PORTFOLIO Selected Works by Qi Qi Programme: MArch Design for Performance and Interaction Application Number: 21132837 Animation Showreel: https://vimeo.com/manage/videos/528352929
Architecture in Evolution Cyberpunk represents many people's fantasies about the future lifestyle and architecture. However, the core of cyberpunk is "high tech, low life". This makes me realize that future architecture represents the relationship between technology and life, and we can also balance this relationship through architecture design. Inspired by cyberpunk and interactive design, I tend to blur the distinction of living organism and machine, in other words, to look at architecture and installation design from a deconstructive point of view. Evolutionary theory has given me a lot of inspirations for architectural design. The development of mankind to this day does not rely on genetic superiority over other species, but on culture and technology. Considering technology as part of human evolution, machines and us are just systems of different complexity, and can certainly be equated and even analyzed as a whole. Today, intelligent terminals are acting as extensions of our bodies and intelligence, and I understand architecture the same way. Moreover, architecture itself can evolve while interacting with human, which is what I strive to achieve in my design.
CONTENTS 01 LIVE ON MARS Mars Habitat Design: The Initial state of life 02 PLANET Device Design: Imagination 03 MY.CUBE Urban Co-Living: Community Evolution 04 SONGKHLA STATION RENOVATION Interactive Railway Park: Natural Selection and Site Evolution OTHER WORKS
01 LIVE ON MARS Mars Habitat Design: The Initial State of Life Animation Link: https://vimeo.com/527868938 Dynamic Model Download Link: https://we.tl/t-HSXjvSGWXm Instructor: Weiguo Xu Collaborate: Yuxuan Cao Location: Mars Duration: 8 Weeks Spring 2020
https://vimeo.com/527868938
In the course of evolution, the curiosity for the unknown has led us beyond Africa and to every continent on the planet. At the same time, we have never given up exploring the vast universe. A hundred years from now, how will we be living as the first creatures to land on Mars? What role will architecture play in human life on Mars? During this Martian habitat design, we keep thinking of the essence of architecture, and tend to break the stereotype of conventional architecture.
Mars exploration boom
Space Industrialization
Start of Mars Colonization
Precolonial Era
Network of Martian City-States
2020 The European Space Agency (ESA) and the Russian 2031 The landing module carrying 3 astronauts landed at 2050 The advancement of technology has led to the 2070 Twenty Martian settlers from all walks of life and 2142 The first colony to reach the size of a city-state was Tetrapolis in the Plain of Ihidi. The name of this city/3/12 Federal Space Agency (Roscosmos) have announced /7/22 the foot of Mount Helopentes on the western edge of annual reduction of the cost of spaceflight, and /4/11 nationalities landed in the southeastern part of the state is derived from a certain superstition of the old Ihidi Plain near the north-south boundary of Mars, the competition in the space market has become that ExoMars 2020, originally scheduled for launch this the Greek plain on Mars. This is the first time humans earth astronomer Kepler-he compared the five convex announcing the beginning of the pre-Martian colonial increasingly fierce. The low-Earth space market with have landed on an extraterrestrial body other than the summer, has been officially postponed until 2022. polyhedrons with the time. Corresponding to the development value such as the moon, C-type, and era. moon. The development of the two-hundred-yearfive known planets, Mars corresponds to the regular 2022 ExoMars landed at the bottom of the Milas Canyon old Martian virgin land is about to start. M-type near-Earth asteroids has long been carved up tetrahedron. /9 on the surface of Mars. After months of analysis of 2100 In the early days of Mars colonization, due to by major space companies. the consideration of resource reduction and the atmosphere and surface weathering layer, it 2033 Due to the turmoil of the international situation, the communication cost, various interstellar immigration 2200 After half a century of development, the seven cityfound a large amount of methane and a wide variety cooperating countries have serious differences in the 2052 People begin to realize that the industrialization of states/special administrative regions have mutually bureaus consciously gathered to establish colonies. space has essentially hindered the development of right for the research results of Mars, and the manned of sulfates. This can only be the result of organic benefited each other and competed to achieve the In the era when the information and logistics network deep space exploration and interstellar migration. It landing technology is also facing the danger of being reactions, that is to say, the conclusion that organic best of star development. A huge number of satellite has only brought new economic entities with strong of Mars has not yet been established, these clustered monopolized. The International Mars Development matter exists on Mars can be basically finalized. The cities have developed around the city-states, forming colonies have naturally developed into an economic Organization has no real power, and the largest power and influence on the world situation. The idea spread of this news shocked the world, and human a complex city network. Due to the rapid emergence entity that can achieve internal self-sufficiency, which of colonizing Mars begins here. enthusiasm for the exploration of Mars has reached an international cooperation in human history is on the of Martian cities, communications, mining, and tourism transcends the organization (covering the concepts verge of bankruptcy. unprecedented height. have also developed rapidly. In addition, the special 2061 The Interplanetary Migration Bureau, the first of countries, cultural circles, and national entities on materialized environment of Mars has also given new 2024 More than 30 countries including China, the United 2042 The powerful aerospace powers have put forward /2 institution in the history of space exploration to the Old Earth) The human settlement entity gradually directions for some disciplines that have encountered evolved into an existence similar to a city state. Martian a development strategy of "space industrialization", engage in interplanetary migration, is established, and States, ESA, Russia, Canada, Japan, and India have bottlenecks in their development. Science-based ideas responsible for the coordination and preparation of residents call it Pan-Organizational Large Independent supporting their own aerospace companies to seek jointly announced that the first manned landing on have been widely disseminated in various city-states. Settlement (Pan-Organizational Large Independent economic stimulus. New industries such as interstellar Mars migration in the following years. Mars will be carried out within ten years. Settlement), or POLIS for short. communications, transportation, extraterrestrial energy, mining, low-gravity manufacturing, and rail tourism are beginning to emerge.
In 2200, with the application of quantum communication technology, the era of quantum communication code-named Q was announced. Interplanetary Communications, the largest communications provider among the Martian states, monopolizes services including Earth-Martian communications, asteroid-Mars communications, Earth-asteroid communications, and Mars interstate communications. In the Q era, people on Earth no longer have to stand in front of the screen and endure the ten-minute communication delay, just to witness a beautiful Martian proton aurora, or to watch an exciting vertical football tournament. The power of information has long been known. In order to respond to the urgent needs of people on Earth and Mars for real-time information with rich content and novel forms, Interstellar Communications has reached cooperation with Interstellar Immigration Bureau, Orbital Tourism Bureau, Institute of Planetary Geology, Mars Real Estate Development and other companies to start the Live on Mars project ,and therefore to use the influence of mass media to attract investors and promote the development of Mars.
Mars city-state network orbit scan view
The main content of the Live on Mars interstellar network media platform is to use live webcast to truly record the daily life and scientific research of Mars scientists, including biological experimental research, geological exploration, and the entire process of Mars tourism resource development, or invite celebrities to experience life on Mars and produce variety shows. It has both knowledge popularization, educational significance and entertainment.
EQUITY OF LIVE ON MARS
Four Martians is an extremely popular group anchor on the Live On Mars channel. It became popular throughout the interstellar network less than a year after its launch. Its programs subversively combine science and interest to create impressive program effects. There are four members of the group, and their occupations are producer, technician, biologist and geologist. Different from regular home broadcast anchors, Four Martians has a mobile live broadcast base called MLV (Moving Live Vehicle), which travels among major city-states all year round and arrives at the next city-state every Martian month for supplies. The rest of the time is spent cruising and livestreaming across the vast uncharted terrain of Mars. The programs include interesting ways to show scientific research routines, cruises in the natural landscape of Mars, and visits to the remains of the Mars rover. Sometimes even in the monthly city replenishment, celebrities or idols in the city will be invited to the mobile vehicle as guests to live broadcast their daily parade on Mars for the audience. CONSUMERIST
Living with Three Frankensteins
CAMERAMAN
EDITING
Christopher Illunga PRODUCER
Áki Hoshie 星衛蒼樹 TECHNICIAN
Congolese American, a third-generation immigrant, and the adopted son of a director of Interstellar Communications, embarked on a live parade to pursue his ideals. He is the manager and host of the Four Martians team and responsible for the production, directing and hosting of the show, as well as the production of the documentary. In addition, he has a lot of research in psychology, and he is good at psychology and activating atmosphere.
