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8/14/2019 Presentation to Conference Densities
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Generation-C Densities
Richard Coyne
Architecture: School of Arts, Culture and Environment
James StewartResearch Centre for Social Sciences
Mark Wright
Division of Informatics and ECA
The University of Edinburgh
AHRC project: Branded meeting places
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Generation-C Densities(connected communicating consumers)
Richard Coyne
Architecture: School of Arts, Culture and Environment
James StewartResearch Centre for Social Sciences
Mark Wright
Division of Informatics and ECA
The University of Edinburgh
AHRC project: Branded meeting places
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Smart Mobs
e.g. Rheingold, H. (2002). Smart Mobs: The Next Social Revolution. Cambridge,MA, Basic Books.
The power of the crowd thus comes across in its capacity to overwhelm the
physical constraints ofurban planning and to blur social distinctions by
provoking a sense of estrangement. Its authority rests on its ability to
promote restlessness and movement, thereby undermining the pressure
from state technocrats, church authorities and corporate interests to regulateand contain such movements. As a medium, the crowd is also the site for
the generation expectations and the circulation of messages. as a kind of
technology itself. The insistent and recurring proximity ofanonymous
others creates a current of expectation, of something that might arrive, of
events that might happen. As a site of potential happenings, it is a kind of
place for the generation of the unknown and the unexpected. Rafaeil, V. 2003. "The Cell Phone and the Crowd: Messianic Politics in the Contemporary
Philippines." Public Culture, 5(3):
http://communication.ucsd.edu/people/f_rafael_cellphonerev_files.htm.
e.g. Spanish anti-terrorist protest, UK petrol strike, WTO, Indonesian
revolution, May2007 chinese demonstration
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Real Time Rome, Venice Biennale. Sep 2006 (MIT Senseable City Lab)
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QuickTiTIFF (Uncompre
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BRAND
Brands are a key resource and mode ofinteraction in markets and communities in21st cities
Objects/Actors mediating commercial and
cultural relations
Identity
Extension
Emergent
PerformanceAppropriation
Branded Spaces, Brand communities, Brandpersonalities
Ahonen, T., and Moore, A. 2005. Communities Dominate Brands:Business and Marketing Challenges for the 21st Century, London:Futuretext.
Klein, N. 2005. No Logo, London: Harper Perennial.Lury, C 2004, Brands, the Logos of the global economy,London:
Routledge.Robert Goldman and Stephen Papson Capital's
brandscapes Journal of Consumer Culture 2006 6:
327-353
Douglas B. Holt 2006 Toward a sociology of brandingJournal of Consumer Culture 2006 6: 299-302
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The tactics of consumption, the
ingenious ways in which the
weak make use of the strong,
thus lend a political dimension toeveryday practices.de Certeau, M. 1984. The Practice of
Everyday Life, Berkeley: University of
California Press, p.xvii.
The strong are the
slaves of their brands and
technologies
Explore the Appropriation
of Brands andCommunications media,
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Tools for coping with and
configuring densityPhysical Place
Information Work ConsumptionPeople Rules
Untangling Networks
Brands and personal ICTs both provideorientation, security, simplification, commonsigns and reliable connections. They allow
appropriation of complex spaces, and linkingof distant places and people.
What are implications for flow of people andideas and emergence of new temporary and
permanent societal features?
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Brands, personal media and social
encounters
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Virtual environments (MMORPGs)Massively Multiplayer Online Role Playing Games
World of Warcraft, Entropia, Second Life
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Density issues
Virtual urban densities
Texture replaces density
Prim concentrations
Avatar overheads
Sparse populations
Meeting places as concentrations
Overlays of everyday sparseness andvirtual concentrations
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MVRDV-esque urban constructions
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Lonely avatars in highly textured places
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Virtual flagships and brand as texture
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The importation of everyday real-time textures
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textured meeting places
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The seriousness of VR land offers deals
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[8:21] Frank Lassard: west of here to edge ofsimulation[8:21] You: yes, that should be fine[8:22] Ai Austin: Sea adds extra prims due toarea. But do you really need to build in water? if soyou would be better off round a bay - like the onesFrank has built
[8:23] You: we are used to making do. sometimesyou can be more inventive with a little[8:23] Ai Austin: area to back of your original plotis also just trees.., and could be split off
Management School and joined to you to addprims... but again, its best not to do that.[8:23] Ai Austin: we will have experimental zoneson some new low prim islands I hope. better forexperiments.
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Dense communications: multi-modality
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Interactive brand theatre
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Contextual positioning
Shared visual and spatial information
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t do such systems have to say about urbanism?
better MMORPG architecture?
simulations of urban environments?
eraction between
ensity of objects, structures, systems, informati
eople densities
ommunication densities
munication and multimodality
-mediation seeing the new in terms of the (very)
figuring concentrations of things, people, comms
nt of stage and back stage issues
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C-generation
has newresources for
coping with,and configuring
new densities
andcomplexities.
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