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The rise of decentralized technologies will either be the bane or salvation of a disconnected, discontented society. Or both.
Mobile devices are rapidly becoming a dominant means of communication, inadvertently transforming social behavior and notions of presence, imposing a dynamic higher-dimensional topology of data and accessibility over the existing social space. As such, mobile devices provide architecture with both a conceptual starting point and a practical tool for investigating the influence of modern telecommunications on social spaces and culture.
The core of this workshop consists of appropriating available mobile phone technology for the needs of a free-form final project, such as an architectural installation, interactive performance or a multiplayer game. By deconstructing the virtual "information space" in relationship to its physical "social space" counterpart, students will be encouraged to create applications that work within a shared context. The workshop will focus on providing the tools and techniques for using mobile phones in architectural projects, public spaces and collective social environments. The emphasis will be on getting the most out of ubiquitous devices accessible to the general public, rather than specializing in high-end technologies with low level of adoption. Class discussions will focus on current topics in mobile telecommunications and their role in influencing and defining architectural, cultural and social trends. Students will be provided with sample code and modular components necessary to implement their own projects, without resorting to low-level programming.
Topics: Mobile messaging as remote control, image parsing, location tracking and mapping, social software, tagging with data, ring-tones, VXML, serial interfaces, bluetooth interfaces, AT commands, urban games, public performance, installation, sign-age, data evaluation, generative systems, texture mapping, device control. No previous programming experience is required.
The Max/MSP/Jitter programming environment will be used as a high-level development platform for interfacing with standard digital media production tools and physical devices and sensors.
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