.
X. Costa-G. Gili Galfetti- J. Valor, architects (BCN) 10 a.m.
THINGS THAT THINK
Neil Gershenfield (Media Lab, MIT, USA)
Alfons Cornella, economist (BCN)
Alicia Framis, artist (BCN)
François Guimjoan, mathematician (BCN)
Winny Maas, Jacob van Rijs (NL)
THINKING ABOUT THINKING
Miguel Illescas, chess player
Luca Galofaro, architect (Rome)
MANAGING THE DIGITAL CITY
Xavier Marcet, Localret (BCN)
Ricard Ruiz de Querol, Telefónica (BCN)
METAPOLIS OPEN WORKSHOPS
Pepe Ballesteros, architect (MAD)
Cristina Diaz, Efren Garcia, architects (MAD)
Jose Miguel Roldan, architect (BCN)
ACTAR Architecture (BCN)
Eduardo Arroyo, architect (MAD)
Sergi Jordà, physicist (BCN)
Javier Candeira, creator of video games. (MAD)
City Cross Lecture
MEDIA HOUSE PROJECT
Vicente Guallart, Enric Ruiz, Bert Bongers, Sergi Jordá (METAPOLIS)
Neil Gershenfield , Matt Hancher, Rehmi Post (MEDIA LAB)
Every age has produced a particular way of dwelling as a reflection of its specific conditions -social, economic and cultural- and technological developments: the piping of water into the home led to the appearance of the kitchen and the bathroom; artificial light and electricity resulted in new forms of organization in the home; domestic appliances allowed people to conserve food for longer periods and to do more in less time, and TV turned the traditional living room into a window on a world dominated by the mass media. In our own time, the new technologies of information and communications are transforming the home into a micro-city, a genuinely multifunctional environment (work, shopping, leisure, rest) from which to inhabit the global village.
Within a few years the passive physical world defined by purely functional structures which give people shelter, and in which we consume products and interact with the world by way of screens, will be rendered obsolete by intelligent environments in which everyone and everything (people, objects, spaces) will both generate and consume information and (ideally) transform it into knowledge.
Architecture, which organizes human activity by means of the construction of space, has the potential to play a key role in this new situation if we can transform it into the best interface for interacting in the new hybrid situation we will find ourselves inhabiting.
This being so, the design of both physical space and digital space are going to have to take place at the same time, in a process of constant feed-back in which both worlds learn from their own and each other's potentialities and limitations. Matter and information will intersect in human activities.
The knowledge society will develop a home geared towards knowledge, a place primed for the creation and representation of knowledge, in which the individual, the citizen, in relation with other citizens around the world, can live a life of quality.
The "Media House Project" is thus conceived as a strategic alliance, the purpose of which is to combine the respective potentialities of the Media Lab and its technological environment, oriented primarily at objects, and of Metapolis in Barcelona and its creative and artistic environment, oriented towards the design of the public and the private space, with the goal of putting forward proposals for the development of a new interaction between the physical world and the digital world, in order to lay the foundations of a new "art of dwelling".
The "Media House" will not be "a house with a computer"; instead, the house will be the computer. As Neil Gershenfield says, architecture will never be inert again.
CONTENTS OF THE PROJECT
In order to develop "the house", which will include both the design of spaces and objects and the development of software, 20 different layers have been defined; the people responsible for supervising these layers will set out to define specific areas of development with the potential to take on a life of their own beyond the "Media House".
If the home is a place for work, leisure, shopping and rest, is the house a microcity? How do we design a multifunctional house? How do natural, artificial and digital spaces interact?
2. DATA USE HOUSE
How can a house be designed to ensure a total flexibility of uses?
Where do people telework? How do people telework? Is there a specific space for this?
4. PLAY PLACE
If the house is a place for leisure, how do we play at "1:1 scale"?
5. CAR ROOM
Is the car another space of the house, connected to it and its environment?
How do the streets respond to intelligent cars?
6. CHROMA ROOM
Does the house have a space for immersive video-conferencing? Ts there commercial exploitation of virtual spaces?
7. MEDIA KITCHEN
How does a kitchen have to be for us to learn from it? What knowledge do we generate when we cook and eat?
Does the house have virtual windows in the form of natural or artificial landscapes?
How is information ergonomics integrated as physical ergonomics?
10. FILAMENT (Media Lab)
Can all of the objects be connected to one another, without a hierarchy? Is the house a computer?
11. HUMAN HOUSE INTERFACE
Through what interfaces do we relate to "intelligent houses"? How do we control the flows of information between the physical world and the digital world?
12. WIRED HOUSE
How does information reach objects and spaces? What new wiring does the house incorporate?
