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IN

DEGREE PROJECT ARCHITECTURE, SECOND CYCLE, 30 CREDITS

,

STOCKHOLM SWEDEN 2020

Architecture, Virtual Space

And Impossible Space

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Architecture

Virtual Space

&

Impossible Space

Feng Yang

2020 Spring

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Play video 1

Case Study of the impossible space

Please click the link to watch the video (35 seconds):

https://youtu.be/1bQNxOqr6zs

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The game is made by Ustwo Game, first released on iOS on April 3rd, 2014. It is an indie puzzle game, the player leads the princess Ida through mazes of optical illu-sions and impossible objects while manipulating the world around her to reach various platforms.

P.T. (initialism for “playable teaser”) is a first-person psycho-logical horror video game. It was directed and designed by Hideo Kojima, in collaboration with film director Guillermo del Toro. Released for the PlayStation 4 on 12 August 2014 as a free download on the PlayStation Network, P.T. served primarily as an interactive teaser for the game Silent Hills. P.T. uses a first-person perspective, which centers on an un-known protagonist, whom the player controls, who awak-ens in a haunted suburban house and experiences super-natural occurrences.

P.T. received critical acclaim for its direction, visuals, story complexity, and its supernatural horror tension build.

Antichamber is a puzzle game created by Alexan-der Bruce of Demruth. It is firstly released on January 31, 2013 on Steam. It could be one of the most famous puzzle games. The player controls an unnamed protagonist from a first-person perspective as they wander through levels and solving the puzzles.

Voi is a mind bending first person puzzle platformer set inside an huge impossible Escher-esque structure, filled with all manner of visual trickery. This game released as a student project on late 2015.

The puzzles in Voi are generally based around the idea of non-Euclidean spaces – impossible structures created by overlapping sections of the map. Your aim in the game is to reach the top of a staircase, with a new flight of stairs be-ing added each time you complete a section of the game. The Stanley Parable is an interactive drama and walking simulator video game designed by American developer Davey Wreden. The game was originally released on July 27, 2011.

The player guides Stanley, the game's protagonist, through a surreal environment while the narrator, voiced in the re-make by British actor Kevan Brighting, delivers exposition. The player can follow the guidence of narrator, and can not.

The game triggers huge disscussion about free will.

Ode to a Moon is a first person cosmic horror game by Colorfiction. Complete game has not been released yet, the demo is free to download and experience on its web-site.

It is a first-person spooking simulator in which you play a photojournalist who leaves the big city to cover a thanks-giving harvest festival in the country.

Manifold Garden is an indie first-person puzzle video game developed by American artist William Chyr. It was released on Windows, MacOS, and iOS on October 18, 2019, with a PlayStation 4 version to launch later.

The player must navigate an abstract series of structures that appear to repeat into infinity, while solving a progres-sion of puzzles.

Superliminal is a 2019 puzzle video game released by Pil-low Castle.

The game, played from a first-person perspective,

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Journey is an indie adventure game developed by That-gamecompany and was released for the PlayStation 3 in March 2012.

Player will control a gender-or-age indistinguishable char-acter walk or fly through several scene alone or with one companion. During this journey, different scene and spaces will cast different impact on feeling of the player.

It is a walking simulator in which you can explore all kinds of mysterious places and dive into a world full of atmos-phere. It is released on 2018 August, developed by Moshe Linke.

zium / noun / informal: 1. a virtual gallery game, composed of eclectic and wonderful things. 2. (kind of like a zine, but the museum version)

The Zium Garden is a Museum Exploration Game filled with artwork and installations from artists around the world, working in various mediums and styles. Player can visit this museum like visiting a real one but with special game ex-perience.

The Zium Project was conceived, created and curated by Michael Berto. This version was released on 2017, the main scene is a indoor space of a virtual museum.

This is a 2018 version of The Zium Garden. The main space difference between this and version 2017 is that the main exhibition space is a simulating outdoor space, however the sky dome is artisticed with a panting style similar to of Van Gogh.

The Witcher 3: Wild Hunt – Hearts of Stone is the first ex-pansion pack for the 2015 video game The Witcher 3: Wild Hunt. Developed by CD Projekt Red, Hearts of Stone was released on 13 October 2015.

Players control the witcher Geralt, finishing three seems impossilbe missions. In the process of completing these missions, Geralt get through kinds of interesting and unusual world.

