hybrid Reality:
Alleviating the gap between physical spaces and virtual worlds.
by Daniel Rodriguez
© 2018 Daniel Rodriguez ALL RIGHTS RESERVED
hybrid Reality: Alleviating the gap between physical spaces and virtual worlds.
A Thesis presented to the Undergraduate faculty of the Newschool of Architecture & Design
In partial fulfillment of the requirements for the degree of Bachelor of Architecture
by Daniel Rodriguez
June 2018 San Diego, CA
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© 2018 Daniel Rodriguez ALL RIGHTS RESERVED
Thesis abstract The translation between physical spaces and digital spaces its separated by an absence of hybrid reality spaces.Digital technologies have changed the way the world works. It has change the way Architecture is designed, thought, and visualized. We are approaching an era where the architecture profession has increased its reliance on technology (Chaos Group,2017). We can create limitless digital worlds, we can create interior spaces, buildings, cities and entire new worlds. However, we have always had a separation between the digital worlds and the physical world. We are constrained by 2D interfaces, restricting us from immersing ourselves into the creation of digital worlds. This thesis investigates an introduction to hybrid spaces to alleviate the gap between physical and digital spaces in Architecture education by implementing Augmented Reality (AR), Virtual Reality (VR) and Mixed Reality (MR).
Foreword Imagine as an architecture student in San Diego, being able to step into a building you are designing along with an instructor from London. As you two walk from room to room, you discuss about what to change and how to improve your design. You can make changes in real time, move to patio to the front of the house, add another story, move the living room closer to the front and change the material of the surfaces. A classmate joins into the session and he is able to see your design in the virtual environment. As you three move to the living room, you are able to change the color of the floor, the coffee table, the color of the couch and even add some books. You three sit down to feel the spaces, yes in this simulation you can sit down and touch the furniture. As you look around, you make the window in front of you bigger and admire the scenery in front of you. This is what the future of designing could look like with the use virtual reality and augmented reality tools.
© 2018 Daniel Rodriguez ALL RIGHTS RESERVED
hybrid Reality: Alleviating the gap between physical spaces and virtual worlds.
A thesis presented to the Undergraduate faculty of the Newschool of Architecture & Design
by Daniel Rodriguez
Aproved by:
Michael Stepner, FAIA, FAICP Chair of Architecture Program:
Eric R.P. Farr - Thesis Supervisor
Date
Date
DEDICATION To my family and friends who have supported me through the years of School.
To my Dad and my Mom whom I love very much.
acknowledgements I want to thank those who have helped me make it this far, it has been a long journey.
I want to thank my instructor Eric Farr for guiding me through the year and for being a great instructor on my toughest year of Architecture. Thank you.
Table of contents 1.
INTRODUCTION TO ESSAY
2.
THESIS ESSAY
3.
RESEARCH METHODS
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Problem Statement Critical Position Thesis Statement
Background of the Problem Scope of the Study Conclusion of Study
Summation of AR501 Case Studies Contextual Analysis Programming
01 04 06
09 15 16
20 22 32 50
4.
RESULTS / DESIGN PROTOTYPE Summation of AR502 Exploration Massing Exploration New Technologies Design Process Concept Spaces AR502 Feedback / Evaluations
5. CONCLUSION
APPENDICES
60 62 76 82 88 104 110
Summation of AR502 Form Exploration Results Physical Models Feedback / Evaluations Personal Blog
114 116 124 157 163
Review of Literature List of Illustrations
225 227
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01 Introduction
1
problem Statement
The translation between physical spaces and digital spaces its separated by an absence of hybrid spaces. Digital technologies have changed the way the world works. It has change the way Architecture is designed, thought, and visualized. We are approaching an era where the architecture profession has increased its reliance on technology (Chaos Group,2017). We can create limitless digital worlds, we can create interior spaces, buildings, cities and entire new worlds. However, we have always had a separation between the digital worlds and the physical world. We are constrained by 2D interfaces, restricting us from immersing ourselves into the creation of digital worlds. But what if there was a space between the digital and the real world, what if there was a hybrid space that allowed people to design, and collaborate in both worlds? How would people interact with this space and how would it change the way current spaces are designed?
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3
Critical Position
Exploring the possibilities of creating hybrid spaces would be best integrated in Architectural education where students can interact, collaborate and create digital worlds. In Architecture education, students are required to learn how to visualize spaces presented on 2d planes. Many times, a 2d plane cannot be translate well into their minds as they see and live in a world made of 3d objects. In architecture education students are limited to their screens, models and papers and there is no easy way to transfer one format another. Architects have adapted to this constricted method of work, they have learned how to work with these limitations but as technology advances new methods of visualization have been created and could improve their designing experience. If architecture students can design in a hybrid reality space, they would be able to use their knowledge into their profession thus creating hybrid reality worlds.
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thesis statement
This thesis investigates an introduction to hybrid spaces to alleviate the gap between physical and digital spaces in Architecture education by implementing Augmented Reality (AR), Virtual Reality (VR) and Mixed Reality (MR). Digital technology has changed the way the World functions, from music to health industry. Virtual reality in many disciplines is creating new paradigms in visual perception. Architecture has gathered new digital tools over the years and has changed the way Architecture is taught, designed, built and experienced. The practice of Architecture its increasing its demand for technological knowledge yet architecture schools have not adapted to this new era. What if architecture schools allowed students to have hybrid spaces with virtual reality (VR) and augmented reality(AR) to help them interact simultaneously with physical spaces? Could hybrid spaces allow architecture students to push their imagination with less boundaries of physical space? This thesis investigates an introduction to hybrid spaces to alleviate the gap between physical and digital spaces in Architecture education by implementing Augmented Reality (AR), Virtual Reality (VR) and Mixed Reality (MR).
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02 Thesis Essay
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Background of The Problem Background of the Problem The practice of Architecture its increasing its demand for technological knowledge. However, architectural schools are outdated and have not been adapted to this new era of students (James Birt, 2017). Based on a survey by Chaos Group, they surveyed 5,769 architecture professionals from over 70 countries; “70% of those survey noted that the reliance on technology is the #1 change in the industry over past three years, almost twice as many as the 36% who stated an increased demand for sustainable designs.�(Citation) This tells us that architecture students are expected to have a higher level of knowledge with these new forms of technology. FIG. 2.1 Old Typewriter by Author
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FIG. 2.2 Old Drafting by Author
FIG. 2.3 VR-Architecturen - Image Composite by mike Tong
FIG. 2.4 Computer Lab by Author
Architecture schools should prepare their students for the future of this practice and allow them to practice utilizing the tools that are being used in this profession. One of the tools that it’s changing the way architecture firms work is Virtual reality headsets. Virtual reality headsets are a strong tool that allow architecture firms to import their models into a virtual environment to get a sense of the spaces they’re designing without having to physically build it. More than half of the firm’s surveyed by Chaos Group said that they are either using VR or currently experimenting with it. (Chaos Group, “Architectural Visualization Technology Report”, Survey. 2017). Not only have these firms experimented introducing this technology into their business, but also 80% of the firms already utilizing VR have successfully used it on multiple projects.
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Research Exploration of VR and AR in Education Virtual reality in education is still at its early stages and has been able to provide many possibilities, but there are drawbacks. It has allowed doctors in poor countries to help their patients prepare for surgery. It has helped animators create cartoon animations by fully immersing themselves into the animation. Some of the limitations including VR and AR in education is the high cost. Now, due to the growth in popularity of VR and AR, more cost-efficient technologies have arisen. Headsets from Oculus rift google cardboard, HTC Vive and windows mixed reality headsets are powerful tools that allows the masses to use these tools at a relatively low cost.
FIG. 2.5 Different representations from Birt, J., & Cowling, M.
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Based on the research by James Britand and; Michael Cowling in their research; “Toward a future ‘mixed reality ‘learning spaces for STEAM education” architecture education is a great space to implement VR and AR as this is a profession that requires a heavy understanding of 3d visualization and art related knowledge. They did a study with students in which they allow them to study with 2D reference images, 3D images projected into 2D images and VR and AR. They found that 2D representation lacked the spatial consideration, navigation and manipulation to fully understand the design. FIG. 2.5 Different ways of representing a dome on columns - 2d traditional view, VR, AR and 3d printed learning
artefacts. (Birt, J., & Cowling, M. “Toward future 'mixed reality' learning spaces for STEAM education. “2017) This tells us that not only can VR be used as a visualization tool but also as a learning tool. The students were able to draw the model in VR, re-draw it, and build it with a better understanding, as opposed to the students who only had access to 2D reference images. Architecture students could learn faster and get a better understanding of a design with the use of VR. If students in Architecture schools had access to these tools it could greatly improve the quality of their education and the success of the profession when they join firms
Architecture Career For architecture students to keep up with the demands of the profession they need to acquire knowledge on these new technologies. This is not only the job of the students but also tools. The benefits of including VR and AR technologies into architecture education not only allows them to be up to date with the profession, but also to gain a better understanding of architecture. Architecture is a career that requires a vast amount of mental visualization and understanding of spatial awareness, among other skills. The first years of architecture school is spent teaching students how to read, draw, and visualize 2D architectural drawing/perspective. With the introduction of VR and AR students could gain a better sense of space and learn the translation between paper to physical space faster and more efficiently. FIG. 2.6 Drafting by Pexels.com
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Research Technology on Younger Generations Younger generations are relying more on technology than the previous one. In the study “Grown Up Digital” by Don Tapscott, Tapscott looked at how new generations have been shaped and transformed by the technology that surrounds them. The “Net Generation” have had access to computers, internet and each other via various digital communications. For the Net Generation, “Technology is like air” to them, it’s necessary but invisible; They can’t imagine a life without it. These tools have even change the way Net Generation’s brain develop and function, most of these changes being positive. According to Tapscott, Net Generations are capable of multitasking with almost 80% of them reading, commenting, or participating in the creation of interactive blogs daily. They use their phones for almost everything, from alarm clocks to GPS devices to creating videos. They don’t see their computer as just a machine, but as a way to collaborate and create with people all over the world. The Net Generation has access to 13
FIG. 2.7 Abstract from Pixelbay.com
not only physical worlds, but they also have participated in the creation of digital platforms, such as Facebook, Reddit, YouTube, Tumblr, etc. Net Gen’s are not only able to use the computer to their advantage, but, they are also more visually acute and excel at spatial awareness. (Tapscott, 2017) Videos games have also had a big influence on
their hand-eye coordination and have taught them to be more effective decision makers and collaborators. This not only show us that the newer generations will need more technology in their schools but that they will also improve it more than the previous generations. This can change how Architecture is conceived and
designed. Architecture is known to have a low profit margin with low levels of efficiency. Noted in (2017 Magazine “Architecture Engineering & Construction AECMAG, Feb 2017”): The final structures can be rendered in 3D and the construction workers can experience and explore the space as they would in real life. Another important factor of the construction process is the fact that the viability of an architectural design needs to be tested thoroughly. Up until recently, the viability of a structure could only be tested through scale models and human judgement. As scale models can’t completely simulate the environmental factors that a structure is subjected to and human judgment can be inaccurate and flawed, virtual reality offers incredible possibilities. (Corke 2017) As architects can build their projects in virtual reality, it helps lower the cost to design, the time it takes for it to be design, and the construction cost. As workers also get a view of the finalize project, it helps to reduce miscommunication between Architects, engineers and construction workers.
