Wallpaper* Magazine RCA


  • To create a space for the Elite of the creative and technology industry to knowledge share.

    • Turning thinking into doing

    • Discuss the future of bridging the gap between industry and academia

  • Wallpaper* creates a new voice for knowledge transfer and future

    change

  • To use and show the capabilities of advanced technology and creativity

    and how education can reposition itself

  • Use advance technology as the voice for wallpaper projects within the

    educational framework with RCA

  • Redesign the Learning outcomes and establish a new pedagogy of the

    future

  • Stretch the limits of technology to inform and advance future learning

  • Aim to put the learner at the centre of the program

  • Provide a scholarship program

  • Outreach to new areas of technology to advance design deep thinking

Gimme Five

How Design and Creative Thinking will be at the center of the future digital revolution aligning with the 5 choosen topics:

Humanity is the human race

Technology (“science of craft”, from Greek τέχνη, techne, “art, skill, cunning of hand”; and -λογία, -logia[2]) is the collection of techniques, skills, methods, and processes used in the production of goods or services or in the accomplishment of objectives, such as scientific investigation. Technology can be the knowledge of techniques, processes, and the like, or it can be embedded in machines to allow for operation without detailed knowledge of their workings.

Education is the process of facilitating learning, or the acquisition of knowledge, skills, values, beliefs, and habits. Educational methods include storytelling, discussion, teaching, training, and directed research. Education frequently takes place under the guidance of educators, but learners may also educate themselves. Education can take place in formal or informal settings and any experience that has a formative effect on the way one thinks, feels, or acts may be considered educational. The methodology of teaching is called pedagogy.

 

Economy (From Greek οίκος – “household” and νęμoμαι – “manage”) is an area of the production, distribution, or trade, and consumption of goods and services by different agents in a given geographical location in various countries. Understood in its broadest sense, ‘The economy is defined as

a social domain that emphasizes the practices, discourses, and material expressions associated with the production, use, and management of resources’.[1] Economic agents can be individuals, businesses, organizations, or governments. Economic transactions occur when two parties agree to the value or price of the transacted good or service, commonly expressed in a certain currency. Monetary transactions only account for a small part of the economic domain.

The Universe is all of space and time (spacetime) and its contents,which includes planets, moons, minor planets, stars, galaxies, the contents of intergalactic space and all matter and energy. The size of the entire Universe is still unknown.

 

Fifth Generation.

Wallpaper* will be looking towards the next generations in culture, telecommunication, education and wellbeing.
One example recently in question is 5G technology:
The 5th generation mobile networks or 5th generation wireless systems, abbreviated 5G, are the proposed next telecommunications standards beyond the current 4G/IMT-Advanced standards.

5G Empowering Vertical Industries, 5G PPP, the collaborative research programme organized as part of the European Commission’s Horizon 2020 programme, suggests that to support the main vertical sectors in Europe— namely automotive, transportation, healthcare, energy, manufacturing, and media and entertainment—the most important 5G infrastructure performance requirements are a latency below 5 ms, support for device densities of up

to 100 devices/m2 and reliable coverage area, and that a successful 5G deployment will integrate telecommunication technologies including mobile, fixed, optical and satellite (both GEO and MEO).

Today, information technology (e.g. computer programs/ databases, Internet facilities) has provided “students with excellent opportunities to learn without requiring a teacher to transmit the available information” (Bohuijs, 1998), thereby necessitating

a shift in paradigm from the highly teacher-centred to learner- centred education (e.g. peer learning) in which students
are expected to take greater initiative and responsibility
to manage more of their own learning and educational/personal development.

 

Aim:

Create a 2 day course that has a combination of talks, debates, technology demonstrations and workshops.

A series of classes that will introduce the attendee to new way of seeing, questioning the NOW, with the accompaniment of new technology from Virtual Reality to ARkits and Ambersonic Sound for new immersive experiences.

Learning Outcomes of the course:

- Critically understand design/creative deep thinking
- Initiate new ways to question what people need today
- Stretch the imagination futher with new solutions that haven’t been raised before - Thinking through doing and putting your ideas to practice
- Inspire others to join your journey and grow your story

* You’ll learn how to break down a bold vision into actionable challenges, make adjustments to culture by designing rituals and space, and guide teams into the unknown through the process of experimentation.

Virtual Learning

Today, information technology (e.g. computer programs/databases, Internet facilities) has provided “students with excellent opportunities to learn without requiring a teacher to transmit the available information” (Bohuijs, 1998), thereby necessitating a shift in paradigm from the highly teacher-centred

to learner-centred education (e.g. peer learning) in which students are expected to take greater initiative and responsibility to manage more of their own learning and educational/personal development.

AI collaboration

We believe that AI has the potential for transformative, positive impact in
the world. Fulfilling this potential is not only dependent on the quality of the algorithms being engineered and the data they use, but on the level of public engagement, transparency, and ethical discussion that takes place around them.

It’s precisely because AI has the potential to have such a major positive impact on the world, that we believe it’s critical that we build new models of open collaboration and accountability around it.

That’s why we at DeepMind are really proud to have worked with Amazon, Google, Facebook, IBM and Microsoft, to form a non-profit organisation that aims to create a forum for open discussion around the benefits and challenges of developing and applying cutting edge AI. Together, we hope to advance public understanding of AI and formulate best practices on some of the most important and challenging ethical issues in the field.

Immersive Minds

Learning using mixed reality and virtual reality, opens up the opportunity for inclusive environmental experiences.
Students will be able to sit within the studio of the artist, roaming visually around the studio directed by the speaker.

The Wallpaper lectures will enable people to sit in spaces they would never have the opportunity to experience.
Share new experiences is at the core of deeper learning, cutting down on travel and allowing your eyes and ears to a total 360 experience.

The filming will also allow people to view and experience the space online within any browser.