k. a. t. h. a. r. i. n. a. h. i. e. g. e. r.

Aug 16

[video]

Jun 28

[video]

[video]

May 25

[video]

[video]

Apr 28

[video]

Mar 30

Mar 18

GREEN SCREEN
initial schedule for the green-screen session tomorrow. But I will definitely need another green-screening since some scenes are not fully worked out yet…

GREEN SCREEN

initial schedule for the green-screen session tomorrow. But I will definitely need another green-screening since some scenes are not fully worked out yet…

Mar 14

[video]

Mar 04

narrative concept for the film:


As my main research interest lies in “virtual” architecture and the possibilities that emerging technologies have on our design process and the way we interact and perceive our actual work, I intend to illustrate the collaborative, interactive aspect of this future hybrid form of architecture, a hybrid of actual, real, architecture and virtual architecture.

The film will be constructed around the concept of future collaborative design work: a team of two designers located in different parts of the world, who work collaboratively on a design project through virtual environments. The initial scene will mark the first design stage and will allow the characters to collect and interact with digital online data, in form of precedents, reference projects and research and add their personal initial sketches to it. They will be surrounded by data in three dimensional space, through which they can navigate intuitively.

The second stage of the design process will leave both characters in their own personal spaces to work out different parts of the project individually. One will concentrate on the overall urban scheme of their proposal, while the other character will work on more detailed building prototypes, depending on the programme from low-rise to high-rise. Each inidividual will inhabit his/her own very personal design space - a space to work and create in, much like a digital personal room.

In the final scene of the film the characters will come back together to combine the work they have done, and although they are in the “same” space, each can take their “space-mode” with them and perceive their inidivual space within which the collaborative design work is placed and shared. The shared design proposal can then be perceived and worked on in entirley different scales at the same time: in model-scale to have an overview or in first person perspective inside the actual urban setting to get a feel for the design. One might be adding facades inside the model, while the other character is changing the urban masterplan slightly from above by walking in macro scale around the model, which raises the question at the end of the film wether the characters are inside their own proposal, in their work space or in the actual “real” world.


Jan 25

THE CREATORS PROJECT shows some of the current Unit 15 work under the title “Students Envision The Future Of Architecture (And It Will Blow Your Mind)”

http://www.thecreatorsproject.com/blog/students-envision-the-future-of-architecture-and-it-will-blow-your-mind

Jan 23

OUTLINE OF THE THESIS PROJECT:


In this project I will look at the relationship between architecture and technology and will speculate on emerging technologies that have the potential to change the concept of architecture entirely by creating a second layer of built environment, a not physically built one, but a virtual reality, that consists of digital-architecture, which in the future will be experienced like another “real” reality.

I speculate on a future that completely changes the concept of real space vs virtual space, as one can switch between the two worlds depending on the situation. This notion of virtual architecture has interesting social, psychological and economic impacts which would change the way we construct (as designers) and experience space but will also alter the way we gather and perceive information.

To sum it up I am analysing the relationship between technology and architecture that will become more and more intertwined, similar to our relationship with technology. I will be also speculating on how the advancements of emerging technologies will alter our perception of “real” and blur the boundaries between physical and digital / virtual even further.

TECHNOLOGY

I speculate on a virtual space that through advanced technology can adapt and adjust to the user’s needs. The user is able to navigate through different spatial environments within the virtual world through thought. Nanotechnology will make it possible to stimulate the visual cortex of the user’s brain depending on the situation.

CONCEPT FOR THE FILM

I intent do make the next film far more speculative and abstract in order to fully explore the concept of virtual architecture.

I want the film to be constructed of multiple layers: a narrative layer besides the conceptual one of the network, which is inspired by the neural network and our thinking-process. I might be using a character in some of the scenes to communicate the interactive aspect of virtual realities better, but for the majority of the film I will rely on different spatial environments that follow a narrative. This narrative and the spaces shown in the film will be essential to communicate the notion of virtual architecture.

SKILLS & KNOWLEDGE

Over the next couple of weeks I want to develop new techniques such as UV texture mapping in Maya as well as HDRI capturing and rendering, both of which will be useful for me to realize the film.

Another aspect will be to read some more books in the next few weeks and get a better understanding of some topics related to the project, including:

-“When things start to think” by Neil Gershenfeld 

-Basics in neuroscience / how the brain deals with information

-Understanding parameters of semiotics and semantics


Bibliography:

 - Anders P. (1998), Envisioning cyberspace: Designing 3D electronic spaces, New York: McGraw–Hill.

- Arthur: A Collaborative Augmented Environment for Architectural Design and Urban Planning, http://eprints.ucl.ac.uk/7853/1/7853.pdf (accessed 20. November 2010).

- Gibson W. (1984), Neuromancer, Harper Collins London

- Glazer N. (2006), Architecture and the Virtual World, First Monday, Vol. 11. No. 2, http://firstmonday.org/issues/issue11_2b/glazer/index.html (accessed 09. October 2010).

- Jones J.C. (1992), Design Methods, John Wiley & Sons Ltd., London

- Kalay Y.E. (2004), Architecture’s New Media: Principles, Theories, and Methods of Computer-aided Design, MIT Press

-Kalay Y. E. and Marx J. (2005), Architecture and the Internet: Designing places in cyberspace,
First Monday, Special Issue #5: Virtual Architecture at State of Play III, 6–8 October 2005, http://firstmonday.org/htbin/cgiwrap/bin/ojs/index.php/fm/article/viewArticle/1563/1478

- Kurzweil R. (2005), The Singularity Is Near – When Humans Transcend Biology, Gerald Duckworth & Co. Ltd. London

- Mitchell W. J. (1996), City of Bits – Space, Place, and the Infobahn, MIT Press

- Mitchell W. J. (2003), Me++: The Cyborg Self and the Networked City, MIT Press

- Mitchell W. J. (2005), Placing Words: Symbols, Space, and the City, MIT Press

- Stephenson N. (1992), Snow Crash, Penguin Book London

- Stephenson N. (1995), The Diamond Age, Penguin Books London

- Turkle S. (2005), The Second Self – Computer and the Human Spirit, Twentieth Anniversary Edition, MIT     Press


this mindmap is a rough outline of the work-flow for the rest of the year. it should help me to map things out and to get/keep an overview. I will be using this mindmap as a tool and will therefore be updating it as I go along…

this mindmap is a rough outline of the work-flow for the rest of the year. it should help me to map things out and to get/keep an overview. I will be using this mindmap as a tool and will therefore be updating it as I go along…

Jan 11

[video]