OPTION 1
vent-test-01.jpg
not working because the vent is overlapping the prison cell wall ...

OPTION 2
vent-test-02.jpg
this option seems fine, but...

vent-test-03.jpg
if the cube rotates,

vent-test-04.jpg
the ventilation duct cannot match and connect with the fixed outlet on the frames...
i.e. NOT WORKING

OPTION 3
vent-test-05.jpg
still seems fine at the moment

So what I have shown today in the tute were not working since everything becomes so fragmented...
20120219_prison-sequence-draft04.jpg
20120219_prison-sequence-draft04_rearrange01.jpg
I was trying to constrain myself to only use 9 cubes to create all the scenes required within the prison.  However, since I m only allowing rotation of the cubes in on 1 axis, i.e. I cannot utilise all the 6 surfaces of each cubes.

So while the suspending frame can still accommodate 9 cubes at a time, the whole prison is now constructed with more than 9 cubes, where some of the cubes may have to move downward to the "waiting bay" when not used in the narrative.

Here's some configuration that I have been sketching:
(it is slightly bothering me as they now look a bit like PV stuff.....even tho the argument here is completely non PV related)

Also, the red lines shows the water network.
blogp01.jpg

blogp02.jpg

blogp03.jpg


blogp04.jpg

blogp05.jpg

blogp06.jpg

Will try to have most of the other configuration figured out and can then concentrate more on TS tomorrow... 

it will get better....

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the frame is now shrink down to 300mm thick (it was 1200mm before...)
here's a section of the beam cutting through the water inlet valve system...
beam-section.jpg
also, I am trying to develop the intricate 3d frame (ventilation) within each frame...I know what's shown here is not appealing at all but I will make it better...

here are some of the reference that I have been looking at:
NASA docking system - where mechanical and structural support is provided through the rim
JSC65795_NDS_IDD_RevF-21.jpg

and for the electric power connection between the cube and the frame, I think the inductive charging of electric toothbrushes maybe useful...
inductioncharger3.jpg

the family of wall...still developing...way more to do before tutorial...
ts-blog01a.jpg

bumper mechanism of the structure and electric power connection:
ts_blog02.jpg

revised 3D comic cubes

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photo-13.jpg


TS narrative storyboard revised

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TS-narrative_05.jpg
TS-narrative_06.jpg
TS-narrative_revised_03.jpg

rearranging and exchanging of contents between different frames...
TS-narrative_revised_01.jpg

connections outside the 3d cubes... 
TS-narrative_revised_02.jpg
TS-narrative_revised_04.jpg
TS-narrative_07.jpg


Also, I am thinking of something like this too...but this doesn't have anything to do with the frame-gutter TS idea...this is more like a distortion...(ref Eisenmen's Axonometric models)
TS-narrative_revised_05.jpg 



TS and Studio Narrative storyboard

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will be further updated 

TS narrative: (from 2d to 2.5d to 3d)
TS-narrative.jpg

Studio narrative: (from Hikikomori to school to architect to prison)
studio-narrative.jpg

TS moment....

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I have been doing:
- drawing up some more precedents (v slow.....)
- drawing up one of the TS moments in the gutter space (see below).  still too simple at the moment... but I showed Javier and Christina on tuesday and today, they both think this is an interesting moment to look at, still a lot of detail and technicality missing....
- another TS moment, the "shifting room" was considered far too simple and straight forward to be included into TS....so instead of spending time drawing it up, 
- i will try to develop the TS narrative (i.e. the white gutter space) as much as possible so there are more different moments to pick....
URGHHHHHH....

TS-moment01_02a.jpg
ruled surface at fold-down position for water to channel

TS-moment01_01.jpg
ruled surface at fold-up position to connect the spaces from 2 comic frames...(still not technical at all...)

post-jury...(more rigor needed...)

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I really like the idea that the architecture itself becomes the protagonist, where the project moves from narrative within frames, to narrative of the frames and to narrative outside the frame.  this can also challenge the 2d format of drawings and at some point "escape to 3d".  
To look at the relationship between 2d and 3d and their paradox, I borrow idea from those "illusion/ impossible objects" (see below).  It will be interesting to look at how that can or cannot transform from 2d to 3d.  

blivet.jpg
20120126_prison-sequence-draft01_impossible-object01.jpg

I think this type of drawing also works with the idea of "the flattened reading of 3d space". Also, it is interesting to look at the relationship between the positive & negative space, both in comic (i.e. space inside frame VS gutter space) and in architectural space (i.e. the "normal" space and the "solid/service" space).  This kind of illusory drawing/ space can also become a mechanism to prevent the prison from escaping...
attempted to develop a "map" of the prisoner, which shows the relationship between cells, corridors, cafeteria, outdoor area etc.  BUT this is NOT to be seen as a plan of the prison, but more like the cognitive/imaginary map of the prisoner, which is all fragmented and flattened...

