Wednesday, May 6, 2009

Digital Presentation



Digital Presentation





Digital Presentation





Digital Presentation





Digital Presentation





Final Project

Introduction

This research is based on the exploration of experimental built architecture in order to obtain new methods for the architectural work. Experimental architecture has been materialized through a new orientation and utilization of quotidian materials such as wood, providing a sense of matter and craft, and the touch of the human hand.These concepts and ideas have been applied for the development of my sister house’s main façade.

I have generated two main design ideas to be developed and explored using recent modeling software techniques. The first idea is based on kinetic art works and the second one is inspired from an eco packaging material called GEAMI. Different systems and component pieces were analyzed, modified and digitally reproduced in order suit the architectural demands and bring the textured surfaces to life. Joints and interlocking systems were also considered for the construction.

 

Digital Media Software has been explored in order to find different techniques to represent and generate these ideas through 3D digital modeling. At the same time, such as laser cutters are taken into account in order to find more accurate ways to mass reproduce the different pieces.

 

Literature Review

 

My first idea was inspired from Venezuelan kinetic artist Jesús Rafael Soto. This artist is considered one of the founders of Kinetic art. Kinetic art involves motion, generated by motors, by natural phenomena or by the spectator’s action. The Kinetic movement was developed in Paris beginning in 1950. One of the principal promoters of Kinetic art was Denise Rene. Her gallery became the central meeting place for Kinetic artists, such as Soto. Kinetic artists thought that movement was an essential part of the universe and for that reason it had to be integrated into works of art. The idea of creating art with movement emerged in the beginning of the 20th century when the Futurist movement required the incorporation of elements of the new modern industrial life into art, such as movement. Kinetic art was especially important in Venezuela because it represented the first radical break with academic and representational art. Three of the most significant Venezuelan Kinetic artists were: Jesús Soto, Carlos Cruz-Diez and Alejandro Otero.

 

Methodology


1  11st Idea:

Architecture + Kinetic Art

  A proposal for the front façade of my sister’s house has been undertaken during this course. Design ideas were conceived with the initiative of exploring different ways to create architectural spaces, forms and also to promote a more dynamic and appealing surface rather than rigid and quotidian.

At the beginning of this exploration, design ideas where focused on the combination of architectural forms and kinetic art work in order to create a sculptural wall that could contain motion triggered by spectators’ movements. In lieu of exploring a more organic form this idea also proposes a piece of furniture as part of the façade. This would provide homeowners and visitors an outdoor place where they can sit, read or just remain.

The wall was conceived as different irregular structural panels. A frame that contained an array of horizontal dowels with dark and light wood tones on each side formed each of these panels. A glass sheet was designed in between the two layers of dowels in order to isolate the inside from the outside of the house. The next step was to materialize a final idea of the house’s façade. A 3d digital representation was undertaken using AutoCAD Software and Photoshop Software in order to achieve an approximation of the final design idea. The Surfaces palette, specifically the Edge Surface command was implemented in AutoCAD in order to create all uneven panels and a piece of furniture.

The interior space of the house was also experimented utilizing the same façade’s morphology in order to test lights and shadows in the main entrance of the house. Various panels were also hung from a glass roof in order to explore different qualities of the interior of the house, providing a space for contemplation and reflection.

 

-        2nd Idea:

Geämi Eco Friendly Paper

  Different forms and methods were studied as an alternative option for this facade. This second idea was inspired from an eco packaging material called GEAMI.

I felt attracted to explore this product since I found it very interesting in terms of its texture, modular pieces and organic surface. Different pictures were taken utilizing natural and artificial lighting in order to study illumination for the interior of the house.

  Different pieces of Geami paper were modeled in order to imitate the desired surface. Although it looked very simple, it was not. Some of the product’s characteristics and special features were due to its flexibility. Trying to bring architectural forms with the same organic characteristics as the paper was very hard and for this reason I ended up working with more rigid pieces due its structural conditions.

Components were analyzed independently and created as modular pieces; they were digitally copied and later rotated and mirrored in order to find associations with the Geami paper.

  These explorations were first produced using AutoCAD software, but after figuring out that some of the pieces needed to be more flexible, the software was no longer helpful. I required 3D software capable of providing a more dynamic and organic modeling technique capable of offering an easier way to achieve this idea.