The industry will change and be more productive if everyone in the project has a better understanding as to what the final project will look like. Virtual reality has been around the 1980’s when Mclellan started to study the application and effectiveness of virtual reality in education. One of the most useful simulations for virtual reality was the ability to train pilots with flight simulators. The technology has been there for years but now it’s readily available to the public
FIG. 2.8 Net Generation by USTA.com
FIG. 2.8 Coding from Pixelbay.com
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Scope Of The Study
Scope of the Study
This thesis explores the different methods in which Virtual reality and Augmented reality can be introduce into architecture school spaces. In 2017 the United States and United Kingdom made most of advancements in the research of VR and AR. The technology it’s still being implemented and overall is a brand-new technology in the educational branch. This thesis investigates case studies, surveys and data inside the U.S. and United Kingdom. It investigates the relation between spatial awareness, visualization, representation and connection to physical tools and digital tools. It investigates environments that are currently utilizing this technology and how they are utilizing it. In order to propose a design with VR and AR, we must know what is already in us. One topic that is not researched is how to fully immerse a person into a virtual world. The purpose of this research explores the possibilities of creating a hybrid space that allows students to design in the physical world as well as the digital world. The design will be focus on the use and design of interior spaces.
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Conclusion of study
Conclusion Virtual Reality and Augmented reality is growing in popularity with a promising outlook for the future. Based on studies, students can benefit from the introduction of VR and AR as it will enhance the learning experience and allow for faster learning. The understanding of spatial awareness and architecture could be better understood with the use of virtual environments. While leading companies in the U.S. and U.K. support VR and AR platforms, the technology it’s still on its early stage and could be ready for full incorporation into Architecture schools. Architecture schools would need to re-design their spaces and teaching methods to fully incorporate this technology. With the right design, environment and companies, its possible to create a place to allow students to utilize these technologies to their benefit and educate the new era of Architect.
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03 Research methods
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Summation of ar501 In AR501 I started my research on current VR and AR systems and software’s. I also looked at how architects design working spaces and how the design relates to the function. I found out that incorporating AR and VR tools into buildings would require me to explore different methods to incorporate Mixed reality into spaces as there is not a lot of information on the topic. People are familiar with VR headsets and Virtual reality but not how it affects the architecture of a building. Incorporating VR tool should be more than just overlaying VR room on a space and say there is a VR room. Juries mentioned that they don’t see how integrating AR into a building would change the architecture of the building. That was one of my main issues, I had to explore ways in which Architecture could be made to work with digital tools and physical tools. As I did my research I had trouble finding case studies or companies that would design the building along with the use of technology.
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Case Studies
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Case Study
The void Virtual Reality Gaming Company The void is a company that brings untethered virtual reality in a physical space, with physical props. The team has physical rooms which they can design anything designed want in the virtual space. As people walk around the physical spaces they are able to see the virtual world in real time and interact with it. The Void is partner with big gaming developers which allows them to design games and experiences for people to explore in the void.
FIG 3.1 Photo by Thevoid.com
FIG 3.2 Photo by Thevoid.com
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FIG 3.3 Photo by Thevoid.com
What Makes The Void Different. One of the main issues with virtual reality is the movement constraints since the headsets needs to be tethered and there is only so much free space in a person’s house. What the Void is able to do is allow people to walk around the virtual space as they can move in the physical space. By having the freedom of movement in a virtual space The Void can expand these vr spaces to infinite sizes, with the help of software tricks. FIG 3.4 Photo by Thevoid.com
Redirected Walking: Walking Path
FIG 3.5 Photo by Thevoid.com
FIG 3.6 Photo by Thevoid.com
The Void has designed their playing arena to have different components to allow players to interact with a building in different manners. The Space has one big arena space in the middle to allow for open simulations. One the other side of the playground there are walls with 90-degree corners to simulate a common building. Lastly on the exterior they have the round path that allows for players to walk around and make them believed they have walked miles while in reality they have only been walking in the same place.
FIG 3.6A Redirect Walking Path Blindfolded
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Case Study
Making Infinite Space The Void is able to design infinite spaces as they rely on technique called “Redirected walking�, a theory well known for years that has gained popularity in recent years with the introduction of Virtual Reality. The technique consists on the idea that humans cannot walk in a straight line if they are blindfolded. As humans rely on more than one sense to orient themselves, it has been proven that humans when blindfolded will walk in a circular path as opposed to a straight line. Therefore, The Void is able to trick users into thinking they have been walking miles straight when in reality they have been walking around in circles
FIG 3.7 Redirect walking diagram by Author
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FIG 3.8 Limitless Redirect Walking by Author
FIG 3.9 Redirect walking 02 by Author
Live Tracking: The arena has sensors tracking the magnetometers, Accelerometers and Gyroscopes that the players are wearing. This allow them to walk freely around their environment.
FIG 3.10 Tracking system diagram by Author
Collaboration: Players are able to collaborate in a virtual world while being apart. They can work together without the need to be in the same room and exchange information as if they were having one on one conversations.
FIG 3.11 Holographic collaboration diagram by Author
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Case Study
Autodesk Munich’s VR Center Autodesk VR Center has been experimenting with different model that allow them to overlay virtual information. They are able to identify the physical object to then map with sensors to overlay digital images. Once the software has the information it can be use to have an experience with the physical object while seeing a digital rendering of a visualize model.
FIG 3.12 Photo by Kean Walmsley
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Autodesk VR center consist of different VR technologies brought together to create an immersive room. The room has a VR set up on a green screen which allow them to overlay the digital image of what the users are seeing on their VR headset. Not only are they able to use real cameras but also digital cameras that are tracker by sensors. The room contains several sensors to allow for live tracking.
FIG 3.13 Photo by Kean Walmsley
Collaboration Space On the left side of the room they have a mixed interactive room. This allow for non-vr users to join in on the experience. With different televisions used as displays other guest are able to see through the virtual camera into the virtual world. The objects in the physical world are also mapped into the virtual world which allows them to have a real time interaction. One of the major breakthroughs of the VR center is how they are able to merge the physical and digital to work together. In this room they are able to feel digital work in real life. They are able to enhance the design process.
FIG 3.14 VR center diagram by Author
FIG 3.15 Photo by Kean Walmsley
FIG 3.16 Photo by Kean Walmsley
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Case Study
Transform Transform from Tangible Media Group TRANSFORM fuses technology and design to celebrate its transformation from a piece of still furniture to a dynamic machine driven by the stream of data and energy. Created by Professor Hiroshi Ishii and the Tangible Media Group from the MIT Media Lab, TRANSFORM aims to inspire viewers with unexpected transformations, as well as the aesthetics of the complex machine in motion. TRANSFORM was first exhibited in LEXUS DESIGN AMAZING 2014 MILAN in April 2014.
The work is comprised of three dynamic shape displays that move more than one thousand pins up and down in realtime to transform the tabletop into a dynamic tangible display. The kinetic energy of the viewers, captured by a sensor, drives the wave motion represented by the dynamic pins.
FIG 3.17 Transform Lexus design amazing 2014 Milan
FIG 3.18 Transform Lexus design amazing 2014 Milan
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Holoportation Microsoft Holoporation "Holoportation is a new type of 3D capture technology that allows high quality 3D models of people to be reconstructed, compressed, and transmitted anywhere in the world in real-time. When combined with mixed reality displays such as HoloLens, this technology allows users to see and interact with remote participants in 3D as if they are actually present in their physical space. Communicating and interacting with remote users becomes as natural as face to face communication."
FIG 3.19 VR center diagram by Microsoft
The system creates scans of the user with the use of four xbox kinetc cameras. The spaces needs to be mapped out and users can not leave this space as they will no longer be visible by the sensors. However, this is one of the ways people can have one on one holographic calls while using Augmented reality glasses.
FIG 3.20 VR center diagram by Microsoft
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31
Contextual Analysis
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contextual anAlysis
Reasoning San Diego county has a variety of terrain, from sunny beaches to rocky mountains. While there are great places in which a school can be located, the site for the new campus would need to be relatively close to future students located in San Diego. Being able to be to arrive to the site without a disadvantage to the site is an important deciding factor. Another important factor is the environment surrounding the site. It is important that the site is close to a well-developed and populated area. Students will need to be able to travel to a variety of zones that will allow them to explore while studying. Being near downtown would allow students to be at the center of San Diego and experience the real life of San Diego. As a school, one also needs to be close to public services. Having a library be close to it is important as its able to give excess to knowledge that the school might not have available. Last thing to take into consideration is the future of the site. The surrounding has to be moving forward with the times to allow students to grow with the site as well.
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Primary Factor
The primary factor to site selection is the distance from each part from San Diego. By having the school in the middle is the minimal distance from all across San Diego. 2mi. 5mi.
10mi. FIG 3.21 San Diego distance map diagram by Author
Secondary Factor 1. NSAD needs to stay in downtown as it has been in the area for years. 2.- Use the current sources available 3.- The location needs to be available for sale, rent or leaser. 4.-Easy to access with different methods of transportation.
1
2
3
4
FIG 3.22 Site Four Factors by Author
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Contextual Analysis
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FIG 3.23 San Diego Site Selection diagram by Author
Site 1 Based on site criteria Site 1 has been selected.
1
Pros: 2
3
Near Downtown. Site contains existing buildings. Area currently under development Near Transportation routes Open Space on existing Site.
Cons: Current homeless area 4
Close to Petco/ Traffic during events Lack of green spaces/ vegetation Trolley track in front of Site
FIG 3.24 San Diego downtown Site diagram by Author
Site 2 Based on site criteria Site 2 was not chosen.
1
Pros: 2
Area in high Development Near Vegetation/ Nature Near High Tech High Near Freeway
3
Cons: Far Away from Downtown 4
Minimal Public Transportation No Current Buildings Long travel Distance
FIG 3.25 Otay Lakes diagram by Author
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Contextual Analysis
San diego Map 1 Transportation Main transportation routes. GREEN line Freeway routes with access to site. Freeway 805 and freeway 5. BLUE line Trolley lines allow people to move around the city without the need of a car.
2 City of San Diego District San Diego downtown is divided into different areas. Each village brings its own identity that helps San Diego group different neighbors into groups.
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1
2
FIG 3.26 San Diego Utilities Axo diagram by Author
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Contextual Analysis
3 Parks and Open Spaces Parks bring life into the city. San Diego has open Spaces and small parks around the area of downtown. The closest big open space near downtown is Balboa park which is next to downtown.
4 San Diego Map San Diego is one of the most technological advanced cities in the United States. San Diego downtown has connections to San Diego airport, Balboa Park and the Military bases making it an incredibly flexible living space for its inhabitants.
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3
4
FIG 3.27 San Diego Parks Axo diagram by Author
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Contextual Analysis
DEMOGRAPHICS Race and Ethnic Composition
Population in Downtown
White 51%
2007: 33,471
Hispanic 29%
2010: 45,710
Black 10% 2020: 64,626
Asian 6%
2030: 82,598
Other 4%
San Diego County Educational Attainment Graduate/proffessional degree
Bachelor’s degree Associate degree Some college, no degree High School Graduate 9th-12th Grade Less than 9th grade 0%
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5%
10%
15%
20%
25%
30%
Distribution of Population by Age Group 75+ 65-74 60-64 45-59 35-44 25-34 18-24 0-17 0%
5%
10%
15%
20%
25%
30%
Household Income $125k-plus $100k-124k $75k- 99k $60k- 74k $45k- 59k $30k- 44k $15k-29k > 15k 0%
5%
10%
15%
20%
25%
30%
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Contextual Analysis
site 117° 9'0.92"W 32°42'17.31"N
FIG 3.28 U.S. Map Diagram by Author
FIG 3.29 San Diego Diagram by Author
FIG 3.30 Southern California Map Diagram by Author
FIG 3.31 Site Map Diagram by Author
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Site Information Commercial Street
Na tio
1430 National Ave, San Diego, CA 92113 Warehouse, Storage Lot Size: 93105.6003 ft² Parcel Number: 5356250300 County: San Diego
na
S1
6t
hS tre
et
lA ve
FIG 3.32 Site Plan by Author
Zoning Designation: CCDC-AWAITS-CCC-APPR Jurisdiction: City of San Diego
44 FIG 3.33 Site Axo by Author
Contextual Analysis
Sidewalk Analysis
1
Sound Analysis
4
3
FIG 3.34 Side Walk Number Marks by Author
1 FIG 3.35 Side Walk Number 01 by Author
3 FIG 3.37 Side Walk Number 03 by Author
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2
FIG 3.39 San Diego Sound Map diagram by Author
2 FIG 3.36 Side Walk Number 02 by Author
4 FIG 3.38 Side Walk Number 04 by Author
Sound Analysis
8AM
9AM
10AM 11AM 12PM 1PM
2PM
3PM
4PM
5PM
PLEASANT SOUNDS birds tree leaves wind
UNPLEASANT SOUNDS heavy traffic gate doors construction
BACKGROUND SOUNDS Trolley’s airplanes kids walking
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Contextual Analysis
San Diego - Traffic
FIG 3.41 Site Panoramic 01 by Author
FIG 3.40 Site Traffic Overlay by Author
FIG 3.42 Site Panoramic 02 by Author
San Diego - Noise
FIG 3.44 Site Panoramic 03 by Author
FIG 3.43 Site Sound Overlay by Author
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FIG 3.45 Site Panoramic 04 by Author
1
Surrounding Buildings Height and color of surrounding buildings.