Death Stranding is an action game developed by Kojima Productions and released in November 2019.

The game is set in the United States during the aftermath of the eponymous Death Stranding, which caused destructive creatures from a realm between life and death to begin roaming the Earth. Players control Sam Porter Bridges, a courier tasked with delivering supplies to the fractured and isolated colonies that remain and reconnecting them via a wireless communications network.

Three months after published, the coronavirus epdimic makes delivering a real life game of Death Stranding.

What Remains of Edith Finch is a 2017 adventure game developed by Giant Sparrow and published by Annapurna Interactive.

The game centers on the character of Edith, a member of the Finch family. Edith learns about her relatives and their deaths by visiting their bedrooms, sealed off and treated as shrines to their memory, with each death played out in a short gameplay sequence to the player.

Fez (stylized as FEZ) is an indie puzzle-platform video game developed by Polytron Corporation, first released on April 13, 2012.

The player-character Gomez receives a fez that reveals his two-dimensional (2D) world to be one of four sides of a

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Impossible Spaces In Games

The tricky point of Penrose triangle is, the in-accuracy in 2 dimension space presenting 3 dimension objects.

If we use the (x,y,z) to present a point in 3 di-mension world, and use (x,y) to present a point in 2 dimension plane, we will find a problem if we use 2 dimension plane to present a 3 di-mension object: one point (x,y) on a 2d plane, could be (x,y) or (x,z) or (y,z) on the 3d object that 3d image presented. This inaccuracy offer a opportunity that height can be far, near can be down, impossible can be possible.

Another trick that applied in this game is ‘rela-tive gravity’ I called.

In our daily life experience, everything will fall on the ground, it feels like the gravity comes from the ground. Even Newton correct us by theory of law of universal gravitation, we can still easily understand in a way that gravity fol-lows the ‘ground’.

In example above, the ‘ground’ and the ‘wall’ connected and transited by a curve surface, which makes the ‘ground and the ‘wall’ the one, implies the smooth transition of gravity from vertical to horizon.

P.T.

AntiChamber

The Monument Valley

The Monument Valley

x x

y

y z

The game happen in a L-shape corridor room in a suburban house. There are many impossible things happening in horror games with supernatural pow-er, but this time the architectural elements play a central part in constructing horror atmosphere and making this game the outstanding one. In this L-shape corridor room, the door at the end will lead you back to the door at the be-ginning with a smooth connection, which build an infinitive loop. Other than just a simple repetition, the details as well as the atmosphere in the room change concomitantly in each loop.

The one key important point in this loop space is the starting point and the end point are the same point. Some times this point is a door, in P.T. this point is a small room, marked as blue in the diagram to the up. When player enter this small room, the door behind will be closed. This way of transition makes game more smooth.

Teleported or space overlapping?

A box seems have been overlapped by other three boxes, each of them are visible through only one side.

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AntiChamber

Voi

Voi

Loop space:

Both choice bring you back. Red or blue? Up or down? Never mind, both choice brings you back to the beginning point, which looks so counter-intuitive.

Loop space could be build by several parts. The essence of making people feel the loop is the point where the start and the end connect.

I call this space overlapping. A blue door in red room looks empty and solitary from one side. But when you come to the other side, you will find this door lead you to another room where have the exit.

Space overlapping Impossible corridor hub

Like one type of impossible space in Antichamber.

A corridor hub that could lead you to the four different room.

Same mechanism applied in Antichamber as a exhibiting box. Here the designer use it as a cross ‘road’ lead player to four different room.

Believe the illusion

The reflection in the mirror or water guides you where are the invisible bridges bring you to the right place.

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It feels like the game happening in a quite complex planed office when you play the game. Even like that, the impression of a office building which constructed from the daily life experience makes us believe the building which contain the rooms is still a simple and regular box.

But when you can see from a view point outside of the gaming space, you can see it is consisted of several different spaces, some are even incomplete.

And during playing, these parts, rooms and corridors, changing their combinations, which creates a dynamic game space.

Ode to the Moon is featured by the artistic atmosphere which is constructed by the amazing and intriguing light and colour effect.

The impossible space that I found in this game is the cracking space. There is no loop space nor counter-intuition, but this cracking space is really a new idea to me.