  Sketchup was the software recommended and considered as the easier to accomplish quick results. Independent pieces were modeled just as I previously did in AutoCAD. SketchUp implements the concept of a Sandbox, which refers to a surface that can be generated and manipulated using sandbox tools. A sandbox in SketchUp is commonly referred to as TIN or triangulated irregular network using terrain-modeling terminology. I have implemented the Sandbox from Scratch Tool to generate a flat triangulated surface in order to sculpt the existing TIN. This allowed me to make vertical movements of a selection of points, edges, or faces and their immediately adjacent geometry. The results were a smooth deformation of a triangulated surface. 

3D Digital sketches were reproduced in order to create the whole wall. The idea of providing pieces of furniture as part of the same façade’s organic form was also explored, but was difficult to model it in an accurate manner.

Lights and shadows simulations were also experimented first through sketches and finally using daylight shadows in SketchUp. This was a great tool since I could interact with the digital model and envision how shadows would appear in real life. Other elements such as light fixtures, house number and a mailbox were also considered in this idea. These were later reproduced in SketchUp and rendered using Podium Plug in. A final representation of how this façade would look was accomplished using Sketchup and Photoshop Software. Surroundings, human scale and artificial lighting were represented in order to envision the façade’s final image from the outside of the house.

 The interior space of the house was also explored in order to evaluate lights, shadows and human scale in a more accurate manner.

- Prototype Development

  A prototype was built using the GEAMI idea. Joints and interlocking systems were explored in order to find the most suitable way to create this wall. 4” x 2.5” rectangles were reproduced from a MDF board. A special dovetail machine was used in order to guide a router and make an accurate vertical dovetail cut in the MDF rectangle. A jig made out of wood was built in order to be able to accurately generate non-vertical dovetail cuts for some of the pieces.

  The process would’ve been less time consuming if I would had used a laser cutter machine capable of making all these pieces in just minutes. This would probably be the most accurate way to reproduce all the pieces that create this wall.

 

Conclusion

 

Both design ideas aimed to seek different ways to utilize quotidian materials in order to experiment with architecture and space. Modeling software collaborated to reproduce ideas and to explore different ways to perceive ordinary surroundings.

            In contrast to AutoCAD Software, the SketchUp Interface provided more flexible and organic tools that were applied in order to create and sculpt irregular surfaces. It is also capable of providing an approximation of working with natural lights and shadows, input shadow settings that contained geographical location and solar orientation.

 On the other hand, this investigation has introduced me to some other modeling tools that I was not aware of. These will surely help me to materialize the final ideas for my studio and thesis project.

 

 

 

 

 

 

 

Sunday, March 22, 2009

Simulations

From the lectures:

 Let the (Indirect) Sun Shine In

http://continuingeducation.construction.com/article.php?L=5&C=406&P=1

Energy Software to Link Design and Science by B.J. Novitski

http://www.architectureweek.com/2000/0705/tools_1-1.html

Computer Visualization as a Tool for Critical Analysis by Mark Maddalina

http://www.architectureweek.com/2000/0705/tools_4-1.html

 

These three lectures provide a great overview of different examples of simulation software that have been used lately in the architectural field. The purpose of these kinds of software is basically to provide the user or designer an imitation of how final designed spaces are going to look like in real life.

 In the architectural design field, some of these softwares have been developed in order to previously evaluate building performances. One of the lectures refers to BDA software (Building Design Advisor) created by Konstatinos Papamichael, as software where architects can calculate energy consumption and daylight distribution.

One of the features on this software is that is able to create high level performances evaluations even from a schematic design process by developing " smart defaults”, which means that the software automatically fills in the gaps of missing data in the project from data developed by the Department of Energy.

 In the project described in the lecture:“ Computer Visualization as a Tool for Critical Analysis”, architectural space is also analyzed through 3D computer visualization. Trough this tool, designers try to evaluate the spatial conditions and relationships in Wright’s design helping to decipher this house spatial treatment.

 During the lecture “ Let the (Indirect) Sun Shine In” Architects and designers seek to incorporate indirect daylight in museum environments. This is a very challenging task since each artwork might require different limits of light exposure and conservation criteria.