1 3 FIG 3.46 Site Building Height Map by Author
Textures on Site
2
2
3 FIG 3.47 Site Building Height Diagrams by Author
FIG 3.48 Textures On Site Images by Author
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49
program
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program
program Creating hybrid spaces Current Schools have a required amount of spaces and functions. Not all spaces will be modified but new spaces will be added. Current spaces can be modified to be enhanced for a different use. The choosing criteria is whether they need a connection with digital tools. Learning spaces will be categorized as spaces that can be modified. Function spaces will be categorized as spaces that only serve a human necessity.
FIG 3.49 Masses by Author
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Spaces Found in Architecture School’s The spaces used as reference are spaces found in NewSchool of Architecture and Design (NSAD). The question is what places would change with the integration of Mixed reality.
FIG 3.50 NewSchool of Architecture & Design floor plan from NSAD
Proposed Spaces/Old Strategy Current Spaces in School Entry Classrooms Offices Meeting rooms Conference rooms Studio Library Lounge
Restrooms Auditorium Service room CAD Lab Kitchenette Lens Labs Material’s Lab
Proposed Spaces Entry Classrooms Offices Meeting rooms Conference rooms Studio Library
Additions VR Room Garden Lounge Restrooms Auditorium Service room CAD Lab
Modified Kitchenette Lens Labs Resting Space Material’s Lab
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Program
Spaces Mixed reality Space
Meeting Room Garden
Studio
Resting space
Studio workshop Classrooms
Entrance
Garden Library Restrooms
Lounge
Resting space
VR room workshop
Entrance
Restrooms
Mixed reality Space VR room Auditorium
Library
Entrance
Lounge Auditorium Building room
Physical Space FIG 3.51 Bubble Diagramby Author
At this point the exploration needed to be pushed further, if the school was going to have hybrid spaces they needed to be created along with the space and not just be an addition to the spaces as VR room.
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Studio VR Room Library Material’s Lab Classrooms Garden Offices Meeting rooms Lounge Auditorium Conference rooms CAD Lab Kitchen Resting Space Lens Labs Service room Restrooms Entry
45%
STUDIO
VR ROOM
VR ROOM
CAD LAB
LENS LAB
STUDIO
RESTING SPACE
CLASSROOM OFFICES MEETING ROOM LENS LAB
MATERIAL’S LAB LIBRARY
RESTROOM
STUDIO
LOUNGE SERVICE ROOM
VR ROOM
CAD LAB KITCHEN GARDEN
AUDITORIUM
FIG 3.52 Space Percantage by Author
FIG 3.53 Bubble Diagrams on Site by Author
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re-thinking In the exploration of introducing hybrid spaces in architecture schools, it became clear that there would be a need to redesign the spaces in architecture schools. The addition of a VR room would not fully allow students to take advantage of the hybrid workspace. There are places that already have a room dedicated to VR. For this research, it was important to look at how the digital components would change the spaces. How would spaces change if there are digital components designed alongside the physical components? At this point it was important to rethink how spaces are designed. What needs to be inside a space in order to create a hybrid room. The project required more research and exploration on interior spaces and the interaction of people and physical objects. It was time for a deeper exploration of our understanding of physical objects.
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04
Design prototype
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Summation of ar502 AR502 was the quarter in which most of the investigation and exploration was done. I started to look into possible ideas for the future. I used different methods from video recording to virtual 3D drawing. I had to work on multiple ideas and different parts of the building at once. This was my first time not having a linear process, as well as my first time presenting fully digital. In order to help people, understand better my ideas and process I created videos that showed the possible outcome. For the most part this is what AR502 was, exploring different concept ideas and how to put them together to create a final hybrid reality space. I looked at how Vritual reality can be used as a design tool. I investigated at how students interact with their studio and physical entities, I then looked at how desk would be designed if we used our hands to design. I made concept videos for those ideas. After I had an idea of the studio I moved into massing and how the spaces would relate to each other. I also introduced the idea of having a redirect walking path and where it would be located. I also incorporated the kinetic floor system into the massing. Once I had an idea of where the spaces would be I looked deeper into what the kinetic floor system would be and how I would be able to introduce hybrid collaborations. I created videos to demonstrate the concepts and get a better understanding of how they would work. Once I had that I design the massing based on space adjacency and site context. At this point I knew what technologies I was going to have and where the spaces were going to be, now I had to explore what was going to be inside those spaces. I created concept diagrams to illustrate how the future hybrid spaces would look like. I began an exploration of form and is what I continued in AR503 60
61
exploration
62
exploration
Massing Desk Design Massing Exploration
Hybrid
Kinetic Floor Hybrid Collaboration The Design process for this project is non-linear. In order to find answers, it was necessary to work on developing features from the outside-in as well as from the inside-out. The project has a combination of technologies and ideas that already exist and others that are modified to help create hybrid reality spaces. 63
Form Exploration Tracking Walls Studio Design
reality
Classroom Design Redirect Walking Path The project is made of different components that are explored to make the final spaces at the end. While the majority of the components were explorer simultaneously, in this book the components will be structured in a form that will help the reader better understand the process. 64
exploration
exploration 3D Mass Diagrams Exploration of Site with the use of the HTC VIVE VR Headset while using an application called "Immerse Creator" Organizing massing’s inside a VR world allows for a more immersive experience. As the massing is placed on the virtual world, it’s possible to scale up the massing’s to a one to one scale. By having the spaces be on real scale, one is able to look around the spaces and sketch on 3D. It was also important to utilize the VR environment to explore the use of VR tools in architectural designing process. FIG 4.2 Model Massing Inside Immerse Creator by Author
FIG 4.1 HTC VIVE Headset by vive.com
65
FIG 4.3 Form Ideas in Immerse Creator by Author
The ability of 3D sketching allowed for an easy translation from mind to computer. It allowed to draw circulation paths and possible second skin system.New technologies were also being introduced into the possible site such as “Kinetic Floor System� Once there was an idea of how spaces could be organized, it was time to get the correct square footage of each space. In order to get square footage of spaces, it was important to find how big the spaces needed to be and how would people interact inside the spaces. How would studio change if there were virtual tools available to students? FIG 4.5 Adding Of Kinetic Floor Inside Immerse Creator by Author
FIG 4.4 Model Massing Circulation Inside Immerse Creator by Author
FIG 4.6 Model Massing Inside Immerse Creator by Author
66
exploration
re-thinking studios
Current Architecture Studios
FIG 4.7 NSAD 5th Year Studio by Author
Before designing a new studio space, its necessary to look at the current use of the space and furniture. If students start using Virtual Reality controllers and their hands to move digital models, how would the space around them change? What would they need in their surroundings to be able to use their hands to design.After investigating on how students interact with their space inside of studio, it was found that students interact the most with their desks. . The spaces that were investigated was the studio from 5th year students. Students in 5th year studio have years of experience working at an architecture school. Most of them have come up with their own systems and figure out what workflow works for them. By looking at their desk, it was possible to see how they use it, what objects were a priority and how they work around it. But once the virtual tools were brought up into the workspace it became complicated to work in the space. The workplace and the size of the studio had to be changed and adapted to fit the new needs. Based on this, it was determined that in order to know the size of the space for the future studios, it was necessary to know how their future desk would function. How large, how tall and how far apart should they be. 67 One solution to these questions was to design a desk.
Student’s Desk
Current desk do not allow to freely design with hand gestures.
FIG 4.8 Fifth Year Architecture Student Desk 01 by Author
FIG 4.9 Fifth Year Architecture Student Desk 01 by Author
FIG 4.10 Fifth Year Architecture Student Desk 03 by Author
FIG 4.11 Fifth Year Architecture Student Desk 04 by Author
Current Desks Once vr components are brought into the workspace, it becomes dificult to work around the limitations thus reducing the full capabilities of VR immersion.
FIG 4.12 Current Desk Limitations Diagram by Author
68
Exploration
Hybrid reality desk concept
To see video, scan or go to: dnlrodriguez47.com/thesis For future videos scan QR code or go to the website. FIG 4.13 Hybrid Reality Desk Concept video Still by Author
Video Concept A concept video was made in order to get a better understanding of how the future desk could work with Augmented reality. The idea is that the studio is layered with information that a student can see. Their digital models would not be limited by the 2D screens of their computer.
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Video Stills
FIG 4.14 Hybrid Reality Desk Concept video Stills by Author
70
Exploration
DESK DESIGN Tracking arm movement while designing in VR.
To design a desk for hybrid use it was important to look into the hand and arm movement of a person when designing in a virtual environment. In a study, the arm movements were tracked while the user designed a building inside of virtual reality. With this information it was possible to analyze the range of motion needed and draw a diagram for the arm movements.
VIDEO
FIG 4.15 Arm Movement Tracking Video Still by Author
The study was done by attaching lights onto the arm of the users and place a camera on top of their working area. The user used the vr headset for 7 hours and it allowed for data to be collected. A video in a time-lapse manner was generated to see the range of motions. Based on those movements the design of the desk was created.
FIG 4.16 Lights Attached to Arm by Author
71
FIG 4.17 Human Reach Diagram by Author
FIG 4.19 Desk Explanation Diagram by Author
The Desk is based on human arm reach. It starts with the person on the center and then as the users extends their arm a line is drawn to track that movement. This desk allows users to fully use their surroundings while allowing the introduction of AR.
The blue overlay represents the reach of the human body while the green overlay is desk.
Axo view of Desk
Top View of Desk
FIG 4.18 Designed Desk by Author
FIG 4.20 Top View of Desk by Author
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Exploration
Square Footage Proposed Spaces and Square Footage
SPACE Auditorium
60
60
Single 3600
Total
SPACE Mechanical Room x2
15
15
Single 225
Total 450
Classroom x 8
30
20
600
Office x 25
15
10
150
3750
Classroom - Large
90
30
2700
4800
Office space
40
25
1000
Computer Room x3
15
15
225
675
Office-Medium x2
20
20
400
Conference Room x3
19
20
380
1140
Outside reading space
75
60
4500
Control Room
20
15
300
Photography studio
30
20
600
Entrance
10
10
100
Print Center
20
20
400
Kine�c floor
50
80
4000
Recep�on Area
15
20
300
Kitchen
20
45
900
Res�ng Space x 3
30
15
450
1350
Kitchene�e x4
12
10
120
Restrooms x7
15
30
450
3150
Library
60
40
2400
Service Room
15
10
150
Lounge x 4
30
20
600
Storage x3
18
15
270
810
Mail room
10
15
150
Studio x6
50
150
7500
45000
Main Computer room
25
20
500
Materials Lab
30
60
1800
480
2400
TOTAL SQFT
73
800
34770 88205
Proposed Spaces
Based on the desk and size of the desk, it was possible to get an appropriate size for the studios. With comparison over the current spaces in NewSchool of architecture it was possible to determine the square footage for the spaces.