Japanese and Icelandic mixed race as well as the first-generation immigrant, born in the C-120 asteroid mine, came to Mars to seek a way out. He is the technical support of the team, responsible for operating and maintaining equipment, controlling energy consumption, and handling various emergencies. He assists in scientific research when necessary. In addition, he is the soul of the mobile live vehicle (MLV)-the driver.
HOST
AGENT
MECHANICS
DRIVING
ENERGY
ELECTRICIAN
Low orbit satellites show you the upper layers of ice clouds and snow
Sherry 参蕊 BIOLOGIST
Jakob Waldlieferant GEOLOGIST
Chinese, the fifth generation of immigrants. As a total Martian, she is obsessed with the green waters and mountains of the old earth, and regards the Martian ecological environment as a lifelong ambition. Responsible for taking care of the physiological health of the team. Conducts various plant tissue culture experiments in the cabin. The master chef of MLV. Note: Strictly distinguish between experimental supplies and ingredients!
German-Jewish, the first generation of immigrants. He set foot on this desolate planet with a devout faith, persistently looking for the so-called promised land. Leader of the team. Responsible for the exploration of minerals and water resources. His strong physical fitness makes him an expert in EVA. In addition, He is also responsible for weather forecasting, terrain surveying and planning of moving routes.
INVESTOR INTELLECTUAL ENTERTAINMENT
PIONEER
3.30M
4.11M
4.45M
4.98M
6.01M
Micro Proliferation Diary - Adopt your own explant! The most difficult maze in history! The Noctean Labyrinth Food DIY - Spirulina 3D-printed pizza Martian faces and extremophilic bacteria
6.66M
7.10M
9.77M
10.29M
CO2Geyser Polar Steeplechase Proton aurora! Get your UV goggles ready at 24:40 tonight "Earthy" love words - those underground things on Mars
RIGOUR
AUDIENCE CATEGORIES
FOUR MARTIANS HISTORICAL LIVE CLICK RANK
MEDICINE
BOTANY
MICROBIOLOGY
COOKING
MARS GEOLOGY
MARS METEOROLOGY
ATMOSPHERIC PRESSURE The Martian atmosphere is thin with a large pressure difference between inside and outside the building. Once an explosion is occured, the air pressure imbalance is easy to cause serious effects on life. Not only should the air tightness be strengthened, but also gas partitions should be set to ensure that the pressure imbalance of one partition is not affected by other parts.
TEMPERATURE POLYGONAL SURFACE
TROUGH
DUNE
It is cold at night on Mars, but the atmosphere is thin and there is little heat exchange. Insulation is not necessarily a priority.
SLOPE STREAKS
RADIATION Mars atmosphere can not isolate harmful radiation from the universe. While making use of natural lighting, we also need to protect ourselves from radiation.
FAN-SHAPED TERRAIN
LINEAR RIDGE NETWORK
YARDANG
SHARP EROSION LANDFORM
SUPPLY The process of exploring Mars involves a lot of long-distance travel, so you need to carry a lot of supplies and even extract resources from the environment. If you want to work for a long time, you need to rely on farming to ensure the supply.
METEORITES GULLY
CHAOTIC TERRAIN
BEDDED ROCK
MAZE TERRAIN
More than 200 small meteorites or fragments of comet debris hit Mars each year. The mobile vehicle could be protected from collisions in combination with astronomical observations. We need to design two states of the base station: mobile and stationing.
DUST STORM
TABLELAND
GLACIER CAP
CO2GEYSER
SHIELD VOLCANO
The Martian atmosphere is so thin that even 180m-per-hour storms don't generate much wind pressure and barely blow structures. Sometimes the wind even has the benefit to blow the dust off the solar panels.
GEOMATICS
BODYBUILDING
Terrain Outer Intelligence Algorithm
Unlike a still structure, the design is like a basic life form rolling on Martian surface, with interactive interface and interior space. We take cell as the design concept, referring to the earliest form of life in evolution and the way it adapted to environment. The design is a moving live vehicle made of deformable smart materials to move and station on Mars. The interior space can divide and fuse like cells, and carry function units (furnitures and machines) that act like organelles with their own functions. With the idea of deconstruction, we regard architecture and people as a whole, people as the brain of architecture, and architecture as the extension of human body. The interaction between people and architecture is of particular concern to us.
Rough Ground Sloping Ground
-MLVBasic Component Reference Shape
Move Freely & Adapt to Terrain
Outer Interface
Connection & Maintain Stability
Intermediate Layer
Space Requirement
Inner Intelligence Algorithm
Features
Space
Function Unit
Function Unit
Area Compatibility Quietness
Inner Interface
Form Space & Meet Needs
Flat Ground
Function Unit
Crew Members
Outer Interface
Inner Interface
Intermediate Layer
Room Position
Reference Shape
Firstly, high interactivity is the main characteristic of this design, including interactions with the terrain and with the user. This design has no fixed standard form, but constantly changes its shape in the interaction with environment and with people. The traditional design on paper and static modeling cannot show this high interactivity.
Living Room
In addition, if the traditional static design method is adopted, it is impossible to avoid the designer's subjective assumption and to meet the arbitrariness of the environment, and therefore impossible to reflect the real interaction. The composition of MLV includes outer interface, intermediate layer, inner interface and function units. The outer can adapt to the terrain while moving or stationing. At the same time, the interior can instantly form space with stability according to the needs of users.
MODEL
FUNCTION REALIZATION: MLV adopts environmental intelligence, which is an electronic environment with sensing and feedback to users. We divide needs into [space] and [application]: the interior surface creates space and combines with function units, which is similar to furnitures.
AUDIO
VIDEO
Digital Content Creation (DCC)
SMART SURFACE Both the internal and external interfaces of MLV are interactive surfaces to change shape at any time. For the outside, the interactive surface fits the ground more accurately, providing the necessary friction, thrust and traction while moving. The relative movement of the outer and interior is to ensure the stability of inner rooms. For the interior, the interactive surface creates the corresponding space in time, and take back the unnecessary functions, so as to save space and achieve dynamic feedback. REFERENCE SHAPE The outer surface has a changing reference shape to adapt to different moving and stationing situations. On flat ground, a sphere is more convenient for rolling. When the ground is a slope, the flatter shape along the slope keeps the center of gravity within the projection range of the ground, and can grasp the ground better to prevent rollover.
GRAPHICS
Programming Language
Application Programming Interface(API)
To sum up, in order to highlight the interactivity of the design, we decided to program and run the design scheme on Unity3D engine platform, and the result of this design will be a live interactive model. Unity3D engine is mainly used to develop games, containing some existing editable game system, or some interactive real-time image application. It helps game designers to develop games without starting from zero. Also, the engine supports multiple operating platforms like Windows, Android, iOS, Mac OS X, Linux, etc.
Physics Processing Unit PPU
UNITY3D SOFTWARE ARCHITECTURE AND WORKFLOW
The programming language used by Unity3D is C#, which is an object-oriented programming language. This design includes a lot of geometric deformation algorithms to deal with the external environment and user activities, and the compilation and operation efficiency is relatively high with Unity3D. The graphical application interfaces used by Unity3D include DirectX and Opne GL. In this design, the HLSL language based on DirectX interface is mainly used in the Shader writing of geometric interface, so as to alleviate the calculation load of CPU and make full use of GPU. Unity uses the PhysX physics engine developed by Nvidia. In this design, there are a lot of algorithms based on physics, and the use of PhysX engine saves time. The simulation results based on physics engine are also more real and convincing.
TERRAIN TYPES
LOW SPEED / STATIONING
HIGH SPEED
REFERENCE SHAPE STRATEGY Flat ground is the easiest for MLV to adapt to without affecting stability. While moving slowly or stationed on flat surfaces, there is little limit for the shape of MLV. If there is no special requirement, the circular arch with a larger contact area with the ground is suitable as a reference.
The inchworm, lacking a middle pair of feet, can only move with a flexion and extension gait. Its body is divided into three parts, the front, the middle and the back. It moves through the pull at the front end and the thrust at the back.
