Tuesday, August 12, 2008

Circulation justification

"Presentation began to inform the work and give you ideas."

"What does this mean to see in transparent way through a building?..... we do not have to have the vertical circulation operate like an extrusion or vertical core, but rather allow the vertical path to shift from one level to the next."

Qoute: Za Ha Hadid, project Tomigaya Project Tokyo

Source: http://books.google.com.au/books?id=jp2om6d-WhMC&printsec=frontcover&dq=DIGITAL+ARCHITECTURE&lr=&sig=ACfU3U28Q0KVfEo_zp9pmOVwihpF0EoVcw&source=gbs_similarbooks_r&cad=4_2#PPA15,M1

Through extreme sports the initial circulation scheme was developed as a concept which will lead to the development of a circulation concept that accommodates the user, in this case the patient.Through the use of digital modelling and animation the circulation scheme was perceived in a way not possible through static 2D drawings.
The key area of interest being safety in patient transport and increasing workplace efficiency.

I propose a scheme that reduces the movement of a patient from bed to bed thus reducing further injury and increasing efficiency.
Upon entry to the emergency ward the patient is placed in an automated gurney, from here they're assessed then transported to the x-ray room, operating theatre, medical ward and so on.

Imagine the ability to transport a patient throughout a hospital to the necessary wards, without having to move from the gurney and still allowing the necessary treatment to take place.

Increasing safety by separating patient transport and general circulation of employees/public.

A hospital that allows qualified professionals to do what they were trained for, not pushing patients around and running tasks for higher positioned employees. Allowing productivity to increase and improve the overall working environment.

This is the basis of my scheme for Draft 1.

Sunday, August 10, 2008

Book marks

http://books.google.com.au/books?id=jp2om6d-WhMC&printsec=frontcover&dq=DIGITAL+ARCHITECTURE&lr=&sig=ACfU3U28Q0KVfEo_zp9pmOVwihpF0EoVcw&source=gbs_similarbooks_r&cad=4_2#PPA15,M1

http://books.google.com.au/books?hl=en&lr=&id=sTbb-VZuff0C&oi=fnd&pg=PA1932&dq=Architecture+blobism&ots=Y1QsL9LCTO&sig=BL6R2yQLmKmZ2Zfc1tqBxIMB4Js#PPA1948,M1

Thursday, August 7, 2008

Exam 1 Render


















Railz - circulation density

Interactive Architecture






















The link below is a good example of digital interaction with buildings.

In relation to my circulation schema it shows how existing spaces and forms can be

re-defined through 'approach'.

Interacting with the various elements of the facade, (windows) and re-interpreting the aesthetic.

This type of generative interaction is an interesting concept, the idea of Architecture that reacts

to people and continually develops and morphs.



http://graffitiresearchlab.com/?page_id=32

Photo source:http://flickr.com/photos/urban_data/148831274/in/pool-graffitiresearchlab

Wednesday, August 6, 2008

Rhino 3D


This render was generated from Rhino 3D a modelling program that is similar to 3ds max and Solid works but a hell of a lot easier. It is great for sculptural type concept modelling and very quick to pick up.

You can export your models as 3ds files and import into max and then into URE. There are some very kewl and easy to use tools, such as the cross section profiler and extensive nurbs and surface modelling tools, apparently Frank Gehry uses's this bad boy for concept modelling.


Here's a link go to 'downloads'/'rhino evaluation' (trial version)


Sunday, July 13, 2008

Real time simulation



Check out the link below for a kewl simo, lacks smoothness but worth viewing

http://www.vimeo.com/1334209









www.laracalderarchitect.com.au

Monday, June 30, 2008

LCA-UT3


This is a screenshot from UT3 of an addition to a client's house by LCA.

Monday, June 23, 2008

Sunday, June 22, 2008

Abstract-X injuries

Experiment one dealt with the interpretation of two keywords, 'pain' and 'Architecture'. Through skateboarding I pushed the idea of "pain as a partner of pleasure"1 and Architecture as "a profession driven highly by the organization of spaces and the activities they embody".
'Redefining spaces' through skateboarding is only possible through the imagination and experience of the skater, as this will determine how the Architecture is seen through their eyes.
1.http://jasonbelinitan.blogspot.com/2008/04/architecture-pain.html

Certain forms and geometry attract skateboarders, rollerbladers and BMX riders based on their experience and imagination. A ramp to most people is perceived as a safe way to navigate levels, yet to extreme sports people it’s a way to project yourself into the air. The play between these two opposites of what is considered safe and unsafe will depend on personal experience and perceived knowledge of certain forms and geometric compositions.

http://jasonbelinitan.blogspot.com/2008/06/circulation.html


The idea of designing spaces that can be interpreted on different levels, developed from the initial concept of.'Redefining spaces' that evolved into a preliminary model for the Hospital program, developing Architecture that incorporates different functions for different uses therefore for a range of sporting backgrounds and their associated cultures. To achieve this concept the characteristics and activities of the users must be substantiated, from this spatial organization and form will begin to unfold.

