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 bridging the divide between physical and real
  • discover the means, ideas and concepts for merging physical and real
  • create an immersive representation of physical, specific site in Ljubljana (3D model) for exploration, further development and enhancements with groups’ project work and show how we envision the ‘bridging’ and connections
  • experiment with orientation, scale, navigation, movements, inclusion of different objects, colours in chosen immersive environment
  • create and evaluate generative (algorithmic) structures in direction of connecting physical and virtual worlds

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 and 2009 but has its own characteristics and set of opportunities as well as problems. The site called many things but mostly identified by two monuments the square of the French revolution and Krizanke finds itself again on the crossings of ways and paths as well as characters. It is occasionally full of life but also seems to remain empty most of the time. It is part of the Ljubljana centre, most definitely its cultural heart, but not always perceived that way. It is the place of historic buildings, ancient streets, fragile places and consequentially place for sensitive interventions. What kind of spatial interventions, how many, how radical and how extensive the place needs will be the questions asked at the workshop. Do we make an intervention in physical space or do we bridge the gap into virtual space? How can we improve the situation, how can we turn disadvantages to advantages and how to connect focal points, streets, parks, squares and combine them to make it more attractive to city life?
The questions that remained unanswered in the previous years 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.

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