Cyber Realm - Architectural Comic Portfolio

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Copyright @ 2017 Juragan Studio Master of Architecture 04 Fakulti Senibina, Perancangan dan Ukur, University of Technology MARA Puncak Alam, 42300 Kuala Selangor, Selangor D.E. MALAYSIA No part of this publication may be reproduced in any material form (including photocopying or storing in any medium by electronic means and whether or not transiently or not transiently or incidentally to some other use of this publication) without the written permission of copyright holder except in accordance with the provision of Copyright Act 1987 or under the term of a licence issued by the Fakulti Senibina, Perancangandan Ukur, University of Technology MARA Puncak Alam, 42300 Kuala selangor, Selangor, Malaysia. Application for the copyright holder’s written permission to reproduce any part of this publication should be addressed to the publisher. The opinion expressed by the contributors are of the individual authors and are not necessarily those of the Editorial Board of Fakulti Senibina, Perancangan dan Ukur.



“The emphasis is on the communities that form within the game, and the relationships within and between them.�



PLAY IS THE HIGHEST FORM OF RESEARCH ALBERT EINSTEIN

A game is structured form of play, usually undertaken for enjoyment and sometimes used as an educational tool. Games are distinct from work, which is usually carried out for remuneration, and from art, which is more often an expression of aesthetic or ideological elements.

However, the distinction is not clear-cut, and many games are also considered to be work. Key components of games are goals, rules, challenge, and interaction. Games generally involve mental or physical stimulation, and often both. Many games help develop practical skills, serve as a form of exercise, or otherwise perform an educational, simulational, or psychological role


“Typically, videogames create ‘worlds’, ‘lands’ or ‘environments’ for players to explore, traverse, conquer, and even dynamically manipulate and transform…”

JAMES NEWMAN

Nowadays, the gaming industry is rising as one of the most popular entertainment in the world and Malaysia specifically. E-sport has been introduced worldwide as an official sport competition with among the highest price pool recorded.

Esport (electronic sport) can be defined as a form of sports where the primary aspects of the sport are facilitated by electronic systems; the input of players and teams as well as the output of the eSports system are mediated by humancomputer interfaces. This proved that how important is the games nowadays as one of the major entertainment in this era.

Today, games are not merely for children they constitute a major adult business, and major architecture is created through them.

Steffen Walz


issues and potential INSUFFICIENT FACILITY TO CATER VARIOUS ESPORT EVENT

LOW AWARENESS OF GAMING INDUSTRIES IN MALAYSIA GROWING GAMING COMMUNITIES IN MALAYSIA AND EXCELLENT PERFORMANCE BY MALAYSIAN GAMERS INTERNATIONALLY

ESPORT TOURNAMENT PROVIDE A LARGE POOL OF PRIZE MONEY MORE THAN OTHER SPORT

LACK OF R&D FOR GAMING INDUSTRIES IN MALAYSIA TO PRODUCE OUR OWN ESPORT GAMES LACK OF GAME DESIGNER EXPERT IN MALAYSIA

MALAYSIA ARE STILL FAR TO PRODUCE OUR OWN ESPORT GAMES

LACK OF PHYSICAL EXERCISE ON GAMERS LEAD TO HEALTH PROBLEM GAMERS OFTEN SPEND MOST OF THE TIME SITTING IN FRONT THE PC OR CONSOLE

NEW TECHNOLOGY OF GAMING PROVIDE A PHYSICAL GAMING FOR THE GAMER


GAMES HAVE BECOME THE BIGGEST UNOFFICIAL SPORT LEAGUE IN THE WORLD RIGHT NOW. CEO of Activision

Eric Hirshberg


“It really amazed me to see how many people attended the event and how large eSports has grown,� a partnership between esm and ministry was forged to build up malaysian esport as an industry with economic importance

Nowhere in the world is there a national league for eSports, so we want to start that. We want to get the private sector involved in this as well

There should be no reason why they [private sector companies] should not invest. They will be able to reach the market segment aged 13 to 35, one of the hardest demographics to reach

Datuk Latt Shariman Abdullah

Founding President of eSport Malaysia

Now, teams are owned by cyber cafes because they already have the infrastructure and eSports being part of their core business. But once the scene grows to a large enough scale, then it would make business sense for the private sector to own teams


3 billion

hours/week spend playing video games

AVERAGE

13

hours/week

5.5

hours/week


north america

europe

$224

$172

million

million

america latin

$29 million

GLOBAL GAMES MARKET BY REGION (2015, BILLION $) SOURCE : NEWZOO.COM


e

2 asia

$321 million


In 2014 eSport finally reaches critical mass. Over worldwide watched competitive gaming

71 MILLION


eSport viewers are dedicated viewers. An average eSport viewer watches

19 times

a month, with a session length of

2.2 hours


The client for the project is I-Berhad which is a public company listed on the main market of Bursa Malaysia Securities Berhad which is principally involved in property development, property investment, leisure and reits.