After experiencing a moon eclipse in the game, all the things are going to go wrong. It looks like the world is cracking not in material nor physical terms. The whole space cracks into debris not following a material logic, for example stones broke into small sands and walls broke into small pieces, but following a space texture as shown in the pictures to the left.

This kind of space cracking also applies to gravity field. Anti-gravity is not a

In Manifold Garden, the game envi-ronment repeats itself such that play-ers who fall from a platform fall into another instance of the same struc-ture

The Stanley Parable

Ode to the Moon

Manifold Garden

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Superliminal

The Zium Garden 2017

The Zium Garden 2018

Fez

Certain objects when picked up can be moved towards or away from the player, but when placed back down, scale to the size as the player had viewed them, enabling the player to solve puzzles to complete the game.

Some boxes contain a room with door to other place, the size of room inside the box is apparently bigger than the box, some are even infinitive.

A virtual museum which presented by a game engine brings new experience of visiting. The image to the right shows colourful bubbles are flying like wind blowing flowers, the expe-rience of walking through such space is abso-lutely exclusive.

One side material of the surface makes it pos-sible to visit exhibition from a ever pospos-sible perspective.

How to drink a cup of coffee in the virtual world? Why is there always has a cafe in the museum?

Maybe it’s because existence is more essen-tial than function.

A magic makes the two dimension world became a three dimension one. Here it extended to another three side of the box. How does the creature living in 2 dimension space feel when they come to a 3 dimen-sion space.

Some exclusive interactive exhibition as the Zium Museum 2017. They changing their form based on your moving speed.

The moving inflatable tube men dancing like crazy there. The artiest made it so hard to make them look like been driven by the air like the real tube men. However we totally understand that they are driven by animation techniques in game engine.

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X2

Monument Valley P.T. Antichamber

Antichamber Voi The Stanley Parable

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Impossible Spaces I

Loop/Infinitive Space

X2

Antichamber Antichamber P.T.

Impossible Spaces III

Counter-intuition

Voi Monument Valley Impossible Spaces II

Optical Illusions

Ode to Moon Monument Valley Impossible Spaces II

Optical Illusions

Ode to Moon Monument Valley

Impossible Spaces III

Space Overlapping

Antichamber Antichamber Voi Impossible Spaces II

Optical Illusions

Ode to Moon Monument Valley

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The Jesuit church of Sant’ignazio

St Aengus Church

Space hiding in the walls

Only optical illusions(Using skills of perspective) are applied to build ‘impossible space’ in the real world. And I found it is less interesting. So I

Optical trick

Painting Space

Galleria spada

Untitled (Horizontal Sliding)

Using perspective trick to make a video that

shows a ‘infinitive long corridor’.

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Virtual Space: Games, Movies Or Even Google Map Street View

Death Stranding

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Sansar is a social virtual reality platform developed and owned by the San Francisco-based firm Linden Lab and launched in “creator beta” to the general public on July 31, 2017.[1] The platform enables user-created 3D spaces where people can create and share interactive social experiences, such as playing games, watching videos, and having conversations in VR. Each participant is represented by a detailed avatar that is the graphical representation of the user including speech-driven facial animations and motion-driven body animations.

Eve Online (stylised EVE Online) is a space-based, persistent world massively multiplayer online role-playing game (MMORPG) developed and published by CCP Games. Players of Eve Online can participate in a number of in-game professions and activities, including mining, piracy, manufacturing, trading, exploration, and combat (both player versus environment and player versus player).

The key to sustaining EVE Online's community -- which has 300,000 monthly active-users, around the same number of residents as Petursson's native Iceland -- for so long has been about recognising and facilitating the ingenuity of its players.

The game is renowned for its scale and complexity with regards to player interactions – in its single, shared game world, players engage in unscripted economic competition, warfare, and political schemes with other players. The Bloodbath of B-R5RB, a battle involving thousands of players in a single star system, took 21 hours and was recognized as one of the largest and most expensive battles in gaming history. Eve Online was exhibited at the Museum of Modern Art with a video including the historical events and accomplishments of the playerbase.