The movement of snakes can be divided into telescopic, circuitous, lateral and branch. Each of these methods requires different parts of the snake's body to move around each other, using back-end thrust, front-end pull, or active weight shift to move forward.
When moving at high speed on flat ground, the reference shape tends to be a sphere, which is more convenient to roll forward. The faster it moves, the rounder it is.
Flat Ground
On rough ground, the center of gravity is prone to drastic changes up and down. Terrain affects the shape and position of the interior space, and it is easy to cause the MLV to roll over. For the interior part, the elevation of rooms can be raised to avoid the continuous impact of the ground bump on the room position. The snail moves forward by undulating its abdominal muscles. The characteristic of this mode of movement is that it can maintain a steady and uniform speed, but the surface needs a certain degree of segmentation to form a ripple, and it is not easy to speed up.
Armadillos have two ways of moving: walking and rolling. When walking, it moves forward by the static friction force between feet and ground. Armadillos curl up in a ball when they are in danger. They can be pushed forward by external forces or by surface pushing and weight shifting.
As for stability, the contact area with terrain is enlarged in order to grip the ground better.
Rough Ground
For the sloping ground, the most likely accident is to overturn and roll down along the slope, which is very dangerous.
Through the analysis of the above several typical biological movement prototypes, it can be concluded that active movement includes walking, crawling, rolling and other ways. The mechanical strategies include center of gravity transfer, friction borrowing force and zoning drive. In consideration of stability, convenience and realizability, rolling is finally selected as the movement strategy of this scheme, and the rolling behavior is promoted through the center of gravity shift and the thrust with the ground.
By increasing the contact area between MLV and the ground, and increasing the length of the body along the slope, the center of gravity is always within the contact range with the ground, thus enhancing stability and preventing overturning. When stationed on the slope, MLV's reference shape is a circular arch with a large base area. When moving, the faster it is, the flatter and longer the reference shape is.
Sloping Ground
Remote Part:Take reference shape as reference Near-Ground Part:Take ground as reference Pushing Part:Take ground as reference
Outer & Inner Reference The outer shape of MLV is influenced by the reference shape and terrain. At the same time, the reference shape also changes depending on the terrain and the movement of the MLV. According to the MLV center point, the tangential and axial directions are determined for each point on the surface.
Tangential Axial & Distal Parts The tangential direction is used to rotate the surface points around the center of the MLV to achieve the rolling forward effect on terrain. Axial orientation, the direction from the point to the center of the MLV, is used to constrains the growth and retraction of the points to fit the terrain and the reference shape.
Near-Ground Part The surface that is within a certain distance of the ground is called the near-ground part. The rest is called the remote part. The growth of each point on the remote part refers to the reference shape, while the growth of each point on the near-ground part refers to the ground to adapt to terrain.
Pushing Part The side close to the ground and behind the direction of movement is called the pushing part, where the points grow outward to create a push against the ground for MLV to roll forward. Thw pushing part prevents MLV from getting stuck by bumps on the ground, especially on rough ground and sloping ground.
Points on the outer interface grow in the direction close to their respective reference surfaces. Through the combination of various partitions, the outer interface adapts to the terrain and freely changes its shape.
Partition of Surface
Outer
Reference
Inner
vert_isOn<0 vert_isOn=0
a
vert_isOn=0
a
vert_isOn>0
The tangential motions of the points cause rolling, while the axial motion is used to fit the reference shape. We set a safe distance a for the growth of the points. The growth ends as long as the distance from the reference surface does not exceed a. The growth state of each point on the outer interface is controlled by vert_isOn variable: if vert_isOn>0, point move outwards if vert_isOn=0, no point movement if vert_isOn<0, point move inwards
public void Melt(float meltValue) { megaMelt.Amount += meltValue * Time.deltaTime; if (velocity<6) Driving at low speed, the slower MLV { moves, the larger the contact area with terrain is megaMelt.Amount = Mathf.Clamp(megaMelt.Amount, 49f-velocity *8 + Math.Abs(deltaH/ Time.deltaTime) *8,50f);
public void IsContacted(int vertIndex) { LayerMask lmGround = 1 << 31; LayerMask lm = 1 << 8; vert_copy_world[vertIndex] = this.transform. TransformPoint(vert_copy_local[vertIndex]); RaycastHit hitInfo; Avoid retraction beyond the origin forming a reverse surface
} else {
FLAT GROUND_STATIONED
FLAT GROUND_MOVING
SLOPING GROUND_STATIONED
SLOPING GROUND_MOVING
}
}
The shape is more round when moving at high speed, which is convenient for the outer interface to roll megaMelt.Amount = Mathf.Clamp(megaMelt.Amount, 0 +Math.Abs(deltaH / Time.deltaTime) *8 , 50f);
if (Vector3.SqrMagnitude (vert_copy_local[vertIndex]) < 0.01f ) { vert_isOn[vertIndex] = 1; }
Adapt to terrain and retract appropriately if detected contacting ground
else if (!Physics.Raycast (vert_copy_world[vertIndex], -reference.transform.up, out hitInfo, 40f, lmGround)) { vert_isOn[vertIndex] = -0.2f; }
public void Stretch(float stretchValue) { megaStretch.amount += stretchValue * Time.deltaTime; The greater the slope, the longer the reference shape, to prevent overturning megaStretch.amount = Mathf.Clamp (megaStretch.amount,0f, 0.08f + Math.Abs (deltaH / Time.deltaTime)*0.05f ); }
GULLY
YARDANG
FAN-SHAPED TERRAIN
else { if(Physics.CheckSphere (vert_copy_world[vertIndex], contactDistance, lmGround) && Physics.CheckSphere (vert_copy_world[vertIndex], 1, lm)) {
TROUGH void Update() {
Smooth follow of the outer interface and the reference shape this.transform.position =Vector3.SmoothDamp (transform.position, leader.position + new Vector3(0, 0, 0),ref currentVelocity, smoothTime);
The pushing part (rear part near the ground) pushes the ground to promote rolling forward if (vShell.sqrMagnitude>0.1f && Vector3.Dot (vert_copy_local[vertIndex], this.transform. InverseTransformDirection(vShell.normalized)) <-0.01f&&Vector3.Dot(vert_copy_local [vertIndex],this.transform. InverseTransformDirection(yMove))< -0.2f ) { vert_isOn[vertIndex] = 0.2f; }
GetComponent<Collider>().material.dynamicFriction = 1; vShell = (leader.transform.position-ShellPosition) /Time.deltaTime; ShellPosition = leader.transform.position;
SHARP EROSION LANDFORM
BEDDED ROCK
SHIELD VOLCANO
Get direction of movement according to current speed
MAZE TERRAIN
else {
The front end when moving and the near ground part when stationing adapt to terrain if (!Physics.CheckSphere(vert_copy_world [vertIndex], 1, lm)) { vert_isOn[vertIndex] = -0.1f; } else { vert_isOn[vertIndex] = 0.1f; }
dir = new Vector3(vShell.z,0f,-vShell.x)/10; dir_Local= transform.InverseTransformPoint(dir)transform.InverseTransformPoint(Vector3.zero); Smooth follow of the outer interface and the reference shape yMove =Vector3.Cross(vShell,dir).normalized;
for (int i = 0; i < vert_copy_world.Length; i++) { The radial and tangential direction of movement of each point vert_radialDir[i] = vert_copy_local[i]; vert_moveDir[i] = Vector3.Cross(dir_Local, vert_radialDir[i]).normalized ;
}
}
IsContacted(i); ChangeVert(i);
}
Check the contact state of each point on the outer surface with terrain and let the points grow
else {
UpdateMeshVert(); UpdateCollider(); thisMesh.RecalculateNormals();
public void ChangeVert(int index) Points on the outer interface grow { according to the parameters vert_copy_local[index] += Time.deltaTime * ((Mathf.Abs(Mathf.Sin(Vector3.Angle(dir_Local, vert_radialDir[index])*Mathf.Deg2Rad)* vert_radialDir[index].magnitude * angleSpeed))* vert_moveDir[index]*vShell.magnitude/10 + vert_radialDir[index].normalized * vert_isOn[index]*speed); }
}
}
}
}
The remote part (upper part) of the outer interface grows according to reference shape
if (!Physics.CheckSphere(vert_copy_world [vertIndex], 1, lm)) { vert_isOn[vertIndex] = -0.2f; } else { if (Physics.CheckSphere(vert_copy_world [vertIndex], 0.1f, lm)) { vert_isOn[vertIndex] = 0.2f; } else { vert_isOn[vertIndex] = 0; } }
Rooms
Function Unit
Programmable interface Space
Appliance Ubiquitous Computing
Attributes
Ambient Intelligence
Function Unit Function Unit
Function
Activity User
The traditional composition of a room is space and furniture, which can be understood conceptually as the combination of the space for activity and the appliances to carry out the activity. Space provides corresponding spatial attributes, such as privacy, public, stability, dynamicity, spaciousness, narrowness and so on. The corresponding functions are provided by appliances called Function Units, which may be large fixed furnitures or portable devices. The generation of MLV internal rooms is based on environmental intelligence technology, which is achieved through a programmable interface and Function Units acting as furniture. Each user can call up multiple functions and Function Units and customize spatial properties. Both space and Function Units are activated when needed, while other cases compressed and stored. The generation of space is based on the functional requirements to ensure practicality, economy, privacy, but also with strong sociality.