Geoffrey_02.jpg
here, even the elevations of the walls are shown flat as plan, to suggest the flattened reading of the space by the prisoner.

I tried to give it a bit of atmosphere, shadows, texture using rendering...but what slightly worries me is that it doesn't look as "comicy"...

and here's my version of the axo drawing after showing the book on friday tut...
this is nowhere near what was shown in the book...

Geoffrey_03.jpg
and this shows the negative "solid" space with hidden passage and service duct.
Geoffrey_04.jpg

Project statement wip:

This project explores the notion of sequence and framing, not only their role in architectural experience, but also their role in architectural design process, as well as in the understanding of the relationship between architectural form and narrative.

 

Walk Through / Walk Pass

Throughout architectural history, when enfilade slowly split and separate into rooms and corridors, the architectural experience has fundamentally changed.  It is no longer manifested through the act of "moving through", but through the glimpses of spaces during the act of "walking pass".  While the subdivision of space into individualized rooms results in a more fragmented space, thresholds such as doorframes that always reveal part of the whole room make the notion of framing and sequence play a more central role in articulating spatial experience.

 

The flattening of Architectural Experience

As written by Robin Evans: "As the room closed in, so the aesthetic of space unfolded, as if the extensive liberty of the eye were a consolation for the closer confinement of body and soul."  When the rooms with many doors (enfilade) gave way to the rooms with one door, a form of compensatory illusory freedom of the eye is developed.  The glimpsing of spaces of rooms beyond doorframes from the corridor becomes comparable to looking at a picture on the wall. Both the glimpsing of space; and the subdivision of space into rooms suggest the tendency of flattening of architectural experience from spatial to visual; from three-dimensional to two-dimensional.

 

In the contemporary digital age, in many cases, the very act of "moving pass" moves from physical corridors towards the virtual world within screens.  The most notable example is the Street View function of the Google Map.  Not only the movement in space is dematerialized, one can also observe the further flattening of architectural experience - the Google Street View as a means to navigate across series of two-dimensional street images, all distorted in forced perspective to give the viewer a feeling of three dimensionality within the frame of the computer screen.  


The Non-linearity and Three dimensionality of Architectural Experience

Through a narrative of the Great Escape from a prison, the project challenges the linearity and the flattening of architectural experience by restructuring and creating spaces with non-linear sequence.  During the planning of the escape, the prisoner collects fragmented moments of the prison from the limited experience that he was let out of the cell (to meet a visitor, to the cafeteria, and through the climbing into the service system when the guard is distracted, etc.)  Fragments of 3d physical models are made accordingly, which the prisoner figures his way out by rotating and connecting the models differently. 


wip TS book

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TS tutorial went well today.  Was discussing about the possibility of multiple connections of the service ducts when the 3D cubes are rearranged and flipped etc.  Javier thinks the idea of escaping through service ducts is do-able and not too far fetched since current days service ducts in contemporary buildings are getting larger and larger, and can obviously be occupied by a person.  However, he thinks that this kind of "connective escape route" should not only operate on the scale of a duct, but also more spatially and architecturally.  He showed me quite a number of palaces as examples with hidden corridors or circulation system for servants (other than the way more obvious enfilade main circulation).  Essentially I can also look at how these access towards the servant corridors are hidden on walls, all flush with continuous mouldings etc...

Here's some screen cap of my TS book:
TS01.jpg
TS02.jpg
TS04.jpg
TS05.jpg
TS07.jpg
TS10.jpg

will TRY to develop the prison narrative drawing for tomorrow.... 


wip project statement

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Okay, after HTS and FP, once again I confirmed with myself that I am really not good at writing...anyway, here's what I have at the moment....hope it make sense:



Throughout architectural history, when enfilade slowly split and separate into rooms and corridors, the architectural experience has fundamentally changed.  It is no longer manifested through the act of "moving through", but through the glimpses of spaces during the act of "walking pass".  While the subdivision of space into individualized rooms results in a more fragmented space, thresholds such as doorframes that always reveal part of the whole room make the notion of framing and sequence play a more central role in articulating spatial experience.

 

When the rooms with many doors (enfilade) gave way to the rooms with one door, a form of compensatory illusory freedom of the eye is developed, as written by Robin Evans: "As the room closed in, so the aesthetic of space unfolded, as if the extensive liberty of the eye were a consolation for the closer confinement of body and soul."  The glimpsing of spaces of rooms beyond doorframes from the corridor becomes comparable to looking at a picture on the wall. Both the glimpsing of space and the subdivision of space into rooms suggest the tendency of flattening of architectural experience from spatial to visual; from three-dimensional to two-dimensional.

