Los Angeles: Pre-Final
Los Angeles Jun Pak | Cole Reynolds
The project explores the opportunity in developing an infrastructural system that is analogous to the growth logic of the city. In so doing, the infrastructure system augments the unique micro urban characteristics of the city as it currently exists. This is done through the implementation of several micro municipal infrastructural devices that allow for an immediate affect on the city. These devices, which in their quantitative and qualitative deployment offer diverse and unique social protocols that currently do not exist.
Los Angeles: Research Final
Los Angeles Jun Pak | Cole Reynolds
“This problem of the human site or living space is not simply that of knowing whether there will be enough space for men in the world -a problem that is certainly quite important – but also that of knowing what relations of propinquity, what type of storage, circulation, marking, and classification of human elements should be adopted in a given situation in order to achieve a given end. Our epoch is one in which space takes for us the form of relations among sites.”
-Michel Foucault
Multiplayer Disaster Gaming and Scenarios
Via Wired Science: The Institute for the Future and Art Center College of Design are running Aftershock, a three-week long scenario-based game where users have to complete real-world missions following a fictional 7.8 magnitude earthquake and submit their actions to the gaming community.
“The new game is part of the largest earthquake preparedness drill ever attempted, the USGS-run Great Southern Californian Shakeout. At 10 a.m. local time Thursday, millions of Californians crawled under their desks in response to an imaginary major earthquake.
Aftershock will begin where the earthquake drill ends. It’s not so much about what to do during an earthquake, but how to survive the fallout of the disaster. By providing an intellectual exercise to imagine how bad an earthquake could be, Tester and his co-gamemasters hope that they’ll be able to not just increase awareness, but change people’s behavior.
Tester said that the game is an attempt to bring the reality of the so-called Big One home to a younger demographic by borrowing the tropes of gaming. It is one of an increasing number of serious games attempting to deal with real-world problems through collaborative online action. Last year’s World Without Oil had players imagine the world in the midst of an acute crude shortage and the IFTF’sSuperstruct asks players to craft solutions to a half-dozen near-future scenarios.”
Los Angeles Jun Pak | Cole Reynolds 

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