Second Life is an online virtual world, developed and owned by the San Francisco-based firm Linden Lab and launched on June 23, 2003. It saw rapid growth for some years and in 2013 it had approximately one million regular users;[1] growth stabilised and by the end of 2017 active user count had declined a little to "between 800,000 and 900,000".[2] In many ways, Second Life is similar to massively multiplayer online role-playing games; nevertheless, Linden Lab is emphatic that their creation is not a game: "There is no manufactured conflict, no set objective".[3]

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Virtual Space: Exhibition

This is an exhibition hosted in ArkDes at 19 September - 18 November 2018. "Shaped by the practice and conceptual lens of Lara Lesmes and Fredrik Hellberg, creative directors of the London-based architecture studio Space Popular, this installation articulates a direction for architecture which interfaces with cognitive science, colour theory, and the spectacular possibilities laid before us at the dawn of an imminent, immersive virtual reality."

Currently, architectural spaces are typically envisioned for imagined users. And yet, if we believe that designed spaces can also design us in return, architects and designers should draw design criteria from within the experiencing mind of the inhabitants of virtual environments. This would have the effect of turning the conventional design process inside out. Design languages would be applicable and shared across both physical and virtual realities, and their designers could consider a new role that blends the creation and curation of architectural content, imaging spaces that retain their characteristics in physical and virtual worlds alike.

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Virtual Architecture, Actual Meida

By N. Katherine Hayles and Todd Gannon

Technology, Virtuality, Materiality

By Antonie Picon

Inroduction: Technology, Science and Virtuality

By Arie Graafland and Heidi Sohn

Society of the Spectacle

By Guy Debord

Translated by Black & Red, 1977

Simulacra and Simulation

By Jean Baudrillard

Translated by Sheila Faria Glaser “The spectacle is not a collection of images, but a social

relation among people, mediated by images.”

“Tangible world is replaced by a selection of images which exist above it.”

"If architectural theory is at a crossroads, where revisions and redirections are required for its sustained development, if forcefully needs to take the limited scope and application of contemporary discourse into account and be prepared to fully engage the complexities of our present reality.

"Architecture, deeply entwined with digital media and necessarily attentive to social and cultural constructions, constitutes and ideal site from which to explore and intervene in the recursive feedback loops co-constitutive of materiality, contemporary subjectivity, and digital media.

"The exploration of vew domains like the nanoscale represents an Simulacra are copies that depict things that either had no

original, or that no longer have an original. Simulation is the imitation of the operation of a real-world process or system over time.

Our current society has replaced all reality and meaning with symbols and signs

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The Virtual Space That I Work With

Unity

Above: developer of The Monument Valley showing how to creat a 'impossible space' by game engine Unity.

Unreal Engine

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Architecture is a highly complex concept. So I divide it into different elements to make it easier to

think what is architecture in virtual space.

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The Solid

Structure

Individual

Collectives

Materials

Vertical traffic space & Horizontal traffic space

Indoor space & Outdoor space

Space attach to the nature & Space attach to the users

Facade

Light

The Void

The Object

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Indoor Space

Room

Space to User

Entrance

Meaning of the virtual

space to individuals

Meaning of the virtual

space to Collectives

Space to Nature

Garden

Outdoor Space

Terrace

Individual

Collectives

Structure

Vertical Space

Staircase

Horizontal Space

Corridor

Materials

Facade

Light

About up and down

Makes horizontal moving

possible.

Up and down are

rede-fined

Basic interactive method

Get to know the

environ-ment context.

For activities

Meet our need for natural

environment.

from outside to inside,

from the natural to the

artificial

Supplementary space for

the architecture

For narratives

When we talk about it

in virtual world, ‘nature’

means real world.

From real to virtual

Support the architecture

Consistence in

appear-ance and functionality

The appearance of archi-

tecture.

Makes one can see

Part of decoration.

Only the appearance

matters.

The essential existence of

an architecture.

Part of atmosphere

Comparison

One time, one chance

Chaos and hard to

con-trol

When we talk about it

in virtual world, ‘nature’

means real world.

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Structure

Materials

Facade

Light

Individual

Collectives

Room

Entrance

Garden

Terrace

Staircase

Corridor

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Methodology of connecting rooms: Portals

Blueprint in UE4 to teleport the character.

Portals make it possible for a character teleported

from one space to nother one

In this way, makes people feel two spaces are

over-lapping each other, which offer an feeling of

‘im-possible space’.

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Play video 2

Tour of the 12 rooms

Please click the link to watch the video (2m 45s):

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Room 1: The Entrance

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Get the plan of game PAC-MAN

Scale up and modified

3D-lised

Entrance of an architecture in real world is where the space transferring

from a outside natural space to an inside artificial space. However, there is

no outside natural space in the realm of the virtual. Entrance in the virtual

world turns to be an interface that visitors would contact with when

enter-ing the virtual. To enter a virtual world, or, to cast players consciousness into

a virtual world, a target, for example, game character, is necessary.

