Showing posts with label research (experiential). Show all posts
Showing posts with label research (experiential). Show all posts

17.10.13

Go Away and Come Back Exhibition


Go Away and Come Back: an exhibition of architecture, travel, research, experience is currently open upstairs at the Moores Building Contemporary Gallery on Henry Street in Fremantle.

The closing party is this coming Sunday 4-7pm. There will be snacks, drinks, and thought provoking, engaging works to interact with.

Sneak previews and more info: www.facebook.com/GoAwayandComeBack  


7.9.13

Sustainable House Open Day 2013


Don't get creepy...get access!

Sustainable House Open Day is on for another year. This years event continues to showcase the country's most environmentally sustainable and innovative homes that invest in renewable energy, recycling and other practices designed to reduce their carbon footprint.


Houses are open ONLY on Sunday 8th September from 10am - 4pm.
Entry to houses is FREE. No need to register, simply turn up and enjoy!
Download the house address list for WA: WA-open-House-List.pdf

Pictured: www.wisionhouse.blogspot.com.au

3.9.12

Sustainable House Day




If you can find the energy between Interior: A State of Becoming events then some of Australia's greenest homes will open their doors to the public for the eleventh annual Sustainable House Day on Sunday 9 September - showcasing the country's most environmentally sustainable and innovative homes that invest in renewable energy, recycling and other practices designed to reduce their carbon footprint.

When: Sunday 9 September, 10 to 6pm

Where: Australia-wide

Web: http://www.sustainablehouseday.com/western-australia.php

Image: Naked hippies frolic in a Gay Head meadow, summer 1970. Photography by Peter Simon.

9.10.11

Gaming: Interaction and Emergence in ‘Minecraft’.

A passage from my exegesis-in-progress, from a chapter titled "Mental Space", in which I look at the 'mental space' (as per Leon van Schaik's 'Spatial Intelligence'):


Computer games are much like books, in that they portray another world, an imagined world. Of course, there are large differences as well - the world is interactive, there is an interaction between the inhabitants and settings of the unreal world which does not happen to the same extent in a book, where the reader is essentially a passive observer. M, J and P are all keen gamers, entering these other worlds, which are experienced via image, and sound. The purchase of a 3D television in 2011, with the ability to run 3D games, has introduced new levels of immersion.

For this project though, the fascination that M and J have shown for a game called ‘Minecraft’ is particularly relevant. Minecraft is an “indie” computer game, “a game with really big pixels” which is “about placing blocks to build anything you can imagine”. The game-play is “emergent”, so the experience is generated by a series of local rules or agents interacting, rather than an imposed top-down narrative or structure. M and J typically play it in a shared world from separate computers connected on a network, allows them (via their virtual representatives) to build collaboratively, often referring to their interventions in the existing, pre-generated world as their ‘houses’. It is just this kind of creative, collaborative, emergent, flexible - and above all, spatial activity which I have tried to capture in my ‘Memory House’ proposition.




Quotes are from a Guardian article on indie games - 'The Indie Dozen' Series, and the Minecraft website. I intend to expand the discussion on emergence slightly, with reference. 
Image: http://timespentgaming.blogspot.com/2010_08_01_archive.html

30.5.11

Perth Catalogue

Supreme CourtParliament HouseSwan BellsAGWAAll Saints Catholic ChapelPerth Concert Hall
Perth Concert HallCouncil HouseGeneral Post OfficeHis Majesty's TheatrePerth MosquePerth Convention Exhibition Centre
Perth Institute for Contemporary ArtsState Library of WAState Library of WASt George's CathedralSt Mary's CathedralTown Hall
WA MuseumTrinity Church + ArcadeWesley ChurchPerth Train StationPerth Underground StationWellington Street Bus Station
Perth Catalogue, a set on Flickr.
Panoramic montages of some of Perth's public buildings and spaces

11.10.10

Escaping Reality

Considering this is my final semester of university (let's assume for now that I am not going to do a PhD any time soon), I have been playing more games and reading more fiction than I should. I've probably been playing games more than any other semester so far! This is probably not a good thing. (So when I say I've not been working that hard and LW is also surprised that I'm not working that hard this close to the end, please believe me!)

However it provides a good hour or two of escape and in that sense is quite useful. I have also been amused how much these games and fiction books that I have been indulging in have been affecting my dreams. I enjoy feeling like my life is slightly more trippy because of these fiction worlds I'm holding in my mind and have occasionally wondered what it would be like to do a dissertation on fiction (although I suppose most of our work is technically fictional).