The inner space is dynamically generated in real time, so it is necessary to set parameters for each function to ensure the quality of space. The table on the right shows the functions and rooms that may appear in MLV. Parameters are set in consideration like privacy, quietness, duration and frequency of usage, and the properties are quantified in a numerical way to generate rooms. Users can also change the parameters to realize personalization of space generation. Once the room is generated, users can also fine-tune it. Among these parameters, compatibility and quietness are related. They determine the relative position of the rooms: the difference between the compatibility of activities in room A and the quietness of activities in room B is taken as a parameter x, and a virtual sphere with the radius of x is generated with room B as the center to simulate the interference intensity of room B. Then we make the virtual sphere physically collide with room A and get the actual room distribution position, which is the basic method of room positioning.
Blob Position Control
BLOB POSITION
BLOB GROWTH
DYNAMIC CHANGE
FORMATION OF SPACE The interior part of MLV can be divided into two states: forming rooms and maintaining existing rooms. Taking cell as the concept, the rooms are called blobs. They are dynamic with flat bottoms for users to stand on. Their initial state are round archs, and always fit the surroundings. After the initial position is determined, each blob is based on the minimum area of the room to meet the needs of use, and the corresponding space is formed with a logic similar to "blowing balloons". If it reaches the maximum area, it stops growing.
FUNCTION DISTRIBUTION In addition to the function distribution determined by parameters, there is always a living room space connecting all the units in the MLV center, which carries the most flexible and abundant function and acts as a transportation hub. The living room can also serve as space reserve, making the volume change of blobs more flexible. In the meantime, inner and outer surface of blobs can be used, and the living room will just be a space rather than a blob, connecting the rooms and enriching the space inside and outside the blobs.
REAL-TIME INTERACTION During and after the growth of the blobs, their shape change in real time with the deformation of the external interface of MLV. The dynamic internal space responding to the external environment in a timely manner increases the interest of use. At the same time, the stability of the interior space is ensured by the intermediate layer between the interior and outer interfaces. In addition, the intelligent skin of MLV can be freely divided, combined, like cell division, can be separated into independent rovers for Mars exploration.
Spatial Attribute Room
Function Unit Minimal Area Compatibility Quietness
CLEANNG
REST
MEDICAL
OFFICE
LEISURE
DINING
OTHERS
Typical Typical Duration of Frequency of Use Use (h/Time) (Times/d)
Toilet
Closestool
2
0
2
0.1
7
Wash Room
Wasing Appliance
2
0-1
2
0.2
3
Bathroom
Bath Appliance
2
0
2
0.4
2
Laundry
Washing Machine
3
3
3
1
0.3
Bedroom
Bed
4
0
1-2
8
3
Dressing Room
Make-Up Mirror
2
1-2
1-2
0.5
1
Locker Room
Closet
3
0
1-2
0.2
3
Infirmary
Medicine Cabinet
4
1-2
2
0.5
0.2
手术室
operating Table, Operating Apparatus
6
1
2
3
/
Geological Lab
Experimental Apparatus, Operating Table
6
1-2
1-2
4
3 3
Biological Lab
Experimental Apparatus, Operating Table
6
1-2
1-2
4
Mechanical Lab
Experimental Apparatus, Operating Table
6
1-2
1-3
4
2
Office
Computer, Office Table
6
1
1-2
4
4
Plantation
Experimental Apparatus, Culture Medium
8
2
1-2
3
2
Reading Room
Computer
6
1
1-2
2
0.5
Video Room
Computer, Projector
6
0-2
2-3
2
0.4
Playhouse
Game Device
6
3
2-3
2
0.3
Gymnasium
Fitness Equipment
8
3
2-3
2
2
Living Room
Sofa, Chair, Screen, Table
8
3
2-3
2
6
Kitchen
Kitchen Appliance, Cooking Utensil, Table
6
3
2-3
1
3
Dining Room
Table, Chair
8
3
2
1
3
Water Bar
Wine Cabinet, Counter
8
3
2
2
0.3
Cockpit
Driving Seat, Machine Set
4
1-2
2
2
0.5
Mechanical Maintenance
Machinery
6
1-2
2-3
3
0.1
Ballast Tank
Pressure Equipment
4
1
2
0.2
0-4
Storeroom
Shelves
6
3
2
0.2
0.4
AREA
COMPATIBILITY
Set the maximum and minimum area for each function. It can be used to predict the MLV volume and thus affect the scaling of the external interface. The growth of each blob stops when it grows to the maximum area.
0 —— Absolute private 1 —— Strong exclusivity, only compatible with activities of quiet degree less than or equal to 1 2 —— Compatible with relatively quiet activities (quiet degree less than or equal to 2) 3 —— Compatible with any activity
DURATION OF USE
FREQUENCY OF USE
OTHER ELEMENTS
The functions with short usage time can be set near the center, and the space can be merged or converted into new functions at any time. The longer the use time is, it is arranged in the periphery relatively free from the interference of functional changes.
The functions with high frequency of use can be activated for a long time when there is enough space. For example, the living room can be used as a hub for communication and transportation and placed in the center of the internal space to connect with other blobs.
The formation of space is not only based on the function, but also to provide a pleasant experience. Therefore, special or personalized requirements should also be considered, like shape, aspect ratio and so on. Blobs can also be finetuned after formed.