FIG 4.17
FIG 3.50
Square Footage
The proposed spaces will be combined with the technology, allowing them to function as hybrid reality spaces.
FIG 4.21 Proposed Spaces Massing by Author
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massing exploration Massing Exploration
Exploration of massing based on space use. The exploration was started by looking into the relation to the adjacent buildings.
At this point in the project it was time to start adding the technologies and techniques that will allow users to have a hybrid space. The additions made were: redirect walking path, kinetic floor system, And interior tracking walls.
FIG 4.22 Massing Iterations perspective 01 by Author
FIG 4.23 Massing Iterations axo 01 by Author
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Iteration 01
Redirect walking space Studio
Studio Lounge
restrooms
Kitchenette Resting Space
FIG 4.24 Massing Iterations perspective 02 by Author Vertical Circulation
Classrooms
Faculty rest space Offices
Entrance Kinetic ground
FIG 4.25 Massing Iterations axo 02 by Author
FIG 4.26 Iteration 01 Exploded Axo by Author
Daniel Rodriguez
76
Massing Exploration
Iteration 02
FIG 4.28 Massing Iterations perspective 03 by Author
FIG 4.29 Massing Iterations perspective 04 by Author
Daniel Rodriguez
FIG 4.27 Iteration 02 Exploded Axo by Author
77
Iteration 03
178’ 1 1/2"
178’ 1 1/2"
50’
50’ 50’ 50’ 50’
150’ 150’ 150’
50’ 80’ 60’
150’
FIG 4.30 Massing Iterations perspective 05 by Author
FIG 4.31 Massing Iterations perspective 06 by Author
FIG 4.32 Iteration 03 Exploded Axo by Author
Daniel Rodriguez
78
79
introduction of new technologies In order to create hybrid reality spaces, new technologies had to be added to the building. With the massing exploration it was looked at how these new technologies would be placed in the building.
These new technologies exist to some degree but have not been utilized in a manner that works for hybrid spaces. The technology had to be adapted into the spaces, thus creating new technology. At this point it was time to look into how those technologies would interact with the building and how it would give hybrid spaces to the users.
80
81
New Technologies
82
new technologies
kinetic floor
VIDEO
Touching digital worlds One of the main limitations of virtual reality and augmented reality is the lack of tactic feedback. As all the components are digital, users are not able to feel the weight of the digital components.
FIG 4.33 Kinetic Floor Video Still by Author
The kinetic floor system is a way to allow users to interact with augmented reality objects. The floor is design in a similar manner to the transform table but on the ground. As people design spaces, the floor adapts to give the users tactic feedback.
FIG 4.34 Kinetic Floor Video Still by Author
83
Concept idea
FIG 4.35 Kinetic Floor Concept by Author
By adapting the table from Tangible Media Group, it’s possible to get an idea on how the kinetic floor could work. The difference is the kinetic floor will be paired with augmented reality technology to give a more immersive experience
Kinetic Floor
FIG 4.36 Kinetic Floor Axo by Author
The use of the kinetic floor system be from designing spaces to a place events. The users will be able to use system for their daily use and also school purposes.
can for the for
Physical Models
FIG 4.37 Kinetic Floor 3d model by Author
FIG 4.38 Kinetic Floor Model by Author
84
New technologies
hybrid MEETINGS HYBRID COLLABORATIONS
VIDEO
Hybrid collaborations are what allow people to communicate with another person who is in another side of the world. By having a space tracked with cameras and sensors, the users are able to have conversation with holograms as if they were in the same space with them. FIG 4.39 Hybrid Collaboration Concept Video Still by Author
This allows architect students to get feedback from instructors or professionals that may not have the time to travel to another city or country but can spend a few hours collaborating with students.
FIG 4.40 Hybrid Collaboration Concept Video Still by Author
85
FIG 4.41 Hologram Calls Diagram by Author
Hologram calls
The space is equipped with four sensors and cameras that track the user and takes 360 degree video of the user. The information is then send to the other called to be able to have a holographic call.
FIG 4.42 Tracking Wall System by Author
Modular Tracking Wall System
The building needs a tracking wall system that allows for all spaces to be tracked while also take into consideration that technology will change in a short amount of time. The solution is to design a modular system wall that allows for people to update it.
Tracked Room
FIG 4.43 Tracked Room Concept 01 by Author
FIG 4.44 Tracked Room Concept 02 by Author
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87
DESIGN PROCESS
88
design process
organazing spaces
After doing iterations of massing with adjacency relation and know what technologies would be introduce into the building. It was time to combine all the information and organized the spaces based on site context and space adjacency relation.
Ground Floor Grid
N FIG 4.45 Ground Floor Grid by Author
89
Current Street Access The grid was started by tracing the current existing access around the site. By extending the lines from streets we can start to form a grid and an organization method.
FIG 4.46 Current Street Access by Author
Privacy The lines represent how much a person is able to see from the outside of the site to the inside. The building on the north of the site is a 145’ tall building that has a view to the site. It is a privacy concern.
FIG 4.47 Privacy Diagram by Author
90
Design Process
Gathering Spaces The Center of the site makes for a perfect gathering space as it allows for everything to be at a relative close distance.
FIG 4.48 Gathering spaces Diagram by Author
Existing Access The current site has three main entry points that are in use. The south side entrance has the least interference with oncoming traffic.
FIG 4.49 Existing Access Diagram by Author
91
Views The corner of the Site has a view to the San Diego library and downtown. The South side of the site,on the second floor, has a view to the Coronado bridge.
FIG 4.50 Views Diagram by Author
Sound One of the constant noises in the site is the trolley passing by. While the trolley only travels on the north side of the site, it is still audible from the site.
FIG 4.51 Sound Diagram by Author
92
Design Process
ground Level 1.Auditorium 2.Classroom 3.Classroom - Large 4.Computer Room 5.Conference Room 6.Control Room 7.Entrance 8.Kinetic floor 9.Kitchen 10.Kitchenette 11.Library 12.Lounge 13.Mail room 14.Main Computer room 15.Materials Lab 16.Mechanical Room 17.Office 18.Office space 19.Office-Medium 20.Outside reading space 21.Photography /video studio 22.Reception Area 23.Resting Space 24.Restrooms 25.Service Room 26.Storage 27.Studio 28.Print center
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26 04
02
06
02
02
02
02
02
02 03 24
26 17 17 10
8
5 17
17
8
18 17 17 17 24
11
8 9
28 22
16 01
FIG 4.52 Ground Level Massing by Author
First Floor
The first floor has classrooms, offices and auditorium. There are three kinetic floor systems on the exterior and one inside a classroom.
SECOND level
27
12
23
10 24
24 10 12
27
14
FIG 4.53 Second Level Massing by Author
Second Level
The studios are on the upper level to separate the space between work and gathering places.
1.Auditorium 2.Classroom 3.Classroom - Large 4.Computer Room 5.Conference Room 6.Control Room 7.Entrance 8.Kinetic floor 9.Kitchen 10.Kitchenette 11.Library 12.Lounge 13.Mail room 14.Main Computer room 15.Materials Lab 16.Mechanical Room 17.Office 18.Office space 19.Office-Medium 20.Outside reading space 21.Photography /video studio 22.Reception Area 23.Resting Space 24.Restrooms 25.Service Room 26.Storage 27.Studio 28.Print center
94
Design Process
third level 1.Auditorium 2.Classroom 3.Classroom - Large 4.Computer Room 5.Conference Room 6.Control Room 7.Entrance 8.Kinetic floor 9.Kitchen 10.Kitchenette 11.Library 12.Lounge 13.Mail room 14.Main Computer room 15.Materials Lab 16.Mechanical Room 17.Office 18.Office space 19.Office-Medium 20.Outside reading space 21.Photography /video studio 22.Reception Area 23.Resting Space 24.Restrooms 25.Service Room 26.Storage 27.Studio 28.Print center
95
10
04
12 27 23 27
5.
Conference Room
6.
Control Room
7.
Entrance
8.
Kinetic floor
9.
Kitchen
10.
Kitchenette
11.
Library P
12.
Lounge
13.
Mail room
14.
Main Computer roo
15.
Materials Lab
16.
Mechanical Room
17.
Office
18.
Office space
19.
Office-Medium
20.
Outside reading sp
21.
Photography/video
22.
Reception Area
23.
Resting Space
24.
Restrooms
25.
Service Room
26.
Storage
27.
Studio
28.
Print center
FIG 4.54 Third Level Massing by Author
Third Level
On the third floor there is a redirect walking path that takes students to the fourth level and another on that stays on the 3rd level.
Room
m
Fourth Level
er room
Room 04
21 23
24 10
10
12
m
24
12
27
ng space
video studio 27
ea
10 12
e
m
FIG 4.55 Fourth Level Massing by Author
Fourth Level
The Fourth floor has a connection to the redirect walking path.
1.Auditorium 2.Classroom 3.Classroom - Large 4.Computer Room 5.Conference Room 6.Control Room 7.Entrance 8.Kinetic floor 9.Kitchen 10.Kitchenette 11.Library 12.Lounge 13.Mail room 14.Main Computer room 15.Materials Lab 16.Mechanical Room 17.Office 18.Office space 19.Office-Medium 20.Outside reading space 21.Photography /video studio 22.Reception Area 23.Resting Space 24.Restrooms 25.Service Room 26.Storage 27.Studio 28.Print center
96
Design Process
diagrams
FIG 4.56 Ground Level Floor Plan by Author
Levels
FIG 4.57 by Author
Air Circulation
FIG 4.58 by Author
4 3 2 1 U
1-Classrooms/auditorium/ Gathering space 2-Studios 3-Studios/Redirect walking 4-Studios U- Underground Parking 97
The main gathering space is enclosed enough to be a controlled space and yet open enough to allow light in.
FIG 4.59 Gathering Spaces Diagram by Author
FIG 4.60 Redirect Walking Path by Author
Gathering Spaces
Re-direct Walking
The main gathering space is connected to the auditorium allowing the users to have large events and spaces for a community.
The building has two redirect walking paths. One that is circular on the West side of the building. The other redirect walking path will consist of stairs and ramps that allows user to simulate different environments.
Sunlight
Tracking Walls
FIG 4.61 by Author
Each side of the building is able to get direct and indirect sunllight.
FIG 4.62 by Author
4
4
3
3
2
2
1
1
U
U
The open space allows for air circulation around the building.
98
Design Process
Massing Axo
FIG 4.63 Site Massing Axo 01 by Author
Tracking Sensors
Kinetic Floor System
FIG 4.64 by Author
The building has tracking sensors along the walls all connecting to a main computer. 99
FIG 4.65 by Author
There are four kinetic floor systems on the site, located on the red outlines.
Massing Axo
FIG 4.66 Site Massing Axo 02 by Author
Main Computer
Re-Direct Walking Path
FIG 4.67 by Author
The building has two main computers that receives and send information to all the sensors and computers.
FIG 4.68 by Author
The redirect walking path is positioned on the third level traveling to the fourth level. 100
Design Process
Hybrid reality Massing Walkthrough
FIG 4.69 Hybrid Reality Massing Walkthough Video Still by Author
Video Concept In order to get a better understanding of the massing, the site was made into a video game to allow people walk around the site and get a better understanding of the spaces. The site was also visualized in a VR headset to get a better idea of how the spaces felt.
101
Video
Video Stills
FIG 4.70 Hybrid Reality Massing Walkthough Video Stills by Author
102
103
Concept Spaces Concept Spaces
Once the location of the spaces was defined, the next step was to develop how the spaces were going to be build and how were students going to interact with it. Concept renderings were made to get a better understanding of the spaces and to illustrate the vision for the hybrid reality spaces.