The client will be also collaborated with Esport Malaysia (ESM) which is the governing body for electronic sports in Malaysia and is registered under the Malaysian Sport Commission.


The programs injected in this building is based on the four type of gamer which is the maker, the achiever, the socialiser and the explorer. The so-called Bartle Quotient is the result of research which was first discussed in a paper by Richard Bartle called Hearts, Clubs, Diamonds, Spades: Players Who Suit MUDs1, and is quite simply an attempt to partition MUD players into four distinct gaming archetypes: Killer, Explorer, Achiever, and Socializer. Every player contains at least part of each, but most lean heavily toward one or two of these four.

vvv

According to Bartle Quotient, gamer can be divided into four type which are the maker, achiever, explorer and socializer

MAKER

SOCIALIZER

ACHIEVER

EXPLORER


Each of the gamer’s type have different aim when gaming. Therefore, their nature of playing couldn’t be disturbed. But, the injection of program before the start to play can be done to ensure and increase the gamer ethuatiasm.

cyber

realm


While the spaces for the building is based on the analogy of game space. The idea of making a game space into a playable world is done by applying the same setting into the program and space for the building


the spaces are then distributed into four type which is tourism, training, public facilities and administration. The tourism is the majority spaces as the building is intended to give return of investment to the client.


As an ent Envisioned by Tan Sri Lim Kim Hong, i-City is the adaptation of a Digital City that is designed as an international business hub by day and lifestyle haven by night.

Strategically located along Federal Highway with direct access, the RM9.0 billion freehold Ultrapolis is a data centres, residences, hotels, performing arts centre, a 1.5 million sq. ft. shoppingmall jointly developed with Thailand’s Central Retail Group and a theme park. The theme park currently draws an average of 90,000 visitors weekly.


i-City is a MSC Malaysia Cybercentre certified development, a world reference site for Cisco’s Smart+Connected Community (CSCC), endorsed as a Tourism Destination by the Ministry of Tourism and Culture as well as declared an International Park by the Selangor State Government.




A

B

C

D

F

G


E

H


RADIUS STUDIES

RESIDENTIAL

NODES

MOVEMENT

COMMERCIAL

SEEDING PEOPLE ATTRACTIONS


ACCESIBILITY & NETWORKING

PERMEABILITY : PEDESTRIAN LINKAGES

EDUCATION AND PUBLIC BUILDING

GREEN AND WATER ELEMENT

VARYING OPENING HOURS & STIMULATING EVENING COMPANY

GROWING FINE GRAINED ECONOMY


LEISURE PARK AS A POTENTIAL AXIS

POTENTIAL HIDDEN SERVICES

PROPOSED SITE

FUTURE PLAN : SHOPPING MALL POTENTIAL SERVICE ENTRANCE

POTENTIAL CROWD SOURCE SUN PATH

VIEW TO THE SITE

VIEW OUTSIDE


POTENTIAL SERVICE ENTRANCE

POTENTIAL PUBLIC PARK TO CONNECT SURROUNDING BUILDING

FUTURE PLAN : HOTEL

FUTURE PLAN : OFFICE TOWER

WATER ELEMENT

BLOCKED VIEW TRAFIC NOISE

site section


SOHO (UNDER CONSTRUCTION)

FUTURE SHOPPING MALL


PUBLIC PARK

FUTURE HOTEL

FUTURE OFFICE


Games are played to win but the important thing in gaming is what the gamer learn along the way thorugh his ‘journey’ in order to win

hence, various type of program according to the gamer type are injected along their journey to play their game. the player are architecturally directed along the journey for them to be ethuatiast


VISUAL PERMEABILITY

ROUTES

INTERLOCKING NODES

SUNKEN

INSIDE OUT

HIERARCHY


1

CONNECTOR

4

OPEN PLAZA AS THE BACKBONE

Open plaza will act as the main meeting place and centralise the spatial organisation of the space thus act as the back bone for the building

5

WORLD INSIDE

Connect the Proposed Shopping Mall to the leisure park thus allow people to visit the Cyber Gridiron

