NON ISOLATED BLOCK : ARSITEKTUR YANG BERPERAN DALAM MEMBERIKAN JAWABAN KERUANGAN DALAM KONTEKS BERHUNI DI MASA DEPAN

Author(s):  
Junie Veronica Putri ◽  
Dewi Ratnaningrum ◽  
Maria Veronica Gandha

In 2020, the outbreak of COVID-19 virus is a shock to every individual and to society. In this time, people lives in a term called "space limitation", isolated in a radius and a certain space that makes people lives in a virtual space. This pandemic limits our living space, altered out daily routine, and makes us isolated in a space that causes us to break ourselves physically and mentally. By nature, architecture can't ignore a problem that is this extreme, architecture has a purpose to make space to be a product of humanity, the purpose of this project is the will to create a future living spaces that is unobstructed, undisturbed, and opened; going through a block by giving a communal space; communal space that connected each other between the inside and outside space so that it provides the feeling of togetherness. This “Non-Isolated Block” project starts by incorporating the meaning of “isolated” and “block”. A block or a box is one of the basic of design, a block marks efficiency in a space but considered “simple & bare”. A block that stood on its own and unconnected makes us feel alone. There should be connectivity from this block to create a living space that makes us feel un-caged or “non-isolated”. By using this “inside, outside, and through the block” concept, this project is aimed to split activities based on space. “Inside the block” is for private activities, “outside the block” is for public activities, and “through the block” is a communal space that has a role as an emerging space, space that is connected to one another, to increase togetherness and productivity. Keywords:  block; communal space; non-isolated; space limitation; through the block. AbstrakMunculnya wabah COVID-19 pada tahun 2020 ini merupakan sebuah guncangan terhadap suatu individu dan masyarakat. Saat ini, manusia hidup dalam “batas ruang”, terisolasi dalam radius dan jarak bahkan ruang hidupnya adalah ruang virtual. Wabah ini membatasi ruang gerak kita, merubah pola aktivitas keseharian kita, membuat kita terisolasi dalam suatu ruang yang dapat membunuh kita secara fisik dan mental. Secara fitrahnya, arsitektur tidak dapat mengabaikan sesuatu yang ekstrem ini, arsitektur memiliki tujuan untuk meruangkan ruang sebagai suatu produksi kemanusiaan, sehingga tujuan dari proyek ini yaitu keinginan untuk menciptakan hunian masa depan yang tidak terhadang, tidak terhalang, dan terbuka; saling menembus antar ruang-ruang dengan fungsi ruang komunal; ruang komunal yang saling terkoneksi satu sama lain di antara ruang dalam dan ruang luar sehingga meningkatkan rasa kebersamaan. Proyek “Non-Isolasi Blok” ini bermula dengan mengambil arti dari “isolasi” dan “blok”. Blok atau kotak merupakan salah satu dasar desain, kotak menandakan efisiensi dalam ruang tetapi dianggap "sederhana & polos". Suatu blok yang berdiri sendiri dan tidak terkoneksi membuat kita merasa tersendiri. Perlu ada konektivitas dari bentuk blok ini untuk menciptakan suatu hunian dengan perasaan tidak terkurung atau “Non-Isolasi”. Dengan konsep “ruang dalam, luar, dan antara”, proyek ini membagi aktivitas berdasarkan ruang. Ruang dalam menjadi ruang dengan aktivitas privat, ruang luar menjadi ruang dengan aktivitas publik, sedangkan ruang antara menjadi ruang komunal yang berperan sebagai ruang tembus, ruang yang terhubung satu sama lain dengan ruang tembus lainnya, sehingga meningkatkan kebersamaan dan produktivitas.

2021 ◽  
Vol 1 (1) ◽  
pp. 41-49
Author(s):  
M. I. Kozyakova ◽  

The beginning of the information age is associated with the intensive development of fundamentally new information technologies. On their basis, the screen culture is formed generating the formation and development of the virtual reality sphere. This artificially created space is a consequence of scientific progress, the result of technological innovations. Virtual reality is currently perceived as an integral part of social life, as a socio-cultural environment, as a living space of a person. In turn, the virtual environment affects the man himself. The impact of this sphere is one of the central moments in the profound transformations of the lifestyle and mentality of our contemporary. In this regard, there are complex problems associated with understanding the expansion of screen technology, with the paradox of the existence of artificial worlds. Virtual reality is becoming more and more widespread in various fields, including art, especially cinema, gaming and entertainment. Being an integral attribute of modern civilization, it has a contradictory, paradoxical character. It is marked by an anthropic principle, a variety of interpretations, and polarization of social assessments. The article considers its genetically mediated features, ontological, social, axiological and communication aspects. As a result of this analysis, conclusions are drawn about the emergence of new trends in social life and in art.


Author(s):  
E.A. Kolesnikov

The article considers a victimal behavior of teenagers in virtual space as a form of activity of teenagers in virtual space characterized by antisocial orientation in Internet communications and resulting in the formation of a status of the victim at a teenager. In an empirical research it was tracked that teenagers with high level of victimization, who display themselves in virtual space, are characterized by: a high level of acceptance of the Internet as living space, aspiration to stay in the Internet environment for a long time (U=92, р =, 042); they are focused on people’s assessment of their information in the network (they are concerned about quantity of likes, comments under their records, often join the most prestigious groups, participate in the most rating actions organized by administrators of communities on social networks, etc.) (U=100.5, р =, 053); Distinctions are reliable at р ≤ 0.05. The results of carrying out the correlation analysis (a parametrical criterion was a coefficient of correlation of Pearson (rxy)) showed that victimal teenagers in network communication show: a motive of personal space in virtual space due to creation of personal closed pages online, seek for violation of norms of communication in network; feeling of belonging to network culture, prove installation on self-identification with already existing images of characters of network games, accept the Internet as living space, are guided in their behavior by the social approved actions in the Internet network. On the basis of the results of one-factorial regression analysis it was succeeded to establish that a realized victimal behavior of teenagers statistically significantly influences their communicative installations realized in virtual space "orientation" (R2=0.319; p=0.000) and also on motives to the actions having criminal character (fraud) (R2=0.426; p=0.000).


