The Task

At the workshop we will explore and develop the project in groups with extensive mentor support and through intensive 10 days of work addressing the next questions:

  • introduce the topic/problem of humanization of immersive environments
  • discover means of representing and introducing the notion of user adapted and humane environments
  • create an immersive representation of real, specific site in Ljubljana (3D model) for exploration, further development and enhancements with groups project work
  • experiment with orientation, scale, navigation, movements, inclusion of different objects, colours in chosen immersive environment
  • create and evaluate generative (algorithmic) structures in direction of humanizing virtual environments

We will have a small competition to select the best works and 3D print them out (i.e. 4 models). Furthermore, the students will be able to work with Rhino software if wished so, and we will have a short presentation about 3D printing and Rhino modelling solutions.


The Theme - Objectives - Site

The reference site chosen is neighbouring the site of the DIVE 2008 but has its own characteristics (or the lack of) and set of opportunities as well as problems. The site called ®abjak/Prule finds itself on the crossings of ways and paths. Possessing almost the same qualities as the other bank of the Ljubljanica river it lacks the vibrancy of its cousin, possessing the qualities of the old town centre it is cut away from it. Located in the very centre of the city is at the same time far away as such from the minds of Ljubljana residents. The mixture of residential and commercial use never took off in the way it would offer pleasant public spaces, attract business and visitors. The questions of why so and why not the other way around will be asked at the workshop. How can we improve the situation, how can we turn disadvantages to advantages and how to connect focal points, banks, parts of town and combine the use to make it more attractive to city life?
The questions that remained unanswered in the previous year are lingering around:

  • the connections of virtual worlds and physical world – are they possible, how, how to connect them, what is suitable for each one, what not, can they reference each other? The real reference site with its socio-spatial context is chosen. Perhaps the starting point is to recreate it as virtual environment through materials available and then compare the real feel and the created image/representation/interpretation that can be created long-distance, not visiting the site, not being there - imagining the qualities the site might have from tacit experiences with similar sites, introducing new ones and comparing them with reality at the workshop and trying to combine ideal and real
  • are virtual environments of real sites useful only as testing grounds for planners or can they live the life of their own, accessible also for more general public?
  • even architects and engineers think of different associations when asked about virtual environments: some automatically think of laser cutters, 3D printing, 3D modelling, others of Second Life, persistent worlds, avatars, yet others of algorithms, path-, form- and contents- finding. How to combine different views, methods and interpretations to coexist and be used as tools in the upcoming workshop?


The project is supported and co-financed
by the EU Lifelong Learning Programme.

The content of the publication is the sole responsibility of the publisher and does not necessarily reflect the position of EU comission or National agency and excludes them both of any liability.