104
Concept Spaces
FIG 4.71 Hybrid Reality Interior Space Concept by Author
Hybrid Reality Interior Space Concept Concept for combining digital spaces and physical space. As users have a mapped-out model of the buildings they can project images to see through the building or personalize their environment. 105
FIG 4.72 Redirect Walking Path Concept by Author
Redirect Walking Path Concept Concept for the physical space of the redirect walking path. This concept shows what the users could see once they turn off their augmented reality glasses. 106
Concept Spaces
Hybrid Reality Studio Concept
FIG 4.73 Hybrid Reality studio Concept by Author
Concept for hybrid reality studio, the studio could have a kinetic floor system and digital layers surround the studio. 107
Hybrid Reality Studio Concept
FIG 4.74 Hybrid Reality Studio Desks Concept by Author
Concept for hybrid reality studio were the desk designed based on arm movements its implemented as well as digital components. 108
109
Feedback and Evaluation of ar502 On my final presentation I had so much work to present in order for people to understand the new technologies that I was introducing into the building. The juries were able to understand how I got to where I was and said that they can see why it was necessary to show all the work. During my final presentation for AR502 it was said by one of the juries that looking into how students interact with desk was an interesting aspect to look at. Mainly because as technology advances, the way architects work has change too and maybe its time to change our work environment. Once I was finish with AR502 I had to make a decision on what to work next, I could work on the exterior of the building and create all the exterior walls or focus on individual interior spaces. The topic of vr and ar in architecture has so many different paths and it can go on different ways and I needed to narrow my project into a more specific part of it. I decided it that it would be more productive to work on just interior spaces in order to be able to focus my attention into a manageable portion of my study.
110
05 Conclusion
111
112
113
Summation of AR503 AR503 consisted of the final exploration and the final designed spaces. I did a final exploration of Wall form in order to find out how the all would change and be modified if we had sensors that track people. I also looked into what it takes to 3d scan objects and what are the best ways to get a scan with the minimal number of photos. Once I had that information I was able to put everything together and create interior spaces where people can work on the physical space as well as the virtual world. The hybrid reality Studio was a result of all the research and exploration that was made, I tried to make sure that every decision that was made had a reason for the way it was made. The kinetic floor classroom was a combination of the wall system as well as the floor system to allow students to feel and experience digital designs with tactic feedback. The last space that was created was the redirect walking path. A path where people can walk limitless miles inside a virtual world as well as the physical world. It can be used with augmented reality or without. The space can be personalized by the user and since the building its all mapped out and scanned, people would be able to project what is on the other side of the wall.
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115
Form Exploration
116
Form Exploration Different Paths
Different Paths of exploration: There are different ways to address and the language system that fits more with previous research is open/ intersecting. Another exploration was the creating of spaces with VR tools. There are different languages of wall forms and different ways to address tracking walls. An exploration was made to see how the walls could be introduced with tracking system. Based on the previous components of the study the Open/Intersecting wall system seemed to be the best fit to proceed with the study. Open/Intersecting wall system may not be the definite answer and solution to the tracking system, however a system had to be pushed to prove whether it would work. The study could be continued further with other wall systems but for the purpose of this study, Open/ intersecting wall language will be explored.
117
Open/Intersecting
FIG 5.1 by Author
Interecting
FIG 5.2 by Author
Interection
FIG 5.3 by Author
Flow
FIG 5.4 by Author
Wrap/ Second Skin
FIG 5.7 by Author
Fluid
FIG 5.5 by Author
VR Exploration
FIG 5.8 by Author
Flow/Intersecting
FIG 5.6 by Author
Wrap/Tunnel
FIG 5.9 by Author
118
Form Exploration
Walls Exploration of Wall form To further explore the possibilities with this wall language it was necessary to looked into what the wall would need to be able to do and its purpose. The wall needs to allow for a space to be tracked in order to have hybrid collaboration. The wall must be able to be utilized and adapt for future use.
FIG 5.10 by Author
The advantages of having an open/intersecting wall is that there is space to place cameras to track while still allowing for sunlight to enter the space. The outcome should be a versatile wall that can be used in different spaces of the building. The wall should be able to work in the studio, the kinetic floor classroom and the redirect walking path. Before coming with the final wall design, it’s also necessary to understand how 3D tracking and scanning works.
119
Interior Render
Hybrid Collaboration
FIG 5.11 by Author
FIG 5.12 by Author
Interior Render
Kinetic floor
FIG 5.13 by Author
FIG 5.14 by Author
120
Form Exploration
3d scanning 3D Scanning techniques In order to understand how an object or person can be 3D scan a research and test were done on 3d Scanning. Figures, building pillars and objects were scanned and duplicated with 3D scanning. FIG 5.15 by Author
For the walls to have tracking and scanning capabilities it was looked into what ways a person can be scanned and how to get the best outcome with the least information. In the research different tools were used such as smartphones, DSLR camera, and a drone to scan different objects. The process that was used for this research is called photogrammetry. Which consist of taking pictures of an object from different angles and then combining them later with a software. One of the methods to be successful was by taking pictures from the lowest point up to the highest point to get the most information.
121
3d Scan model
3D Scanning practice
FIG 5.16 by Author
FIG 5.17 by Author
Original Figure & 3D Print Replica
3D Scanning practice
FIG 5.18 by Author
FIG 5.19 by Author
122
123
Results
124
Results
Tracking Walls Studio with tracking Walls By looking into how 3d scanning works and what would be the best way to get 3d scans. A wall was designed to be able to space a person 360 degrees.
FIG 5.20 by Author
The support of the wall was designed in a curve that can follow a person from both sides and keep an updated scan of them. At the same time, the support of the wall allows for an open and intersecting wall that allows for light to enter the space as well as controlling the light. With this system any person that is inside the space can be 3D tracked and scanned. This allows for users to freely walk around the place without the need to set up cameras or have cameras on their augmented reality glasses as the building already does the scanning for them. However, once the furniture was introduce there were going to be certain spaces that could not be reached by the tracking sensors on the walls. This meant that the furniture, in this case the desk, had to be readapted to scan people.
125
360 Scanning Walls
FIG 5.21 by Author
The wall has sensors that allow for 3D scanning of every object that is inside the space.
Exterior Render
FIG 5.23 by Author
FIG 5.22 by Author
To cover 360 degrees the wall has two supporting structures. One on each side to get as much coverage needed.
Interior render
FIG 5.24 by Author
126
Results
Desk Design Updated Sensors are able to track and scan the person using the desk, as tracking walls might miss details that are covered by the furniture.
Table designed to allow for student to work in a hybrid workspace.
Shelves allow students to store their materials. An addition to complete the desk set. FIG 5.25 by Author
127
Proposed Spaces By including tracking station to each desk, the user will be able to track their workspace and have hybrid collaborations as well as scanning their physical models.
FIG 5.26 by Author
FIG 5.27 by Author
Adjustable Desk The concept of the desk is to function better in a hybrid workspace. It can be either sitting down or standing up.
FIG 5.28 by Author
128
129
Hybrid Reality Studio Outcome of Research and Exploration
Based on the exploration of the components presented on this project, it was possible to create a hybrid reality spaces. By combining the technologies and techniques research on this project it was possible to create a hybrid reality studios, Classrooms with Kinetic Floor Systems and Redirect Walking Paths.
130
131
Hybrid Reality Studio The studio its a space that allows for student to work in between the physical and virtual space. The tracking wall system is able to scan them and their workspace allowing them to translate physical models into a 3D virtual environment. As Students work in a hybrid space they can customize their own space and share their 3D model in augmented Reality.
FIG 5.29 by Author
132
133
Hybrid Reality desk As Student design digital models, they have the ability to visualize their workspace around them creating a virtual environment. Student can customize their working space and allow for other students to view their designs. With the sensors of the desk they have the ability to scan any physical models or objects that they have created.
FIG 5.30 by Author
134
135
Hybrid Reality Presentations Students would have the ability to present with 30 models of their design and interact with people from other locations as if it was a one on one conversation.
FIG 5.31 by Author
136
137
Hybrid Reality Collaborations Hybrid Collaborations on the kinetic floor allows students to collaborate and have tactic feedback of their ideas. They have control over the kinetic floor and adjust the floor to their design.This allows students to feel their designs and get a better look as to what they are designing and how it feels to walk around them in a 30 environment.
FIG 5.32 by Author
138
Results
Hybrid reality Studio
FIG 5.33 Hybrid Reality Studio Video Still by Author
Video In order to get a better understanding of the studio, a video render was made illustrating the different uses of a hybrid reality studio.
139
Video
Video Stills
FIG 5.34 Hybrid Reality Studio Video Stills by Author
140
Results
Kinetic floor classroom Classroon with tracking Walls One of the main limitations of Virtual reality and Augmented reality is the lack of tactic feedback. As all the components are digital users are not able to feel the weight of the digital components.
FIG 5.35 by Author
The kinetic floor system is a way to allow users to have interaction with augmented reality objects. The floor is design in a similar manner to the transform table but on the ground. As people design spaces, the floor adapts to give the users tactic feedback. They are also able to feel the space and tell whether their design works. The space can also be used for private classes or conversations. As the classroom is also equipped with tracking walls, students or professors are able to have holographic conversations.
141
Scanning Space
FIG 5.36 by Author
Tracking walls allow users to be scanned and create 360 visualizations for them to walk around.
Interior Render
FIG 5.38 by Author
The use of the kinetic floor system can be for designing spaces to a place for classes. The users will be able to use the system for their daily use and also for school purposes.
Kinetic Floor
FIG 5.37 by Author
The kinetic floor system allows people to walk up-straits when their design has stairs.
Interior Render
FIG 5.39 by Author
The user is able to control the floor system to match the volume of their design.
142
Hybrid Reality Kinetic Floor System Classroom
FIG 5.38 by Author
144
Results
Kinetic Floor Classroom
FIG 5.40 Kinetic Floor Classrom Video Still by Author
Video To understand how students would use and see the kinetic floor classroom a video was made. In this video a group is going a presentation. An instructor its giving feedback to the students while also visualizing the space in real time. As the visuals start to overlay over their vision the kinetic floor system raises its mechanism to match the digital overlays.
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Video
Video Stills
FIG 5.41 Kinetic Floor Classrom Video Stills by Author
146
Results
Redirect walking path The redirect walking path its where people can walk limitless miles on the virtual world as well as the digital world. It is what allows students to experience other buildings, cities and other worlds.
FIG 5.42 by Author
How it works
By introducing the tracking wall system into the walls, the users are able to walk in the path while being tracked. This also allows the user to change their experience. As the building has cameras and sensors on the walls, it keeps information from the interior and the exterior. A user can overlay the exterior information into the interior allowing them to see what’s on the other side. This can help the users see the world in a different way. It can help the students live in a hybrid reality space.
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Seeing Through Walls
FIG 5.43 by Author
Tracking walls allow users to 'see through' the walls with their AR tools as the walls have a 3D map of the building from the inside and outside. This allows for users to customize their experience at school.
With Augmented Reality
FIG 5.45 by Author
User can customize their surrounding and personalize it to their liking. It allows them to see Architecture with a new perspective.
Infinite Virtual Space
FIG 5.44 by Author
As users walk on their virtual space they are able to walk on the physical world and feel as they have limitless space on the real world.
Without Augmented Reality
FIG 5.46 by Author
When not using any hybrid reality tools users are able to quickly detach from the virtual world. 148
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Results
redirect walking path
FIG 5.47 Redirect Walking Path Video Still by Author
Video
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A video was made for the redirect walking path to demonstrate how people could go from the physical world to the digital world. In the video there is a student walking on the redirect walking path. as she walks, the environment around her starts to overlay digital components. Once the digital components are overlay the student is walking in a hybrid world where there are physical and digital entities. Then to fully immerse herself, the environment goes to full virtual world and the student is able to walk along other people. Then everything goes back to the physical world.
