Co-Investigator(Kenkyū-buntansha) |
KUMON Shunpei Center for Global Communications, International University of Japan, executive d, グローバルコミュニケーションセンター, センター長 (80012318)
KASUYA Eiichirou Yamawaki-gakuen Junior College, , department of Home Economics, Lecturer, 家政科, 講師 (20224420)
IWASAKI Kei KeilwasakiEnvironmental Planning Co., Ltd, , senior reseacher, University of Tok, 主任研究員
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Research Abstract |
1.A self-designing community is a basic norm of town development efforts in a transition period from the modem society to the information society. Various cultural assets, citizens' participation and creative activities are crucial factors in such a community. This research is aimed to provide a concrete illustration of "Trans Inspiration Network", a communication function of "Cell City", which Murakami and Iwasaki has been presenting as a next generation city concept, and its main focus on museums, wherepeople gather for learning. 2.The Great Hanshin Earthquake was a valuable example to review for understanding how information was utilized for the citizens to achieve self-rule in an unexpected situation where all the bases of livelihood and community were lost. Self-designing activities, utilizing a variety of information, by a large number of citizens and volunteers were made possible thanks to the "free access, two-way, real-time" nature of PC network as well as to the receivers' eff
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orts to understand the senders' messages with best imagination. 3.Today, there are many museums where people can use databases or view artworks, but few offer a place for creative collaboration. Today's public halls, citizens' activity centers, have no collection of intellectual information, and no libraries offer place for activities. It is also true that information media are merely utilized as a bulletin board to show facility usage and exhibition announcement at the existing museums. Here, the media does not contribute to creative activities. Because of this, it is postulated that a museum in the Trans Inspiration Network must embody an integration of "media and activity place". 4.Internet is a media that facilitates two-way visual communication and linkage to related information. In a visual information communication, senders and receivers do not necessarily have the same perception, and exchanging one perception with another can lead to a new perception at the both ends. To make it possible, it is necessary that senders' intentions and receivers' opinions are attached to the visual information exchanged in the communication. Sending a history of sender perceptions can be a source of "creative stimulation". However, few technologies are available that can easily edit a history of perception. In this research, a visual information with senders' intentions attached is named an "Information Scene", and a series of such information a "History". This concept was tested in a town restoration effort at Nishinomiya. About 1,600 Information Scenes concerning the local cultures and the earthquake were collected in an earthquake damage restoration planning. Because of this, the creators of Information Scense easily understood the characters of Nishinomiya and the realities of earthquake damage. It is learned that wall-sized displays effectively draw receivers' perception. A wall-sized display, just like a wall painting of a church, is a means of bodily transmission of visual information. Evaluation of free access is not possible this time, however, because all the participants of the workshop were project insiders, and it is left to future trials. Making a "Story" out of the Information Scenes was tried, but it is yet to be applied in a real town planning due to operational difficulty. Less
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