31
VIRTUAL ENVIRONMENTS Divya Punjabi (548634) Group 8 Semester 1/2012 Module 4Reflection

Module 4

Embed Size (px)

DESCRIPTION

virtual environments module 4

Citation preview

VIRTUAL ENVIRONMENTS Divya Punjabi

(548634)

Group 8

Semester 1/2012

Module 4‒ Reflection

Module 1‒ Ideation

Analysis of the sea turtle

The turtle shell is indeed one of the natural world’s masterpieces. It is impressive mainly because of its geometry and also because of its vital role: it provides the turtle with a hard and strong exterior which functions as a shelter and protects the creature.

The shell consists of a series of hexagonal figures. Since they are almost regular, a clear pattern can be observed.

Geometrical sketch of the pattern of the turtle shell

Honeycomb

A clear resemblance can be seen. However this representation of the sea turtle is too literal as it appears to look just like the exact pattern of the turtle shell and thus this creature and its relation to geometry will be explored further.

I watched a few videos to be able to see how the flippers of the sea turtle move while the creature is swimming. Sea turtles use their front flippers to propel through water. To the left is a sketch representing the movements as they rise upwards (1 to 5) and then begin to go downwards (6) after which the whole process repeats itself again.

Process Analysis

The time lapse sketch of the sea turtle’s swimming movements represent the position of the flippers as they quickly move downwards. This sketch on the left combines all the drawings above (1 to 6) together into a single one and helps to visualize the process of the movement of the sea turtle relative to a time frame.

Looking at the movement of the sea turtle from this point of view made me think of the aftereffects of this process in the water. I will explore this concept further.

Final concept

My aim is to convey the water trail formed by a moving sea turtle into my design. As its flippers move upwards and downwards while its body moves forward, this affects the water surrounding the turtle in a particular manner.

The water trail that the turtle leaves behind is simplified in the sketch below, assuming that all factors are constant, i.e. the body is moving forward in a straight direction at a constant speed in still water.

A wave pattern can clearly be observed as the cycle is completed

Irregularity of wave design explained: • Different forces applied as the flippers move downwards and upwards • Ocean waves affects movement of the turtle’s body •Varying swimming speeds • Swims at different depths

Analog model

Sketching, designing and modeling

Inspiration from the past

‘The Wave’, is a residential and retail tower located in Gold Coast in Queensland, Australia. It was designed by DBI Design and opened in 2006. This outer design of this tower relates directly to my design firstly because of the wave pattern observed. Secondly the randomness of the patter on each level. It curves inwards and outwards at different depths and the surfaces are of different lengths. This is directly related to the way a sea turtle swims as, although they have a basic trail pattern that is formed when they swim, they do not swim in a specific uniform way: they swim at different heights, distances, speeds and time periods. Therefore the randomness of the waveforms is quite interesting in my opinion. As I glance the building overall the randomness of the pattern creates a beautiful texture.

The outer design of this building has been inspirational to me as it encouraged me to opt for a free flowing, random, and natural effect when I further develop my design in the next module, since it represents my concept better.

Abysmal first attempt on Rhino

I realized that my model was too simple and lacked complexity. I still liked the wave shape outline but the volumetric aspect of it was straight and that did not convey my concept as appropriately as I thought. ‘The Wave’ form building (represented in the previous slide) was an eye opener and encouraged me to make my design more natural looking, that is, by separating the layers: different heights and lengths to convey the randomness of the motion of the sea turtle.

My first attempt at trying to digitalize my design using Rhino was very disappointing. To be clear, it was not the process itself that I was disappointed with, but the result. Based on the analog model, I translated an enclosed closed wave shape, as seen in the “top” viewport above and then extruded it straight. However I was not satisfied with the outcome.

Translating the analog wave model onto Rhino

Reflection on Module 1

This task has been quite challenging for me as I have never

done anything similar before. It was quite hard to identify

geometry in nature that had nothing to do with the physical

geometry but rather, the process. For instance, while trying

to generate ideas, my first instinct for the analysis of the

butterfly was to concentrate on the pattern of the wings.

