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
Tuesday, May 27, 2008
Experiment_3
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
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.
Friday, April 18, 2008
Experiment_2

With more than 20 times more dwelling per meter square than the average in metro Sydney it can be claustrophobic. This is one of the reasons for having one of the highest proportion of people living alone in Darlinghurst. With the majority aged between 20 and 34, and a high percentage of people 65 and over. Once again the Architecture is attracting or influencing specific lifestyles.

Congestion doesn't end with the buildings. With major roads running through the heartof the site and a large exhaust stack pumping co2 out from the eastern distributor, it's all a bit hazy as to whether people are slowly choking to death in their homes.

Tuesday, April 8, 2008
Experiment #2 Intro Lecture

Quit an interesting lecture, if i took anything from Prince-Ramus' talk it's how to arrange lego blocks....
It seems the designs are highly driven by site constraints, budget and most importantly the client/end users. A comprehensive analysis of the end users allows grouping of events to be established.
The three are combined and there you have it a blob..
So my thoughts at the moment in contrast to the hospital project are that, explore explore explore site constraints and impacts be it social, physical, ecosystem or whatever.
The info is then gathered combined and packaged in such a way that it is clear and concise.
Sunday, April 6, 2008
Experiment #1
ARCH7201 Architecture Pain
I took the two keywords and broke them down individually. I interpreted 'Pain' as a partner of pleasure, such as body piercing, tattoo's or skating you need to go through pain to receive pleasure, sometimes the pain is pleasurable and sometimes just the end result is. 'Architecture' from my personal experience is a profession driven highly by the organisation of spaces and the activities they embody. I was able to link the two keywords and use skateboarding Machinima to push two concepts. The first being activities such as skateboarding have re-defined spaces within our urban fabric, mainly that of built up cities. The Architecture has allowed creative new lines and great context to be incorporated into skate media. It 're-defines spaces', as street skate locations even in reality are not being used as they were intended. A bench is no longer a place to sit but an obstacle to jump onto, over and along, this concept is portrayed in the first half of the edit. Pain is necessary to progress as a skater, trial and error no matter how skilled the rider, pain is almost inevitable. Yet at the same time without the uncertainty of pain there would be no adrenalin and no pleasure.This is how the second concept of 'Painful Architecture' comes into play, as skateboarding in these cities, in and around buildings and streetscapes causes pain, 'Painful Architecture'. As the edit continues a skater is falling in slow-mo, the inevitable is approaching, 'Pain'. At this point he freezes and begins to get flashes of the anguish that awaits him. The painful images stop and (it) he comes back to (virtual) reality.