Sunday, September 22, 2013

Final: Drawing of Thing

Thing




Thing:              Thai Typewriter
Counterthing:   3D printer

Typewriter is a tool to translate idea to physical. Typewriter is one way to manifest idea. There are many tools that can be used as translating tool, using machine or even our own body speaking or body language. Each idea has different parameter one need 2D visualisation one need 3D model or even visualisation and sound. To manifest the idea a specific tool will be used and different tools will give different results.

Idea translation is decoding. The translator needs to know the code to be able to translate his/her idea. 
To translate information through thai typewriter first the translator need to have ability to write the language then has ability to type and being cognitive. 
Second part is machine decoding. The mechanism works in order to translate force from typist applied to each button stamps ink on paper. 
The last the reader will receive the information back to his/her own imagination. Every reader will interpret differently according to their own backgrounds, knowledge and experiences. In this case letters on paper, readers should have ability to read and ability to understand the meaning.

3D printer is another translating tool. It has ability to transform invisible idea to invisible and tangible outcome. 

Each manifesto needs different tools to execute the ideas and each tool has different limitation that set other parameters.
Visceral Intricacy III
Digital Prosthetics
Virtual Grammar of Architecture
Introduction
If you ask an architect to choose the single most significant technological innovation in architectural history, he or she is not likely going to look in his/her own epoch for answers. Might it be Vitruvius and Marc-Antoine Laugier theory of the primitive hut? The first sticks and branches that were arranged to conform the first shelter? Or innovations in materials like glass or steel? Or maybe the harvesting of new energy forms like electricity or oil and its subsequent effects on construction? As an abstract thought, architecture exists under the laws of physics in the realm of physical reality. This is literally the foundations of architecture. In our time, we have taken the longest (or deepest) architectural leap in history, we have moved to another dimension. We are entering a digital virtual world. It is in this world, that Visceral Intricacy will operate this term, the new final frontier. 

The Deep Leap
Petkova & Ehrsson, 2008
Through technical innovation we have created computer systems that can simulate architecture and spatial experience in such immersive ways that our central nervous system is deceived and we can no longer distinguish the physical reality from the virtual. The Swedish neuroscientist Henrik Ehrsson scientifically proved for the time in 2004 that the experience of immersive virtual worlds can create clinical outer body experiences by overriding the brains sense of ownership of one’s body and project the mind into an artificial body in an artificial virtual world.  

Many modern buildings today not only exists virtually as drawings and models before they enter the physical world in construction but through modern collaborative three dimensional software’s referred to as BIM (Building Information Modelling) a building exists in its entirety before construction begin. Window profiles, plumbing, furniture, air ducts, generators, elevators, escalators etc are allocated in the same three dimensional digital model together with every single other detail of the building down to nuts and bolts. In order for contractors to have full control of complex mechanical systems they now use virtual reality simulations in order to design, document, analyse and evaluate the system.  

BIM CAVE at Texas A&M’s Department of Construction Science
Virtual Architecture and Language
In the digital virtual environment, the existence of a “building” is purely symbolic. It is a reference to a real world structure, created in a space where none of the utilitarian functions - protection from the elements, air condition, seating, etc. - have any relevance. It’s symbolic functions bring legibility to what could otherwise be an incomprehensible abstract space. 

In virtual environments like webpages or computer games, if you want to return to where you started, you push the “home” button. If you want to explore new spaces you push the “open” button. If you want to leave, you push the “exit” button. We open and close “windows”, we place documents on “desktops” and organize folders in libraries. This phenomenon has been defined with the term “Skeumorphism”.

In order to navigate virtual worlds we have imitated an existing semiotic grammar. Since virtual architecture does not serve any physical purposes, it is pure architectural language. There is no point to an object or space in a virtual environment if it does not communicate possibilities to us. Content and meaning is always a complicated issue with physical architecture, virtual architecture is nothing but content, which requires a new kind of architect. 

Visceral Intricacy believes that architects should and could have a role in the creation of virtual architecture, which would require new intellectual processes and design methodologies where imagination is not only a process but a place. We will create three dimensional spaces build only from information and language in ways that have never been done before. 

