Friday, 20 May 2011



Lecture 5

Greg Lynn on organic architecture
Beautiful architecture has always been looking at a model of nature
- After the invention of decimals, fraction was stopped being used. The best example is Gothic Architecture. Gothic architecture is to first time to consider force and beauty together. See Antonio Gaudi.
- Symmetry is an absence of information and generic form - thumb mutation

Digital medium’s organic qualities
- Calculus based
- Infinitesimal dimensional series - Losing modular by using calculus to calculate dimensions
- Language of curves
- In calculus, whole and parts are a continuous curve
- Each stairs are unique and not modular - unique angles, sizes and dimensions - Korean church
 > Results more dynamic production - quality of vector and motion
Sense of visual movement in space, everything is changing in the pattern.
This is using calculus to create millions of calculation to produce components that have synthetic relationship of all components from one to another.
- Architecture’s organic qualities
 » Holism: Harmony, proportion and synthesis
- 1 ideal form - Organic fusion
- Invention of genetic/generic forms
- Symmetry whenever you lose information you move to symmetry
> changed to combination of form

Divergent thinking is an essential capacity for creativity
We all have this creative capacity - this is deteriorated with education
- Most great learning happens in group and collaboration is the stuff of growth - taking this idea for our group and our creative library we discussed each other’s ideas. By arguing and accepting each members points of views our ideas and productions have reached far beyond individual imaginations and originalities.
Creativity is the process of having original ideas that have VALUE

The Conditions of a Flow Experience
To date, the conditions for Flow have been found to be universal and apply to individuals regardless of socio-economic status, education, and gender (Csikszentmihalyi, 1997). Over 8000 interviews from individuals around the world including Japan, Korea, India, Europe, and the United States were collected to validate the universality of the Flow experience and its characteristics (Csikszentmihalyi, 1997). The conditions of the Flow experience can be elicited through well-designed interactive technology and outlined as:
  • Goals are clear—an individual is aware of what she or he wants to do
  • Immediate feedback—an individual knows how well he or she is doing at any moment
  • Skills match challenges—the skill level of an individual is in balance with the task at hand
  • Concentration is deep—the individual focuses all attention on the task at hand
  • Problems are forgotten—the individual is able to dismiss irrelevant stimuli that may interfere with concentration
  • Control is possible—a feeling of mastery is gained
  • Self-Consciousness disappears—an individual feels able to transcend the limits of the ego
  • The sense of time is altered—an individual either loses track of time or time seems to pass with rapidity
  • The activity is intrinsically rewarding—the experience is worth engaging in for its own sake

Video games engage the player on multiple levels by creating rewards, obstacles, stories, character traits, and increasing levels of difficulty as the gamer increases her or his skill in the game. By studying video gaming, researchers already better understand the interaction individuals have with technology, its impact, and how to create technological environments within a rich narrative context. Educators, programmers, software developers, corporate and military trainers, health care professionals, and creators of entertainment technology can use this “Flow” framework for understanding the success of video gaming in developing engaging technology. Improved learning environments can be created by providing clear goals, challenging the user’s existing skills, and providing the user more control of their learning in a novel manner.

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