 

This project explores the notion of sequence and framing, not only their role in architectural experience, but also their role in architectural design process, as well as in the understanding of the relationship between architectural form and narrative, through the narrative of the Great Escape. 

wip on prison sequence

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I have been continuing to develop my "comic map"...seeing the prison narrative/ storyline is the least developed one, I am focusing more on it these two days...and here it is:  prison-sequence.jpg
it is still WIP....will hopefully look more complete tomorrow
I understand I should not speculate before I have the drawing...I just cant help doing it...

also, i find that I am too drawn into the idea of imprisonment, n keep forgetting the larger word of my project, i.e framing and the even larger word: SEQUENCE

ultimately I want my project about sequence and framing, and the narrative of different forms of imprisonment (be it self-imposed or not) & the great escape are the MEANS/ TOOLS to explore the idea.

anyway, moving back to white book now...


argument wip

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This is the 1st attempt to NOT describe/ present my project chronologically, and looks slightly more narrative-like...


The Great Escape

 

We are always isolated in the room.  We retreat only to try to leave the retreat again...

 

This project inhabits in the world where different spaces and rooms are linked to each other through various thresholds such as doors, windows, monitor screens etc.  Such collapsing of geographical distance condenses architecture into multiple "snapshots" of spaces and moments.  One mediates within this world through constant entering and exiting of rooms and moments.  It is clear for the inhabitants of this world that the interior and exterior can never be defined by façades, and it does not take long for them to realize this can neither be defined through entry and exit.  Anxiety grows as they further discover each of them is in fact encapsulated within their own room.  A Great Escape has to be planned.

- Again presentation skill is yet to be improved.  Things have to be more seamless.  For instance, the Kyoyo view in the Re-con has to replaced with the HK view so it links more clearly.  

 

- The super narrative should be the idea of comic, the idea/ relationship between the isolation of the frame and its role within the sequence, where the AA Box is embedded in it.  Thus, the Box should be presented after the comic.

 

- The idea of prison is interesting:  architect of prison, then the architect is in the prison; individual frame and reading all operate in a kind of ever, further embedding of a story within a story.  However, even though the four characters (the prisoner, the warden, the guard and the visitor) are useful in exploring different aspects of the story, the idea of prison is too strong as a device, which it dominates everything and is too literal.  Maybe talk about the story of isolation and containment without mentioning "the prison".

 

- Suggestion: procession, monastery; hikikomori (prison of your own making, self imprisonment, extreme degrees of isolation and confinement)

 

- Hikikomori: shift from a room to hyper-internalised process, such as obsessive gaming, etc.  This can then construct the narrative around the particular obsession, which can be deeply personal (focus shift from object to person).

 

- Hikikomori: warden is the parents, this can then translate into a sub-narrative into the warden.

 

- Also consider the imprisonment of an idea, obsession of an idea; different cultures, social barrier as a form of imprisonment/ isolation.

 

- Hikikomori: the guard is the room itself as it already has everything needed, it is no longer necessary to leave the room.  The guard becomes a kind of architectural mechanism.

 

 

I am currently trying to rearrange the comic so they should look less scattered; and re-doing the room where it is now the room of a hikikomori teenager (the prison becomes one of the sub-narratives), and constructing a better linkage between the new room, the school, and the prison.  Hopefully, I can have a new version of my argument to go with the re-arranged comic. Argument will post here later.  Here's is a wip view of the room (which is still quite empty...) and also the comic cubes that I showed on last Friday.


room wip.jpg

comic cube01.jpg

comic cube02.jpg


This is kind of a wip for my argument, which is at the moment too long, too loose and too descriptive to be an argument.  At least I feel I am bit clearer about what I am doing by writing this.  I hope to refine and distill my argument out through rewriting and cutting down what I have written below.

P.S. : I hope I have answered the questions of "how to relate the prison and the AA" and "why prison" in a better way than I had during yesterday's tutorial?

From Boite en Vaise to the AA Box

The notion of collecting in a box from Duchamp's Boite en Valise is re-appropriated into the AA Box, where different elements and spaces of the school are fragmented, removed form their original context and sequence; then re-packed.  Within the box, the spaces are re-sequenced in order to curate a spatial experience defined by predictability and surprise.  For example, there are enfilade of doors that lead to nowhere; abrupt shifting in scale inside the library bookshelf; space slippage from stairs in 39 Bedford Sq to terrace door in 36, and then to stairs in 33; window in the unit space suddenly has a view looking at Kyoto, etc.  The elements and spaces are like different episodes within a sequence.  They juxtapose each other and thus create new readings, which are completely different from their original meaning within their original context.