Experiment two, re-imagining the site through photomontage allowed a natural progression from 'redefining spaces'. The intent was to re-create the site through form, light and materiality to describe the 'lives' of the site. Pushing form to the point of exaggeration created the claustrophobic atmosphere of the environment.
How "Architecture is attracting or influencing specific lifestyles."2 created a link with experiment one.

2.http://jasonbelinitan.blogspot.com/2008/04/blog-post.html

The development of experiences through real time environments allowed the simulation of feelings and emotions. The idea of re-creating an experience was used to develop ideas and concepts for experiment three and four. By re-creating the site we were able to establish the site as being “distinguished by cultural silos”, the Architecture accommodates certain human behaviors and activities which define these cultural silos. A new coat of paint will never disguise the true nature 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.”3
To provide a facility that compliments the users will depend upon simulating their experiences.

3.http://jasonbelinitan.blogspot.com/2008/05/experiment3_27.html

http://jasonbelinitan.blogspot.com/2008/06/fear.html

To simulate the experiences of lives in extreme sporting activities the notion of pain and fear was used to develop three keywords, approach, experience and consequence, all of which are relative to the personal development of persons within their respective sports.
“Your approach through the space is directly linked to your experience with the environment, the greater your experience the less severe the consequence. With consequence being directly linked to health.”

http://jasonbelinitan.blogspot.com/2008/06/arch7201circulation.html

The approach for the hospital design scheme is to embody the concept of approach, experience and consequence working together to simulate an experience that aids in the recovery of patients with extreme sporting injuries. To place patients in an environment that they feel safe in, through the use of forms and spatial organization that they experience whilst undertaking extreme sports.











Saturday, June 21, 2008

experiment_4

The machinima below represents my concept for circulation.
Inspiration for this concept came from extreme sports, from this I broke the sports down into three keywords appraoch, experience and consequence.
To completely understand the interpretation of these keywords it's necessary to walk through the real time environment which can be downloaded at the bottom this post titled 'published'.
On first approach there is a high level of uncertainty and ambiguity when navigating through the spaces, as there is no prescribed path. Transparent ramps, paths and 'bridge' crossings add doubt, as the mind believes there should be a path creating a link but the eyes can't see it. Only with practice will you gain the experience necessary that will allow you to navigate the spaces without consequence.
As your experience builds so does your imagination, any form that you can jump on and walk over is a path.

(There seems to be a problem with streaming the video from file front, sometimes it works sometimes it doesn't so just click the link 'jasonTAN.mov)
jasonTAN.mov
Unpublished.zip
Published.zip

jasonTAN.mov

Friday, June 20, 2008

Circulation test

just testing how my site will unfold with basic 3DS MAX animation

Sunday, June 15, 2008

ARCH7201_circulation

Moving on from the previous post my circulation model will based on 3 key words:

1. approach/navigation

2. experience

3. consequence

these key words work together to create the overall concept of the circulation space.

Your navigation through the space is directly linked to your experience with the environment, the greater your experience the less severe the consequence. With consequence being directly linked to health.

You can navigate a space however you like, but the choices you make are based on the extent of your experience.

This is my approach to form.

Thursday, June 12, 2008

Circulation



















The second part of experiment_4 will be looking at the various circulation types. It will consist of 3 ramped platforms that will be broken down into:

1. pedestrian

2. re-hab

3. skating

The whole idea is to create a series of view points and experiences depending on what you are doing.
The types of forms and geometry of these platforms will depend on whether they are categorised as:

1. safe - geometry that complies with the BCA (gradients of ramps, rail heights etc)

2. moderate - inbetween

3. extreme - completely the opposite of one. Which is based on research of skate parks and street skate spots that attract skaters. Such as steep bowls and transitions. High rails and ledges etc
Basically it will be describing analytically the types of forms and geometry that TURNS SKATERS ON.
The play between safe and unsafe describes the level of recovery the patient is at, whilst still designing an environment that contains evocative Architecture that skaters can relate to. These forms may leave the average person dazed and uncomfortable, but for the skaters it is safe, and comfortable. Creating spaces where you feel safe in will increase re-hab time.


photo "unsafe", source- http://www.believeinone.com/








Fear


This model will help to simulate the fear experienced by an athelete whilst performing
a stunt/trick.
slow-mo - This describes the feeling a skater feels whilst approaching an obstacle.
adrenalin rush - This section is where everything flashes by you as you zone in and are in the
motion of doing your trick.
pain - Where everything goes wrong.......smack


laneway.wmv

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