2010-07-08

SaM_welcome
















The task of this semester is the design of a store and exhibition space for collector’s items in Berlin.

The main lineage of exploration in this studio investigates how intensive forces, including solar radiation, weather systems, acoustic forces and wind pressures can be used as means of formation for architectural bodies. Using parametric tools in combination with simulation software results in opportunities to observe the behavior of architectural bodies under ecological pressure.














The architectural body, the launching pad for the investigations in the studio, is comprised by a toystore which is situated as an infill between two buildings in the urban texture of Berlin.

The studio focuses on the use of a contemporary language that includes concepts of architectural discourse. Two differentiating planes of thought form the basis for this semester: Intensive and extensive systems.














The first complex describes conditions in constant flux, gradually changing phenomena such as weather systems, maritime currents, solar radiation etc. all of this phenomena can be described as intensive forces. Extensive forces on the other hand are constant in their actual representation, they are measurable, eidetic, reduceable and divisible, such as a buildings, components, or the parts of any machine. In this extent the studio deals with both concepts in this project. On the one side the project is massively influenced by ecological pressures, on the other hand components adapt in a parametric fashion to this pressures.
















The studio is driven by the desire to find a differentiated, alternative approach to surface population techniques mainly applying a twofold method oscillating between tactics of component accumulation and massing.
The component driven investigation is in particular informed by environmental pressures. These pressures serve as a testing bed for the behavior of architectural bodies and their economy of form. In this extent the design of the individual component proves to be crucial, as the simplicity of the components forms the trajectories of the universal, complex, reaction triggering the surface population and the effectivity of the design.

2010-07-07

Valerio Giacomelli_FINAL presentation 1




Valerio Giacomelli_FINAL presentation 2



Valerio Giacomelli_FINAL presentation 3





Valerio Giacomelli_FINAL presentation 4




Timothée Raison -- Deep Invasion >> presentation

Deep Invasion

Keyterm: deep decoration


Deep Invasion is a place to gather around arcade games and their contemporary living culture. Some of the late 70’s video games such as Space Invaders, Pong or Arkanoïd are still influencing our culture (mostly in street art, contemporary art and electronic music). Thus, this toystore will be surrounded by a gallery, a room for old school video games and a lounge with dedicated music events.

The project is focusing on the Space Invaders. Their 5x5 grid, filled or not by a pixel, as a simple rule to design a huge variety of shapes, is the starting point of the project.



picture from leviated.net




Elena Manferdini, West Coast Pavilion, Beijing Biennale 2006. Picture from abitare.it

Timothée Raison -- Deep Invasion >> Genealogy


The surfaces were generated combining five profile curves from five different Invader


Timothée Raison -- Deep Invasion >> Solar radiation and surface population







The surface population was made with Grasshopper, adapting two definitions by TedNgai, based on an algorithm by University of Oregon Solar Radiation Monitoring Laboratory

Timothée Raison -- Deep Invasion >> Physical model




Timothée Raison -- Deep Invasion >> Plans and sections




Timothée Raison -- Deep Invasion >> Exterior views





Timothée Raison -- Deep Invasion >> Interior views


1.Marysol Kraviez- finals- Genealogy

MARYSOL KRAVIEZ

intensive/extensive thinking

SPECIES



The task was to create components and then populated surfaces with them through specific digital tools.
I decide to play with the components, to explore their interactions, geometries, possibilities and limitations, aggregation, rotation, to research how to produce different effects with the same piece, to explore the effects of the mass and of the individualities.Composition from the unexpected paths of creations. Not a direct line of creation, but multiples points .
As a toy store, one for Gigger species collection, so, indeed, it should have an organic property, an affective geometry. I ‘ve studied some toys, try to see through them, to understand the relation between the components, their movement, their intersection. I have some rules, from digital tools, extensives rules, but i want also to think intensive, and with some sensibilities.
From now , component and surfaces affect each other and then the design with evolve from these combination.
I try to think this ornamental surface as the structure, the exhibitions parts , conexions, regulation of external issues...
As a surface, I developp a non-orientable surface,with a blur transition between inner and outer sides. This correspond with the development of the 3d component where the outside changes according to solar analysiswhile the inside remains the same, until the surface transform outside in inside and vice versa.
Architectural images

Taichung Metropolitan Opera House / Toyo Ito
http://www.arcspace.com/architects/ito/taichung/3taichung.jpg

Honeycomb morphologies / Matsys
http://matsysdesign.com/category/projects/honeycomb-morphologies/


Collector items: Giger's speciesGenealogy


Final Surface

Solar analysis

8 Finals components