This seminar will examine different variations of interactive and reactive spaces.

The seminar will concentrate on the theory and construction of, identities and characteristics of actors embedded in, and the technology employed in the design of such spaces.

In a world mediated by computing, we live our lives in intersections between the virtual world and the physical world. Physical architecture is now often augmented, and at times, supplanted by virtual or hybrid architectures. In this seminar, students will be exposed to the continuum between physical and virtual, focusing on interactive concepts in virtual space (such as Second Life, MMORPGs), physical space (such Smart Homes, Networked Cities), or hybrids of the two.

Learning Objectives
Students will use a lecture + case-study method to study and critique examples of interactive spaces. Through these examples, students will gain the ability to evaluate the technological, economic, and socio-cultural implications of interactive spaces and places which offer new ways of working, playing, praying, learning etc.

Learning Outcomes
Students will be able to analyze and discuss interactive spaces using contemporary concepts, theories, and research, as well as create interactive spaces in place of or in conjunction with traditional brick and mortar environments.