2021 ◽  
Vol 2 ◽  
pp. 172-183
Author(s):  
Ján Kahan ◽  
Eva Žiaková

The metatheoretical ecosystem construct requires integrating the virtual dimension of the internet in the assessment of human living space. Objective: The main goal of the present study is to identify possible relationships between loneliness, risk behavior in the use of psychoactive substances of adolescents, based on the ecosystem meta-frame of living space (which also reflects virtual space), as one of the essential factors in the emergence and development of addiction. Based on this, an effort is made to compile predictive models of multiple risk behaviors concerning the use of psychoactive substances. Methods: Loneliness is determined using the OESL questionnaire (Gierveld & Tilburg, 2021). The RSi questionnaire examines risk behavior (Kahan et al., 2021 in press; Lovašová, 2021). Multiple linear regressions construct predictive models, and subcategories are subjected to correlations and parametric tests. At the same time, data on adolescents' loneliness are compared with data on the loneliness of addicted adult respondents and data on abstainers from another research. File: The representative sample consists of 744 respondents in the second and third years of secondary schools in the Slovak Republic, of which 263 are men and 481 women. The research file of addicted respondents consists of 138 respondents (100 men, 38 women), and the research group of abstainers is 94 (58 men, 36 women). Results: Statistically significant gender differences inexperienced social and emotional loneliness are found in adolescents and addicted respondents. For both male and female adolescents, excessive internet use is a significant predictor of psychoactive substance use. The prediction is more robust if, in adolescents, at least one parent suffers or has suffered from some kind of addiction. Conclusions: Aspects of virtual space act as significant risk factors which, together with loneliness, create multiple risk conditions for risk behavior in the field of psychoactive substance use.


2017 ◽  
Vol 36 (1) ◽  
pp. 63-82 ◽  
Author(s):  
Xiaoli Tian

Despite sharing physical space that supports contact with out-group members and institutional arrangements that encourage cross-group interaction, many university students still congregate within their own groups. To explain this phenomenon, this study examines the micro-level social processes that prevent or facilitate intergroup interaction. A qualitative study of Mainland Chinese and local university students in Hong Kong reveals that students lack opportunities for mutually engaging experiences across multiple points in time due to fragmented daily living space, defended interpersonal space, and politicized online space, which contribute to the absence of cross-group interactions. Cross-group friendships depend on external forces to remove inhibitions, which then allow emotional bonding. This study contributes to the understanding of cross-group interaction by pointing out the importance of daily routine activities and mutually engaging experiences in influencing cross-group interaction among students.


2021 ◽  
Vol 8 ◽  
Author(s):  
Maria João Jacinto ◽  
Pedro Oliveira ◽  
Helena Canhão

Until recently, innovation in healthcare was mainly achieved through the development of new drugs, therapies, and medical devices by big pharma and medtech companies; however, the innovative potential for this field is much broader. The patients and caregivers' role in healthcare is often associated with disease management, demand for their own illness data, and its exchange with other patients. However, the patients and caregivers' capacity to innovate to cope with limitations associated with their health condition is a growing phenomenon and starting to be supported by healthcare stakeholders to achieve a truly patient-centric system. Our previous research has shown that these uncommon innovators can develop a wide range of solutions, from simple adaptations and products to highly technological biomedical devices. In this paper, we present novel solutions developed by rheumatic patients, their caregivers, and collaborators, published on the “Patient Innovation” platform (https://patient-innovation.com/), with a focus on the innovator profile, the need that triggers the innovative process, the type of motivation behind the product, and the products developed. The most significant needs that motivate innovation are the will to increase the level of independence (71%) and to be able to perform daily routine activities (65%). In over 80% of cases, the fact that the market does not fully fulfill the needs felt during daily activities is the main motivation to innovate. It is thus concluded that there is room for innovation in rheumatic diseases with solutions developed by patients and informal caregivers that intend to solve needs that the healthcare market is not covering.


The article is devoted to the problem of ambiguity in the assessment of the mythological characteristics of the TV series. The purpose of the article is to establish functions inherent in the TV series, which reveal its mythological potential. Methodological approach of post-structuralism was applied to various cultural forms as texts to be interpreted, therefore, TV series were considered as signifiers representing mythological significance. The audience usually perceives TV series as the traditional myth, emotionally experiencing it as a holistic semantic system in which meaning is inextricably linked to the form, therefore it is perceived as a reality. It is established that the regular repetition of the series in the broadcast TV networks demonstrates its paradigmatic level of signification and gives it a normative function. The novelty of the study is to identify the functional strength of the mythology of TV series, which consists not only in creating an atmosphere of aesthetic exchange of values in the communicative process but also in the norming of living space (symbolic-normative function), creating a virtual space for fantasy experience of unconscious meanings and desires (social-compensatory function) and socialization of individuals (integration function). We can conclude that the mythology of the series can be enhanced in two ways – due to the normative-ritual function of series, which is achieved by regular repetition, and, in turn, affects the integrative function and due to the fantasy content of the TV series. This feature largely reveals the socio-compensatory function of the TV series, which is most realized in fantasy series, and given that the spectator is experiencing their own desires, we can talk about the experience of individualized myth.


1846 ◽  
Author(s):  
Asa Mahan
Keyword(s):  

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