QUIETNESS Represents the extent to which the blob may affect other functions nearby. 1 —— Very quiet 2 —— Relatively quiet 3 —— Noisy
void Update() { if (gameIsOn) {
Check if each blob exceeds the set volume for the chosen activity
for (int i = 0; i < vert_copy.Length; i++) { isOverVolume[i] = CheckVolume(i); if (isRecoverOn[i] && !isOverVolume[i]) { isRecoverOn[i] = false; } }
public void IsContacted(int objIndex, int vertIndex) { Let the vertex in the out-of-volume state grow negatively if (isRecoverOn[objIndex]) { vert_isOn[objIndex][vertIndex] = -1; } Let vertices near the origin grow else forward to avoid clipping { if (Vector3.SqrMagnitude(vert_copy[objIndex] [vertIndex]) < 0.1f) { vert_isOn[objIndex][vertIndex] = 1; }
Check if the mesh vertex of the blob is in contact with other objects
BLOB 0 BLOB 1 BLOB 2 BLOB 3 BLOB 4
a AutoCruise a Program Organizing Equipment Maintenance a Experimental Plant Culture a a Soil Sample Analysis
= = = = =
4, 3, 6, 7, 6,
c c c c c
= = = = =
3, 1, 2, 1, 1,
q q q q q
= = = = =
1 2 2 1 1
NORMAL SPACE STRATEGY
BLOB 0 BLOB 1 BLOB 2 BLOB 3 BLOB 4
AutoCruise Contact With Earth Sports Viewing Scenery Meditation
a a a a a
= = = = =
4, 3, 8, 2, 1,
BLOB 0 BLOB 1 BLOB 2 BLOB 3 BLOB 4
AutoCruise Proroadcasting Surfing the Internet Make Up Experiment Recording
a a a a a
= = = = =
4, 4, 3, 2, 5,
c c c c c
= = = = =
3, 3, 2, 1, 1,
q q q q q
= = = = =
1 3 1 1 1
INTERFERENCE AVOIDANCE AT SMALL SCALE
BLOB 0 BLOB 1 BLOB 2 BLOB 3 BLOB 4
Board Game Writing Cooking Personal Hygiene
a a a a
= = = =
4, 1, 6, 1,
c c c c
= = = =
2, 1, 3, 0,
q q q q
= = = =
2 1 2 1
PUBLIC ENTERTAINMENT
BLOB 0 BLOB 1 BLOB 2 BLOB 3 BLOB 4
Dinner Sleeping Sleeping Artistic Appreciation
a a a a
= = = =
8, 4, 4, 5,
c c c c
= = = =
3, 0, 0, 2,
q q q q
= = = =
Make the vertex at a threshold distance else from the outer interface grow negatively { LayerMask lm = 1 <<4; if (!Physics.CheckSphere(vert_copy_world [objIndex][vertIndex], thresholdDis, lm)) { vert_isOn[objIndex][vertIndex] = -1; }
for (int i = 0; i < vert_copy.Length; i++) { for (int j = 0; j < vert_copy[i].Length; j++) { IsContacted(i, j); } }
2 1 1 3
Let the vertex within a certain distance else from other blobs grow negatively { lm = 0; for (int i = 0; i < vert_copy.Length; i++) { if (i != objIndex) { lm = lm + (1 << (i + 10)); } } if (Physics.CheckSphere(vert_copy_world [objIndex][vertIndex], limitDistance, lm)) { if (Physics.CheckSphere(vert_copy_world [objIndex][vertIndex], minDistance, lm)) { vert_isOn[objIndex][vertIndex] = -1; } else { vert_isOn[objIndex][vertIndex] = 0; } }
Let mesh vertices that have not yet contacted with other objects grow
REST AT NIGHT
for (int i = 0; i < vert_copy.Length; i++) { for (int j = 0; j < vert_copy[i].Length; j++) { if (vert_isOn[i][j] != 0) { ChangeVert(i, j);// 修改 vert_copy 生长 } } innerMesh[i].RecalculateBounds(); }
c c c c c
= = = = =
3, 2, 3, 3, 3,
EXTREME DIFFERENCE OF SPACE SCALE
q q q q q
= = = = =
1 2 2 1 1
BLOB 0 BLOB 1 BLOB 2 BLOB 3 BLOB 4
Celebration Electronic Game Sleeping Artistic Appreciation Sports
a a a a a
= = = = =
7, 5, 4, 5, 8,
c c c c c
= = = = =
3, 2, 0, 2, 3,
q q q q q
INTERFERENCE AVOIDANCE AT LARGE SCALE
= = = = =
3 3 1 3 2
BLOB 0 AutoCruise BLOB 1 Medical Treatment BLOB 2 Contact With Earth BLOB 3 BLOB 4
a = 4, c = 3, q = 1 a = 7, c = 1, q = 3 a = 3, c = 2, q = 2
EMERGENCY STATE
BLOB 0 Celebration BLOB 1 Sleeping BLOB 2 Electronic Game BLOB 3 BLOB 4
a = 7, c = 3, q = 3 a = 4, c = 0, q = 1 a = 5, c = 2, q = 3
}
}
UpdateMeshVert(); UpdateCollider();
PUBLIC EVENTS
public void ChangeVert(int objIndex, int vertIndex) { switch (vert_isOn[objIndex][vertIndex]) { case 1:
Forward growth: vertex move outward in the normal direction vert_copy[objIndex][vertIndex] += (Time.deltaTime * expandSpeed / innerObj [objIndex].GetComponent<Transform>(). localScale.x) * vert_dir[objIndex][vertIndex]; vert_copy_world[objIndex][vertIndex] = innerObj[objIndex].transform.TransformPoint (vert_copy[objIndex][vertIndex]); break;
}
}
}
}
public void SetAnchorSphere(int index_1, int index_2) {
case 0: break; case -1:
}
}
Let the vertex of the blob exceeding the else maximum volume grow negatively { if (!isOverVolume[objIndex]) { vert_isOn[objIndex][vertIndex] = 1; } else { vert_isOn[objIndex][vertIndex] = -1; } }
Set the radius of the virtual collision sphere according to the activity
Negative growth: Move the vertex towards the initial state
float roomScale = 0.2f * Mathf.Pow(Mathf.Max (NewActivityManager.Instance. ActivityUnitQuietList() [dropdown[index_1 +1].value]-NewActivityManager. Instance.ActivityUnitCompList() [dropdown[index_2 +1].value] + 1,1),2)*refSphere. transform.localScale.x * 0.12f; anchorSphere[index_2].transform.DOScale (new Vector3(roomScale,roomScale,roomScale),10f);
vert_copy[objIndex][vertIndex] = Vector3.Lerp (vert_copy[objIndex][vertIndex], vert_original [objIndex][vertIndex], Time.deltaTime * 0.1f); vert_copy_world[objIndex][vertIndex] = innerObj[objIndex].transform.TransformPoint (vert_copy[objIndex][vertIndex]); break; }
POWER
U3+,U4+ By-Products Of Isotope Separation 238U
-EARTHURANIUM FROM SEAWATER PLANT
Mars Atmosphere -MLVSOEC BATTERY
OXYGEN
CO2
Solid Oxide Electrolysis
RTS Energy Supply
Earth-Mars Transportation 238U
CO
-MARSNUCLEAR BATTERY PROCESSING PLANT
β-Decay
Emission
230Po
230Po
β- 衰变
Energy Supply
206Pb
POWER DENSITY 3.14kW/kg
Atmospheric Water Vapour
Polar Cap
Cabin WaterSteam
Carry Liquid H2
EV Excavate
Water Vapor Extraction
Sabatier Reaction
3.50kg/sol
Sanitation
Detoxification
-MLVSPIRULINA AQUACULTURE TANK
FOOD WATER
Drinking
Plant Cultivation
Martian weathered soil
Atmosphere CO2
Frozen Soil
3.54kg/sol
Breathing+Oxidant OXYGEN PRODUCTION 48kg/sol
-MLVRADIOISOTOPE THERMOELECTRIC GENERATOR
City Supply
O2
-MLVFOOD 3D PRINTER
WRS Water Recovery System
Emergency Use
Urine
Filtration
Arthrospira Maxima
Arthrospira Platensis Edible Spirulina
Dehydration, Shatter Spirulina Powder 3D Printing
Spirulina Products
Emergency Use EVA Heat Control
Intermediate Layer - Analog Neural network What links the external interface with the internal interface is a set of analog neural network system. The basic unit of the system is analog nerve synaptic fibers, which can transmit analog signals at the speed of light. The whole analog neural network is equivalent to a large distributed computer. The main material of synaptic fiber, the basic unit of neural network, is poly (-co-C6H4-co-NH-C6H4-NH -] N).In terms of physical properties, the material has a low density (1.45g/m³) and low thermal conductivity (4W/(m·K)), high robustness to various deformations, allowing for a variety of possible combinations of external and internal interfaces, and providing buffer space in the event of a sudden change in the shape of the internal and external interfaces.
Outer Interface - Generalized Molecules
Interior Interface - Active Fiber
The external programmable interface is composed of generalized molecules with the size of microns. In fact, they are micro-computers equipped with micro-motors and sensors, which realize real-time communication and distributed computing through an analog neural signal network.
The interior interface is magnetostrictive fiber called active fiber, which has a radial scale of nanometers and an axial scale of microns. A large number of sensors, micro computers and micro magnetic field generating elements are scattered in the fiber network, and the physical properties of the interior interface are adjusted through the process of user activity element signal input, translation, calculation and magnetic signal output.