13. INTELLIGENT OBJECTS
What are intelligent objects or furniture like? Are they physical icons of their digital behaviour?
14. ARTIFICIAL INTELLIGENCE: HOUSE TO HOUSE (H2H)
How does a house think? How does the house incorporate genetic learning algorithms? How does one house relate to another?
15. SUSTAINABLE HOUSE
How much energy does a re-informed house consume? What systems of recycling does it use?
16. REACTIVE SURFACES: IN-OUT
Can we think of spaces that modify their size in relation to their activity? How do we construct a sensitive surface?
17. WEB HOUSE
What is the Web site of a house? What functions does it perform? Will Web sites be created for the five thousand million houses there are in the world?
18. SOCIAL INTERNET
What new social relations does the information society produce? How are time and knowledge shared via the Net? Can buildings share facilities such as Internet access?
19. E-HOUSE ADMINISTRATOR
How is the economic activity of the house managed? What is a digital butler like?
20. HOUSE DATABASE
How are houses actually built in the global village of today?
'Things that think' -a term coined by the media lab- operate in reactive environments: houses, buildings and public spaces sensitive to the incidence of information and its development in mechanisms within and with which they relate and interact with one another. The innovation with which the digital world is constructed needs to be carried over into the physical world. Technological advances in effect make it possible -and with ever increasing rapidity- not only to simulate models of growth but to animate structures, anticipate processes and generate flexible, interactive systems whose definition is based on fundamental patterns/programmes and duly processed and transformed messages/data. The digital world is ushering in -it is still in its early stages- a space rich in embryonic possibilities; a space open to new programmes and new spatial definitions born of operative environments/systems ("reactive" mechanisms) that are capable of "reacting" to and "mutating" with reality, and thus capable of "tuning in" to and "acting" in and with it at the same time. This heralds a new period of architecture in relation with other spheres of production, a new phase that will in all probability see the introduction of previously unimagined -or at best vaguely intuited- techniques and formal concepts in every aspect of the construction -and the whole conception, representation, design and simulation- of a dynamic and changing, evolving and elastic space and its connection with the very development of techniques and technologies themselves. These dynamics affirm themselves as merely the "potential" of what is anticipated as a new "phase" among the last vestiges and reformulations of modernity, the most forceful manifestations of which can be envisaged as a new "advanced architecture" related to the extreme operativization -both virtual and real- of the new technologies and the assumption of a multiple and as such more complex space-time-information, definitively linked to what has come to be known as the "digital universe". This will be an architecture involved in the conception, organization and design of possible evolutionary systems capable of responding to the challenges of the new informational environment that is already being anticipated: the analysis and strategic reformulation of a city in equilibrium with and within the territory (and not only of its movements and growths, but also of its infrastructures and relational spaces); the definition of a technical development and an intelligent construction capable of interacting effectively with an innovative industry by means of versatile, combinable systems of production; the application of new operative concepts in the design of an "interface-habitat" (of the residential cell and the scenarios -interior and exterior- associated with it); the assumption of the new eco-media and the relation between these and an instrumental approach to the landscape -and to a possible "new nature"- associated with a (paradoxically) more radical because artificial ecology: the new possibilities of programming and computer animation translated into a possible digital "genetics" of form and a possible definition of simulated scenarios, real and virtual, etc.
WHAT IS THE IAAM?:
The IAAM -Institute of Advanced Architecture Metapolis- is conceived as an exchange of energies. a nodal point in a network linking the leading international study centres currently engaging with areas of research on the interface between the construction of the virtual world and the construction of the physical world. The IAAM is envisaged as a place for the investigation, production and diffusion of ideas and actuations in transverse environments; a place for the hybridization of knowledge and interaction with other disciplines, drawing on the diversity of potentials that come together in Barcelona: city, university, industry and creation; research, development, (e)ducation and diffusion (R+3D). In order to make this possible, the next few years will see the launch of a series of activities, as consortia are set up with the various institutions and firms that will have a hand in developing this communal space.
Degree from the Universitat Politècnica de Catalunya
Duration: March-July 2001
Course location: Nau Ivanow
C/ Hondures, 26-28, 08027 Barcelona
Seminars: from 4.30 to 8.30 p.m.
Workshops open from 10.00 a.m. to 8.00 p.m.
Course fees (600 hours): 600,000 pesetas
Grants: A total of 30 research grants of 495,000 pesetas each will be awarded by the Spanish Ministry of Public Works (Ministerio de Fomento).
Selection criteria: personal CV
Registration dates: 15 January-28 February
Matriculation dates: 15 January-28 February
No. of places: 30 students:
Information: Marinne Budaine
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