Video
Video Stills
FIG 5.48 Redirect Walking Path Video Stills by Author
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Physical model
FIG 5.49 Physical Site Model by Author
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FIG 5.50 Physical Site Model by Author
FIG 5.52 Physical Site Model by Author
FIG 5.51 Physical Site Model by Author
FIG 5.53 Physical Site Model by Author
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Physical Models
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FIG 5.54 Physical and Digital worlds Physical Model by Author
FIG 5.56 Kinetic Floor System Physical Model by Author
FIG 5.55 Physical and Digital worlds Physical Model by Author
FIG 5.57 Kinetic Floor System Physical Model by Author
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Final presentation Slides
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Feedback / Evaluation On my presentation I received good comments. The Juries believed that it was a well-developed thesis, and someone mention that might even be to a level of Phd. A comment or question that I received was how Hybrid Reality spaces would react with the exterior of the building and how would it change the way architects design. However, as I explain on the presentation, my focus was to explore the interior spaces and see the possibility of creating a hybrid space. If I had broad more my study, it would have been difficult to focus myself on a part of the project and have an incomplete project. Not only that but once we start projecting a shape into the exterior space we would be dictating how the form has to be and if it’s a façade combined with digital entities there is no need to dictate a shape or form. This was also my second time doing a digital presentation and I feel like it works as some juries said that I was able to bring them along the journey and tell them about the process of the project. My presentation lasted 14 and 5 seconds, I had rehearsed it a few times the day before and I always got it on 14 minutes. I had a total of 50 slides to go through and for the most part I was able to memories them all. Overall, I was satisfied with my project and my results. There are still more things that I would like to explore, I would like to explore different wall system languages and explore different kinetic floor systems. Maybe in the future I will continue to explore more possibilities for hybrid spaces. I worked on this project as much as I could, and I also have to admit that this was a lot of work. I enjoyed working on this project as well, I chose a topic that I could spend hours learning about and to this day I am still interested in this topic.
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Feedback / Evaluation At the start of the first quarter I had a faint idea of what I wanted to do, I started to do some research and had a hard time finding case studies and places that were doing what I wanted to create. After having some conversations with my instructor and some friends my idea started to develop. By the second quarter I was ready to start exploring. Second quarter was were most of the work was done. I worked on multiple parts of the project at once and while it was difficult to explain I was able to come to a conclusion and create a story for the work I had created. With the help of my instructor Eric I was able to get some feedback and figure out where I want to take the project. It was during second quarter that I decided it to focus my project on interior spaces. Third quarter was a difficult time, I had personal problems and I had to be back in Mexico. I was absent from studio for three weeks and it became hard for me to get back into it. It took me a lot of hours to get back into studio and finish everything. Now that I am done with my project I am very pleased with my result. I am happy to talk about the project with other people and exchange ideas as is a topic that people have some degree of knowledge and I believe it’s a topic that will only grow more from this point on.
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Personal Progress blog During AR502 I decided it to write down my progress and how I was doing all my work. I tried to write most of what I was working on and what were the problems that I had. I am adding this as another part to show my progress in a more personal level. I think it’s important to acknowledge all the hard work that architecture students put onto their work. These blogs were downloaded from WordPress and there is more information about them on the thesis website. I did not write for AR501 or AR503.
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Personal Progress Blog 01
JAN 18, 2018 I decided it to stay up till 5am to work on my idea for the kinetic playground. I found out that I will be able to use a mechanism to make the post move around.
After I finish with that I knew how far I can push the angle and be able to work it out. After that I went to sleep. Once I woke up I went to blicks to look at materials to see what materials I could use and what materials I’m gonna buy. It’s gonna be expensive and I am running out of money. I got to school and worked on getting my file ready to laser cut the buildings for my site mode with the tv screen. I was able to save one
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feet of acrylic since this acrylic was quite expensive. Almost 60 dollars.
now I have to glue them and start doing the animation for the screen.
I was able to laser cut the buildings for my model. Took almost an hour and half to cut,
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Personal Progress Blog 02
JAN 22, 2018 This weekend was quite productive as well as a waste of time. I want to start by saying that it was a beautiful day outside. I even got my drone out to take some pictures. After that, I spend all day inside‌But look at those clouds tho
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I started the weekend by working on my booklet. I got a layout and started looking for a font that would go with my project. I looked at possible ways to design the overall look of the book. I am still not 100% settle.
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I also worked on gluing down my site model. Who knew gluing acrylic pieces would be so time-consuming. It took me longer than expected because I was trying to be careful not to get the acrylic dirty. I stopped at around 4am on Saturday,(or actually 4am Sunday.
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I still have to buy another sheet of acrylic but I am still with no money so I’ll have to wait to cut the other sheet. After that, I worked on getting the hybrid spaces diagram models ready to laser cut.
I have decided it to change the name from holo-calls to hybrid spaces because holocalls sounds and can be mistaken by holocaust. That is not something I want people to think.
get it. I send a request and all I had to do was click on the link that they send to my email, but apparently, they send emails via snail internet cuz I did not get that email. So I was stuck with the trial version. I did manage to upload a file to do a test.
I got the files ready to laser cut so I should be able to laser cut the files by tomorrow and probably glue them.
That is a virtual model on my site model. I was doing the test with my model from last year.
I was also experimenting with a few AR apps. I saw there is an app that has a free student membership and I am going to see if it’s possible to
After that, I moved onto concept development for my site. I then realized that I should probably design with a VR headset if I am saying that VR is the future. So I did. I played around with apps and then I remember I had the app immerse creation and I started doing some sketches.
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I have to admit that pictures don’t do it justice. I was able to take pictures with the camera inside the app. But when I was using the headset it felt like I was inside this little world and I was moving around boxes. It just felt like I was using a real camera. Anyways, After I got some sketches Down I started adding a few boxes to show volume and where I wanted to have buildings.
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I then started to sketch on top of the existing masses to get an idea of what I wanted to add. I have to say that I am really impressed with how easy and intuitive it was.
There is a function to work with someone else inside the app but I do not own a second headset so it’s quite difficult to bring someone else along with me. I know someone with another headset, I’ll see if it’s possible to ask him to let me borrow it so I can do a live demonstration with my instructor. That’s another thing since people have not had the opportunity to use the VR headset they don’t have an understanding of how it works. Unfortunately, I was not able to work on my diagram model for the hybrid floor. Or hybrid reality floor? Or kinetic structure. Hybrid
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kinetic structure. I want to make all of the cubes move but in order to do that, I have to specific curves and a mechanism to move all 130 pieces. I might end up making three different models and say that they can transform into each other. I wish I could make them move but it won’t really help me much. I feel like I can easily get the idea across, the model would just be a way of showing that it works.
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I have to start moving onto other things for studio which means I might work on something and then come back to the kinetic structure. I really went to make a functioning model but I believe it’s going to be quite difficult. Well, that was it for this weekend, I made some progress all around but didn’t quite finish everything. I am missing materials to finish my site. I have to go laser cut my model. I still have to finish adding things to my booklet, and I’ll still be adding things to it until the end of the quarter. Then I still have to work on my site development. Overall a pretty productive weekend and with that, I am going to go have dinner and then see if I can do any advancements on dat damn kinetic structure.
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Personal Progress Blog 03
JAN 30, 2018 This week I was not as productive as I wish. I started on Monday by figuring out how to laser cut the second sheet of acrylic and I knew I had to start my massing. We got a meeting to talk about our graduation and what we need in order to graduate
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Once I was done with the meeting I tried to laser cut the concept model for the hybrid collaboration space. I was able to cut the pieces but unfortunately, I didn’t realize that one of the plastics I had bought was Polycarbonate. What’s the problem with that you may ask. Well we cant laser cut polycarbonate because it releases a lot of smoke and damage the lens. I was able to laser cut the base and people silhouettes out of acrylic and wood.
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Tuesday I designed an ibanez guitar for Wednesday show. This was not part of school but it was something I designed or drew so I’ll add it here. I wanted to laser cut a guitar so that the band member could sign it. Before I went to the concert I got to go with a friend who works at old town and take a tintype photograph.
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after that I went to the concert and it was great, I got to meet the whole band and they were pretty impressed by the guitar. I also gave a smaller guitar to JB and he liked it.
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Moving on. On Thursday I was able to laser cut the other sheet for my model. I got home and started to glue in the pieces. I didn’t finish it but I tried to stay as late as I could. In this case around 3am
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On Friday I spend the day designing furniture that would be used in my design. I was trying to figure out how would desk change if people were to use AR headsets. The idea is that everything is designed based on the arm reach. I was also looking into how classrooms would change and what would make them different. I found a few desk/tables that are mobile and allow for the classroom to have different configurations. Based on the space that people would require for their desk, I was able to come up with how much space people would need for studio..
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From there I moved onto massing and tried different combinations. After that I spend Saturday working on other classes. On Sunday I decided it to try and work on my massing and how much space I would need for each room
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I tried making different render perspectives to see how the space would feel.
While I like the spaces that the massing creates. I am still not 100% on my current space distribution. I still have to work on it and the worst part is that I don’t have much time to work on it. I have to start moving onto the next stage.
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I talked with my instructor Eric and he gave me some good points. Then I went home and went to sleep at around 10pm and woke up at 3:30 and here I am writing this. I feel like I am going to get sick and I am trying my best not to because I can’t afford to get sick. Alright that’s it for today. So next thing to work on is, my massing, circulation and start designing the form of my building.
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Personal Progress Blog 04
FEB 02,2018
Today I am going to talk about the days between 01-31-08 and 02-02-18.
I figure out a different way of using the redirect walking path, I wanted to have intersecting paths and also be able to move from floor to floor while walking in the redirected path. From there I did a representation of how i wanted the spaces to feel. Here is the image
It is a bit of a blur because I worked on different things all at once and its hard to pinpoint on what day I did what. There were two days in which I went to sleep like at 4am and 7am. I don’t remember the day for 4am but the 7am was on Friday. I went to sleep at 7am and woke up at 10am. I will continue from where I left off yesterday. I started working on my masing with the measurements that want for each space. I started with a grid based on adjacent streets and circulation and then I went on from there. I figure out how I want to have my studios and I changed the way that the kinetic floor is integrated in my site and also how the redirct walking path works around my site. I also made some advancements on the design of the kinetic structure. I made an animation as well. (I cant upload videos here, so this will have to be added later to my YouTube channel)
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This image has different spaces between the physical masses and digital spaces.
From there I started working on my presentation for friday. I presented for another instructor from studio, his name is Dan. (Fun fact: last year before I started thesis I wanted Dan to be my thesis instructor, but then I found out that Eric was going to be an instructor in thesis and I felt like he would be a better fit for my thesis. He is definitely a better instructor when it comes to my thesis, I feel like he is still on the experimental side and he embraces new things, new technologies. Also he has a 3d printer and I am not saying that he influenced me to get a 3d printer but…he kind of did. So that awesome. anyways back to the topic) So I presented on Friday to Dan and my instructor among other 4-3 students. I recorded the presentation so If i can add audio on here I’ll add it. The presentation went well. I feel like Dan, who had not seen any of my work done in the project, was really interested in my topic. He said he had never seen anyone do anything like this. I truly do feel like I am making something different. I don’t think I have ever seen anyone do what I am doing, At least online there isnt. There isnt much on augmented reality and virtual reality on buildings and educations. There is definitely a lot of it in movies but it is used as
a plot point and not as a really feasible future. I even had problems finding good examples for this project. I couldn’t really find a good case study that would have some elements like mine. Even I am excited for this project, I truly I am. I have had other years in which I like my projects but they have never intrigued me as much as this project has. I am excited to work on this project, I seriously think I chose a good topic.I spend the first three months of my first quarter figuring out how I would make this work, I seriously thought about going on a different route and design a school which made students be healthier and then have some VR and AR included on this. I still have a lot more to work on and I don’t know if ill be able to finish everything for this final/midterm but I believe I’ll definitely be able to finish this project for the final final. I truly love what I am doing. I am going to put my informal presentation from friday on here. NOTE: I will stop having my blog public. I saw I got 2 or 3 view on my previews blog entries and while I do want people to be able to read this and see my proccess I am still not ready to share all of this. As I mentioned before, I feel like I have not seen what I am doing before, the work that I am doing, it has not been seen before and I will not present my final project till June, currently February. So I dont think it would be a good idea to share all of this just in case someone else tries
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to replicate what I am doing and then I’ll problems on who came up with the idea. So….if you are reading this, it means that I am done with my thesis. How was it by the way? Did you liked it? ooooooh I hope I was able to finish it. I hope I improved on my writting and the final book is not as crappy as the writting on this blog. By the way This blog is something that I usually write down pretty fast so I can rememeber how I spend my time. With so many all nighters and repetitive days all the days just become a blur. Back to the presentation. The following images are what I presented on Friday I can not go into a lot of detail on here but I’ll give a quick explanation of the main ideas
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Slide 01:This slide was created last quarter and I made some small changes.
