In the digital generation the majority tends to fulfill their social needs on virtual platforms, such as Facebook, Twitter, dating apps, etc. This neglects the importance of physical interaction between people; in response, we decided to propose a fun installation with an app mechanism by which participants are expected to be made aware of the social alienation that attributes to technology. Chambyrinth is a combination of labyrinth and chamber, symbolizing itself as a social phenomenon and an extension of virtual social platform.
UNIQUE PROPERTIES / PROJECT DESCRIPTION:
Our interdisciplinary design of the architecture and modern technology (app) generates a dialectical social experience where the prevailing virtual interaction could be replaced in favor of the physical. By means of this proposal, we question people ‘if the bond between people, under digital social phenomena, would hence strengthen or otherwise?’ The spirit of the concept is conveyed by architecture and participants interdependently blending together.
OPERATION / FLOW / INTERACTION:
Chambyrinth is divided into 3 stages, with each featuring specific scenarios – stage 1: participants trying to puzzle out the way to the next stage with their phones; stage 2: two participants randomly paired up by the app, and given the map ONLY if deciding to complete the route together; stage 3: Two paired up participants collaborating with given map OR an individual figuring the way out to the exit via the default mechanism. This open-ended approach bears different results by their decisions.
PROJECT DURATION AND LOCATION:
The unbuilt project was designed for the themed competition, Meeting Point for Taipei Fine Arts Museum, Taiwan in August 2015.
PRODUCTION / REALIZATION TECHNOLOGY:
The installation comprises of a series of different square chambers made up mainly by wood or polycarbonate partitions. Every chamber is installed with one Beacon signal sender that interacts with mobiles which illustrate the chamber silhouette on the beacon-enabled app after picking up the signal in the chamber. Participants can rely on this mechanism or either physically cooperating with others to puzzle out the exit.
SPECIFICATIONS / TECHNICAL PROPERTIES:
The installation as a whole can been seen as 42 by 21 sqr metre rectangle, comprising with a group of smaller rectangles (chambers), made up with partitions that are between 90 and 220cm in height. The flooring is finished 15cm above the ground floor with wood. The whole volume yields 20m off the main raod, 6m off Taipei Fine Arts Museum, 6m off the Story Pavilion, and 12m off the sculpture set north on the square.
Interdisciplinary, Architecture, Beacon, Social alienation, Social recognition, Virtual, Inversion Mechanism
Human Relationship; Make society aware of social alienation that attributes to technology; Space experience; A mechanism of architecture and app; Anyone who gives this installation a try; Open-ended; Make society reflect over the merits but also drawbacks of technology; Make society value the benefits of physical interaction between people.
The process to transform the idea and have it explicated by architectural approach was the hardest part, since the traditional acceptance of space understands architecture merely as a physical medium, however, with the application of modern technology, this open-ended proposal bears the collision of different social values and allows people to participate the discussion via experiencing the installation.
TEAM MEMBERS (7) :
Geoffrey Wang, Chengsyuan Tsai, Yixi Gao, Yun Wu, Chiatzu Chiu, Pinchen Yeh and Songyun Ko
Ronghao Chang, 2016.