DMDN206 DESIGN AND THE INTERNET

3D collaborative design across global networks

Archive for the 'Interactive Architecture' Category

kieranoakes – DESIGN 206

ARCHITECT – Tadao Ando
ARCHITECTURE – Water Temple
DESIGNER – Michael Hodgson

INTENT - Looking at Tadao Andos Water Temple I will look at the idea of the ‘cut’. Michael Hodgson is part of New Zealand homegrown music group Pitch Black. they are a multi-media, experience engineers, performance artists, VJ-Sonic musicians, creating thier own software, to mix and develop ambient soundscapes for the live concerts and large scale LCD display (In my case architecture). So basically the space inteaction that I intend on creating, will involve manipulating sounds, which in turn affect ‘visual images’ that are now in reality the 3D forms of Tadao’s Water Temple. Engaging the user to customise the space to reflect their personalities, via sound and visual means. Think VJ’s, i.e Hexstatic, Colcut, DJ Spooky, Danger Mouse.

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Rico’s design intent Pro 2

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My design intent is want to explore a Hans Breder’s idea by using a reflection to change the space from normal to a complex virtual space. Therefore I want to use a mirror as a element to develop the space and those element can be moving by your position. I’ve chosen Ludwig Mies van der Rohe of my architect and Pavilion is my space. http://liminoid.net/index.html

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Caleb – interactive arch

I have chosen to base my project around the architecture of Mario Botta and the interactive media designs of Adam Brown. Botta’s design the Chapel of St. Mary of the Angels shows him at his best and highlights his trademark use of simple but grand geometry to invoke an imininent sense of volume and space, which flows naturally out of the surrounding mountain side that the chapel clings to.

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I intend to combine this idea of simple yet striking architecture that morphs out of its environment with Brown’s concepts in his Bion project. In Bion, Brown explores the boundary between life and matter and the dynamics of that interface. This is done with very simple geomitric entities that communicate with each other and their surrounding in an interestingly adaptive way.

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Hopefully these two concepts will meld together to produce a space that is simple and yet striking while being smoothly adaptive and responsive to the presence of anyone experiencing it.

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xCARLOS PATINOx

The building Im choosing is the THE GERMAN PAVILION IN BARCELONA by Mies Van Der Rohe.
I picked this building for its simplicity and open plan. Also the glass walls bring a sense of open space.
The interaction with the user will be simple to use and it will depend on the player to control the space movement.
The individual wall trough out the space will slide as the user enters.

Ill be working with the designer from Caracas-Venezuela ELIAS CRESPIN.
Hes video TETRA4 shows different “walls” in movement.
So Im going to incorporate the simplicity of Crespin’s Tetra4 with the simplicity of Van Der Rohe’s The German Pavilion.

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james design intent

I have chosen Mario Botta as my architect precedent. I will be looking at the Single family house at Riva San Vitale, Ticino, Switzerland that he designed in 1971-1973.

Located at the foot of San Giorgio mountain, on the banks of Lake Lugano, the house establishes a dialectic play with the environment, emphasized by its minimal occupation of the site and by the thin metal bridge that establishes the physical relationship between the house and the mountain.

The “tower”, virtually defined by four corner piers and carved with geometric cuts through which the light penetrates, is organized along the vertical axis in a succession of different architectural situations and rhythms. The spatial interpenetration between interior and exterior thus gives shape to a “filter zone”, terraces within the perimeter in its functional organization: the upper part holds the entrance atrium, a study, and the stairs leading to the lower floors, where the parent’s room are located. These levels are partially open and in communication with the living and dining area below, while the services are placed in the basement.

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The interactive designer I am going to use is Simon Briggs. I will look at his Metropolis interactive instillation. Metropolis is composed of two interactive video projections using high resolution video projectors and three computers with an infra-red remote visual sensing system for viewer interaction. The floor projection is of an overhead view of the cities of New York and Bagdhad. When viewers walk upon the image it is distorted and torn apart. Interaction causes various areas of the projection to switch between the two cities. The wall projection displays landscape format images of the two cities, again distorted by viewers in a similar manner to the floor projection. The piece uses object oriented and behavioural programming techniques.

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Using a combination of Mario Botta’s geometric forms and Simon Briggs’ ideas of tear, distort and contrast, I will look at how these ideas can be related to 3-dimensional space. Using geometric forms I will disfigure the interior of the building and create a interactive environment that distorts and tears the space with in. Contrast will be looked at in terms of both space and light, and how these relate to and affect each other.

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Chelseys -INTERACTIVE ARCHITECTURE (revised)

Building: Tadao Ando – The Pulitzer Foundation for the Arts
Ando’s design is simple and bold, you would not know of the buildings complexity until viewing the inside. The volume of this building gives the structure a sound aesthetic. I plan to incorporate his method of simplicity and functionality for the Unreal game map. The terrain will be easy to move through, simple layout. Yet I would like to make the rooms dynamic with useful aspects for a game environment.  Walls that serve as stairs cases and/or hiding zones for the player.

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The Pulitzer Foundation for the Arts Website – http://www.pulitzerarts.org/ando.htm

check out Tadao Andos proccess and more veiws of the building.

