Sport is Art: Show Design

Work in Progress
Mar.-May 2014
























Different Zones Of The Art And Sport Area/Arena:
A: The Mat Room Zone introduces sport through the interaction with child size wrestling dummy bodies and soft mat flooring. It alludes to Asian Martial Arts and wrestling. Parallel to this the room is fitted with a sound-installation, permitting the playing of a melody through the use of jumping boards. This zone may have little flavor but excels in manners and social conduct.
B: The Sport with Everyday Objects Zone consists of a mixture of simple ball games. Curling, Japanese Gateball, and Basketball are adapted to and played with household objects. The playing fields are superimposed and household objects morph into sporting good. This zone may impair orientation with respect to time, place, objects or person; and may lead to a deeper understanding, sympathy and tolerance.
C: The Shadow Theater is an environment where children may immerse in a shadow movie depicting sport and sport-related activities and freely participate as actors using props. It may also be considered a zone of transition which connects between two modulating themes. A soundtrack is specially developed for the movie of moving shadows. This is a zone of resistance and substancelessness.
D: The Sport´s Museum Zone will exhibit artworks which depict the history and origin of sport, its role in general culture, and the future of sport. It is a zone of historical, artistic preservation, devoted to or set in relation to sport. Still museum is a very imprecise term for an institution that cares for a collection of artifacts and other objects of scientific, artistic, cultural, or historical importance and makes them available for public viewing through exhibits that may be permanent or temporary. The ancient Greek term Mouseion denotes a place or temple dedicated to the Muses and hence a building set apart for study and the arts.
E: An Art Show Zone will present sport related artworks. Ranging from drawing, painting, to sculpture, object art, and art installations.
F: The Swimming-pool Zone without water will allow the children to simulate exercise with water aerobic equipment in a simulated swimming pool. This zone teaches that simulation can be used to show the eventual real effects of alternative conditions and courses of action. Simulation is also used when the real system cannot be engaged (a real pool), because it may not be accessible, or it may be dangerous (due to drowning) or unacceptable (due to humidity) to engage, or it is being designed but not yet built, or it may simply not exist.
G: In The TV Studio Zone the children will find a fully equipped TV studio, in which they may easily produce their own clips and commentaries in workshops or just experience sport studio ambience. This zone comprises both technical and institutional methods of production and distribution as well as separates contexts between the production and reception of information.
H: Inside The Store Zone the children can explore an installation of dummy packages of modern sport merchandising, fantasy fandom articles, and sports related goods embracing luxury. (The merchandise is of purely symbolic value and not exchangeable against monetary means.) This zone exhibits the grinding rods of global consumerism, which is a part of media culture cutting across differences of religion, class, gender, ethnicity and nationality.
I : The Music Studio Zone puts a set of diverse sporting appliances transformed into musical instruments on display. The playing on these instruments allows the children to creatively connect sport and music. Originating from the idea of altering an instrument’s function through the use of external objects, in this case sporting goods, can by applied to instruments other than the piano; see, for example, prepared skies. Another connection between sport and music is presented here through projections of films documenting dexterity in music.
J: On the outside of the Music Studio the visitors (children 8-12) will find a Climbing Wall, a Slide and Seating Area which allows to watch videos on a screen above the lounge area. This zone is intended for regeneration which is the process of renewal, restoration, and growth that makes genomes, cells, organisms, and ecosystems resilient to natural fluctuations or events that cause disturbance or damage. Every species is capable of regeneration, from bacteria to humans (including children 8-12). The Lounge Area will also be a space where children can enjoy sport videos, exchange information or just chill on sport furniture.
K: The Sidewalk Chalk Play is an area where children can mimic simple sport activities and exercises in trompe l´oeil representation drawn in chalk. Mimicry is related to camouflage, in which a species resembles its surroundings or is otherwise difficult to detect. In particular, mimesis, in which the mimic takes on the properties of a specific object or organism, but one to which the dupe is indifferent, is an area of overlap between camouflage and mimicry. Though visual mimicry is most obvious to humans, other senses such as olfaction (smell) or hearing may be involved, and more than one type of signal may be employed.
L: In the Parkour Zone we present a contemporary non-competitive activity usually practiced in urban spaces, invented by David Belle. The zone involves to perceive one’s environment in a new way, and imagine the potentialities for movement around it. Louis Wirth already stated in 1938 that technological developments in transportation and communication have enormously extended the urban mode of living beyond the confines of the city itself. 
M: The Memory Zone. At the exit of the Art and Sport show the children can take their photo as a souvenir in a photo booth with the option to choose a logo-like body from a variety of sports disciplines. Geoffrey Sonnabend departed from all previous memory research with the premise that memory is an illusion. Forgetting, he believed, not remembering is the inevitable outcome of all experience.We, amnesiacs all, condemned to live in an eternally fleeting present, have created the most elaborate of human constructions, memory, to buffer ourselves against the intolerable knowledge of the irreversible passage of time and the irretrievability of its moments and events.
[i] Today, transfer of learning is usually described as the process and the effective extent to which past experiences (also referred to as the transfer source) affect learning and performance in a new situation (the transfer target).  However, there remains controversy as to how transfer of learning should be conceptualized and explained, what its prevalence is, what its relation is to learning in general, and whether it exists at all… .
[ii] It may also be rather a concept-driven evaluation, which reveals compares and contrasts theoretical and empirical traditions.
[iii] But in the end, an application domain-driven approach that focuses on developments and contributions of different disciplines, definition seems much more useful here.

[iv] See interest and frustration &c
[v] Everything that is the case (from the here once more abused: Tractatus Logico Philosophicus)
[vi] See interest and frustration &c
[vii] Quantitative mentions of the word creativity through time
[viii] Robert Filliou declared in 1968, a principle of equivalence, taking the form of three propositions: well made – badly made – not made.
If you are interested: see also comparison.
[ix] Does not necessarily fulfill a specific external purpose
[x] The observer’s inclusion in that which he observes
[xi] The nature of reality as related to a given consciousness is dependent on that consciousness.
See also: everything that has existed, does exist and will exist. See also: Philip Kindred Dick.
[xii] Non-exclusively children aged 8-12
[xiii] See imitation

[xiv] See representation

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