The Bartlett
B-Pro Show 2021
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Hyper-Learning and Unlearning

Project details

Programme
Research Cluster RC19

The pervasive impact of digital technologies requires us to rethink notions of knowledge and learning. The current pandemic and the forced shift to online teaching are just the latest example of an ongoing trend of digitising learning, through online classrooms, MOOCs, video, and interactive tutorials. Digital technologies are not only affecting how we learn, but also what we need to learn, and what is doing the learning. With constant and instant access to information, traditional ways of learning focused on reproducing information are no longer valid. The project reflects on the impact of media ecologies on the blurring of digital and material learning environments, questioning the role of educational institutions and infrastructures. By including machine learning, the project speculates on the role of platforms, mixed reality applications, gamification, and questions what skills we must (un)learn as humans navigating Compressed City: hyper-learning & unlearning. Using architectural education as a case study, it proposes an augmented reality learning system distributed within the city. This system questions the role of the institutions and formalised architectural education as gatekeepers of knowledge on urban design and architecture and proposes to use media technology and data to enable a more open relationship with city and public.

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Learning and Unlearning

Learning and Unlearning

Media Transformation (Physical – Virtual)

During the pandemic there was a forced shift from physical learning to virtual learning, our personal experience prompted us to reflect on this shift impacts studying architecture.

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Learning and Hypermedia

Multiple interfaces and hyperlinks in the virtual world start to penetrate the life of the students. Hypermedia becomes a widespread method for spreading knowledge to future students.

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Unlearning in the Metaverse

Technologies do not only extent our sensory and mnemonic capacities, they result in unlearning certain skills and offloading knowledge to the environment.

Immersive Architectural Learning

Immersive Architectural Learning

We propose a gamified learning environment that enables as hypermedia approach to architectural learning, users who complete tasks are rewarded.

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Model Collection

A collection of photogrammetric models of well-known architectural projects, based on photos in social media images, allow users to discover architecture in an immersive media environment.

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Beyond Institutional Learning Environments

Beyond Institutional Learning Environments

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Mapping in the Architecture Learning

We mapped the physical learning environments pf the north bank of the Thames in London and overlayed it with an augmented reality layer, based on scraping social media for images representing architectural content.

Memory Palace: Model Room

Memory Palace: Model Room

Schools and educational spaces are displayed in the form of exhibits in a virtual space, representing the learning methods and memory of the traditional learning environments.

Composing Gamified Learning System

We build our gamified leering system based on extracting key elements from our analysis of human and machine learning.

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Virtual Class in the UCL

This scene shows people gathered in a virtual UCL, 3D scene reconstructed by photogrammetry, as we are experienced it during the pandemic.

Enabling a Planetary Classroom

Enabling a Planetary Classroom

Our project was presented at of the Round the table: A Planetary Classroom Beyond the 2D Frame, Bartlett, UCL, organised by Provides Ng.

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Augmented City

Augmented City

Design Mechanism Framework & Process

Users can contribute their own information to the existing information of the city in different media formats, and become part of the learning environment.

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City Roaming and Conversion

A cloud of hypermedia objects float around Trafalgar Square, as part of the distributed learning system.

Learning in the Augmented City

Learning in the Augmented City

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The Mechanism of Gamification Learning

We extracted the main features of Pokermon Go and MOOCs and presented the relationships in the form of a keywords tree as a basis for developing a gamified learning system.

To do the Competitions in the Augmented City

To do the Competitions in the Augmented City

Players start roaming around the city, participating in competitions, collecting materials, choosing AR or modeling tools, and creating works to complete architectural learning.

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Hyper-Learning

Hyper-Learning

Overview Hyper-Learning Distributed within the City

Through the proposed system, architectural learning is distributed throughout the city and becomes part of the urban fabric itself.

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Combination of Virtual Learning Spaces

An compilation image showing the totality of learning spaces, distributed throughout the city and compiled into a hyper media memory palace.

Conversation with NPC

Conversation with NPC

Generate, upload, and transform learning materials. Core NPC is set in the Barbican, one of London's most important buildings, awaiting the player's arrival in a prestigious bush of brutalist architecture.

The City as a Source Of Information

The City as a Source Of Information

When electronic screens gradually zoom out, people will find that cities themselves become a source of information in architectural learning.

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Index of Works

The Bartlett
B-Pro Show 2021
30 October – November 13
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