Designer: Marie Sester
Focusing on a number of her projects; Access and Threatbox.us. an individual is either followed or spotted and monitored by a spotlight. For the game I plan to have bits of geometry ’follow’ or maybe ’move to’ a player while moving through the space. (still working on how to do this in Unreal!) The geometry will be blocks that may make contact with the player or stop the player at any time.

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Marie Sester site – http://www.sester.net/index_enhanced.html

link to see her projects

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Chris G – Interactive Architecture

PRECEDENT ARCHITECT : Peter Zumthor

I chose Zumthor for the texturality fo his designs with stone, unpainted timber and raw metals. They reminded me of many 3D environments I had seen in the past (Quake, etc). His simplistic but powerful designs lend them selves well to shaping an interactive environment, especially with the ‘Shelter for Ruins’ (below).

I’d like to utilise these spaces (Shelter for Ruins) as envelopes to be punctured, and distorted by teleports and paths to unexpected spaces. I will use the ‘Tardis’ effect as a starting point of distorted (impossible) space.

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INTERACTION DESIGNER : Elias Crespín

His models are programmed to react to changes in the environment, and I wil similarly hope to create a space which reacts to the user. As one walks through the environment, the environment makes way for the user and moulds and reveals new spaces and shapes depending on where the user is and their destination.

Note: I’ll try get some pics here but the computer goes wild when you screenprint from WMP. You can check out this vid:

http://ecrespin.railsplayground.com/videos/tetra1.wmv

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Hamish’s House

I am using Miles Van der Rohe’s Farnsworth house for my interactive architecture project. [photopress:images_1.jpeg,thumb,alignleft] [photopress:images_1_2.jpeg,thumb,alignleft]
The house shows that you can have a strong order and strict control over space and still contain a connection with nature. He has done this through floor to ceiling glass that surrounds the entire one roomed house, its rectilinear form is only visible because of the exposed steel pillars, roof and floor are painted white and lifted from the ground. With glass all around and no interior walls Miles has one room but has separated in to different areas by a core that sits in the middle that holds a toilet, fireplace and wardrobe [photopress:images_3.jpeg,thumb,alignleft]. I find the way this talks about visual freedom and actual freedom interesting and hope to explore this.
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For my interaction designer i will use marianne greated & professor clive greated.[photopress:clive2.jpg,thumb,alignleft] They look at the way art is a form of science. They look in the ways of peoples perception through measuring it in to quantities measures, known for his work on optical measurement techniques and their application to the mapping of complex flow patterns. Professor clive greated is a physics professor and has a scientific way at looking a things yet they both have a love for the arts. His work in the mapping of complex flow patterns, (complex flow patterns is the visual reference to show the flow of liquid) he is also developing 3d complex flow patterns.
The subjects (class) will be the liquid that flows in and around my space. Depending on how the subjects moves it will change how the can in future move they will crate there own path.  
I will use Miles construction of the Farnsworth house, with prof clives influence I will crate a muilti levelled house where every area will move in differently depending on where in the space you are. The different variables are on over under and with extra stuff added

From these different variables it will hopefully change how the subjects will move and interact with the given space.
 
www.farnsworthhouse.org
The greateds
http://www.mediascot.org/theupgrade/0601_mgcg.htm
complex flow patterns
http://www.ncbi.nlm.nih.gov/entrez/query.fcgi?cmd=Retrieve&db=PubMed&list_uids=10453409&dopt=Abstract
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alia – project 2

The building that has inspired me so far is the Kunsthaus Bregenz by Peter Zumthor. The extensive use of glass for the whole facade, to me, is quite interesting as it allows you too clearly see what’s happening indoors without you having to be there. It gives you a preview, so to say, as to what you might experience when you enter the building.

Kunsthaus

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The designer whose concept I’m interested in using is Mark Napier. The ‘Shredder’ that he created, as I understand it, takes information from a functioning website and re-arranges them in a completely different manner, without disturbing the functional side of it:

http://www.treasurecrumbs.com/theupgrade/00_10napier.html
http://www.potatoland.org/

Now, I want to take the building and the idea of the ‘Shredder’ and somehow combine them to make an interactive space. I like the idea of being able to see what the inside of a certain place looks like; allowing you to imagine what it feels like to be in that space, just by having that visual stimuli. The idea of having things re-arranged in a different way, in ways that you might not expect it to be; well, I plan to use this concept and re-arrange the space that you have previewed as soon as you step into it.

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hye-bin’s interactive architecture

I have chosen Tadao Ando’s ‘Church of Light’ as my architecture for this project. Two lines of the cross, which separate the main wall let light inside and this makes otherwise a simple space interesting. I like how light changes the overall impression of the interior.

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The designer I have chosen is Jeff Talman. His video, sculptural and graphic work relates to the nature of light and sound. His work I have chosen is called SONALUMINA-13. The aluminum plates of the installation are principal objects of the installation and the plates function as an art object as they engage and transfer sound and light energies. “Object aluminum, atomic number 13 on the periodic table of the elements, becomes a bridge to space, sound and light.” 

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I want to incorporate a simple and empty space(architecture) with Jeff Talman’s idea of making objects as a bridge to the space. My architecture will be a dark rectanglular space to begin with but it becomes an architectural sculpture when the moving walls reveal the cross by letting light inside. I want a player to move by stepping on moving plates, which moves through the space.

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