•  
  •  
 

Abstract

This study discusses the formation of mediated space as a space which combines actors and entities across the real and virtual environment. The study of mediated space in architectural discourse largely emphasises its experiential aspect, and only a few studies explore the formation of mediated space and the architectural elements which spans between the real and virtual environments. This mix of real and virtual environments is made possible through the involvement of the screen as the technological device that mediates the connection between them. This study investigates this process of mediation, focusing on the framing strategy of the virtual environment on the screen, in order to establish an engagement with the actor in the real environment. Understanding this formation process can further inform the potential of virtual space as the setting in our spatial practice, expanding the existence of architectural space.

First Page

140

Last Page

161

References

Anders, P. (2005). Cybrid principles: Guidelines for merging physical and cyber spaces. International Journal of Architectural Computing, 3(3), 391–406. https://doi.org/10.1260/147807705775377294

Brown, J. (2019). Mediated space: The architecture of news, advertising and entertainment. RIBA Publishing.

de Certeau, M. (1984). The practice of everyday life. University of California Press.

Djaouti, D., Alvarez, J., Jessel, J. -P., Methel, G., & Molinier, P. (2008). A gameplay definition through videogame classification. International Journal of Computer Games Technology, Article ID 470350. https://doi.org/10.1155/2008/470350

Fabricatore, C. (2007, October). Gameplay and game mechanics design: A key to quality in videogames. OECD-CERI Expert Meeting on Videogames and Education Conference. https://doi.org/10.13140/RG.2.1.1125.4167

Friedberg, A. (2009). The virtual window: From Alberti to Microsoft. MIT Press.

Gullström, C. (2010). Presence design: Mediated spaces extending architecture (Publication No. 349960) [Doctoral dissertation, KTH Royal Institute of Technology]

Harrison, S. (2009). Section 2: The space of media space. In S. Harrison (Ed), Media Space 20+ Years of Mediated Life (pp. 199–204). Springer.

Henderson, A. (2009). Constructing space. In S. Harrison (Ed), Media Space 20+ Years of Mediated Life (pp. 205–216). Springer.

Koslowski, B. (2017). Framing privacy: Architectural representation in digital spaces (Publication No. 3398) [Doctoral dissertation, Royal College of Art]

Lee, K. M. (2004). Presence, explicated. Communication Theory, 14(1), 27–50. https://doi.org/10.1111/j.1468-2885.2004.tb00302.x

Mark, W. (1999). Turning pervasive computing into mediated spaces. IBM Systems Journal, 38(4), 677–692. https://doi.org/10.1147/sj.384.0677

Miltiadis, C. (2020). Oblivious to gravity: Virtual architecture between disciplinary dead ends and complex intersections. ArchiDOCT, 8(1), 24–37. http://www.archidoct.net/Issues/vol8_iss1/ArchiDoct_vol7_is3_Variability_3.Miltiadis.pdf

Newman, I., & Ridenour, C. (1998). Qualitative-quantitative research methodology: Exploring the interactive continuum. Educational Leadership Faculty Publications. http://ecommons.udayton.edu/eda_fac_pub/122

Reno, L. A. (2005). Presence and mediated spaces: A review. PsychNology Journal, 3(2), 181–199.https://psycnet.apa.org/record/2006-01742-004

Steuer, J. (1992). Defining virtual reality: Dimensions determining telepresence. Journal of Communication42(2), 73—93. https://doi.org/10.1111/j.1460-2466.1992.tb00812.x

Stirling, E. (2016). 'I'm always on Facebook!': Exploring Facebook as a mainstream research tool and ethnographic site. In H. Snee, C. Hine, Y. Morey, S. Roberts & H. Watson (Eds.), Digital methods for social science. An interdisciplinary guide to research innovation (pp. 51–66). Palgrave Macmillan.

Tamborini, R., & Bowman, N. D. (2010). Presence in video games. Immersed in Media: Telepresence in Everyday Life. 5, 87–109. Retrieved in April 13, 2022, from https://www.researchgate.net/publication/283995961_Presence_in_video_games/citations

Tuan, Y. (1977). Space and place: The perspective of experience. The University of Minnesota Press.

Tuli, F. (2010). The basis of distinction between qualitative and quantitative research in social science: Reflection on ontological, epistemological and methodological perspectives. Ethiopian Journal of Education and Sciences, 6(1), 97—108. https://doi.org/10.4314/ejesc.v6i1.65384

Wartenberg, C., & Wiborg, P. (2003). Precision of exocentric distance judgments in desktop and cube presentation. Presence: Teleoperators & Virtual Environments, 12(2), 196–206. https://doi.org/10.1162/105474603321640941

Wirth, W., Hartmann, T., Böcking, S., Vorderer, P., Klimmt, P., Schramm, H., Saari, T., Laarni, J., Ravaja, N., Gouveia, F. R., Biocca, F., Gouveia, L. B., Rebeiro, N., Sacau, A., Jäncke, L., Baumgartner, T., & Jäncke, P. (2007). A process model of the formation of spatial presence experiences. Media Psychology, 9(3), 493–525. https://doi.org/10.1080/15213260701283079

Author Biography

Ferro Yudistira
Ferro Yudistira is a lecturer at the Department of Architecture, Faculty of Engineering, Universitas Indonesia. He holds doctoral and master degrees in architecture from Universitas Indonesia. Previously, he finished his undergraduate degree in architecture from Universitas Sriwijaya, Indonesia. His research interest is in architectural design theories, particularly on the temporality of architectural space in an urban setting. He also has an interest in digital and computational representation in architectural design.

Ratu Baina
Baina holds her undergraduate degree in Architecture from Universitas Indonesia. Her interest is in architectural design theories, particularly in relation to digital and virtual space.

Share

COinS