The main material is silicon nano aerogel. The material's extremely low density (1kg/m³, less than even hydrogen at standard atmospheric pressure) ensures the sensitivity of the broad molecules to move at the microscopic level. In terms of macroscopic thermal properties, its extremely low thermal conductivity (0.03W/(m·K)) ensures the stability of the thermal environment inside. Its physical and chemical properties are adapted to the sharp, cratered terrain of Mars and the highly corrosive topsoil of weathered soil. In addition, the microcosmic arrangement of the generalized molecules can be regulated by strong electrical signals, thus regulating the visible light transmittance of the external interface. Each generalized molecule is also equipped with lightemitting diodes, allowing users to customize the color and pattern of the self-illumination.
Active fibers are woven from carbon nanotubes and Rare Earth Giant Magnetostrictive Materials, which combine the high strength and low density of carbon nanotubes with the sensitive and controllable scalability of the magnetostrictive material. On the micro scale, different macroscopic physical properties, such as hardness, elasticity, ductility, friction coefficient, color, etc. can be obtained by adjusting the weaving mode of fiber network, which can be adjusted according to the needs and preferences of users.
Programmable Interface The programmable interface of MLV is an internal and external integration system. It is a dynamic 3D digital environment with data processing capability. The physical properties of programmable particles, including shape, color, friction coefficient, density, elasticity, electrical conductivity, and thermal conductivity, are changed through large-scale distributed Computing based on environmental data obtained from the user's manual input signals or sensors. The external programmable interface is composed of generalized molecules at the micron scale, which adjusts the physical properties such as the shape of the interface according to the different terrain and environment. The internal programmable interface is an active fiber network, which can adjust the physical attributes according to the user's in-cabin activities and give out the function units corresponding to the active elements. The inside and outside of MLV are connected through simulated neural network, which not only maintains the internal and external stability, but also transmits information.
02 PLANET Device Design: Imagination Instructor: Hu Li Location: Tsinghua University Duration: 8 Weeks Spring 2018 It is mentioned in A Brief History of Humanity that the Cognitive Revolution has enabled human beings to surpass other species in a new way under the premise of biological limitations. Ever since human beings acquired the ability to discuss imaginary things, we have been able to collaborate on a large scale and have developed concepts such as religion, myth, corporation, country, culture, and history. Imagination gives us a rich spiritual world and the ability to explore. In this design, I created a virtual space through the visual illusion caused by the reflection of mirror, with the intention of mobilizing the imagination of the viewers to the greatest extent, and emphasizing the space, volume and dimension in the simplest way. On the 24-meter-wide planet, all disturbances are eliminated. You can look up at the infinite sky or meditate watching the horizon.
30°
The core of this design is to create the visual illusion of standing on a planet. In order to determine appropriate planet diameter and device size, and to strengthen immersion, I consider the following factors which affect spatial experience:
30°
L=7.18m
R=12m
WAYS TO FORM A SPHERE I tried triangle, quadrangle, pentagon, hexagon as the unit plane to form a sphere through reflection, and the dodecahedron formed by triangles has the best visual effect. Although it is more difficult to create the visual effect of large-scale sphere compared with hexagon, the mirror reflection image based on dodecahedron has less repetition, and the perfectly fitted virtual image of the ground can also increase the sense of immersion. Secondly, the apparent symmetry of the space is easy to find a sense of direction. Compared with quadrilateral and hexagon, triangle weakens the symmetrical relationship more and breaks away from the traditional spatial mode. HUMAN VISION The horizonal vision of human eyes is 124° , and the vertical vision is about 40° and 30° of elevation angle and depression angle. For visual comfort, we set both the vertical xision to be 30° . When the height of human eye is about 1.7m, the radius of planet is calculated as R>11.86m when the horizon of planet is within the range of depression angle of 30 ° . Therefore, R=12m is the radius of the planet. Then the upper edge of the nearest mirror is higher than the elevation angle 30° , and the radial height of the mirror is calculated as L>6.81m. BOARD SIZE In order to facilitate material processing and transportation, I decide to make the most of a mirror with the specifications of 1220 mm * 2400 mm. Finally, three rows of mirrors are installed, and the sum of radial height is 7.18m.
5mm Mirror M1 × 54pcs 5mm Mirror M2 × 54pcs 5mm Mirror M3 × 53pcs
PLAN
2m
R1 Timber × 5pcs R2 Timber × 313pcs
8.443
R3 Timber × 5pcs R4 Timber × 1pcs
5.600
3.767 2.532X 1.865
±0.000
100×75×6mm Bended Square Steel Tube -0.955
100×100×6mm Custom-Made Steel Angle ELEVATION 1
2m
5mm Mirror 60mm Timber
8.443
This device does not need a specific site. It can be installed in any environment, so its materials, transportation, structure and assembly need to be as simple as possible. I did not hide the structure itself, but let the audience experience the space in the premise of knowing that it is a mirror device, to enhance the sense of contrast and shock.
5.600
3.767 2.532X 1.865
±0.000
-0.955
ELEVATION 2
2m
Like the design itself, the structure was designed for simplicity. Custom-made bending steel tube is designed to bear tension. Its accurate curve also ensures accurate construction. The wood bears the pressure and also acts as the mirror's back panel. The main part of the mirror has only three specifications, using laser engraving method of mass production. Part of the structure is buried underground to ensure stability. The shape of the ground inside is part of sphere, so that it is reflected multiple times to create the image of a planet.The entrance is designed to minimize its presence on the "planet", so it is placed in the corner. Such an entrance looks like a cylindrical spacetime gate.
R1 Timber R2 Timber
1220
5mm Mirror M1, M2, M3 (Laser Cutting) 2440
M1
M2
100×75×6mm Bended Square Steel Tube S1, S2, S3, S4
M3
Laser Cutting Mirror
100×75×6mm Bended Square Steel Tube
Overground
60mm Timber Structural Adhesive 5mm Mirror
Underground
1m
5mm Mirror Structural Adhesive R1 Timber R2 Timber 100×75×6mm Bended Square Steel Tube 100×100×6mm Custom-Made Steel Angle
5mm Mirror Structural Adhesive Timber 100×100×6mm Custom-Made Steel Angle 100×75×6mm Bended Square Steel Tube
03 MY.CUBE Urban Co-Living: Community Evolution Collaborate: Mengke Li, Baoky Kingyang Huang Location: A Park to the South of Central Academy of Fine Arts, Beijing, China Duration: 6 Weeks Summer 2017
If human and architecture form a system of dynamic change, what would a community that can evolve and iterate be like? In this design, the concept of community inspired me a lot. The feedback regulation and balance relationships formed in the community maintain the stability and promote its evolution. When I go around Beijing, I am always fascinated by what the residents have done to their buildings. Though these illegal constructions have since been cleared and restored, people will always miss the dynamism of them. So in this design, architects are no longer the rulers of God's vision. We encourage users to be creative and make changes to the environment they live in, just like in Minecraft.
CONCEPT Continuous networking and face-to-face communication are required, as society has transitioned to base more on digital customization. Terms like “innovation” no longer belongs to a specific group of people. We are at an era where each individual blooms with creativity. Our proposal my.cube was developed to reflect upon this. We are looking for a model that is centered by and focuses on each individual, but has the power to encourage co-creating; A model that would bring architecture, community, and city into closer alignment with the new social need and desire that is happening at the moment. Placed at a park to the south of Central Academy of Fine Art, my.cube is orientated towards newly graduates, upcoming artists and art enthusiasts. my.cube provides shared spaces for living and networking, but also features unique facilities such as design studios, exhibition halls, and a “railway device”, all serving as public spaces for communication. This is a three-person cooperative work. The teammates are Mengke Li, Jingyang Huang and me. I participated in the preliminary planning of the site. I also designed the private space and the groups.
MODULES GROWTH AND TRANSFORMATION Each cube in the project acts as a module in the parametric system. It grows and transforms basing on the module 1.2 meters. Cubes are organized accordingly to align with individual needs. Yet a “designed lifestyle” is not what we are looking for. Therefore, we have given residents the liberty to design their own home by handpicking customized cubes and organizing them. Here, private construction is encouraged. It is precisely the possibility to design a bespoke home that makes the community so vivid. In this scenario, my.cube is the best instance of how each individuals’ creativity is shown while they all come together to form an organic community.