Its not so hard to build the connection with game character now due to

the nice technologies such as immersive computer graphics or kinesthetic

communications. But image that 40 years ago, when people were playing

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Room 2: The Staircase

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Up and down are defined by the

gravity in the real world.

In a virtual world, gravity is not a

pre-set thing, which leads a

confu-sion in defining up and down.

A ring world was build here, by

ro-tating itself to create gravity, which

makes up and down clear again.

Staircase works as the vertical connecting space in both

real world and virtual world. It just triggers me of thinking

about the meaning of up and down, think about the

grav-ity, think about the physical laws in virtual world and how

does it influences the architecture in the virtual world.

Pro-gramers write down the physical law for the virtual world.

Including gravity, which is so essential in architecture. To

build an architecture in virtual world, a gravity is taken for

granted like it exists in the virtual world as it is in the real

world. To reveal this, a situation without gravity was

quot-ed: space, outer space. In the game Halo, a ringworld

where gravity is made artificially was depicted

impressive-ly. With the gravity, staircase has its meaning again.

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Room 3: The Corridor

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What you can see before entering

What you can see and feel after

entering

The space that you can move

The space that you can not move

Blocks jump up when you walk

close to them, to block you.

If we say staircase connecting spaces

vertical-ly, in a dimension of up and down, the corridor

connecting spaces horizontally, in a dimension

of left and right, or front and back. Thus, the

cor-ridor in the virtual world implies the movement

of walking forward and backward. Moving is the

essential interactive type in the interactive media

like the games. By moving the camera or game

character, players can explore the virtual world

by their own will. This makes a game narrative

different from movie narrative, novel narrative or

theatre narrative. By reveal this point, a corridor

that responds to players’ moving is designed and

build in game engine. This corridor changes by

following the position and velocity of game

char-acter the player controls.

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Room 4: The Room

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The space of performing

The space of watching and experiencing

Furniture is the physical representation of

the activities in the virtual world.

A room in real world serves for some function or

activities. For example, an office is for working,

a kitchen is for cooking. However, in an

archi-tecture in virtual world, a room works in a totally

different way: a virtual kitchen is not where for

you to cook, you act like you are cooking in a

game like Sims, but this action does not produce

food, this action only trigger the program to play

an animation about a dish is cooked. In a virtual

world, most working do not produce anything,

they just trigger sequences based on program

logic. Nothing was produced except for

expe-riencing: experience of cooking, experience of

living.

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Room 5: The Terrace

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Terrace is where people get in touch with space out side

the architecture. Its the place where you get to know

where this building is located, what culture background

and site context is this building in. However, to an virtual

architecture project, the context comes after the

emer-gence of architecture. Context in virtual world is

supple-mentary explanation for an architecture if you think of

this from an indoor perspective.

Surroundings

Enviroment

Signs

Transformed

into

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Room 6: The Garden

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Get the natural elements from the nature

Package into specific standardised form

Simulate the ‘natural space’

Garden is like oasis in the dessert: a small natural space in

a world of artificial construction. In a virtual world, nature is

not exist. But we need nature elements to build a realistic

world to makes it easier for player to dive in a fantasy world,

just like we need such natural elements to make a garden

or park in the city.

To interpret this intriguing relation is like to build a

greenhouse. A greenhouse is where being constructed and

manipulated by human, to simulating a natural environment

to meet our need of natural elements. This similarity

enlightens me to put this greenhouse as a garden in the

virtual world, as a metaphor of the relation I mentioned

above.

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Room 7: The Facade

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Facade 1:

Simple simulation of the real facade

Facade 2:

Simplified abstract facade

Facade 3:

Combination of emissive facade elements

Facade is just one part of architecture in the real world.

How-ever, in a virtual world, it could be the only part of

architec-ture. There are some architecture in the virtual world, their

existence is to provide the information about which time and

region that you are in. Only their facades are presented to the

visitors and that’s enough. It’s interesting that he part of object

substitute the whole. The appearance replace the essence.

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Room 8: The Light

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You don’t need another light to

light up the objects in the virtual

space.

