Alvin Ban
Status-4th_Year..School-CSU_Poly_Pomona..Study-Architecture
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Thursday, November 29, 2007

"Sony, Experience More"











Tuesday, November 13, 2007

Sony: The Internet Reality

Midterm Presentation

Thursday, October 25, 2007

Case Study

Trans-ports by Kas Oosterhuis





What is Trans-ports?
Trans-ports is a data driven multimedia pavilion which can move like a bundle of muscles that are directed and it's conduct adjusted through the world wide web based game.

How does it work?
The "active building structure" responds to the trans-port internet game. As the people play the Trans-ports internet games on the web and the instruments in the physical pavilion, Trans-ports produces data in real time that changes the shape and the content of both physical and virtual Trans-ports.

Structure
This structure consists of space frames made up of pneumatic hydraulic cylinders that are monitored and controlled by a computer with spherical connection joints to allow for motion in three-dimension. Just as the filaments of the muscular bundle must work together to exert muscular power the cylinders must work together in order to perform the ever changing configurations. "The space frame of the trans-ports body can relax, it can be flexible, supple and bendable but it will resist extreme forces and become as hard and strong as any permanent construction." However, when the forces are moderate the structure relaxes.

Skin
Both interior and exterior skin must be flexiable to follower the kinetic bone structure. To have the material both elastic and strong ONL developed a concept for a "truly 3-d membrane, which expands and shrinks like the bellows of an accordion, seamlessly cocooning the moving structure."



ONL intented of have a "series of unique pavilions envisioned for building in the Trans-ports are networked to each by the internet the Trans-ports web site and remote cameras. The network of all related Trans-ports pavilions functions - swarms - like one huge world-embracing organism. The public experiences real and virtual worlds as one unbroken entity, with everything connected [to each other]."

"Since structure, text and visuals are programmable, the interior effortlessly adapts to a variety of uses." Different "modes" of Trans-ports:
  1. Info mode: broadcast news from the architectural frontline
  2. Television mode: being used as a TV studio for games
  3. Research mode: the field laboratory of a university
  4. Lobby mode: reception hall for an important event
  5. Network mode: links to work of designers
  6. Art mode: programmed by an artist to do whatever the artist wants it to do
  7. Performance mode: a stage for theater, music and dance performances
  8. Disco mode (dance mode): blows your head off using multimedia party zone.
  9. Commercial mode: where sponsors feed the space with their content








credits

date: 2001
site: Venice, Italy
project architect: Prof ir Kas Oosterhuis
design team: Kas Oosterhuis, Ilona Lénárd, Ole Bouman, Andre Houdart, Nathan Lavertue, Philippe Müller, Richard Porcher, Franca de Jonge, Leo Donkersloot, Birte Steffan, Jan Heijting, Arthur Schwimmer, Chris Kievid, Michael Bittermann, Michi Tomaselli, Hans Hubers
client: biennale 2000 venice


*** Oosterhuis, Kas. Architecture Goes Wild.
***images from Trans-ports 2001, Kas Oosterhuis

Trans-Ports (addition information)

Trans-ports network

game · Visitors of the Biennale2000 installation in Venice play a collective game to explore the different modes of trans-ports, the data-driven pavilion that changes shape and content in realThe complete trans-ports network consists of a series of active structures around the world and their virtual parent structures residing on the Internet · Visitors of the www.trans-ports.com website navigate and manipulate the virtual structures, by playing the real time trans-ports time · The network of the real and the virtual pavilions on the internet feels like one big organism with an array of connected cells · One can seamlessly jump from real to virtual and back again · Changes in the real influence the content of the virtual and vice versa · In this way the complex of real and virtual structures is experienced as one consistent hyperbody ·

Active structures

The active structure trans-ports digests fresh data in real time · It is nothing like the traditional static architecture which is calculated to resist the biggest possible forces · On the contrary, the trans-ports structure is a lean device which relaxes when external or internal forces are modest, and tightens when the forces are fierce · It acts like a muscle · In the trans-ports concept the data representing external forces come from the Internet and the physical visitors who produces the data which act as the parameters for changes in the physical shape of the active structures ·

