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Rip-proximity

High-resolution Space

This project is to explore the relationship between [resolution] and [visual/tactile texture] and design a computational system that generates a space that invites people to focus on the physical world rather than the virtual within an architecture space.


Resolution is a measure of the fineness of elements and datasets.
Texture is the feel, appearance, or consistency of a surface or substance.

Course: VIS 2225 Digital Media: Design Systems
Instructor: Sawako Kaijima
Collaborator: Hua Zheng, Shuyue Li, Shuyun Wu
Date: Mar.-May., 2021

KEYWORDS:
Resolution, Texture, Computational System, Physical Space

OBJECTIVES

The Whole: 

The computational system should establish a clear relationship between the rooms, site, and the sun direction. The output of this system should be a function(s) or lists of points, vectors, scaler values, and/or meshes and surfaces that describe the textures and level of the enclosure (or other differential characteristics) for the architecture. You could think of this as computational site analysis and massing exercise.

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The Part: 

The constituent part should receive the values from the “whole” system and develop means to control a gradation of visual/tactile texture and physical enclosure. You are asked to carefully examine the scale and resolution of part(s) to achieve the goal.

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Rip-proximity
Spatial Logic
 

Our project is called rip-proximity gallery, which means Ripple plus Proximity. Specifically, we want to simulate the crowd approaching effect like the ripple effect, under the social distancing context.

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Rip-proximity
Algorithm: The Whole & The Part
 

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Rip-proximity
Architectural Plan: Pandemic Memorial & Exhibition Space
 

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Rip-proximity
Construction Details: Column & Parametric Skylight
 

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Rip-proximity
Skylight Transition Space: Time Variation & GH C#
 

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