Sunday, June 22, 2008

Context

When working in a collaborative group it helps to look outside the box, or so to speak. In a project such as ours, one may think that the crux of the task is to build a model that betters the Half-Life 2 Falling Water model. This may indeed be the case, but a thorough understanding of context can really help to achieve this goal.

Context is defined as “the set of circumstances or facts that surround a particular event, situation, etc”. When applied to our course, context has a few applications that stand out. Firstly there is the context of the brief. We are working in groups of 4 or 5, in a university environment. Having established this, the context is an atmosphere of learning, co-operation and exploration. When approaching the production of the UT3 model, we know this is an educational exercise; one that encourages us to try new things, ask for help, push our boundaries.

The model itself has a context. The physical context, or the site, plays a major role in the perception of the space. It is extremely clear that Frank Lloyd Wright’s Falling Water is heavily reliant on its context to provide the intended feeling of the space. The name itself is a reference to the river and waterfall that runs beneath the dwelling. The experience of the space in Half-Life 2 is heavily impacted by both the visual imagery of the water, as well as the inherent sound of falling water. Rocks, trees and sky really put this building in its place.

Context is nothing with the “particular event, situation, etc” that it surrounds, but this surrounding provides a deeper understanding of anything it touches.

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