PRIVATE SPACE
RE-DEFINITION AND RE-ORGANIZATION OF PROGRAMS
PUBLIC SPACE
A SMALL GROUP
VERTICAL TRAFFIC SPACE
Upon reflection, the traditional way of seeing the programs is now out of context in the new society. After re-defining the flowability and privacy of the programs, we curate the community with three layers - units, clusters, and housing groups. Units provide individual with accommodation and workplace; A cluster is formed by units in addition to semi-private spaces for communication; A housing group consists of clusters and public spaces such as workshop, coffee shop and exhibition hall.
AN INTERMEDIATE GROUP
A BIG GROUP
Public Space
Private Space
ART ENTHUSIASTS Public Space
Private Space ART ENTHUSIASTS Vertical Traffic
ART SCHOLARS, OFFICE WORKERS Public Space
ART SCHOLARS, OFFICE WORKERS Private Space
PAINTERS,SCULPTORS, DESIGNERS Platform
Public Space PAINTERS,SCULPTORS, DESIGNERS
Vertical Traffic ARCHITECTS, URBAN PLANNERS, ARTWORK RESTORER
Southward Daylighting
Horizonal Traffic
EXPERIMENTAL AND BEHAVIORAL ARTISTS
Housing groups are specifically designed for residents from different majors, and are spread over the site according to the pattern of Ursa Major to echo the star-marked plaza on site. Programs needed at dispersed times like convenient stores and manicure shops are considered flowable, while the programs that often functions in condensed time(restaurant, office, etc.) are considered fixed.
ARCHITECTS, URBAN PLANNERS, ARTWORK RESTORER
Public Space Vertical Traffic EXPERIMENTAL AND BEHAVIORAL ARTISTS
SECTIONAL PERSPECTIVE
Ⅲ . Chinese painting Plastic arts Design Institute SITE PLAN
COLLEGE OF HUMANITIES
URBAN AND ARCHITECTURE
PAINTING AND DESIGN
RAILWAY DEVICE
DIVISION OF THE SITE -INSPIRED BY ROMANTIC STARS Although the residential groups are freely arranged, there is a track among them. Things like residential groups and orbital corner are nodes of the orbit. Just as random stars are connected by people with constellation patterns, these nodes are also connected by tracks. The tracks can promote communication between different groups and make the community more efficient. DEPARTMENTS OF CENTRAL ACADEMY OF FINE ARTS Ⅱ . Urban design Architecture Restoration institute
Ⅰ . College of Humanities (Art Education, Art Management, Cultural Heritage, Foreign Art Teaching and Research, Chinese Art History Teaching and Research, Art Theory Teaching and Research, Art History) School of Art Management and Education Continuing Education Ideological and Political Theory Course Teaching Department Graduate School Ⅱ . Urban Design (Urban Image Design, Urban Fashion Design, Urban Information Design, Foundation) Architecture Restoration institute
Ⅰ . College of Humanities School of Art Management and Education Continuing Education Ideological and political theory course teaching department Graduate School
Ⅲ . Chinese Painting Plastic Arts (Foundation, Murals, Sculptures, Prints, Oil Paintings) Design Institute (Visual Communication, Digital Media, Photography, Jewelry Design, Fashion Design, Product Design, Vehicle Design) NEW WAYS OF EXPERIENCING THE SPACE Flowable programs will travel through the “railway device”to each cluster or housing group where it is needed. By taking flowable programs out of the clusters and housing groups, we create a community that is compact, communicative, and flexible.
SITE
04 SONGKHLA STATION RENOVATION Interactive Railway Park: Natural Selection and Site Evolution Instructor: Maoyan Xu, Deyin Luo Collaborate: Huaiying Fu, Kevin Ziyu Zhang Location: Old train station of Songkhla, Thailand Duration: 16 Weeks Autumn 2019
MARKET ANALYSIS
HISTORY OF SONGKHLA RAILWAY STATION
Songkhla Taeraek Walking Street Market Train Morning Market Nhatesabaan Market
King Rama V (1913-1978) Songkhla Railway Station was opened Most of people travelling by train. The landscape was pine forest.
1978 Songkhla Railway Station end of Service Songkhla old railway station was closed due to loss of money. People in that time use another transportation such as private car, public bus and there is an airport in Hatyai.
1941 World War II Songkhla old railway station changed to Japanese military because of the war strategy geography.
1985 Bon Vua Community was formed The market is still open and has a special market on Sunday. Chalerm-Thong theater was closed. New buildings are built around train station such as warehouse, school and shop.
1978-1985 Market around the station started. Chalerm-Thong theater opened.
Present A coffee shop with reading zone is opened in the station. The south square of the station becomes a parking lot. Lee Subsin Market Sunday Market Wachiraa Market
Weekday Market
MARKET FUNCTIONAL DIVISION
FORMS OF MARKET
CURRENT SITUATION Overpass: It will be renovate and extend to create an eye catching sign from the main road.
North Market Street: Currently used as a car park. Becomes part of the market and occupied by peddlers on Sunday.
South Market Street: Main fresh market and centre point of the weekend market.
Car Park: A private car park opposite the old railway station.
Vacant Site: Vacant at present. We plan to change it into a platform and a performing square for the community.
Theater: An abandoned theater next to the old railway station, currently occupied by peddlers.
Station: The Old Railway Station of Songkhla.
Under Railway Community Space: Will be underneath the proposed new train station's track.
Warehouse: On south of the old railway station, connecting the station park and south entrance.
South Plaza Entrance: The connecting joint between Bonvua community and the old railway station site.
CITY SCALE ANALYSIS
The railway has inspired the commercial activities around Songkhla Railway Station. The traders traveled here by train, gradually forming today's Sunday Market. This is the most distinctive characteristic of the site: hundreds of traders come to Songkhla every Sunday morning, and set stalls along the street under a unwritten tacit understanding, and leave at the end of the market. It is the railway station which created the business vitality here. Although the station is now closed, the tradition of Sunday Market remains, proving that this history is still remembered by the whole city. The surrounding streets of the old train station are opened to traffic on weekdays, and occupied by market on Sunday. On the Sunday Market, the streets are full of temporary stalls and sunshades, selling food, clothes, jewelry and so on. Residents of both old and new parts of Songkhla all come here to shop. The Sunday Market has become one of the most important events in the city. We believe that it will play an important part in the future development of Songkhla OLD STATION
Old Station
New Station
Main Road
Future Development
Historical & Cultural Experience
Bon Vua Community
Old & New City
Old City Main Port
Port & Inland
WEEKDAY
OLD RAILWAY
WEEKEND SUNDAY MARKET
PUBLIC NEEDS
DESIGN GOALS
OVERALL PLANNING
Interaction Current Needs Experience
Future
People Children—————Safe Playground Current
Residents————Leisure Space
Make the Station a Cultural Symbol
Traders————Organized Market Space Culture&History Future ——— Tourists———Attractions
Architectural
Stress the Historical & Cultural Heritage
Design
Improve Market Space
Vibrant Market
Public Space of High Quality
Leisure Space City Scale
Connect Site with Surroundings Street Design
[Old Station+BonVua+New Station] Lack of Connect with Surroundings
Improve Market Space on Street Dredge Traffic & Arrange Parking Lots
Contrast of Vitality Between the Weekend Market and Weekdays
Usage at Different Times
Other Problems Traffic Problems Unused Open Space
Design: A. Warehouse: Office & Workshop B. Platform: Commercial space C. Station: Café & Historical Exhibition D. Garden: Cultural Hostel E. Hall: Restaurant F. Isles: Container Stalls G. Overpass: Extended Space
Site: A. New Station Front Plaza B. Under Railway Community Space C. South Plaza Entrance D. Performing Square E. Station Park F. Market Street G. Old Station Plaza
Amorphous Functions Lack of Landmark and Particularity
The site is located in the transitional area between the old and new Songkhla towns, with schools, markets, residential areas and a new train station in the south. The renovation of the site needs to take into account the needs of residents, children, businessmen and tourists. It should not only highlight the history and culture of the area, but also provide public space for residents, and create flexibility for the Sunday market. Basing on the current situation, we created more paths through the buildings, making the 1st floor more connected with the surroundings. The parking lot in front of the station is changed into a plaza with water and leisure space. Container stalls are set along the streets and on the railway to arrange the market space as well as stimulate interaction.