Prometheus 2012. Ridley Scott. 3D virtual map of a galaxy.
The Dreaming Architect
The ability to create and perceive space free of physicality has always been closely connected and necessary to the working process of architects. Man in general has always been imagining and dreaming but the fact that the imagined belongs to the individual alone means that it is difficult to incorporate in to our life’s where the communal is often more important than the individual. Most of our experience is never activated because it is never communicated or even internally reflected. A lifetime of dreaming possibly including the individuals’ strongest experiences, spatial and emotional often pass by unnoticed due to its non material nature and the lack of an appropriate language. Commonly the concept of real and unreal is the mental boundary used to judge the perceived world but indeed a dream can be even more real and engaging than a material experience of space. It is not the true sensational value that positions the experience, though, but the collective understanding of perception, and that understanding is in our time only repressing our experience. An architect’s vision becomes real the moment it appears in his/her mind, only to later become material, if that was the intention. Indeed it is believed that the architect and his/her associates are the only space generators in our societies but as mentioned, you can read space with your body but also in many other ways that are the product of other disciplines. A writer creates space that is read in code rather than physical material and it is the reader that then decodes the experience and perceives it through his interpretation. Likewise a director of a film uses the vision and audio to impose an experience.

If we now agree that architecture does not necessarily have to be physical in order to exist or be real we can open our minds to a greater spatial sensation, and realize that if you are capable of describing a space to yourself and others, you are creating architecture. Whether you are imagining it, dreaming it, telling it, showing it, designing it or building it. The mind must strive towards a free perception without predetermined value over the spatial sensation for either material or nonmaterial architecture. To imagine it is to design it, and designing it is making it.  

Representing complexity
Often nonmaterial architecture which receives many “visitors” exists within some sort of spiritual or religious context, either if it is an afterlife world like Heaven and Hell or an imagined space visited voluntarily trough meditation or reading. 

The Gothic Cathedral of Europe with it striking visual appearance and geometrical beauty and complexity is one of man’s greatest architectural achievements. They were built with great effort to symbolize and demonstrate the glory of God’s Heaven, and today they still stand tall in cities as landmarks of a time when architecture was the means to illustrate the greatest places of them all. So it might be astonishing to learn that some of the first cathedrals spaces humans conceived were never meant to be built. Only later were these imaginary spaces translated into material architecture. 

These nonmaterial spaces were used by monks in meditation in order to store and recall great amounts of information. The Greeks called it Mnemonics (the art of memory). This complex and intricate system for creating and storing images and words in memory entailed a sequence of steps. First one had to create in one’s imagination a place where the materials to be remembered could be stored. Such imagined places were deeply based on architectural metaphors. The imagined space had to be logical so that the information could be easily found when needed. It is believed that the monks vision of the cathedrals were very similar to the ones actually built much later. The creator after haven created the main architectural elements began to place icons and ornaments in the different rooms and spaces of the cathedral to be able to store many details of information in the space. And if you walk through a gothic cathedral today the amount of ornaments, symbols and details as incomprehensible as they might be makes you understand that there is much to say about why the building stands. What it really is, is a memory bank full of stories to be told.

One of the most intriguing example of such imagined structures was practised and used communally at St Gall. Its plan was drawn prior to the meditation and the monks were guided through the rooms and spaces of the elaborate nonmaterial monetary.

Similarly the Mandala used in Hinduism and certain branches of Buddhism in Tibet is a mental visual representation of the cosmos visited in meditation in the pursuit of enlightenment. And like the gothic cathedral the Mandala is realized as architecture across Asia. 
What is perhaps most interesting about these two examples of imagined space, is the transition from nonmaterial to material. But it must be said that all man made architecture has gone through the same transition. The architect imagines and constructs the space in various virtual ways, and then begins the long process of translation into comprehensible communication devices that can then be read and assembled into material architecture. Much like the writer mentioned earlier. But unlike the written word material architecture has the inevitable faith of destruction which could either mean a transition back into imagination or a complete disappearance.  

Ayutthaya
Few historical sites have had such a deep impact on a nation and culture as the historical park of Ayutthaya. The entire city and kingdom was destroyed in bloody dynastic struggles in the late eighteenth century and left the old glorious city in ruins as it physically remains today, but virtually, the city and culture of Ayutthaya lives and thrives in the minds of people who either learn from school or through stories on screen and stage. When you stand before the remains of the monuments of Ayutthaya your mind completes the image with imagination, like phantoms one imagines the missing spire of the stupas and absent roofs over columns. 
Ayutthaya’s historical park and ruins will be the grounds for our visceral and intricate imagination this term. We will not only complete the missing material parts of the structures but ad information that would otherwise we impossible to perceive. We will create spaces constructed only by information and surround the structures.

