
KEY REQUIREMENTS FOR CREATING A NEW BUILDING TYPE CYBERHUB AS A RESULT OF THE CYBERSPORT DEVELOPMENT
Author(s) -
Mariia Rudenok,
Tetiana Malik
Publication year - 2021
Publication title -
sučasnì problemi arhìtekturi ta mìstobuduvannâ
Language(s) - English
Resource type - Journals
ISSN - 2077-3455
DOI - 10.32347/2077-3455.2021.61.367-380
Subject(s) - space (punctuation) , exhibition , key (lock) , relevance (law) , computer science , entertainment , hacker , brainstorming , public relations , architectural engineering , marketing , business , engineering , political science , computer security , law , archaeology , history , operating system
The article talks about currently relevant issue – computer addiction. Author makes an attempt to start a conversation with a highly conservative society, that has no firm understanding of what cybersport is, and is not willing to let their children pursue this field. The themes are living in the age of rapid development of IT technologies; the definition of cybersport, general pros and cons of computer gaming; Ukraine's need to create cybereducation platforms and spread IT-savviness. While cybersport has its place at the majority of the countries, Ukrainians waste their time casually playing "tanchiki" (common slang for the game). Author argues that one of the reasons for this is the lack of specialized institutional affiliations, agencies, gaming platforms and arenas for development and demonstration of one's skills in the new sport type – cybersport.
Author formulates the objective of the study as an attempt to determine the relevance of creating a cyberhub, built specifically not for entertainment but for educational purposes; putting together a list of the required zones of such space; creating an entire system which includes constructing multifunctional zones with the help of movable modules. The hub will include cybersport academies and tournament arenas, classrooms, conference and exhibition salons, showrooms and so on; programming the cyberhub inner climate and the protection from hacker cyberattacks will be done with the usage of the "smart-house" technologies. Author defines cyberdesign and its general principles and applies them to unigue aspects of the hub. The main goal for designing such a hub is to create an interior which translates the atmosphere of the past, present and future of gaming and entertainment. The important point is to avoid a post-apocalyptic impression, instead making a connection with the nature, and blending the styles of futuristic and eco-design, thus creating a new niche of space in the cyberculture.