On the other hand, the world of fiction can also provide one with some valuable life post-it notes to help one through dissertation, which for me have included:

- Try and try again until you get it right (The Misadventures of P.B. Winterbottom)

- Sometimes you need to explain yourself in reverse chronology (Braid)

- Stick together to survive (Left 4 Dead 2)

- Keep your blade sharp - why not use a katana or machete? (Left 4 Dead 2)

- When I am an architect, I shall wear midnight. (I Shall Wear Midnight - Terry Pratchett)

- Sometimes what you are looking for is hiding in a pile of white stuff (Shaun the Sheep - Aardman Animations)

- Go with grey and a hint of colour. Too much colour can ruin it for everyone. (Shades of Grey - Jasper Fforde)

- You can and will change your mind...but you will also adapt (After the Quake - Haruki Murakami)

- Holding "shift" rewinds your dreams - this helps relieve the nightmares of dissertation. (Braid)

- Exercise your brain with a little problem-solving every now and then. (Freecell, Sudoku, Winterbottom, Braid)

I would highly recommend finding some good but controllable distractions for when you undertake your dissertations (if you haven't already). Sometimes you just need a good break and what better place to go than another world?

29.8.10

Spatial History Investigations

As part of Simon Pendal's Complex Design Unit, I have been investigating my 'History in Space'.

Basically the idea, which has been developed by Leon van Schaik from RMIT, is that everyone has a history in space - their life has included the experience of many different buildings, landscapes and spatial ideas that inform their ideas about space. What they like, what the don't like, associations and inclinations. An architect can harness their own spatial history, and that of their clients in order to create richer and more meaningful spaces.

Thus we come to the trawling of our spatial histories, subsequent analysis recording, and communication. Simon's brief prescribed a process of trawling my memories, recording these, editing them down, modeling them (physically or digitally), and using these models to recreate the vivid images found in our own memory - the memories of formative spatial experience.

I begun be dumping everything I could think of onto an A1 sheet of paper with a pencil, sketching and writing all over it. I then examined this gestalt, picking it apart into categories ready for examination. I proceeded to experiment with investigation of examples from these categories, drawing in charcoal, and making scaled plans and sections.

For my presentation I planned to do a detailed examination of an example from each one of the categories. What actually happened was I did one category ('Monuments in the landscape'), and built an experimental model of a space which I have been virtually obsessed with since being introduced to it by Stephen Neille in Architecture and Culture 101; Boullee's Centotaph for Newton. Since the categories all bleed in to each other, I used the material which I had prepared for 'ruins and relics' to discuss the other categories.

My presentation was not a success; Simon was (rightly) unhappy with a lack of precision in my drawings and failure to reproduce the images present in my memory. However, despite lack of sophisticated product material, I found the process a success in that I have identified themes in my design with roots in my experiences.

Spatial History

Categories:
Imagination Badger's House
Ruins and Relics railway formations
Monuments (in the landscape) Portchester Castle,
Groundedness (or Earthiness) 'trench' cubby, House Without Rooms
Enclosure (esp. centric spaces) Newton Cenotaph
Modernism Sunny Meed, Architecture Building, Unite de Habitation

Text from presentation:

Monuments in the Landscape - Portchester Castle.

This is a castle I visited as a child whilst living in England. I visited many castles, but this is the one I remember best, so must have had some significance.

The south coast of England in this area is low and marshy, with tidal mud-flats, stony beaches, and low swampy hinterlands. This castle, the walls of which are 6m high, and the Keep rising to 30m, is a significant high point in this low lying landscape. It has a strong sense of history - various parts were built by the Romans, Saxons and Normans, as well as additions being made as late as the 18th and 19th centuries. The site has been continually occupied for a long time, probably in excess of 2000 years.

Essential qualities:

Contextual scale: The Castle stands out, acting as a landmark and symbol of power (a power now faded).

Sense of history, timelessness and immortality: The castle is tangibly a lasting object. The history can be sensed directly; seen, touched. Small marks were stones have been worked were made by the Romans. English longbowmen stood at these very windows to defend England against French invasions. There is a direct connection between me, standing here, and them, standing here.

Materiality: The castle is very much of the earth. It is made of flint stones, and sits, firmly rooted into the earth, and immovable object as constant as the sun and stars. It has weathered over time, it is stronger than time, but also a product of it. It was made by hand from the very stuff of the earth itself.

Sense of Object: The castle is an object; it is honeycombed with mysterious passages, spiral stairs, dungeons, towers, battlements, windows, gates, strange chambers. This can be perceived and imagined as I climb through it.


My Own Projects
Frequent use thick, heavy masonry elements, a monumental presence in the landscape, a sense of strong attachment to the earth, ideas of defensive sanctuary against the outside world.

Canons of Good Architecture.
While it has Poetic and Tectonic aspects, the Castle is most strongly a Narrative artifact - it is the stories both half imagined and actual which are the most powerful effects of its presence.

portchester castle - plan


portchester castle - section

newton cenotaph - 1:2000 sectional model