In order to be able to create these spaces we must not only learn as much as we can about the old Kingdom and its rituals, hierarchy, social structure, routines, materials, trade etc.  But also how information regarding Ayutthaya is communicated today. In the beginning we will be tourists as we analyse the three main museums in Ayutthaya and their communication strategies as well as how the actual ruins are explained on site though audio guides, signs, models, diagrams, guided tours and even role-play. Museum information interfaces are notoriously outdated and give little insight into the depths of possible knowledge one could acquire about an important architectural artefact. We will also study some of the previous projects dealing with digitizing and augmenting Ayutthaya.

At this final stage of the project we will already have spent the majority of the term experimenting and developing systems and understandings for how information can be communicated in three-dimensional virtual environments. The projects will eventually be presented on site in Ayutthaya using available interfaces for augmented reality, virtual reality and beyond where the visitors will be able to see in to the past and future as they are simultaneously touching the brick and smelling the grass.    

References:
Ehrsson H.H., Spence C and Passingham RE. ‘That’s my hand!’ Activity in the premotor cortex reflects feeling of ownership of a limb. Science, (2004) 
BIM CAVE at Texas A&M’s Department of Construction Science
SCOTT, Robert A. (2003) The Gothic Enterprise. London. University of California Press Ltd

Virtual Pavilion

My previous site was thought to be a bit large scale(site of mountaneous landscape) in consideration to the thing's scale due to which I reduced it to a public space scale.
The dharma-chakra is chosen as a visual symbol to portray my main concept of nomination, but here giving the authority for the visitor to take control through his personal visual judgement. The space was to encourage visitors to travel through the stairs reaching within a circular space where one would have the option to choose either the throne or the chair depending on which they find interesting/attractive. Once that is done, they are elevated/nominated to the central axis in within the chakra itself. Again, here, one has the chance to choose their path based on their visual interest leading them to one of the radial paths. Each one based on gravity pulls or makes it hard for the user to head further therefore putting them in a state of self importance/valuing or not. Once they experience this, they might be forced into heading back to the center to understand their optional opportunity of authority. Once in center, they will be able to use the axis to their own extent. They can choose any things and arrange it according to their own personal visual hierarchy/contrast. Choosing any thing/related things would result in projecting the context through the planar axis Chakra which parallels down to the entrance area too with the same category information of the latter "Barcelona Chair".


* FURTHER IMPROVEMENT

After critique, the space was considered as too complex and in order to travel through it , the visitor might have to study the architectural grammar that was found as somewhat alien. In order for the visitor to understand my space, it is necessary to create a virtual grammar that co-relates to the throne and chair. Therefore, creating a typology that reflects in contrasting relations of "extravagant" vs. "mundane", "Ornamented contrasting" vs "Mies's Grey", or "Traditional elements" vs. "Modernistic elements" is important for the person to navigate through the created pavilion. Also in order to for the space to function, it is necessary that it provokes visual tension. This would be done with the help of the typology but varying qualities of matter of concerns : light, color and material.
The scale would be maintained to the existing, but in order to facilitate the subjective ( matter of concerns) and objective (matter of facts), I would shift to the previous landscape.

Thing Final Update - Canon on an Elephant's Back -- Drone


THING : Canon on an Elephant's Back
COUNTER : Drones


The Canon on an Elephant's back is a weapon for warfare. 

Final : Reading Complexity Video and Route drawing of Thoroughfare


Reading Complexity

Thoroughfare : Shop-machine at Talingchan in Bangkok

The thoroughfare has a lot of obstructions on the ground. Other than experiencing the environment, The focus and attention were given to the ground and making decision among the possible paths. Seeing attending and focus are represented by pixel, desaturated image and circle of saturated image.


Reading Complexity from madeoftwo on Vimeo.





Thing Final Update


THING & COUNTERTHING


Thing: Bussabok (Relic Shrine)
Counter Thing: September 11 Memorial

The purpose of this diagram is to show the quality of both Thing and Counter Thing as a portal, meaning that the object itself has ability to trigger the viewer’s mind into thinking to create a space within their own head. The Thing is a Relic Shrine that keeps the bone of the Son of King Rama II where the design of the Relic Shrine itself was based on the concept of Thai cosmology there for the people with basic background of this will have an image inside their head, a space where the owner of this shrine resides which is Mount Meru. It is the static object made with the sole purpose of displaying to the viewer the remains of Phra Chao Yukantorn.

The counter thing which is the September 11 Memorial was made with a similar purpose therefore shares the same similarity. The names of the victim were inscribed onto the black marble of the memorial which is the imprint of the Twin Tower.