Similarly for the concept of the sea turtle, I took instant

notice of the striking geometry apparent on the shell which

is a hexagonal pattern. It was difficult to move away from

what we see and what is extremely obvious to the eye and

instead focus on what is not: that is, the way the natural

element/creature moves, grows, settles or positions itself

for example. This process felt more like finding geometric

patterns in the ‘story of nature’ than simply ‘nature’, which I

found truly inspiring.

How do forms and contexts influence each other?

Forms and context definitely influence each

other to a great extent. We can look at many

different situations where this is the case. For

instance, delicate and supple processes are more

appropriately conveyed through soft and curvy

forms; for instance the motion of a swimming

sea turtle is a peaceful and smooth process and

hence my design is soft and has a smooth flow.

Complex and harsher processes on the other

hand, are conveyed more appropriately through

harder and sharper forms; for example, the

growth of a turtle shell from when it is hatched

can be considered a harsh process and thus

sharper shapes will communicate this idea

better.

Module 2‒ Design

I then layered the wave figures with equal spacing between them, as shown in the different viewports above. I also made sure that on one side of the design, the points were aligned so as to have a stable model.

Using the initial wave design from Module 1, I adjusted the initial curves with the edit points and created different layers that I would then merge together to make my model more complex and interesting.

Digitization

Lofting

I was fairly satisfied with the outcome of my digital model. However, I noticed several defects such as sudden bumps which break the flow of the design, overly curved surfaces that create inconsistency and an overall lack of fluidity. I wanted to attempt to fix as many of those defects as possible.

Different views of digital model

I used CageEdit to try to make the model more fluid and free flowing. I moved the points in a random manner to communicate my concept appropriately : random wave-like forms representing the random motion of the sea turtle in a natural way.

Improving the fluidity of the digital model

The model definitely is more free flowing after “softening” it with CageEdit. However it seems to have lost its shape. I will try to adjust the model in a way that it becomes more fluid without losing its shape.

Design development

I adjusted the curves the make the design more smooth and fluid and managed to soften the sudden bumps and make the flow more consistent while maintaining the shape of the model. I used the moveUVN command, and adjusted the U, V, and N settings appropriately. I adjusted the control points, seen in the images , sometimes a few at a time, sometimes individually. On the next slide are a few of the steps I took using the moveUVN command, with the selected control points illustrated in yellow in the images on the left hand side and the images while the changes are being attempted on the right hand side.

Different views of improved digital design

Design development

A few of the improvements of the design can be clearly noticed by viewing the design before (smaller images) adjacent to the design after. Other than these, there were countless minor alterations throughout the design that would be difficult to communicate here.

Experimenting with paneling tools

Paneling

2D Box

2D Brick

2D Triangle

2D Tribasic, extrude edges

2D Diamond

Based on the paneling done on Rhino I attempted a few prototypes from card paper so as to help me decide which structure will be more appropriate for my design. I also considered other geometrical patterns that would allow my model to hold itself up as stability is a necessity while representing my concept.

I thought the most interesting prototype was the triangle one, as it was the one that I found the most interesting during the paneling process. I found it to be the most striking one, and was also more lenient towards it because the triangle is known for its low centre of gravity due to its relatively wide base which means it is very stable. I also found a better connection with my concept compared to the other shapes as the variation in width of the triangle suggests some randomness which is like the motion of the sea turtle, as opposed to the rectangular pattern, which remains straight and completely consistent. The box or rectangular pattern can collapse much more readily when load applied compared to the triangle pattern. While this makes sense in the physics world, it is also very helpful to have a physical prototype so we can actually see why this is the case. As for the diamond prototype, it was stable but although it has triangular aspects and thus similar pros where my concept is concerned, its centre of gravity is still in the centre which is quite high compared to the triangle.

Prototyping

Final design proposal

After making the prototypes I decided to use the 2D triangle paneling feature (left) and then added the Offset Faces Border features to make my model more interesting (below).

Perspective viewport

Front viewport

Orthogonal and perspective drawings of final design proposal

front

Perspective

top

side

Orthogonal

Inspiration from the past

The Pyramids of Egypt

The Pyramids of Egypt were built during the Old and Middle Kingdom periods by numerous workers. It is a cultural Egyptian mark and the choice for this shape is for cultural reasons as well as the fact that the pyramid has symbolic meanings in the Egyptian culture. However there are countless other symbolic shapes in this rich culture and hence I believe that it was also chosen for geometrical reasons.

