Bompas and Parr
www.jellymongers.co.uk/
Play All Day documents a collection of the most vibrant, stimulating and engaging design products and concepts for children. This book sets a new standard of design for children with fascinating examples of innovative and well-designed toys, playgrounds and play environments, room decorations, wall coverings, furniture and kindergarten architecture. In addition to these products, it also presents illustration and photography as well as new and original ideas offering playful solutions that talented designers and creative parents are designing for and with their kids. It is an inspiring reference for design-savvy parents and other professionals.
"ArtsHealth is the connection or interface between the arts and creativity, and health, science and well-being.
There is tremendous interest in research that explores the nature and effectiveness of the interface between creative arts, health and allied disciplines, and for artists and arts academics to work with those in the community actively involved in promoting health and well-being across all groups and in a wide range of contexts. Areas of interest include the interface between the arts and developments in therapies, educational strategies, treatments, techonolgies and environments that aim to promote and enhance individual health and healthy functioning communities.
Research shows that in clinical settings, encouraging patients to engage with the arts can help them to manage pain and the side effects of some treatments, to alleviate stress and anxiety and to come to terms with what can be major and distressing episodes in their lives.
Incorporating the arts into the design of health care facilities has positive benefits for staff, for patients and for their carers. Integrating the arts into the training and professional development of health professionals helps them better communicate with and understand their patients, from all social and ethnic groups".
Why don’t you swim at the art gallery? This work was created as a participation entry for to the Sendai Art Walk. The first exhibit is at the Miyagi Museum of Art, and a large conference hall was prepared. In order to use this large space effectively, we projected the works onto an entire 12m width wall. When we did the actual exhibition, it looked like a large water tank in the darkness. Seeing visitors move their bodies and enjoy the work, it looked exactly like they were swimming in virtual water, and I think it was a very mysterious space. In particular, children seemed to be playing by entering a dead run from edge to edge of the screen, until they lost their breaths. It’s fun to work up a sweat at the art gallery from time to time, isn’t it?
Our lives contain both the realistic and the imaginary. We live facing the realities of a tough society but our dreams hint at feelings of hope for tomorrow. We tight-rope walk the balancing act between these two states.
"Factory and Fantasy" is an experimental installation produced by architects, visual image composers, musicians and scientists. The project outline was to construct a work combining the technology and imagination of each field. The work occupies the space between fantasy and reality and explores the borderline itself.
“Throughout the course, three interdisciplinary groups of students supported by TU Delft researchers and guest teachers have designed and built three interactive lounge pavilions. The pavilions attract people to enter, facilitate relaxation and provide a refuge from daily chores.”
Interactive Environments Minor has been a full-time, semester-long project at TU Delft organized by the Faculty of Architecture - hyperBODY and Industrial Design and Engineering - ID-StudioLab, hosted by the Delft Science Centre. Throughout the course, three interdisciplinary groups of students supported by TU Delft researchers and guest teachers have designed and built three interactive lounge pavilions. The pavilions attract people to enter, facilitate relaxation and provide a refuge from daily chores. Each of these structures is a dynamic system, which communicates with its visitors across different modalities. The installations not only actively adapt to their users’ actions, but autonomously develop a will and behaviour of their own. In this way interactive architectural environments come to life, engaging their occupants in an unprecedented experience of a continuous dialogue with the occupied space.
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