THOROUGHFARE ISO + VIDEO UPDATES






The diagram illustrated the thoroughfare of me walking in Khaosan road, Bangkok, as it is my first time there, so there are so many thing to look at. The interesting part in this path is the elements that create the environment of the space. These linked with the thing phase in the beginning because the function of the elements are to spread the information to the people walking pass by to tell them about what kind of space they are in. SO in the video i try to mask the elements that gave me information about the space while walking.



Things

1. THINGS

Thing: Theodolite
Counterthing: 3D Scanner

The diagram shows the relationship of the Thing and the Counterthing, as measuring instruments, and their context. It illustrates both their matter of fact and the matter of concern. The Thing is considered to be an instrument for transformation of reality into the 2D virtual representation and, with further processing of acquired data, back into altered reality.

The 3D scanner, as a modern Counterthing, likewise is a measuring tool used to transform reality. However, the altered reality conducted from the 3D scanner could be both the physical reality and the virtual simulation of the physical reality (eg. video games). 

The virtual representation of reality obtained from the Thing and the Counterthing varies greatly in terms of quality and quantity. The 3D scanner allows for a much more precise resolution definition of collected data to be stored in a virtual space. On the other hand, the process of acquiring information for the theodolite takes much longer since it deals with only two points at a time and needs to be operated manually. The data is translated and collected on a physical 2D medium, which in this case is a map.



Final: Thoroughfare video and drawing

Reading Complexity

At Papaya Ware house, Ladprao, Thailand


I choose the Papaya Warehouse as my thoroughfare, because it linked from the Thing and Counterthing phase that look into the value of the appearance, While the value could show their identity and also can hide it among others.

The Papaya Warehouse that gather a lot of antique object in the same splendid place, giving the new experience through the route that i walked into, scanning and looking with different kind of the object and try to extract the value behind it.



                     



The video show the hierarchy of vision experience through the numerous chairs in front, the hierarchy was categorise into;

My value that i presents it on the black background with star shining along, to represent my attention deeply to the specific object that may make my visions ignore others object along my way.

Value among others contact, i presents in as a glowing light around the colour object and blacken down others object in the scene, showing the prominent vision to the object.

Financial value: which i create the moving dash line around the object with the filling colour together to show the filling on value and financial way.

Diagram of Thoroughfare



The diagram show the visions along the way the represent by the cone of vision along the way directly project to the specific attention object that present in blue colour with the arrow to show the sequence of the attention object along the way. Also with all the orange frame that show the attention point with in every 5 second of camera scene and the projection box to the scene. The purple gradient rendering show the vision that the quality of looking inside the area.

Friday, September 20, 2013

Final : Things

1. Saweta Chatra Throne & Barcelona Chair

As mentioned in my previous post, the diagram here represents the concept of nomination through the throne and a contracting element of how Barcelona chair went from being something unique to something mass produced( thereby losing its value). The Saweta Chatra Throne being a communicative tool for the king to his people acts in its uniqueness by showering authority and power, nominating itself through consequent leveled platforms accompanied with ornamentation depicting culture.

                                                       
 The Throne made once for one particular King makes it one in the world hence placed in the Museum to comprehend the rest of Thailand's ruling history.Similarly the Barcelona Chair was made in order to accompany Mies' Barcelona Pavilion and later only made for the Spanish King and Queen to be sat on and taken a picture of. The chair followed its inspiration from the Curule Seat which has similar curvature on its legs again drawing a context where the chair is only used by political/military power generals to depict symbol of authority.


However, the Barcelona chair loses its uniqueness and nomination value once mass manufactured. While the Throne is set in a more religious and royal setting, the chair is used in official business context. Similarly, the thoroughfare leads into a journey of Pak Klong Talat (Flower Market) where each bunch of flowers having equal potential to nomination within the context of a selling market ; where your eye pans around waiting to judge the matter of concern, here being the orchids. The video highlights the mass objects showing the potential possibility of where my eye could wander to a distance, but highlights my attention to only some due to the vibrant colors, here as a matter of fact. Part where I approach the orchids acts as pre-conceived notion of exploring things (driven by motive and curiosity) that have not been experienced before. Would the green+violet orchid have provoked me the same way, had it appeared in mass quantity? Maybe not. Maybe yes.


