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Student Folio Virtual Environments, Semester 1, 2010 Bachelor of Environments Faculty of Architecture, Building and Planning University of Melbourne

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  • HEADSPACE 02

  • VIRTUAL ENVIRONMENTSem2 - Headspace project

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    GUMJI KANG student no. 389761

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  • Module 1 - ENGENDER

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  • MODULE IIII SARAH REESSTUDENT NO: 388569 SEM 2/2010 GR:6

  • CONTENTSCONCEPT PRECEDENTS MODULE I - ENGENDER

    DIGITAL PRECEDENTSMODULE II - DIGITISATION

    FABRICATION PRECEDENTS MODULE III - FABRICATE

    POST FABRICATIONCONCLUSION

    03 - 0405 - 0708 - 0910 - 1213 - 1415 - 1718 - 1920 - 20

  • PRECEDENTS CONCEPT

  • 3D2Real, created by students from the University of Stuttgart in Germany. The installation is designed so that from whatever angle the honeycomb structure is viewed, the eye is forced to focus on an feature located behind the structure. This precedent encompasses all the design stages undertaken in the semester task. It starts off as a concept, followed by experimental prototypes, then digitisation and elaboration in a virtual context; and finally the construction of the installation. The final product is shown here (Left). It demonstrates the original concept and how it has been carried through to the final product which is very bold and distinguishable.

    The computer was not only used to digitise the design, but to hone in on smaller details such as the individual pieces needed for fabrication. The flexibility of the virtual world means that, something that may have taken hours by hand to model, and remodel until suitable can now take just minutes and a few clicks of a mouse. Computer aided design also means that new concepts that revolutionise architecture and design are being born and cast out into the sea of buildings and art galleries across the world. From these concepts fashions are set and readily replicated with the use of these technologies.

    3D2Real, created by students from the University of Stuttgart in Germany. The installation is designed so that from whatever angle the honeycomb structure is viewed, the eye is forced to focus on an feature located behind the structure. This precedent encompasses all the design stages undertaken in the semester task. It starts off as a concept, followed by experimental prototypes, then digitisation and elaboration in a virtual context; and finally the construction of the installation. The final product is shown here (Left). It demonstrates the original concept and how it has been carried through to the final product which is very bold and distinguishable.

    3D2Real, created by students from the University of Stuttgart in Germany. The installation is designed so that from whatever angle the honeycomb structure is viewed, the eye is forced to focus on an feature located behind the structure. This precedent encompasses all the design stages undertaken in the semester task. It starts off as a concept, followed by experimental prototypes, then digitisation and elaboration in a virtual context; and finally the construction of the installation. The final product is shown here (Left). It demonstrates the original concept and how it has been carried through to the final product which is very bold and distinguishable.

    The image below shows how the concept was realised. A structure of honeycomb was built and then using a set of rules they were each given dimensions and then depth. By creating this set of rules it allowed the students to control the angle of each honeycomb piece, and focus it in the direction they desired. This resulted in each individual structure being entirely unique from the next. The next step of fabrication would then seem very intricate and time consuming, but because a virtual world has the ability to unfold designs into their simplest form, it is then possible to print, and cut these pieces with precision. Finally the pieces are slotted together and the design is complete.

  • MODULE I ENGENDER

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    Concept two takes existing elements of the body that are normally not seen from the outside and places them in a chaotic order to form a headpiece. The idea comes from tracing over the shapes of muscles as shown in these pictures, then creating those shapes with modelling clay and finally layering them in a way that is abnormal to the seeing eye. A precedent for using muscle as inspiration in architecture comes from Gndinger Architects Otto bock, in Berlin. This medical centre loosely follows the contours in muscle to gain its striking shape.The outcome of this design is not one I choose to pursue because it does not carry any striking features that stand out or make it interesting.

    Concept one expands on the idea that performing a certain dance, move such as a pirouette, can be mapped and isolated to form a visual structure. This is expressed in the sketches, which show the movements of a pirouette, then by isolating the movement of the right leg, and right arm, and mapping the location of the elbow, hand, knee and foot, a 3 dimensional structure can be created. An architectural precedent for using dance as a motivation within a building is Frank Gehrys Fred and Ginger. This building ignores traditional lines and follows those of a more romantic idea of two people dancing. This is not the design I choose to elaborate on because I dont feel it truly encapsulates the idea I began with.

  • Concept three expresses the result of honeycomb reacting to the heat of the body and melting. The hexagonal structure can be found quite regularly in architecture, (see page 4) It is a strong and recognisable pattern worldwide. It is difficult to model with clay and the model shown here is not exactly how I envisaged the headpiece to look, however the essence of the idea is there and I believe this concept has potential.

    Developing further concept three, I moved away from using modelling clay, and onto making a paper prototype. I found it easier to modify and extort the honeycomb structure with paper and I was able to develop the idea further.

    AN EXTERNAL ELEMENT REACTS WITH THE HUMAN BODY

  • PRECEDENTS DIGITAL

  • Orquideorama , Plan B Architects. Situated in the botanical gardens of Medellin, Colombia. This is a modular design that runs throughout the gardens connecting one place to another.

    This bee house lamp design by Yar Rassadin was the winner of the designboom competition, Swarovski crystal vision.

    3D2Real, created by students from the University of Stuttgart. The installation is designed so that from whatever angle the honeycomb structure is viewed, the eye is forced to focus on an feature located behind the structure.

    Mobile performance venue, by Various Architects. This design has an inflatable outer honeycomb structure and an internal steel stage that supports 5 cinematic displays.

    The complexity involved in the geometry and fabrication of these designs would have been extremely difficult before the development of computer aided technology.

  • MODULE II DIGITISATION

  • In order to digitise the design, it had to be reduced to its simplest form. From advice given by my tutor I decided that its the best way to do this was to use blu-tac and cut out the edges of the design as a guide for where the hexagons should go. Then using the online tutorials as a guide, I set up a contour grid and drew contours into the face of the simplified design. I decided to take it into the computer in two parts, the structure on top of the head, and the drip on the side. The next step was to photograph the contoured model as shown in the last two photos in this strip.

    From the photographs, the contour lines were traced over in sequential colour order, and then scanned into the computer. This image was then loaded into Google SketchUp and the contours were traced, elevated and then joined together in a triangulated formation. This process took some time to complete but when the two pieces were joined together the el

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