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Idea by

Christos Mellios , Zoe Diakaki

Rue de la Prevoyance 23, Brussels, Belgium
Christos Mellios is a London based architect. His current research and work focuses on immersive media and their potency to re-adress notions of place, identity and normality. He strongly believes that architecture should be a serious occupation, but certainly not too serious. Zoe Diakaki is a Brussels based architect. She has participated in workshops focusing on scenography and installations. Her interests revolves around architecture, scenography, interactive installations and neuroscience.

Call for ideas 2018

Polynesia


Polynesia


A conceptual device for critically rethinking users' identities and their perception of a place
File under

An interactive installation designed to materialize critical thought and /or satirical perspectives on the ways a place is being inhabited. A videogame as a conscious act of mocking traditional thinking and subverting existing conventions. Stereotypical users cease to exist and they are replaced by agents acting within set protocols, spatial configurations and their own mental constraints. By processing life in a building as a complex system with its own structures and rules, we aim to create small deviations, disruptions of the “normal” state. In other words exploit the potency of the unfamiliar by asking “what if ?”. As agents navigate in space and time they produce a certain trajectory, an inscription of their own boundaries, a record of their behavior. The concept of islandness becomes the cognitive device able to map agents’ perception and knowledge. Islands…familiar yet fuzzy entities. They can be stretched to describe almost any physical, imaginary form or conceptualization.



Diagram of the multiple spheres, explaining the system generation space for the Greek apartment building and a representation of a Typical Greek apartment building with protocols and laws referring to the structure

Digital environment of the video game

Model that analyzes the different trajectories of the agents in the video game

Typology of the Islands

Results variations of the installation

Polynesia


Polynesia


A conceptual device for critically rethinking users' identities and their perception of a place
File under

An interactive installation designed to materialize critical thought and /or satirical perspectives on the ways a place is being inhabited. A videogame as a conscious act of mocking traditional thinking and subverting existing conventions. Stereotypical users cease to exist and they are replaced by agents acting within set protocols, spatial configurations and their own mental constraints. By processing life in a building as a complex system with its own structures and rules, we aim to create small deviations, disruptions of the “normal” state. In other words exploit the potency of the unfamiliar by asking “what if ?”. As agents navigate in space and time they produce a certain trajectory, an inscription of their own boundaries, a record of their behavior. The concept of islandness becomes the cognitive device able to map agents’ perception and knowledge. Islands…familiar yet fuzzy entities. They can be stretched to describe almost any physical, imaginary form or conceptualization.



Diagram of the multiple spheres, explaining the system generation space for the Greek apartment building and a representation of a Typical Greek apartment building with protocols and laws referring to the structure

Digital environment of the video game

Model that analyzes the different trajectories of the agents in the video game

Typology of the Islands

Results variations of the installation


Idea by

Christos Mellios , Zoe Diakaki
Rue de la Prevoyance 23
Brussels
Belgium
Christos Mellios is a London based architect. His current research and work focuses on immersive media and their potency to re-adress notions of place, identity and normality. He strongly believes that architecture should be a serious occupation, but certainly not too serious. Zoe Diakaki is a Brussels based architect. She has participated in workshops focusing on scenography and installations. Her interests revolves around architecture, scenography, interactive installations and neuroscience.