Thursday, September 19, 2013

Virtual Pavilion : Update 3.1 & 3.2


Virtual Pavilion : update 3.1&3.2 Diagram


Updated from the previous diagram which i'm not really understand what to do actually, this develop diagram explain more specific and more explanation clarify of the analyse information that related to the virtual space.
Isometric diagram of 3.1&3.2

The diagram show the analysis of the information for the thing and counter thing together in the same place, which influence the designing of the virtual space.

As the visitor entering the room that exhibit the thing and counter thing, as they came out of the room and see the huge spiral ramp in front with the complicated way to going up. The first step to give an opportunity for visitor to step up and involved with all different elements and aspect of the thing and counter thing, also on the floor as the road way have a timeline of both object narrate through the footstep of visitor, while on the way have the barrier of mist and smoke that distract some visual experience and to hide and reveal some information while giving the further distance to the visitor.

Moving up to the second level of pathway that lead to the spiral give the floating against gravity of ornaments and information of the object provided around the visitor, while the ornament itself can adapt and show according to the identity of the specific visitor while some elements and information hide and reveal through the way along.

Coming up to the spiral ramp as to symbolise the hierarchy of the thing and counter thing that react to the people surround, which both object is the object that as a centre of attention for people around, so being and animate around the spiral make it able to see the different view and visions of the things and feeling of going up that may lead to others visitor attention toward the top.







Wednesday, September 18, 2013

VIRTUAL SPACE : DRAFT


The virtual space will portray and create the sense of intimidation and sublimity.Visitors would become nothing compare to the space inside. As they walk through the space, they will experience and capture the

As the visitor navigates into the virtual space, they will first enter the rectangular room.This rectangular room will continue to get smaller, shorter, and tighter along the way. Where they would literary have to crow down on to their knees before they finally reach the threshold into the virtual space. (This would create the best atmosphere of intimidation and sublimity when the visitor finally raise their head up to the endless space). As the visitor walk along the golden path, the screen of data would appear and capture the thing that trigger the visitor. That object then would be imprinted and zoom on the the shield of memory.

(I am still kind of confuse)

Tuesday, September 17, 2013

Virtual Pavilion: first draft



The virtual space will operate with the idea of "orientation in space & anticipation in time" (extracted from previous phases) as the principal framework. Visitors will become the 'thing' themselves meaning they will operate through the space the same way the 'thing' is used. Visitors will proceed as they analyse the physical complexities of the reconstructed world by means of (re)assessment,  anticipation and extrapolation. 

As extrapolation refers to the action or method of finding by a calculation based on known information, each visitor enters into the virtual space at random coordinates, which will then become the starting point (0,0,0) for each one of them. The space has no confinement. One visitor can perceive others as coordinate with a crosshair similar to what is shown in the drawing. Despite starting at a different place in space, the virtual world for all visitors operate on objective rules/system. The ground plane or any other plane will not be visible. The space will be black in order to create a sense of unpredictable depth. Things will at first appear as if nothing is rhythmic or regular (exhibits no order) eg. flashes of light, random lines moving across the planes, etc. in order to remove any perceptual generalizations that might occur when you first enter the virtual space. This will occur for a period of time and when it stops, visitors will find themselves in a state of trying to recognize and recollect any information about this virtual world. This process is expected to exemplify the sense of constant extrapolation. 

The ISO drawing shows a moment when the visitor, as located by the red crosshair, has proceeded to the 5th scene along the historical timeline. Immersive 3D environment of each event will be constructed within its own the sphere with angle limitation, similar to the angle at which the Thing operates. The distance between each sphere measures at the ratio of how many years apart each event happened. As one proceeds to the next sphere, previous images would not disappear at once but rather dissolve gradually (to leave traces of memory) as visual impressions do not fade immediately. 

The three planes (green rectangles) as illustrated in the top image will not be seen in the virtual world. They represent the matter of concern for the Thing. Visitor experiences the Reality on the lower plane, Virtual Representation of Reality on that same plane but only when they position themselves on the middle plane (i.e. looking down onto a map), and another Reality on the top plane.

Virtual Space Draft

The diagram starts off with the small room which contains the thing which act as a gateway that lead the viewer to another different space. on the outer layer is the matter of facts about the object such as materials, construction etc.... The next part is the historical aspect (transition of ornaments) which is the key element gives the thing a portal quality. The next part is the portal space that was being formed when the viewers eye look at the thing. it is the mount Meru that is the core idea of the design of Bussabok. The second layer from the top of Mount Meru is the origin of Phra Chao Yukantorn name therefore it will be the main space that will exhibit the information of sociopolitics. under the Thing is the counterthing that is upsidedown. It is another different vertical axis that leads tot he counter thing that triggers the creation of the future world.

