Tuesday, May 27, 2008

Experiment_3

The site during the day lives on the boundary between the explorative – the realm of texture, taste, fragrance, sounds – and the peripheral, that of driving past without noticing anything other than the slight chill down the spine as the ominous smoke stack spewing out its filth looms briefly overhead.
While the various scales and movements around the site exhibit a split world still more subtle is the 1disconnect between wildly different pedestrian identities that inhabit the area. There is the drunk who wakes up in the shadow of narrow back lanes, or on the doorstep of a young family’s heritage terrace. There are the groups of subversives who graffiti everywhere and anywhere, in an attempt to extend their sense of ownership over a place already mired by signage posted by the “official” owners of buildings. There is the social shadow cast over every local by the Eastern Distributor ventilation stack, on a site owned by the RTA and distinguished by its inhabitability. Clearly, the site is distinguished by cultural silos.
Far below the surface is a stream of cars, most active in the periods marking sunrise and sunset. The arrival of accompanying smog is the most widely relevant output of the site; it is the opening and closing act of the site’s daytime drama.
Pollution spewed from the site itself sits in watch over the silos of human activity. It broods, watches, infects. The brooding, the space, the melancholy of the activity that occurs is the inhabitant, is the character of the site. One feels that the site, the bricks and mortar, sand and cement may be built on, but the character of the site, the one that exists there at this time will not be shattered, will not change. One feels that it will move, walk down the footpath to the alleys and back lanes of Surrey Hills, stand up the sign of no trespassing once again and continue on uninterrupted with its life.
The work of high power simulations these days is a reconfiguring of player positions, finding ways to enable collaboration of personified identities – teams, organisations, matter. In embodying the perceived meaning of these identities, we hope that such identities can be dealt with rather than overlooked.

JulesJacobJasonNoa

Extreme Injuries



This is a sketch that represents my ideas for experiment_4. Using fear through cinematic techniques to simulate the feeling of pain and fear experienced during extreme sports injuries.

(which will be the type of hospital I will be designing)

In my machinima I will try to use a combination of the following:

-sharp, jagged edges

-fast, flashing rythm

-close up shots

Hopefully incorporating these ideas into the 90sec machinima will allow a design response to form and grow into a extreme injuries hospital.

Sunday, May 25, 2008

Hospital

Initially i was leaning towards a pshyciatric facility dealing with the after effects of using illegal drugs.
I've decided to design a hospital that deals with the pain caused by architecture, through extreme sports such as skateboarding, rollerblading, biking etc.
As this deals traditionally with a youthful demographic, it will allow the design to be linked to my/our first 3 experiments.

History