2

6

ARCHITECTURE

SUSTAINABLE DESIGN

The design will be respecting the I - City concept

Fully utilize the natural energy to cater i city 24 hours living city and to achieve green building

3

SEPARATION OF PROGRAM

SEMI

PUBLIC

Open plaza at the ground for public

Building orientation


7

OUTDOOR SPACES

10

THE PATH

Amphitheatre facing the leisure park as crowd vacum

11 8

ELEVATED ARENA The arena are elevated in order to catch the view from the main road

MULTI HEIGHT CEILING AND FLOOR

Floor height and ceiling height are to be design in variety to enhance the interaction among the user

12 9

The building will be provide natural lighting through the skylight

FLEXIBLE ARENA

Full Arena Mode

SKYLIGHT

Division Mode

Arena can be divided into smaller space to fully utilize the usage of the arena


The design concept is based on the four-player type that generates spaces and programs. The planning and the massing are generated from that.

The initial massing is organized base on the site forces and architectural principal which is the linear arrangement, cluster, hierarchy and the combination.


study model



massing study


VIEW

INGRESS

VEHICULAR

REORGANIZING CONTEXT AS A GAMING CENTRE, EACH FUNCTIONS ARE CATEGORIZED AND RELOCATED BY SITE CONDITION OF ADJACENT CIRCUMSTANCES, RESULTING IN SATISFYING SITE REQUIREMENT

MAXIMIZING OPEN SPACE THE NEW ESPORT ARENA AND GAMING CENTRE SERVES AS SOCIAL CATALYST AMONG THE GAMER BY MAKING AN IN - BETWEEN SPACE


THE LINK THE CENTRE WILL ACT AS THE CONNECTOR BETWEEN PUBLIC PARK AND THE MALL. HENCE WILL VACUUM THE PUBLIC TO GO INTO THE CENTRE

OPTIMIZING SHAPING THE MASS MORPH TO UTILIZE MAXIMUM VIEW AND CREATE SENSE OF WELCOMING


Open Plaza

UNIFIER THE GAMER PLAZA WILL UNIFY THE SEPARATED SPACES AND PROGRAMS

THE ENVELOPE THE LONG SPAN ROOF WITH SKYLIGHT WILL ENVELOPED THE BUILDING THAT WILL PROVIDE SHADE AND NATURAL LIGHT


FINAL FORM THE FORM ARE INFLUENCE BY THE FUTURISTIC AND SCI-FI DESIGN STYLE




Hidden services Because of the retaining wall beside the site, services are hidden in between it. The service road are near to the m ain road and easy to be transport but remain hidden

A

Open theatre The amphitheatre can be use for various outdoor event such as live watching tournament, outdoor carnival, public talk, outdoor performance and others.

B


Public Park The public park act as the green lung and connector between the adjacent site and also promote green and healthy environment

B’

A’

Open Plaza The open plaza become the backbone of the building where it will unify the spaces and programe and promote permeability among users. Various event are also can be done here.

In between Garden The constraint to be in between a large building are overcome with the in between garden. Where the road will become more pedestrian friendly.


basement f Loor plan


FIRST f Loor plan


SECOND f Loor plan


third f Loor plan


Fourth f Loor plan


To encourage gamer to move around the building, programmatic activities which gamer can use have been spread across it. A game library, arcade, training room, virtual reality room, office and cafe are spread across the building to maximise the chance of meeting other gamers and for daily physical movement between various activities.

To make access to the training facilities, the rooms have been provided at the second floor and third floor that can only be accessed from the second floor. Thus, the gamer will be forced to walk through the ground level before taking up the escalator to the first and second floor.

To participate for tournament, the arena entrance located at the top floor level. The audience will go to the pre-function area before going down into the hall.


1 5 6

1

5

5

1

6

STEEL BOX FRAME

CASE STUDY : BARCELONA DESIGN MUSEUM

construction system


CASE STUDY GUANGZHOU OPERA HOUSE

:

1

2

RIGID FRAME STRUCTURE

4

STRUCTURAL COMPONENT 1

3

1 STRUCTURAL CORE 2 DIAGRID STRUCTURE 3 STEEL COLUMN 4 STEEL BEAM 5 STEEL BOX FRAMING 6 PORTAL FRAME 6 STEEL FRAMING ROOF TRUSSES

PORTAL FRAME


DETAIL B : GLASS RAILING

TRAINING ROOM

TRAINING ROOM

TRAINING ROOM

TRAINING ROOM

DETAI

Section a-a’