Virtual Pavilion : Draft



My virtual space is going to have the size of human furthest visual distance, as the THING and COUNTERTHING are in the middle on the top of eight steps mountain where the they can spread their informations to every directions. There are two audience rings which are outer and inner rings. The outer ring shows where the audience can see the general information of the THING. And the inner ring which divided into 8 rings show the detail informations of the audience related to the performer of the THING/COUNTERTHING in timeline format (bottom - present / top - past). The performer rings also divided into 8 part which go parallel with the inner audience rings. The floating screen show the matter of fact of the THING/COUNTERTHING such as the materials and physical details. And on top of the space there are the narrative floating rings that cover all of the virtual space to tell the original Ramayana story to the audience.

So the visitor of the virtual space is like the audience in the audience - performer relationship of the THING/COUNTERTHING. The visitor can start walk from any direction in X and Y axis to experience the THING/COUNTERTHING information in general, likes shape on top of the mountain  and material in the floating screen. Also the visitor can get the basic information of the story of the character while walking through the outer plain. And when he or she come to the audience's inner ring zone, he or she can watch the performance and see how the performer role-play as the character in each period from bottom to the top, which is where the THING/COUNTERTHING situated. In each step of the timeline, the environment in the audience rings and also performer rings change. On the top of the mountain, the visitor can look around in every directions to see how the information spread to the other visitors, while he or she is being the performer at the same time.

Virtual Pavilion : Idea Sketch




The pavilion will be two phase, The first one will be a room for translating tools that will be placed according to its translation power, time,.. and how much power the thing has, will effect how details of the ornament in the next room (next phase)

Next phase will talk about matter of fact and concern of thing.


I am interested on how thing translates data from imagination to physical.

brain > machine = first result
                              first result translated by second person = second result (distorted form the first one)
                                                                                              second result > third person = third result

Every time data will be interpreted differently and The space will change according to the previous visitor. The space will be interpreted and change every visiting and it will be developed to infinity.

I am thinking of setting parameter on how visitor interacts the space the space will transform according to the previous visit. (this is an idea)

The idea is not clear right now but i will add details on 3.1 and 3.2 later.  I feel like they are different ideas that are subset of one another.

Virtual Pavilion : First Draft

        In this stage, I am focusing on creating a natural platform that aids in setting up the required environment for the pavilion. I may further go on to expanding the landscape or not, since it depends on what parameter I decide for interpreting the thing, counter-thing information. This is not the virtual pavilion but just a backdrop to question my concept which revolves around framing, orientation, symmetry, nomination, elevation, visual hierarchy and contrast. The challenge is that I already create a visual hierarchy through the natural setting that clearly speaks in providing the highest points, here being the peaks of the mountains, the higher being the most visually important. So, the placement of the throne and chair is questioned since we are required to position it somewhat center. But as matter of fact, elevation already serves as a 'given' here.


      The further process would include in building the pavilion around the given site and use elements of framing, contrasting ornamentation or elevated platforms. From these, I will play with the scale of the object, information/ graphic, analytic data as to where one is placed according to its degree of importance/value. I may place something seemingly valuable at the peak of the mountain just to excite the visitor (i.e. provide a framing so intricately fascinating visible from below), but it may just end up acting as an ornament for a small information/object. The navigation would include in walking, travelling by boat and some means of mechanics too.


Isometric: Base for building pavilion (showing potential points of literal nomination)
         The diagram depicts an elevated natural platform with abstract points of visual hierarchy, but these will be questioned when elemental ornamentations are added further.

Virtual Pavillion: Draft of space


I'm not so sure with what i'm doing (right direction or not?)

First my room have a double layers that act as a protection and similar to the thins and counter thing that have a human as a guard layer and the vehicle itself also act as a shell to protect and cover person inside.
The room intention to make similar to the mess house which visitor could or could not see the object inside, but once they walk closer or find the entrance that might be complicated and hard to reach inside, sometimes it may see just partial of the object. because in real object that both vehicle have a huge protection from many layers, so people may think they can see it and get closer but actually they never reach their king or president physically, it just mentally reaching through. But once they come in, the palanquin located in the middle but in order to experience visitor need to walk up or climb up in order to see it in different view and ornament all around the palanquin

Sunday, September 15, 2013

Reading Complexity Update

   An isometric drawing of a thoroughfare at China Town. The red frame is the visual perception of every 2 second that I walk along the path from beginning till the end.