At the Queens Museum of Art in NY natural light illumination has been considered in its galleries interior spaces. Architect Renzo Piano has designed a skylight ceiling where blinds can be programmed during non-operating hours and to be closed during summer early morning and late afternoon hours. But there’s a huge disadvantage in this design since the north –facing part of the ceiling diffuses light condition that do not provide uniformity; for this reason the design team have used an illumination vector analysis in order to evaluate drawbacks and their solutions.

 During the Queens Museum of Art, this kind of technology was also implemented to determine variables such as: day lighting levels in the museum, the experience of visitors moving through museum spaces and not perceiving abrupt illumination changes. In order to evaluate the relationship between roof aperture configuration and side-gallery day lighting levels in this museum, the designers conducted a modeling of the museum’s projected spaces and architectural elements. They have combined this with illumination software in order to evaluate the space characteristics.

 I definitely believe that these kinds of technologies have enhanced architectural developments. Simulation softwares are very effective and able to guide designers to be in the right place at anytime they want to imitate their future architectural spaces. They also help to facilitate projected works at the time designers want to materialize their spaces in real life since they have created previous evaluations and test the space and materials performance.


Wednesday, March 18, 2009

Monday, March 16, 2009

GIS

Geographic information systems are important tools for defining the social and environmental contexts of urban design, planning, and architecture.

By Bill McGarigle

 

This article provides great information about GIS (Geographical Information Systems), this is a software tool that helps to define the context in which we build structures and cities. It also allows users to create interactive searches, analyze spatial information, demographics, edit data and create maps using a layer system (2D or 3D just like AutoCAD Software). This information is later distributed as interactive maps via the Internet or any other electronic media.

 

This article points out different case studies where GIS has been implemented and its successful outcomes in those projects.

This system has been used for the City of Los Angeles-California to conduct an environmental-justice analysis; these analyses were focused on excessive noise, traffic congestion and decreased air quality in order to decipher how city areas were affected by these variants.

For the Seattle’s Safeco Field, Project scheduler Patrick Moore has successfully implemented the GIS Software as a visual model for collaboration and shared basis where all project participants could understand the project and its development in a 2d- 3d layer sequences.

Another example was the Master Plan of the city of Glendale-Colorado, where the project utilized GIS thinking, also architectural, 3D and flash software to animate and analyze proposed land use, planning and development schemes.

 

I believe that this tool is a great invention of technology, thanks to this, sociologist, urban planner, designers, geologist, architects and more fields can get a very precise and organized environmental data that is linked to any location around the world.

DAT Symposium at High Point University






On March 6th, our Computer –Aided Design class went to the DAT symposium that took place at High Point University.

We had the opportunity to see Designer Julian Alexander, a North Carolina Designer from Chapel Hill who was the guest speaker during the morning.

It was quite interesting, I’ve never heard about him before but he talked about very creative things in the fashion, interior design and architectural field.

He’s been the first designer to design college and professional sportive uniforms. He designed the UNC Tar heels basketball uniforms and also some suit for NASCAR professionals.


Also, he has a lot of experience in the fashion design field, he has a huge reputation designing textiles and combining colors and has experimented with new techniques such as: Photo printing, Digital printing and Watercolor + cork. His textiles designs have been influenced by artists’ paintings such as: Pablo Picasso and Mondrian.

Part of his work is specialized in the Home Furnishing field designing Rugs, Linens, Flooring and lines of furniture. He also designed the seats for the Charlotte Knights' baseball stadium.

I considered this presentation very helpful for the interior architecture field since it gave us a broad idea about furniture, colors and architectural design.

We also attended to the Art, Creativity & Entrepreneurship workshop, which was very fun and entertained. Creative professional talked about their works and experiences and how to pursue your dreams in in the design field. The ones that I enjoyed the most was Designer John Murphy who’s the creator of Stupid Creatures, I can’t see this very related to the interior architecture field, but still was fun! He uses very colorful textiles to design these toys. If you go to this link you will be able to see all his monsters:

http://www.stupidcreatures.com/.


Another artist was Professional Photographer Bill Lusk; his work is focused on Commercial, Real and Cartoon Photography. I considered his work very fascinating and creative. http://www.billlusk.com/

Wednesday, March 4, 2009

Sunday, March 1, 2009

Internet and Animation

INTERNET AND ANIMATION:

"The World Wide Web" from The Computer in the Visual Arts by Anne Spalter, Addison Wesley Longman Inc. 1999, pp 415-437.