Light does not actually exit in early virtual world of games. Let’s take

fa-mous Super Mario Bros as an example, all the visual elements, for

exam-ple, grass, ground or bricks that Mario hits, are all self illuminating, there

is no a single light to light those objects up. Instead, all those self

illumi-nating objects make you feel that there is a light or lights are lighting the

game scene. So, light in virtual world is not actually the thing that makes

you can see everything. It does not exist in virtual world but in player’s

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Room 9: The Structure

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Most stable structure

Reversed most stable structure

Combined and stretched

In real world, structure is presenting and proofing of

physical laws. But in a world where physical laws are

interpreted and modified by designer and

program-er, new form of structure that implied this difference

are presented here. The pyramid is consider as one of

the most stable structures in the real world. In a virtual

world, all the structure are stable, they won’t collapse if

you don’t want to. In such case, even the up side down

pyramid is as stable as the pyramid.

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Room 10: The Materials

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Bridge in the water

Waves under water

Materials of architecture in virtual world abounded most of its

properties. Texture is the only matter thing here. A ‘stone’ block is

supposed to be heavier than a ‘wooden’ block in the virtual world

from perspective of player. However, such things like weight,

den-sity, strength, are not exits in virtual world. All the materials in the

virtual world lost their original meaning, only left thing is triggering

the players’ feeling about materials by its appearance.

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Room 11: The Journey

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Gaming experience to individuals is the supplement life experience or alternative

living space. People think games, which build fantasy worlds, and it only offering

the virtual experience when players immerse themselves in it, and this virtual

expe-rience, is different from the ‘real’ experience that we have in the real physical world.

But I don’t believe that. Good games, like good movies and good novels, extend

the horizon of ones life. If you played as an hero in several fantasy worlds for 1000

hours, there is 1000 hours in your life, you are a hero. All the happy, sad, touching

feelings in that 1000 hours is as real as you can experienced in the real life. World

could be virtual, experience always real.

A metaphor of real world,

A metaphor of virtual world,

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Room 12: The Utopia

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Basic elements

Basic unit

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Society is a huge complex system which is so hard to

pre-dict and manipulate. It is vivid and chaos. However, in an

artificial virtual world, every single thing, including basic

physical laws and interactive method, is fully controlled

by human will, which makes it become an perfect ideal

experimental world. A bunch of online games utilise the

greedy and pride and other dark side of humanity, makes

players act evil and irresponsible when playing virtual

character. But luckily, some great brilliant game designer

designed the games like Journey by Genova Chen and

Death Stranding by Kojima, by eliminating the

possibili-ties of acting bad and hurting others, and by encouraging

acting friendly and kindly in the game, both two games

offering the impressive experience of how pure and

beau-tiful the human could be, and feeling of connection with

another soul regardless of the gender, nationality and

culture differences, because the others you can see is

pre-sented by game avatar. As you can see, virtual space offer

not only special space experience, but also wonderland

for utopia. Architects are trying so hard to build a utopia

and failed so many times for centuries. While some

exper-imental utopia has already been build and runs quite well

in a virtual world.

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Entrance

Staircase

Corridor

Room

Terrace

Garden

Facade

Light

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Entrance

Staircase

Corridor

Room

Terrace

Garden

Facade

Light

Structure

Materials

Journey

Utopia

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Entrance

Staircase

Corridor

Room

Terrace

Garden

Facade

Light

Structure

Materials

Journey

Utopia

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Entrance

Staircase

Corridor

Room

Terrace

Garden

Facade

Light

Structure

Materials

Journey

Utopia

Game Design Strategy

Different representing

form

Different way of seeing

an object

Abnormal structure

Different material experience

Different alternation

Promising land for Utopia

Different gravity

Linear space

All about the experiencing

Surroundings are just signs

A ‘natural’ simulating

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Game Design Strategy

Different representing

form

Different way of seeing

an object

Abnormal structure

Different material experience

Different alternation

Promising land for Utopia

Different gravity

Linear space

All about the experiencing

Surroundings are just signs

A ‘natural’ simulating

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Design Process: Tools

Basic 3D model geometrics are processed by grasshopper and

modified in rhino.

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Play video 3

Tour of the Mobius

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Key Frames of the Video

Mountain Up!

Mixed Space

Vertical Green?

Far Bridge

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Key Frames of the Video

Over the road

Run a slope to the sea

Plants up and down

Climbing the hill

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