Electronic interior skin

The interior skin is a giant virtual window to a variety of global information sources like websites or webcams · The public is no longer looking at information, they are immersed inside information · Information is transported to the fully programmable interior skin · Through sensors the local public activates remote camera's and enters linked websites · The interior skin shapes and folds itself keeping track of the changes of the physical shape of the pavilion ·

Pneumatic muscles

The physical structure trans-ports adjusts its shape according to the data received from the real time trans-ports game · A definite possibility is to build a spaceframe completely composed of pneumatic bars · All bars can adjust their length · They all will work together like a flocking swarm of filaments in a muscular bundle · All bars are individually controlled by structural engineering software · This programme analyses the changes in shape and calculates in real time the actual lengths of all cooperating pneumatic bars ·

Flexible exterior skin

Both the inner skin and the outer skin of trans-ports follow the changes of the data-driven pneumatic structure · The waterproof exterior skin must be flexible in two directions · A new type of membrane must be developed to meet these demands · Primary research focuses on the concept of a three-dimensional molded rubbersheet · Smaller sheets of rubber are vulcanized together to form one continuous skin ·

Installation trans-ports at the Biennale2000

An immerse projection in the cave (measuring 7x7x7m) at the Biennale2000 evokes the feeling of being inside the active structure of the trans-ports pavilion · On the floor 128 built-in sensors are triggered by the public · This local public feels the presence of the global public playing the real time trans-ports game at the same time · This global public is represented in the installation as brightly coloured light beams projected from the ceiling · Local and global public performs a dance together · The array of sensors functions like the mouse of the computer · Through internetcomputers outside the cave the public can locally access the game and change the shape and content of trans-ports in the way the global visitors do ·

The six "modes" of trans-ports

The most important feature of the trans-ports pavilion is that architecture for the first time in its history is no longer fixed and static · Due to its full programmability of both form and information content the construct becomes a lean and flexible vehicle for a variety of usage · To make all this very clear we have conceived six different "modes" performed by the installation at the Biennale: 1)"artmode": the construct is a true piece of art, content and shape programmed by visual artist Ilona Lénárd, 2)"officemode": the construct being the vehicle for showing projects by the architectural office oosterhuis ·nl, 3) "networkmode" links the vehicle to the work of other designers, 4)"infomode" exploits the trans-ports vehicle for broadcasting news from the architectural frontline, 5)"commercial mode" where our sponsors feed the cave space with their commercial content, and 6)"dancemode": trans-ports transforms into a multimedia partyzone ·

credits

date: 2001

site: Venice, Italy

project architect: Prof ir Kas Oosterhuis

design team: Kas Oosterhuis, Ilona Lénárd, Ole Bouman, Andre Houdart, Nathan Lavertue, Philippe Müller, Richard Porcher, Franca de Jonge, Leo Donkersloot, Birte Steffan, Jan Heijting, Arthur Schwimmer, Chris Kievid, Michael Bittermann, Michi Tomaselli, Hans Hubers

client: biennale 2000 venice





***courtesy of ONL [Oosterhuis_Lenard]

Tuesday, October 16, 2007

EX02_Rules of Interaction

video
I wrote a story for a two main characters' sequence of events is a 24 hour period with four other guest visiting at a certain hour. The dots that are centered in these circles represent a person and the circle itself representing an area of influence depending on the activity the character is involved with. Lastly, the green "rubber band" representing a flexible space that changes according to the "area of influence."

EX01-02_Pattern Interaction

video

EX01_Pattern Recognition

Diagram of the process I went through to end up with a pattern and then the 3-d model.

I started with picture of nature and a machine. I applied a vector tool and overlaid the two pictures. Picking a section that I thought it was good the selection was mirror, rotated and arrayed to create a pattern. However, it was too complex so i chose another section and repeat the mirror, rotate, and array process to come up with a pattern. Finally it was then slightly modified then translated into a 3d-model.

***please click on the picture the thumbnail is not displaying the image correctly.