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Science Fiction Film as Design Scenario Exercise for Psychological Habitability: Production Designs 1955-2009

机译:科幻电影作为心理宜居性的设计方案练习:作品设计1955-2009

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Scenario building presents a valuable tool for the development of design concepts for unprecedented long-duration space missions. Aside from quantitative modelling techniques, one medium that routinely illustrates scenarios through speculative but manifested design concepts is science fiction (SF) film. Set and prop design in such films are sometimes the product of consulting, research and development efforts by multi-disciplinary teams comparable to, or including experts from, technical groups conducting pre-concept studies in the field of human space exploration. This paper presents results from a study into the production design of SF films, with special focus on the psychological challenges of extended spaceflight. The aim was to provide preliminary insight into the potential validity and application of SF film design in the context of scenario building for space, in particular at pre-phase-A stage of the system development process. The study consisted of two parts: the focus of the first was the systematic identification of a relevant set of SF productions and the description of products, environments and interactions portrayed in the films according to habitability criteria set out in the literature. The second part involved an illustrative case study reconstructing, from previously unpublished archive material, the main conceptualisation stages of the design of the food dispensing system in one particular film from the sample set, Stanley Kubrick's 2001: A Space Odyssey. It is suggested that, in the particular case examined, the process of film production design development can be regarded as a space design study. The findings indicate that SF films offer a set of rich and detailed cases of design concepts and design issues that are of possible interest in the planning of long-duration missions. Concepts can be situated at the periphery of the range of traditional bodies of reference available to the system development process; issues can act as critical impulse of debate into future user needs and wants, thus helping increase the robustness of traditional scenarios. However, for this fictional approach to be truly meaningful and effective in a space scenario building context, future exercises should be conducted based on agendas set by space mission, rather than film, planners.
机译:场景构建为开发前所未有的长期太空任务的设计概念提供了宝贵的工具。除了定量建模技术外,科幻(SF)电影是一种通过投机性但显而易见的设计概念例示场景的媒介。此类电影中的布景和道具设计有时是多学科团队的咨询,研究和开发工作的产物,与在人类太空探索领域进行概念前研究的技术小组相当或包括其专家。本文介绍了对SF胶片的生产设计的研究结果,特别关注了扩展太空飞行的心理挑战。目的是提供初步的了解,在太空场景构建的背景下,特别是在系统开发过程的A阶段,SF电影设计的潜在有效性和应用。这项研究包括两个部分:第一部分的重点是系统地识别一组相关的SF产品,并根据文献中提出的可居住性标准描述薄膜中描绘的产品,环境和相互作用。第二部分涉及一个说明性的案例研究,该案例从以前未出版的档案材料中重建了食品分配系统设计的主要概念化阶段,该阶段是从样本集中的一部特殊影片中制得的,这是斯坦利·库布里克(Stanley Kubrick)的《 2001:太空漫游》。建议在检查的特定情况下,电影制作设计开发的过程可以视为空间设计研究。研究结果表明,科幻电影提供了一系列丰富而详细的设计概念和设计问题,这可能在长期任务计划中引起人们的兴趣。概念可以位于系统开发过程中可用的传统参考机构范围的外围。问题可能成为辩论未来用户需求和欲望的关键推动力,从而有助于提高传统方案的鲁棒性。但是,为了使这种虚构的方法在太空场景构建环境中真正有意义和有效,未来的演练应基于太空任务制定者而不是电影策划者确定的议程进行。

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