 

"2D and 3D Animation and Video" by Anne Spalter, Addison Wesley Longman Inc. 1999, pp 323-358 (pages 358-365 have additional information which are not required to be read)

 

Both lectures were very informative to me. Reading “ The World Wide Web” lecture I could recognize many of the concepts that they explained, at the same time some vocabulary was familiar to me but I was not sure about the real meaning of these terms.

This lecture starts with a brief overview about the history of the Internet and the web; explaining how the number of web servers and users has increased dramatically is the past few years. Some concepts such as Internet Protocol Internet Service Providers, web browsers, and bandwidth were familiar to me since we deal with this vocabulary to set Internet connections at our homes.

 

 Some other words such as Java, JavaScript and Hypertext Markup Language (HTML) were also familiar to me, however I was not sure about their function within the World Wide Web. I could learn that the HTML is a way of controlling the composition and structure of a Web page; at the same time the JavaScript is embedded in a page’s HTML for making it more interactive and making the page more responsive to users input. Java is a programming language used to write special applications for the Web called applets. Java 3D works with Java and both program environments for creating 3D applets. At the end of this chapter the author makes special interest on how the Web is a great place for exhibiting, marketing and distributing any type of work. For instances, museums are supporting the art work online and Web based work, different interesting links are also provided to be visited in order to search a huge variety of artists and their outstanding work letting artists reach enormous audience.

 

I definitely think that this media is very important and is a huge advantage for artists and designers; the Web is perhaps the best way right now for creating works based on user’s interaction and communities.Interior Architects are now able to show their work throughout the web and attract a diversity of audience all around the world. Thanks to this technology architectural and design firms are able to show high quality pictures, post high quality videos creating an interactive way to promote their designs and projects.

 

The second lecture “ 2D and 3D Animation and Video” gives a wide overview about how to create motion in computer, it gives a brief description about 2D and 3D animation, being 2D animation programs often called Motion graphics and 3D animation programs usually the ones that can render and record sequences of images of a 3D scene capturing the motion of objects, changing lights and cameras views.

Some of the concepts previously explored during the first lecture are also present in this one, like for example Hypertext, described as a new form of narrative engendered by the computer; this type of composition helps the animated computer process. At the same time, some other concepts in this lecture were very familiar to me since I have a little knowledge about computer animation.

This technology has contributed to enhance the process of creating motion on computers making the work easier and less time consuming for artists and letting them create certain type of work without the application of tiresome effects and processes. I believe that this kind of technology has to evolve a lot more, but at this point we’ve reached a place where artists, designers and architects are able to render, illuminate and animate their objects and spaces in an accurate and real manner which can be very helpful at anytime they want to promote or present their projects to clients and colleagues. 

Internet and Animation

Monday, February 23, 2009

Virtual Reality

From lectures:

"3D Input and Output" from The Computer in The Visual Arts by Anne Spalter, Addison Wesley Longman Inc. 1999,pp 297-316

" Virtual reality and digital modeling go on trial for a federal courtroom design" by Alan Joch

http://archrecord.construction.com/features/digital/archives/0501dignews-1.asp

These two lectures are very related in terms on content. The first lecture, “3D input and Output “explain in a detailed manner the inputs and outputs challenges within three- dimensional computer graphics. During the second lecture I could learn how some of the design tools previously explained in the first lecture can be applied in real life to accurately simulate interior spaces.  

Some of the information in “3D input and Output” lecture was totally new for me; I have seen this kind of tools on books or TV but not in real life.

Theses devices require great technical expertise and patience to use and are currently too expensive for most artists and to the general public.

 

The first lecture provides an overview about 3D Input devices and 3D Output devices. Input devices are those that give users control over motion in three dimensions by allowing the users to move the device in a three dimensional way, hence, translating gestures into correct motions on the screen.

Some of these devices are:

3D Mice and Trackballs: The first one uses sonar cordless mechanism to track the mouse and it moves in 3D space. One of the reasons for these mice not to be very accurate is that they can be altered by noise interference. Trackballs are able to respond to pressure, pushing, pulling and twisting but the ball does not actually move.