 

From the AA Box to the comic strips

The AA Box is about sequence.  A comic strip (which itself is a form of sequential representation) is thus used as a tool to extract items from the box, and more importantly, to extract or distill the very idea of sequence.  The comic strip becomes a testing ground to construct a context from sequence; to explore the role sequence plays in the design and to understand its relationship with architectural form as well as the narrative.  Operating similarly in the Box, the doors and windows become points of entry/ exit in the comic strip, which allow the branching out of narrative from the main sequence, and form many other "sub-stories".  The network of comic strips can then allow the collection of different elements into the project, and at the same time create relationships (predictable or as a kind of surprise) between each of them.

 

The comic strips and the prison: the Great Escape

The comic strip is then developed into a kind of prison narrative.  The prison and the comic strip operate in the same way in certain sense: each individual frame/ panel in the comic strip is a form of isolation from the other frames, while still remaining as a part of the larger story sequence; the notion of imprisonment can be seen as a kind of absolute cut/ isolation from the trajectory of one's life.  At the same time, the cells for prisoners can also be seen as individual frames, but are also at the same time part of a larger sequence, which is the prison.  Within the prison narrative, there are 4 threads of sequences: the prisoner (who are also the architect of the prison, and are planning to escape from the prison), the guard, the warden and the visitor.  The 4 sequences all have different forms of surprises as they begin to talk about entry and exit.  At some point, the sequences may overlap, and may operate in a foreground/ background relationship.  Similar to the AA Box, doors and windows in the prison become points of entry/ exit that allow the escape from the prison narrative towards a larger message/ argument.   

 

prison sequence wip

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As discussed during the last tutorial, I am now developing the prison sequences, which have 4 different threads, i.e. the warden, the guard, visitor, and prisoner (which is at the same time the architect of the prison)

I am thinking maybe the visitor can also be the urban designer, so I can use his narrative to link it to Delirious New York...of a larger context, because I think the prison should only be a means to explore the larger argument, but not prison as the product/ or the only product of my project.

At the moment, the prisoner is the designer of the prison, which is a panopticon (which suggests radial city grid).  the idea of radial city grid can then somehow juxtapose or interact with the visitor's modern city grid vision...

Here's one of the sketches....more to come in the evening...

sequence-sketch-wip02.jpg


more wip on storyboard sequence

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Have been working on the "map" of comic strips/ sequences...following our discussion from the last tutorial, there are a few narratives/ branches that I can develop:

the chair narrative (compare with Eames' chair; chair as stages of communal learning)
the tree narrative (treeless-ness, bard surfaces in school)
transition decices (arrows VS stairs etc)
bar narrative (events/ school narrative/ pinopticon)
elevation VS perspective narrative
windows / keep entering frames narrative

at the moment the windows narrative is more developed than the rest, because I really like the idea of entering real and imaginary spaces through windows.  And that there is an interesting relationship between frame/ window and comic.  somehow I feel this can lead me to somewhere...
sequence-wip-screenshot.jpg

when thinking about the relationship between framing, comic, sequence...i wrote down all the words I could think of (though not sure if they are helpful)

framing   comic   sequence   cell   compartment   partition   apartment   grid   prison

so maybe I will want to do a prison?! humm....


also, i was accidentally reading some notes that I made over the summer when I was reading some random books:

Is it anymore necessary for a facade of a building to express its interior function?
If not, then the facade can have absolutely no relationship with its interior.  in a sense, the facade is only servicing the exterior, i.e. the city.  the interiors then become like leftover spaces that has no relation to the exterior (the city).  (there's more, but I will just stop here...)

Then I keep thinking that the facades of buildings functions as frames which are similar to the windows in my comic strips.  they become portals to a "space of otherness", which touches the idea of surprise and predictability, since the interior can be a complete non-sequitur of the city (exterior) itself...



new tip on room & universe (re-revised)

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I think the way of thinking about my rhino model instead of my box is really useful when I am writing this.  At least I feel like I am really moving away from the box now.

The Room

In the room are different spaces of a school captured in their dematerialized 
view, fragmented, removed from their original context and sequence; then re-packed.  Once in the room, the spaces are then re-sequenced in order to curate a spatial experience defined by predictability and surprise.  When walk inside the room, the spaces are like different episodes within a sequence.  The episodes juxtapose each other and thus create new readings, which are completely different from their original meaning within their original context.  The sequence is not necessarily linear in a way that at some point there are branches stemming out and form sub-sequences.  The sub-sequences may or may not find their way back to the main sequence. In fact, the room can be read as a maze-like structure, where there are labyrinths of inter-related spatial stories.

The City
A labyrinth of inter-related spatial stories...?

wip on storyboard sequence

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I am trying to do the storyboard sequence...but the more I do, the more I find it is not doing what I described on the room & universe paragraph...I am a bit confused now...
should I go back to change the paragraph, or re-do the sequence?  But then, I still don't have a clue of how the storyboard can perform what I described...
anyway will just continue and see how it goes...

sequence-sketch-wip01.jpg
sequence sketch wip02.jpg