CURRENT SITUATION
MASS PROCESSING
TRAFFIC ANALYSIS
GREEN AREAS
HISTORICAL EXHIBITION
CAFE & OUTDOOR SEATING
RESTAURANT & FOOD STALLS
PUBLIC SPACE
SUNDAY MARKET
0 5 10
20m
SITE PLAN
INTERACTION WITH THE RAILWAY
MOVABLE CONTAINER EXPLOSIVE VIEW
The movable containers on the tracks enable residents and tourists to interact with the railway. The container is an important element of the transport system, echoing the history of the site as a railway station. The functions include restaurant, water bar, bookstore, lounge space, landscaping and so on. They are recognizable, cheap to build and easy to modify. The containers form dynamic space that activates the open space on the tracks.
MOVABLE CONTAINERS AXONOMETRIC
0M
1M
2M
MOVABLE CONTAINERS SECTION
HALL FOR PUBLIC EVENTS
CONTAINER STALLS FOR MARKET The market is crowded and lack of organization. Starting from this aspect, we set movable container stalls among the umbrellas, so that they can become landmarks helping people find their direction. You can also have a good view of the market and the huge amount of umbrellas on the second floor sitting area. On weekdays, the shops in the containers are still open to provide services for the surrounding residents and tourists.
Existing Roof
Existing Roof Reserved Structure
3rd Floor Walkway
Stalls Outdoor Seats Specialty Shops 2nd Floor Walkway
Public Space
Parking Space
THEATRE EXPLOSIVE VIEW
We also redesigned the road by moving the parking space in front of the railway station to the north side of the theatre to ensure the quality of public space around the station. On the north side of the theatre, there is a walking street formed by the container stalls and the original buildings. The walking street connects with the shopping space inside the theatre. At present the theatre contains several shops and some parking space. We call it a “hall” for it provides public space for gatherings and meetings. We keep the roof and the outer structure, place floorslabs supported by steel frames. On weekdays the first floor is empty to support public activities at any time. On weekends, pedlars come in and it becomes part of the market. The design is unobstructed and open. The stairs in the atrium lead people to higher shops with better views. On the dining platform you can also have a good view of the station and the plaza.
MARKET TRAFFIC ANALYSIS
STREET SECTION 1
STREET SECTION 2
New Structure Existing Structure
MOVABLE CONTAINER STALLS AXONOMETRIC
SECTIONAL PERSPECTIVE
STATION
Movable Container Stall Historical Exhibition Lavatory Restaurant Leisure Place
Public Space Inner Street Market Isle
1ST FLOOR PLAN
Shops
Stalls
Restaurant Container Stall
2ND FLOOR PLAN
3RD FLOOR PLAN
Basing on the current situation, more paths are created through the buildings, making the first floor more connected with the surroundings. We change the parking lot in front of the station into a plaza with water and leisure space. On the two sides of the water, there are leisure space and an outdoor dining terrace. The terrace links to the café inside the station. On weekends the dining space changes into a platform for the market. By placing food stalls on the street, an inner walking path is created, leading to the current theatre and the plaza. For the south part of the station, we make it an exhibition room of the history of the station. There are screens displaying the appearance of the site in the past. You can also see train tickets and other items on display. Technologies like AR and VR may also be used to perform the historical heritage of the site.
OTHER WORKS
Instructor: Danqing Shi Collaborate: Yuqi Yao, Jie Shang Duration: 16 Weeks Spring 2019
01 INTERACTIVE FITNESS COACH
"Interactive Fitness Coach" is an intelligent interactive fitness application, in which virtual coaches demonstrate and guide users' fitness movements. It includes the interaction of body sensation, gesture recognition and correction, humanized language stimulation, acousto-optic control, data-based comment guidance and multi-user experience. On the screen in front of the user is a robot coach named Sophia. She leads the users to carry out fitness trainings with personified voice and movement, pays attention to the fitness status of each user and gives timely feedback and communication.
MOVEMENTS OF SOPHIA
INTERACTIVE FEATURES In order to motivate the students, Sophia will demonstrate the moves and lead the movements. At the same time, she evaluates, rewards and punishes according to movement recognition, and gives personalized evaluation according to the standard degree of movement. Sophia is able to distinguish the students in front of her. Her anthropomorphized behavior combined with ambient lights and music enhances the user's interactive experience. Spontaneity helps personalize the virtual coach. Given the state of the art, some spontaneous behavior can be preset to make Sophia's behavior more vivid. The mechanism of change is complex, but as developers we can anticipate the possible situations and give the robot a basic ability to respond. Such as situations that can disrupt your workout, or potential bugs in your system. Users can ask questions by calling for "Sophia" or raising their hands. Because the topic is too many, so choose to predict the content of the communication. When a user asks a question, Sophia presents a multiple choice question, which is our estimate of what is likely to be required. TECHNICAL IMPLEMENTATION Motion recognition was carried out using Microsoft Kinect V2.0 motion-sensing camera. Considering the limitations of Kinect's field of view Angle and the requirements of aerobics' standing position, the number of users in the scene is 2, and only one Kinect and one PC host are used. According to the user identification requirements sorted out by the interactive logic process, we extracted the key features of the actions to be recognized, and realized the action recognition by judging the relative positions of the key points of the human body, such as straddling feet, squatting down, lifting legs, etc. The recognition function is packaged as a separate module and integrated in Unity.
Floating Wave Hands, Scan Body Swaying Clench a Fist to Encourage Look Down At Feet Slap Left / Right Knee
Slap Left / Right Knee
Dormant
Stand
Step Out
Arms Folded, Hands on Hips Nod, Shake Head, Applaud Point at a User, Point at a Light Turn around
Walking
Squat Fitness Movement 1
Point at a Specific User
Fitness Movement 2
Look at Users ACTION ANALYSIS OF SOPHIA
OTHER WORKS 02 MICRO FILM : THE PATRONUS TRILOGY The Patronus Trilogy are three micro films shot for the Student Festival of the School of Architecture of Tsinghua University. I acted as producer, screenwriter, director, cameraman, main actor, editor and post-production compositor. These three films relate to the daily life of architecture students . Shot in 2017, U Glue Man is the first film in the Patronus Trilogy , and most of the settings for Patronus was designed during the writing of this film. The keynote of the micro film is to make high density laughing points in the serious plots. Combined with the video special effects that I was not familiar with at that time, the micro film launches the discussion on life, emotion and fate in the playful scold. link: https://www.bilibili.com/video/BV1gx411572W/ Picking up where the first series left off, SU Man is about how an ordinary people becomes a patronus. After experiencing the cycle of life and death, the main character finally understands the mission of the Patronus and makes a conscious effort to become a real Patronus to guard the architects. link: https://www.bilibili.com/video/BV1jt411D7vN/ If U Glue Man is about love and SU Man is about the meaning of struggle, then Street View Man is a micro film about parting and memory. I also wrote the theme song How I Want to See You Again for the third micro film, because the film was shot in 2019, the last year of my undergraduate study. Compared with the comic tone of the previous two micro films, this film is more lyrical and thought-provoking. link: https://www.bilibili.com/video/BV1mJ411z7Mm/
03 MUSICAL WORKS
04 BREATHING PILLOW
A Dream in Ten Years The theme song written by Qi Qi for the Student Festival in 2017 of the School of Architecture of Tsinghua University. link: https://vimeo.com/manage/videos/528389376
This is a bold attempt of remote human interaction, suitable for long distance relationship or idol fans group. In this interactive project, I hope to explore more about the tendency of Eastern cultures to express emotions implicitly and passionately. We have designed the pillow and the relative application. Every breath of this pillow is connected to someone faraway with a bracelet to collect data. It feels like lying in the arms of each other when you embrace it. The temperature control system can be used to simulate the temperature of the user's lover or idol. There are also display lamps for simple communication.
The Milky Way Train The theme song for the Student Festival in 2019 of the School of Architecture of Tsinghua University. link: https://vimeo.com/manage/videos/528391996 How I Want to See You Again The theme song written in 2019 for micro film Street View Man of the Patronus Trilogy . link: https://vimeo.com/manage/videos/528392684