Joysticks: This device is mostly used for games. The majority of the joysticks are capable to control 2D motions but more games have required 3D navigation. For this reason, these devices have been adapted to control 3D navigation with the incorporation of a twisting option.

Gloves: Which is a tool that uses fiber optics to register finger bending. These are used to perform predefined gestural motions or hand positions called Postures.

Dials: These devices can be programmed to manage 3D properties such as: xyz location, rotation scaling and surface quality and color.

Force-Feedback Devices: These are expensive and experimental devices. They provide the user a sense of interaction with tangible forms, feeling the texture of virtual 3D object bringing a sense of reality.

Head and body tracking: Trackers are used to record the position and angle of a user’s head; at the same time trackers can be used with gloves and other devices. Body trackers are able to capture gestures and motions by placing multiple sensors on or in the moving object to gather location data.

Another important topic within this chapter was the Virtual Reality Section. Virtual Reality can be present when the viewer can effectively step in to the virtual world of the computer image. Some of Virtual viewing devices are the “Virtual Research Flight Helmet “ and “ Fake Space BOOM”

It is very interesting to see this kind of information embedded in a real life project; during the second lecture, The federal court has been part of a pilot project led by the General Services Administration (GSA) to use virtual reality in the design process of this building.

They used red and green 3D glasses (previously explored in the first lecture) to view stereographic representation of the building space before its construction. They also used a CAVE (Computer Automatic Virtual Environment) (also explored in the first lecture) that stereoscopically reproduced a life-size virtual model of the courtroom. Judges were able to walk trough the interior space of the room and give their feedback. After the building was constructed, people who were involved in this practice testified that the CAVE was a valuable experience since results helped them to improve their design and virtual reality was able to accurately simulate the courtroom space.

I believe that these kinds of tools are very helpful at the time we design any space, designers and artist can take advantage of this type of technology to accurately represent our future design proposals. On the other hand, I believe that this kind of technology should be developed in a way that can be affordable for most designers and art practitioners, at the same time this should collaborate on having a more accurate and cutting edge architectural design process.

Wednesday, February 18, 2009

Project Investigation


How do new technology, forms and materials affect our sensory experience and the architecture of today?

 Through the utilization of modeling software I would like to explore different ways to represent new forms capable of meeting the worldwide challenges in the construction of habitability in the early 21st century.

 During this semester I am expecting to make a proposal for the front façade of My sister’s house, a project undertaken by the UNCG urban studio.

I’ll be seeking for different ways to work forms, materials and textures capable to generate this facade in an organic manner.

It is my intend to create a double-sided façade hence I will study the way light is affected by these forms and textures and what kind of experience do these components generate in the inner space of the house.

 Different forms and pieces will be modeled in order to generate this proposal in a digital manner. I will probably use different materials such as wood, plastic and metal to generate forms and textures prototypes in a smaller scale. 




Trip to NC State University







On February 11th, our class made a trip to NC State Furniture Manufacturing Center.
We visited three different rooms in this department; the first one was the Product Testing and Evaluation Laboratory, here designers can test furniture's durability.
 









Another room that we went was the Rapid Prototyping Lab, where different objects and materials could be made. Some of these machines worked for making plastics and titanium objects. 





We also visited the Wood shop where we were able to see the five-axis CNC Machine and some other tools like a laser printer for wood.

The last room that we visited was the metal working room. This room had a variety of huge machines capable to bend and cut metals of bigger dimensions.  There were also some machines that could work with plastics.








Tuesday, February 17, 2009

Modeling an object

For this assignment I've explored SketchUp  software to model a simple object: an IPod. Although modeling in SketchUp software is fairly easy, I found that using Podium for rendering this object was quite hard to me.
For this reason I decided to render another object which is a teapot on 3D Studio Max software.
The four different materials used for this exploration reflected the light differently due its properties.
The plastic material  allowed me to use a more intense type of light since is not a very reflective material; in contrast to the metal material which is very reflective, i could not use the same light effects since it generated a lot of reflection and glossiness in the scene.

SketchUp explorations IPod.

Reflective and Shiny material 

SketchUp explorations IPod.

Modeling explorations on SketchUp
Matt Metal

3D Max Rendering

Transparent Teapot

Plastic Teapot