MEMOo

A metabolic urbanism practice  engaging public social interaction via Responsive Environment

The MEMOO-Airport is an Extended reality interface built upon traditional navigation and service app of the airport that allows users to interact with a stranger in a closer and more comfortable zone, which is at the airport public space. Users already comes a little bit closer as the fact that a large portion of people shares destination, flights, dining area, etc. The MEMOO-Airport provide users an opportunity to barrage in the physical world while waiting at the airport. The barrage contexts will maintain its user-driven, open-minded characteristics as it serves as social media in the physical word. It is the linkage of the digital environment to the physical environment. By engaging public social activities with the buffer zone “nominations second reality,” user can quickly meet with people from different background, hometown. The interface also empowers the user individual’s political occupancy.

The MEMOO-Melamp takes a step further than the MEMOO-Airport, is a lamp network that detects circulation data and slows down the pedestrian to engage public social interaction. It serves as natural surveillance and a bridge between the human and the environment. The lamp with its mobile phone platform MEMOO provides city user augmented experience for place attachment. It is suitable for highly used small urban space like a little garden, sidewalk, parking area, lake-shore, bridges, etc. These spaces are from a huge portion of land use; however, sometimes these spaces lack active feature to engage place attachment. People not only forgot these spaces but also treated these as “in transit” rather than a “destination.”

William H. Whyte: “What attracts people most, it would appear, is other people.” As it is traditionally a norm to walk outside in the city, the expected highest usage time for the lamp will be late afternoon, rushing hours, after dinner time. By implanting the MELamp into some less “noticed” small urban space, the circulation of the city will be more elastic and balanced. While one is closer to the lamp, the ambient light projection will start to rotate around his body and correspond to motion. When pedestrian passes by the lamp, they can use the app to do barrage, listen to the city memory or people’s messages; they can also sit underneath the tree and take a rest in the atmosphere.
‍KEYWORDS
Mixed Reality; User Interface; Interaction; Gaming; Experience Design
Urban Theory; Social Science; Digital Media; Augmented Reality
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Episodes in Experiential Futures, 2019
Yiqi Zhao

Chapter I: Longevity and Ephemeral in rESPONSIVE eNVIRONMENT

Fig 0. moment

Chapter II: PLACE ATTACHMENT WITH SECOND REALITY

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1   theory

1.1   place attachment and social interaction

This is a project about translating / empathizing with these groups of people through creating a medium that simulates their experience.

‍Public Space: place of significance when it fulfils the human need for social interaction and attachment‍

Metabolic environment: airport provides non dominant cultural/social/ethical urban using

  • < unevenly produced >  
  • < constantly reshaped >
  • < circulation of material and energy >
  • < socio-political / biophysical forces >
Fig 1. proposed place attachment cycle

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Second layer of reality as the medium of engaging interaction

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1.2    personal profile and the virtual community
Fig 2. Second Identity

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1.3    mix reality as communication medium
Fig 3. Augmented Experience

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II    Design: resting, locational experience

2.1     waiting | Square room

the virtual version of gate waiting space Login in user can chat in the group or chat with stranger

Fig 4. square room system
Fig 5. square room as a second reality for public social interaction

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IIi    Design: exploration, transit experience

3.1     waiting | Square room

3d Map: AV/AR system

  • Ordering food/drinks
  • Discover retails
  • Wayfinding - enable AR
  • Exploring the environment from 360 perspective

Enhance memory encoding

  • N: Better at learning the way to retrieve  rather than encoding the context
  • Shorten the gap between context and cognition
Richer Memory Encoding    >>>>    Higher Place Attachment
Fig 6. Looking around the airport memory by days
Fig 7. Navigation cues

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3.2     waiting | Square room

”barrage” reality

  • the urban glitch inside the airport
  • Enhance social interaction
  • Meanings leave to user to define
Richer Identity Projection    >>>>    Higher Place Attachment
Fig 8. "barrage" reality
Fig 9. "barrage" reality testing with user (the prototype is done in Unity and IOS sdk with voice recognition)

Chapter III: PLACE ATTACHMENT in urban mobility WITH extended REALITY

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1   theory

1.1   place attachment and small urban space

William H. Whyte: “What attracts people most, it would appear, is other people.” As it is traditionally a norm to walk outside in the city, the expected highest usage time for the lamp will be late afternoon, rushing hours, after dinner time. By implanting the MELamp into some less “noticed” small urban space, the circulation of the city will be more elastic and balanced. While one is closer to the lamp, the ambient light projection will start to rotate around his body and correspond to motion. When pedestrian passes by the lamp, they can use the app to do barrage, listen to the city memory or people’s messages; they can also sit underneath the tree and take a rest in the atmosphere.

SLOWER CIRCULATION   >>>>    Higher Place Attachment

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2   DESIGN

2.1  I/O

The input hardware of the Lamp is a low-price distance sensor, the Ultrasonic Distance Sensor - HC-SR04, which can be powered with lipo-battery at 3-5v. The output hardware is 45 neopixel LEDs, where all analog output are mapped with human height and ordinary pedestrian activity to get rotational light pattern projected down. The program of the prototype is developed in Arduino.

2.2  Lamp Digi-Fab

The design process of the lamp is down in rhino with grasshopper to get simulation possibilities, aiming to find decent proportions of the led location, opening sizes, and angles. These proportions are vital to get relevant data for how well, how large, how blurred, and how far the light can be. The form of the lamp is divided into the upper part, lower frame, translucent middle area, and six snapping joints. The prototype was 3d-printed with the black filament for upper and lower, white for the middle part. The Lamp design is informed from the Ipomoea flower and the texture of the leaf. All "leaf paths" is thinner than other areas, providing a more transparent effect during the night.

2.3  Testing

The interactive experience of coming near to the lamp is tested during night and with different mapping range for the color rotation speed. A color transition of moderate blue to light pink to white is determined as final output. As the program detects human activities from 0 - 8 ft, the rotation will change from very active to nearly stable.

Fig 10. Distance sensor and neopixel calibration

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3   Installation

The installation location is at the edge of Central Park, New York, where there is two bright street lamp but a dark gap in between. The atmosphere is quite wet as it is a rainy day. The result of the interaction gets a little less sensitive because of high moisture.

Fig 10. Listening to the city memory

Yiqi, designer, technologist, artist.

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