Thursday, November 29, 2007
Tuesday, November 13, 2007
EX_3 Perspective Animation
EX_3 Animation
EX_3 Diagrams
The Diagrams explain how I intended for the spaces to interact with each other. Based off of the set of rules I created, whichever space takes precedent over the other, the space first receives the wall intrusion and gives a characteristic from the space that begins to give subliminal messages to that space.
EX_3 Default Plan
The Animation of the space demonstrates how the qualities of space are manipulated. When people inhabit the spaces, the walls grow and take precedent over the adjacent spacies.
EX_3 The Rules For Design
Rules/Conditions
1. The hierarchy in which I created first decides how large the initial default positioning will be and where these dividers will occur.
2. When people move in and out of the assigned spaces, sensors will detect body mass and the spaces will interact with each other according to number of people in space with relation to what space is adjacent.
3. There are also the users on the online website that will be counted as people in the space relative to the product in which they are browsing, affecting the arrangement of the walls.
4. The only time the divider/flexible wall is straight (rigid) is when there is no person in either space.
5. Each of the Eight spaces not only affects adjacent spaces by subliminal messaging for that space, but the space either gains or loses area in relation to people in the space:
1. TV – A Television screen will appear on the wall of the adjacent space advertising products.
2. Computers – The interface of a computer that someone is using in that computer space will be reflected on the wall in the adjacent space.
3. Music – Noise (music that the people are listening to) will resonate out of wall into the space on the opposite side.
4. Video Games – A Hologram will emerge in the opposite space from the wall representing the main character from a game that is being accessed in the video game space.
5. Movies – A movie that is being viewed in this section will be projected upon the wall of the adjacent space.
6. Cameras/Camcorders – Pictures will be projected onto the wall of the adjacent space appealing to Sony products and fun.
7. MP3 – A picture of a Sony MP3 player will be projected onto the wall of the space adjacent to this space.
8. Phone – Ring tones and answering machines will filter through the walls to the adjacent space.
5. All of the products will be in the spaces primarily because when someone goes to a store they are looking for a more hands on experience.
Wednesday, October 24, 2007
EX_3 NOX_D-Tower
Project: D-Tower
Architect: Lars Spuybroek (NOX)
Artist: QS Serafijn
Location: Doetinchem, The Netherlands
Date: 1998-2004
Stress Analysis
Sources/Links:
noxarch.com
ArcSpace.com(Design)
ArcSpace.com(Built)
D-Toren.nl
Bullivant, Lucy. Architectural Design. John Wiley & Sons Ltd Co. 2005.
Vol. 75 No. 1, Jan/Feb 2005. pg. 68-69
Thursday, October 18, 2007
EX_2 Wall Animation
EX_2 Full Animation of Spaces
EX_2 RubberBand Animation
The following Exercise 2, consisted of an exploration in the arrangement of space using rubber bands, pins, a story with a set of rules, and a 1 inch by 1 inch grid on a 24 inch by 24 inch piece of wood. The rubber band exploration allowed me to create my set of rules for deriving space. The pivoting and rotating of the rubber bands opened and closed space relating to a story board that was initially created.
EX_2 3D Model
The Pattern was taken into Rhino and modeled into a 3D object. This would later become my wall structure for my animation. The lines were projected to a Full Sine curve surface, piped, and then mirrored about the center. This created a stacking pattern which when you look from the side you can see the original pattern.