Firstly, since a pyramid consists of 4 triangles, a similar concept applies to a combination of triangles joined to one another: • Wide base • Narrow top • Low centre of gravity • High stability It is also commonly said that the Egyptians chose this structure also because of the limited construction facilities and technologies at that time: most of the construction was done at the bottom and as the height of the structure increased, less work was required. This structure relates directly to my design as the pyramid shape starts wide at the bottom and get narrower on top, and a sea turtle’s movements varies as such: they never remain at the same height or swim through the same distance at one particular position of the flippers. Hence the variation of the width of the triangle shapes joined together represent the ‘flexibility’ of the motions. The factors listed above will also be advantageous for the fabrication process.

Critical Analysis on Module 2

It is quite difficult to say whether analog design or digital design is more important. From a subjective point of view, it is my first time digitalizing models and I was quite surprised by how different it is from making models by hand. Prior to that, I was of the opinion that it would not be so different given that my digital model would be based on my analog model, and that the only major difference would be that I would be clicking away on Rhino instead of getting my hands messy. However, I have come to realize that digital design environments requires much more effort than I would have ever imagined . This is simply because of the incredible amount of detailing involved. I have also realized the mathematics involved in digital modeling, which we do not experience with analog modeling apart from doing basic measurements. One great advantage about digital modeling is the facility for “trial and error” within minutes, as opposed to analog modeling whereby it would take much more time, effort, as well as a waste of materials to experiment with so many different options. I have also realized how limited we are when it comes to analog design, and how much digital design has to offer. In my case, I reproduced my exact analog model onto Rhino (first attempt of digitalization) only to realize to what extent it lacked complexity although I was satisfied with my analog model in the first place. I believe that digital modeling allows us to see things that are not apparent in an analog model.

While using Rhino, somehow I was reminded of something I had researched for module 1. One of the natural concepts I was initially exploring being the formation of sand dunes, I came across the Dubai Opera House which is currently under construction, shown here. The architect is Zaha Hadid and her inspiration is sand dunes. Below we can see an analog model of the Dubai Opera House as well as a digital model.

From my experience digitalizing my model, I can imagine the digitalization process for this design. What stands out the most to me is the shape of the dunes, which must have been quite difficult to achieve, as well as the great amount of contouring that must have been required to make this digital model. As for the analog model of the Dubai Opera House, it is equally useful for the architect and the rest of the team to communicate their ideas to people. While the digital model provides much more detail, it is on a screen nevertheless, while the analog model is limited but it is still a physical model we can touch, walk around to admire, and perhaps connect with better.

Analog model

Digital model

Module 3‒ Fabrication

Design elaboration

It would be quite unaesthetic to add light bulbs to the final design proposition as seen on the left. This is because of its form which would expose the light bulbs from atleast one of the sides.

I decided to enclose a part of the design to be able to add the light bulbs discreetly. After some experimenting, I finalized a design that incorporated my concept. This new design reflects the water trail formed by a moving sea turtle as well as the previous one, however it is now an “enclosed wave” which may also incorporate the stops between the movements as the sea turtle swims.

I grouped the panels together in “slices” as shown. I believe this was the best method of doing so as the geometry of each slice was somewhat organized in vertical stacks.

I then unrolled each group of surfaces and labeled them.

Technical documentation

Fabrication of prototype

Fabricating a prototype from regular paper allowed me firstly, to understand how my final model will be constructed and whether each fold should be inwards or outwards for each since it wasn’t always in the same direction as the digital model. It also allowed me to understand the tabs better as I realized they weren’t exactly consistent for the prototype and that made me improve the tabbing and gluing for my final model.

Nesting

Tabbing and cutting out

Scoring and folding done based on physical prototype and not really on digital model

Assembling

Final model

Fabrication of final model

Final model

This is the final model made from white card paper. It consists of 3 LED lights with a switch discreetly hidden inside the model so as to achieve an aesthetic appearance.

Analysis of theory and precedents

The Melbourne Rectangular Stadium is a structure that relates really well to my design.