IL C

0.5MM THICK PERFORATED ALUMINIUM BAFFLE PROFILES COMPLETE WITH SUSPENSION SYSTEM AND ACOUSTICS NON-WOVEN TEXTILE LINING BONDED TO INTERNAL SURFACES (LINE CEILING SYSTEM OR APPROVED EQUIVALENT)

25MM ALUMN. CAPPING (VERTICAL JOINT) BUTT JOINT (HORIZONTAL JOINT)

150MM HIGH 1.5MM THK BRUSH FINISH S/ STEEL SKIRTING TO MANUF’S DETAIL

RC KERB 20MM TERRAZO SKIRTING 1165MM HIGH LAMINATED TEMPERED HEAT SOAKED CLEAR GLASS BALUSTRADE COME WITH STAINLESS STEEL HANDRAIL

DETAIL A : COLUMN CLADDING ELEVATION

DETAIL C : INTERNAL CLADDING

SERVICE CORRIDOR

SERVICE CORRIDOR

SERVICE CORRIDOR

DETAIL A LOBBY

DETAIL B

SERVICE CORRIDOR


ROOF

CLADDING

FLOOR SLAB

SUPERSTRUCTURE


TRIANGLE TESSELLATION CLADDING AND GLASS PANEL

COMPOSITE FLOOR SYSTEM

WHITE ALUMINIUM ROOF PANEL

TECHNICAL DRAWINGS

PANEL COMPOSITION

1. PRE-COATED AND ROLL FORMED ALUMINUM EXTERNAL SKIN 2. ADHESIVE FILE 3. ALUMINUM EXTRUSION 4. ALUMINUM HONEYCOMB 5. PRE-COATED ALUMINUM INTERNAL SKIN

HOLLOW SECTION BEAM JOINTING WIH GIRDER

STEEL POST AND BEAM


elevation i

elevation ii



section b-b’



Conceptual Images showing inside outside interaction



ENERGY EFFICIENCY INDOOR ENVIRONMENTAL QUALITY SUSTAINABLE SITE PLANNING & MANAGEMENT MATERIALS & RESOURCES WATER EFFICIENCY INNOVATION

SM1

SITE SELECTION

DEVELOPED ON A SITE UNDER STRUCTURE PLAN

SM4

ENVIRONMENT MANAGEMENT 60 % GREEN AREA 40 % BUILDING

SM8

PUBLIC TRANSPORTATION ACCESS

PROJECT LOCATED WITHIN PLANNED SUBWAY STATION

IN1

INNOVATION IN DESIGN

MULTIPLE TYPOLOGIES OF ARENA THROUGH CENTRALISE STAGE AND FOLDABLE WALL TO CATER DIFFERENT SIZE OF ESPORT EVENTS

SM12

GREENERY

PROVIDE SHADE FOR 50% OF THE SITE HARDSCAPE

WE3

WATER EFFICIENT - IRRIGATION/ LANDSCAPING LANDSCAPE IRRIGATION USED THE RECYCLE WATER

SECTIONAL PERSPECTIVE B-B’