Slide 02: This is the idea that I had from last quarter what I changed after this is that I got rid of “VR ROOMS� the reason why is because everthing in my school becomes VR and AR. I am going all in with augmented reality.
Slide 03: Here I am playing with massing on a 3d space. All of this models and sketches were done in Virtual reality. Those are 3d sketches!!!!
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Slide 04: On this slide, the image with the circles is an image of me trying to figure out the design for a desk that will be based on arm movement. I designed a desk that is aware that people will no longer use just computers and paper but also have interaction with their 3d models. Based on that desk I was able to figure out different variations and ways that i can arrague the desk for students in studio. So after that I figure out the spaces that I needed. The other images on the top right is an image of hybrid collaboration spaces, I called this holo-calls before. I believe I had already shown this diagram before. The third one is a render of the kinetic floor and different configurations.
Slide 05: This are different mass studies that I did with the spaces that I needed to have. This spaces are done with thinking of the relationship
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between spaces. What space goes next to what space and what features I want to have on one corner or the other corner. The bottom part are renderings because I was also trying to think on spaces and how would they feel.
Slide 06: Here is where I have the animation of the kinetic floor plus other ways of having my mass. The kinetic floor is pretty straight forward, The cubes go up and down.
Slide 07: here is where I show the grid that I used to put on my mass buildings. I used adjacent streets and circulation to make the grid.
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Slide 08: This is where i have my massing with the configurations that I want to have in mi building. Great stuff, lots of thinking behind this. lots of writing‌..so I would say go read the book for this one.
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Slide 09: On here I have images for how the building looks like and the picture with the lines is saying how the inside of the building is going to have a controlled environemt. Its going to have sensors on the walls and it will allow to follow people and track them.
Slide 10: This are images for spaces on how I wanted the spaces to feel. The first on the top left is an image of the redirect walking path. The ones on the right are images of how I want the studios to feel. Those are still not as finished, I still have to think on how to finalize the design.
Slide 11: This is the game that I was talking about. I walked around the site and recorded the video, I’ll add a link to a video in you tube.
Reason why I made a video game is because I am planning on having a VR game where people can walk around my site and interact with all of the components. I am not entirely sure I am going to make that work. To be honest I know very basic stuff from the software to design a full on functioning game. It is going to be tough!!!!!!!!!!! Anyways thanks for reading. I am going to have dinner and then go to sleep. It is currently 2:01 am on a sunday. What is sleep?????
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Personal Progress Blog 05 FEB 13,2018 What have I been up to?
So on Sunday, I got my 3d Printer and I assemble it.
Well, this past week I had been looking into the exploration of the wall system that I am going to be using and how to form the shape around my massing. I also did a test for the augmented reality idea. I made a video, in total today I should have around 2 videos. so look for those links. Okay I just realized I haven’t talked about the 3d printer. So I’ll start from Monday.
On Monday I printed a part of my site to do a test. I was able to find some good settings for the printer
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I had one of those moments in which you realized how awesome technology is. I was holding in my hands a piece that I had designed on my computer. Making the translation between digital and physical closer. (This will definitely help me with my project.) After I got the settings right I printed San Diego downtown site so that I could have a better idea of where my site is. I did spend some time trying to figure out how the printer works so I lost some time with that. It’s like a new toy you know. I had to play with it.
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Here is the San Diego downtown 3d printed.
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After that, I started to work on my floor plan and planning how I was going to introduce more of the circulation and how to enclose the spaces.
Now I got an idea of how I want the circulation but I was still unsure of how my walls are going to work because I need to have the tracking system on the wall. I decided it to put the floor plan design on hold and focus on designing the tracking wall system.
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I sketched the tracking walls and then I did the design on the computer and tried different combinations.
The idea of the tracking wall is that has a modular system thus it can be updated it whenever new technology comes out. In my opinion, the wall ideas look a little too sci-fi ish, which I do not mind but I think the wood color really gave it a different look than I was going for. I should have probably left it white. Anyways, the whole idea of this is that space is fully tracked and anyone can walk around the building without a problem of being tracked. So based on that, I wanted to experiment how I could I could have tracking walls. I did not like the idea of having a really limited tracking wall. By limited, I mean the rectangular design. In order to find other solutions, I went on an adventure to figure out how I could design the
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form of my building while allowing sensors and cables to surround the walls. I started by drawing an outline of my massing.
I ended up with this lines that I then used as a reference to experiment with different wall configurations. I created a profile and moved it around the outline and combined it with the massing. The idea of this one is that the building and redirect walking have small windows all throughout and they allow for light and views around while also having a controlled environment inside the place.
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I wanted to get an idea of my massing and form based on subtraction from open spaces and circulation paths. (Also I really wanted to do a 3d print test). So I ended up with a shape that was more solid and bigger than my original volumes on my massing.
I played with the idea of making the skin as a cloth or tarp system, something that can be flexible and moved around. While I like the idea of having harder meshes intersecting with soft meshes I do not see a good connection to the project. This is definitely moldable material but at the same time will require more mechanical power to move them and the whole idea is to have a combination of digital and physical components to create movement. This idea while interesting was abandoned. Maybe for another project. Is just going to be too difficult to add all the tracking systems and I would still need a structure system. Too limiting for Augmented reality,
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I went back to extruding profiles and changing masses into the extruded profiles to create more spaces. I also traced the line of the massing to follow through and find ways to have my spaces interact with each other. This idea really interest me, I can see how I can utilize the smaller spaces on the wall to be controlled and have a system in within the walls. It is certainly, not perfect but I can start to see what I can do with my walls. Not only that but it also gives me a feeling of a newer building. The issue with this building form is that is not very open and it does not allow for much light inside.
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I continued to do more exploration and figure out ways to have the building be open but controlled and wrapped in tracking systems. Which took me to my next step that was having a system that wraps around the form of the building. Again this is done using the same retracing lines that I got from the massing. I needed to have a form that will have open spaces while also having a way to track the place. I went back to the grid that I used to layout my massing and used that grid to create a walkway/bridge with a grid that could be used position the trackers.
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I came with this structure that allows for light to come in and still have space to track 360 degrees. I used that bridge to create the redirect walking path.
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Once I figure out how to make my bridge follow around the redirected walking I added it to the mass and ended up with a better idea of what
the redirect walking path can be.
I can see how this space works and it can be utilized for redirect walking. After that,I moved onto the idea of overlaying information. I have had this idea of seeing a studio with overlay information but I hadnt done a video about it to share what I had in mind. I created a video as a test that had augmented reality components and since I cannot post videos here, ill put a link to it.
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to think of a good catchy name for that
I have done things similar to that video but never in the context of augmented reality. However, I do feel more confident creating something better and introducing 3d components into the visualization. After that, I Worked on my site model and my diagram model. The diagram for the hybrid collaboration spaces, or hybrid calls? I still have
I also worked on my Site model and also I worked on the animation for the TV. Overall I really like the site model, I gotta say its pretty cool. I changed the animation from the past animation that I had, I made it longer and also I played around with color. I changed the colors of the buildings on the sequence and also added a title and explanation to the
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site. I also had two version for the site colors, one with the streets in concrete gray color and other black.I like more the black streets because it adds more contrast, so I made the version with black streets longer.
Then after that, I got back into exploring the form for my building.
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I started this with the same traced lines from the massing and ended up with a form that is open and still has enclosed spaces.
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After the exploration from this form, I got a better sense of how the circulation could work and how I could shape the form of m building to allow for controlled open spaces while still remaining close enough to allow for privacy. And that’s it. I currently left my kinetic floor modes 3D printing. Hopefully it’s done by the time I go back to school. And hopefully everything went right. Little note: I have been thinking about the possibility of having the redirect walking path be entirely controlled, by that I mean control all
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the sense. Like what if I were to control the sense of smell, wind, temperature and the surrounding textures. My answer to that is that I am not focusing on that aspect, the reason why is because what I am trying to do is to close the gap between the digital tools and physical tools that architects have. I am not trying to close the gap between the real world and virtual reality. Creating a space that will allow people to fully immerse themselves will require a completely different set of tools. Not only that but I do not want students to lose the sense of reality, I want them to think of Hybrid reality as a tool to create and explore the boundaries of design. which will then be translated into the workplace and then start a new era of design and possibly a new architecture style. So my answer to the question is no I will not put temperature and sense of smell as I am not trying to merge reality and virtual reality. knk g jnvc ynu g mk dglmjjy dglgsf safnnj mlb wfcl g jnni omai mt tfc ycmrs nd safnnj g wgsf g fmb spclb knrc tgkc wgtf ynu g wmltcb tn kmic surc g bgb tfc ocst g anujb gl safnnj mlb g dnaus tnn kuaf nl safnnj lnw g mk dglgsfgle safnnj mlb g mk kgssgle ynu g wgsf ynu wcrc fcrc tn scc kc ermbumtc mdtcr mjj tfcsc ycmrs nd kc stubygle safnnj g wgjj oc ermbumtgle g fnpc g aml kmic ynu prnub g wgjj try tn oc tfc ocst pcrsnl g aml g jnvc ynu knk tc qugcrn kuafn y tc mkn
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Personal Progress Blog 06
FEB 20, 2018 So I am going to continue where I left off. Some parts seem a little blurry but I am going to try my best to write what happened. So I got my kinetic floor model done and it came out pretty good. I printed four of the kinetic floor models and while they are pretty small the whole idea was that I was going to make a bigger one but at this point, I Am sort of out of time.
They look pretty nice tho. Another thing that I did was get a label for my site. I use the laser cutter to engrave the information and then I put paint in the letter so it’s visible.
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I also 3d printed small sensor for my hybrid collaborations spaces. Now they have tiny little sensors.
Then after that, I went back into exploration for my building and walls with the VR headset this time.
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I tried different software that Allowed me to do different things. While I tried to create something that would fit, the first app that I used, Masterpiece VR was a little difficult to use and I was not a big fan of it but here are some things that I did with it.
Then I tried to use Gravity sketch, which was way better. was able to actually design things. I recorded everything I did but the recording software crashed so I couldn’t keep the video. This is something I did with the app Gravity Sketch.
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I definitely felt more comfortable using Gravity sketch and allowed me to make better thought out forms and shapes. Then the next day it was Friday and I wanted to take video for my site and when I went there I got distracted by the surrounding buildings so I went to walk around. I took pictures of buildings around my site so I could have image textures and then project them on my digital model.
I also work on the tracking wall systems and made a file to print and left it printing on Friday. PHOTO They came out alright. So I want to go back to the part of where I was walking around my site and what I ended up doing with that. I walked into an interior design place that was just opening and took some photos for an idea that I have for the kinetic floor.