The Stadium consists of various shapes and structures. On a smaller scale, there are triangles arranged geometrically

forming bubbles, and on a wider scale, the bubbles are located specifically in their spots to form a rectangle. The

continuous triangles firstly can be separated into “slices” just like my design. I am now able to visualize separating the

triangles from each other and how I would group them since it is so similar to my design. The fact that the panels form

bubble shapes relates to my design which has a wave-like form. Thus the way that the curves are constructed is quite

interesting. There is still a natural and smooth flow despite a sudden change of direction between each panel. Another way

that this geometric pattern relates to my design is the very noticeable folds between each panel. While different ‘plates’

have been used here, my model was made from a single material and scoring is done so as to achieve a similar texture.

The Melbourne Rectangular Stadium

Critical Analysis on Module 3

It definitely was very challenging to transform my digital design into a

detailed and scaled physical model.

Throughout the process of fabrication I realized how different analog

modeling is from digital modeling as minor adjustments were required

practically at every step. Although I attempted to fabricate a physical

model entirely based on my digital design, with the many minor

adjustments that I had to make, I can say that my final physical model is

almost like an new design, given the many little changes. Although it was

geometrically perfect on Rhino, there were numerous imperfections to be

adjusted with the card hence it was not perfect geometrically or stability

wise.

Overall, although analog and digital modeling are both of great

importance, they cannot replace each other as many factors cannot be

satisfied simply through a physical model and this applies for digital

models as well. Hence both methods of designing would be equally useful

for all models in general.

How do different kinds of fabrication technologies make possible as well as constrain what can be constructed?

Different kinds of fabrication technologies allow a

great variety of constructions to be made. However

there is always a limit to what can be constructed,

and often one kind of fabrication is used, it may aid

some parts of the construction as well as constrain

some parts of it. For instance, while building the

model, the nesting, tabbing, scoring and folding and

finally assembling and gluing was specific to this

project. There were many of other students’ models

that I had seen that had nothing to do with triangles,

or scoring for that matter. For instance, many

structures consisted of loops. That fabrication

method varies considerably from the one I used to

achieve a triangular pattern.

Critical Analysis on Module 4

With my intended further studies being architecture, I can definitely say that this subject has

been beneficial for me. Mainly I think I have achieved the basic knowledge regarding the

relationship between modeling by hand and modeling on computers, that is, analog and

digital. It is a rather complex process and it is amazing how their contribute to each other, as

we may realize certain things through the analog model that we would never realize by

working on a digital model, and vice versa. Although I started with a clay model in Module 1, I

had to alter my model on Rhino in Module 2 as despite being good analogically, there was

issues digitally and hence the design was changed a little bit. And in Module 3, going from

digital to analog again for the final model, I had to make a few minor alterations as well, as

the digital model, despite being realistic mathematically and geometrically, wasn’t feasible by

hand and with card and glue and the many other limitations faced. To conclude, my design

kept changing throughout this project as moving to each module, analog-to-digital-to-analog,

revealed many issues that I failed to realize previously.

How do representations and their material realisations may be mutually dependent ?

What are the learning outcomes of this subject and its relevance to your further studies and future

The material used for a construction is extremely important as it

contributes to the concept and may or sometimes may not be

suitable for the concept. For instance, in my Virtual Environments

group, (considering the limitation to card) students used different

thickness and colours to accurately communicate their concepts.

Black was often used to represent more serious and sometimes

harsh concepts while white was often used for simpler concepts.

A few students also combined both black and white to achieve a

sort of contrast: one’s concept may have 2 contrasting aspects to

it. As for the thickness, the thicker the material, the more the

impact of the scoring and folding and thus the overall model may

turn out to be more striking. The material should be chosen

according to the concept and if chosen correctly, will definitely

contribute to communicating the concept better. Therefore

representations and material realisations are mutually dependent

in this manner.

I believe that the relationship between

analog and digital designing will help me

a lot with the future as Virtual

Environments has provided me with the

basics for architecture, which is my

intended major next semester. I definitely

feel more confident about my future

studies because I learnt, in detail, how to

use a rather complex computer software,

design and fabricate a lantern, with time

and resource limitations. This is just the

fundamental knowledge required for

architecture: it has to start at a small

scale, like with lanterns, before we are

actually able to do a bigger scale project,

such as a building.