EQ8

WE1

ENCHANCE INDOOR AIR QUALITY THUS CONTRIBUTING TO THE COMFORT AND WELL BEING OF THE OCCUPANT

RAINWATER HARVESTING ARE USED TO REDUCE IN POTABLE WATER CONSUMPTION

DAYLIGHTING

WATER HARVESTING

EE2

LIGHTING ZONING

AUTO SENSOR LIFHTING AND MOTION SENSOR

WE2

WATER RECYCLING

WATER USED ARE RECYCLE TP REDUCE IN POTABLE WATER CONSUMPTION


EE4

RENEWABLE ENERGY

ENCOURAGE THE USAGE OF RENEWABLE ENERGY THROUGH PHOTOVOLTAIC GLASS PANEL

EQ2

ENVIRONMENTAL TOBACCO SMOKE CONTROL CONTROL

SMOKING ARE PROHIBITED IN THE BUILDING AND DESIGNATED SMOKING AREA ARE PROVIDE OUTSIDE AIR INTAKE AND OPERABLE WINDOW

EQ1

MINIMUM IAQ PERFORMANCE

ENCHANCE INDOOR AIR QUALITY THUS CONTRIBUTING TO THE COMFORT AND WELL BEING OF THE OCCUPANT


MR1, MR2

REUSED AND RECYCLED MATERIAL

BUIDLING AND FURNITURE MATERIAL ARE FROM REUSED AND RECYCLED MATERIALS

MR3

REGIONAL MATERIAL

REDUCE TRANSPORTATION COST BY USING LOCAL MATERIAL

EQ6, EQ7

THERMAL COMFORT

INDIVIDUAL COMFORT ARE PROVIDED TO SUIT INDIVUDUAL TASK NEEDS AND PREFERENCES

EQ9

DAYLIGHT GLARE CONTROL

GLAZING WITH LOW E ARE USED TO REDUCE DAYLIGHT GLARE

EQ12

EXTERNAL VIEWS GARDEN VIEW


Conceptual Images showing interior of tri arena



6

2

4 1

1

1

3

5 3

7

1

1

2 3

exploded section of tri arena


6

2

5

STRUCTURAL COMPONENT 4

2

4

CORE SHEAR WALL CASTELLATED FLOOR BEAM STEEL GIRDER CONCRETE SLAB CORRUGATED METAL DECKING QUADROCLAD WHITE ALUMINIUM PANEL ACOUSTIC WALL PANEL

1 2 3 4 5 6 7

FIRE PROTECTION FIRE STAIRCASE 1 HOSE REEL AND WET RISER 2 FIRE RATED DOOR 3 SPRINKLER SYSTEM 4

ARENA SPACE

2 3

ARENA 1 ARENA 2 ARENA 3 STAGE LIFT LOBBY PRE FUNCTION AREA

1 2 3 4 5 6

SERVICES AND SYSTEM AIR CONDITIONING DUCTING 1 ELECTRICAL TRUNCKING 2 LIFT 3


WHAT IF WE HAVE THE CENTRALISED STAGE THAT ARE DIVIDED WITH OPENABLE WALL PARTITION?

HOW CAN THE BUILDING PROVIDE SEPARATED SMALL ARENA FOR MINI EVENT, AT THE SAME TIME PROVIDE THE LARGE ARENA FOR THE MAIN EVENT???

HENCE, WE CAN HAVE VARIES TYPOLOGY TO CATER THE DIFFERENCE SIZE OF THE EVENT BY OPEN OR CLOSE THE WALL

TYPICAL ARENA ARE DESIGN TO PROVIDE SEPARATED HALL FOR SEPARATED SIZE OF EVENT

ARENA 2

ARENA 3

STAGE

The main concept for this special study is a combination of 3 separated wall that will combine together through a centralise stage.

CONCEPT

PRE FUNCTION

The public circulation for the arena is difference from typical. The audience have to go to the fourth floor where the pre-function area located. Then, they will take the stairs or elevator to go down to the arena

PUBLIC CIRCULATION


The arena will be separated by foldable wall. Thus, will divide the stage and arena into three separated arenas that can be used for different event. Every arena is provided with own screen and entrance.

SEPARATION OF ARENA

FOLDABLE WALL

OPENABLE ARENA


sectional perspective of tri arena



1

1

1

4

1

1

2

5

1

3

1

1

1 6 7

1

Fire Hydrant Wet Riser Hose Reel Tank

4 5 6

Sprinkler Tank

Bomba Lift

3

7

Sprinkler

Emergency Staircase

2

1


8 6 7

5

4

3

Cooling Tower AHU Cassette Unit Indoor Unit Outdoor Unit VRV

3 4 5 6 7 8

Zone C

1

Chiller Plant

2

Zone B

2

Water Tank

1

Zone A


1 3

4

6 7

TNB Sub-station Genset MSB Room Control Room PABX Riser ELV Riser BAS Riser BAS Riser

1 2 3 4 5 6 7 7


1

1

2

2

2

1

Elevator Escalator

1 2


3

3

2

3

4

5

1

Suction Tank Storage Tank Toilet Musolla Kitchen

1 2 3 4 5


MH7

MH6

MH6

MH5

MH5

3

MH4

3 MH3 MH2

3

4

MH1

5

1

Refuse Chamber Service Lift Toilet Musolla Kitchen

1 2 3 4 5


model making



AZIZ ADNI

AMIN

ANIS

DAHLIA DEE

AZRAA

AZLAN

DZUL

FIRDAUS

HAFEEZ HADZRI

HUZAI

IZZAT HASIB

PIJA


MAHIRA ZATY

ZAZA

NAZRI

BE’AH

SHAHRUL

SHASHA

QURSHIAH

ANNUR

SYED

PIQA

SYAZWAN

ZAI

ZHAFRAN


SPECIAL THANK TO BOTH OF MY PARENT

CHE HARUN BIN CHE CHAT hARNIZA BT IBRAHIM

MY my MY MY MY

FAMILIES supervisor LECTURERS STUDIOMATES SENIORS AND JUNIOR

DESIGN AND STORY BY cm hasib ch


AUTOGRAPH



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