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The whole idea for this is to make the image seem as it was developed on top of the kinetic floor and then map out to match the height of the “Digital components�.
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Rendering of the remade model that I could not use.
Aside from that I also took video to overlay more information.
I have not finished this video yet but the whole idea is that I have a chat with someone who is digital and that’s how we collaborate.
this render and video took me longer than expected. I model the room and furniture on the computer and it took me longer than expected. I was planning on doing it in SketchUp but then I had to redo it in cinema4d. I also have some trouble rending so I had to lower the quality. At this time I have not finished the video yet. Hopefully, I can finish it soon.
SO the kinetic floor animation took me a whole day. took me the whole Saturday to do but I stayed up till about 9 am because I also wanted to work on the desk design that I had done. I wanted to record the movements of my arm using the VR remotes and also see if they fit the desk movements diagram that I had before. I took my phone to the roof first.
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I then realized that I was going to need to record longer and the phone was not gonna do it so I changed my camera and did it well. I taped some lights to my arms to record the movements and I used the VR headset while getting the feel for the desk that I had designed.
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So then with that, I got a video. I’ll post a link to the video. So that what I got from the video. This is what I was working on. I have the whole hour recorded this time but I don’t think I am going to post the full video.
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Then on monday, today, I worked on writing and I also printed the redirect walking path. by that I mean 3d printed, That is it for today Ill continue later. Next Monday I have my presentation and I still have a lot to do, we will see how it goes. (Currently tuesday 3:02am and I am really tired, but I am almost done with school. a few more months and I am done! )
Then on Sunday I had some guest with whom I might go to China for two months.
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References Chaos Group (December 20, 2017). “2017 Architectural Visualiza�on Technology Report”. Retrieved from h�ps://www.chaosgroup.com/news/2017-architectural visualiza�on-technology-reportlaunched James Birt, Michael Cowling, (2017) “Towards future ‘Mixed Reality’ Learning Spaces for STEAM educa�on “ Don Tapsco� (2009). “ Grown Up Digital: How the Net Genera�on Is Changing Your World” Corke (2017 “Virtual Reality in Architecture Engineering & Construc�on AECMAG, Magazine Feb 2017” McLellan, H. (1996). “Virtual reali�es. In D. H. Jonassen (Ed.), Handbook of research for educa�onal communica�ons and technology “ PSMJ Resources (2009)Report “ Architecture and engineering profit margins deliver third consecu�ve year of growth” Laura Freina, Michela O� (2015) “A Literature Review on Immersive Virtual Reality in Educa�on: State Of The Art and Perspec�ves” Charles E. Hughes, Christopher B. Stapleton, Darin E. Hughes, and Eileen M. Smith (2005) “Mixed Reality in Educa�on, Entertainment, and Training”: University of Central Florida Mark Billinghurst, Adrian Clark, and Gun Lee (2015) “A Survey of Augmented Reality” Autodesk. (2013). Modeling a polygonal mesh from a reference image. Retrieved 27/06/2014, from h�p://download.autodesk.com/us/maya/maya2013_ge�ng_started/ Zahira Merchant, Ernest T. Goetz , Lauren Cifuentes ,Wendy Keeney-Kennicu� (2013 ) Effec�veness of virtual reality-based instruc�on on students’ learning outcomes in K-12 and higher educa�on: A meta-analysis. Texas: A&M University Changing Course (2002) “ Ten Years of Tracking Online Educa�on in the United States”
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Jonathan Nelson, James Birt (2015) “Towards a pedagogy of compara�ve visualiza�on in3D design disciplines” Bond University, Wierman, M. (2017, January 27). 4 Key Elements of 21st Century Classroom Design. Retrieved from h�p://ww w.ge�ngsmart.com/2016/12/21st-century-classroom-design/ Image retrieved from “Towards future ‘ Mixed Reality’ Learning Spaces for STEAM educa�on “ pg.6 Image by TheVoid retrieved from Thevoid.com Image from Tangible Media Group. Retrieved from h�ps://tangible.media.mit.edu/project/transform-as-dynamic-and-adap�ve-furniture/
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Figures FIG. 2.1 Old Typewriter by Author FIG. 2.2 Old Dra�ing by Author FIG. 2.3 VR-Architecturen - Image Composite by mike Tong FIG. 2.4 by Author FIG. 2.5 Different representa�ons from Birt, J., & Cowling, M. FIG. 2.6 Dra�ing by Pexels.com FIG. 2.7 Abstract from Pixelbay.com FIG. 2.8 Net Genera�on by USTA.com FIG. 2.8 Coding from Pixelbay.com
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FIG 3.1 Photo by Thevoid.com FIG 3.2 Photo by Thevoid.com FIG 3.3 Photo by Thevoid.com FIG 3.4 Photo by Thevoid.com FIG 3.5 Photo by Thevoid.com FIG 3.6 Photo by Thevoid.com FIG 3.6A Redirect Walking Path Blindfolded FIG 3.7 Redirect walking diagram by Author FIG 3.8 Limitless Redirect Walking by Author FIG 3.9 Redirect walking 02 by Author FIG 3.10 Tracking system diagram by Author FIG 3.11 Holographic collabora�on diagram by Author FIG 3.12 Photo by Kean Walmsley FIG 3.13 Photo by Kean Walmsley FIG 3.14 VR center diagram by Author FIG 3.15 Photo by Kean Walmsley FIG 3.16 Photo by Kean Walmsley FIG 3.17 Transform Lexus design amazing 2014 Milan FIG 3.18 Transform Lexus design amazing 2014 Milan
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Figures FIG 3.19 VR center diagram by Microso� FIG 3.20 VR center diagram by Microso� FIG 3.21 San Diego distance map diagram by Author FIG 3.22 Site Four Factors by Author FIG 3.23 San Diego Site Selec�on diagram by Author FIG 3.24 San Diego downtown Site diagram by Author FIG 3.25 Otay Lakes diagram by Author FIG 3.26 San Diego U�li�es Axo diagram by Author FIG 3.27 San Diego Parks Axo diagram by Author FIG 3.28 U.S. map diagram by Author FIG 3.29 San Diego Diagram by Author FIG 3.30 Southern California Map Diagram by Author FIG 3.31 Site Map Diagram by Author FIG 3.32 Site Plan by Author FIG 3.33 Site Axo by Author FIG 3.34 Side Walk Number Marks by Author FIG 3.35 Side Walk Number 01 by Author FIG 3.36 Side Walk Number 02 by Author FIG 3.37 Side Walk Number 03 by Author FIG 3.38 Side Walk Number 04 by Author FIG 3.39 San Diego Sound Map diagram by Author FIG 3.40 Site Traffic Overlay by Author FIG 3.41 Site Panoramic 01 by Author FIG 3.42 Site Panoramic 02 by Author FIG 3.43 Site Sound Overlay by Author FIG 3.44 Site Panoramic 03 by Author FIG 3.45 Site Panoramic 04 by Author FIG 3.46 Site Building Height Map by Author FIG 3.47 Site Building Height Diagrams by Author FIG 3.48 Textures On Site Images by Author
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Figures FIG 3.49 Masses by Author FIG 3.50 NewSchool of Architecture & Design floor plan from NSAD FIG 3.51 Bubble Diagramby Author FIG 3.52 Space Percantage by Author FIG 3.53 Bubble Diagrams on Site by Author
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FIG 4.1 HTC VIVE Headset by vive.com FIG 4.2 Model Massing Inside Immerse Creator by Author FIG 4.3 Form Ideas in Immerse Creator by Author FIG 4.4 Model Massing Circula�on Inside Immerse Creator by Author FIG 4.5 Adding Of Kine�c Floor Inside Immerse Creator by Author FIG 4.6 Model Massing Inside Immerse Creator by Author FIG 4.7 NSAD 5th Year Studio by Author FIG 4.8 Fi�h Year Architecture Student Desk 01 by Author FIG 4.9 Fi�h Year Architecture Student Desk 02 by Author FIG 4.10 Fi�h Year Architecture Student Desk 03 by Author FIG 4.11 Fi�h Year Architecture Student Desk 04 by Author FIG 4.12 Current Desk Limita�ons Diagram by Author FIG 4.13 Hybrid Reality Desk Concept video S�ll by Author FIG 4.14 Hybrid Reality Desk Concept video S�lls by Author FIG 4.15 Arm Movement Tracking Video S�ll by Author FIG 4.16 Lights A�ached to Arm by Author FIG 4.17 Human Reach Diagram by Author FIG 4.18 Designed Desk by Author FIG 4.19 Desk Explana�on Diagram by Author FIG 4.20 Top View of Desk by Author FIG 4.21 Proposed Spaces Massing by Author FIG 4.22 Massing Itera�ons perspec�ve 01 by Author FIG 4.23 Massing Itera�ons axo 01 by Author FIG 4.24 Massing Itera�ons perspec�ve 02 by Author
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Figures FIG 4.25 Massing Itera�ons axo 02 by Author FIG 4.26 Itera�on 01 Exploded Axo by Author FIG 4.27 Itera�on 02 Exploded Axo by Author FIG 4.28 Massing Itera�ons perspec�ve 03 by Author FIG 4.29 Massing Itera�ons perspec�ve 04 by Author FIG 4.30 Massing Itera�ons perspec�ve 05 by Author FIG 4.31 Massing Itera�ons perspec�ve 06 by Author FIG 4.32 Itera�on 03 Exploded Axo by Author FIG 4.33 Kine�c Floor Video S�ll by Author FIG 4.34 Kine�c Floor Video S�ll by Author FIG 4.35 Kine�c Floor Concept by Author FIG 4.36 Kine�c Floor Axo by Author FIG 4.37 Kine�c Floor 3d model by Author FIG 4.38 Kine�c Floor Model by Author FIG 4.39 Hybrid Collabora�on Concept Video S�ll by Author FIG 4.40 Hybrid Collabora�on Concept Video S�ll by Author FIG 4.41 Hologram Calls Diagram by Author FIG 4.42 Tracking Wall System by Author FIG 4.43 Tracked Room Concept 01 by Author FIG 4.44 Tracked Room Concept 02 by Author FIG 4.45 Ground Floor Grid by Author FIG 4.46 Current Street Access by Author FIG 4.47 Privacy Diagram by Author FIG 4.48 Gathering spaces Diagram by Author FIG 4.49 Exis�ng Access Diagram by Author FIG 4.50 Views Diagram by Author FIG 4.51 Sound Diagram by Author FIG 4.52 Ground Level Massing by Author FIG 4.53 Second Level Massing by Author FIG 4.54 Third Level Massing by Author
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Figures FIG 4.55 Fourth Level Massing by Author FIG 4.56 Ground Level Floor Plan by Author FIG 4.57 Levels Diagram by Author FIG 4.58 Air Circula�on Diagram by Author FIG 4.59 Gathering Spaces Diagram by Author FIG 4.60 Redirect Walking Path by Author FIG 4.61Sunlight Diagram by Author FIG 4.62 Tracking Walls Diagram by Author FIG 4.63 Site Massing Axo 01 by Author FIG 4.64 Tracking Sensors Diagram by Author FIG 4.65 Kine�c Floor System Diagram by Author FIG 4.66 Site Massing Axo 02 by Author FIG 4.67 Main Computers Diagram by Author FIG 4.68 Re-Direct Walking Path Diagram by Author FIG 4.69 Hybrid Reality Massing Walkthough Video S�ll by Author FIG 4.70 Hybrid Reality Massing Walkthough Video S�lls by Author FIG 4.71 Hybrid Reality Interior Space Concept by Author FIG 4.72 Redirect Walking Path Concept by Author FIG 4.73 Hybrid Reality studio Concept by Author FIG 4.74 Hybrid Reality Studio Desks Concept by Author
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FIG 5.1 Open/ Intersec�ng Render by Author FIG 5.2 Intercec�ng Wall Render by Author FIG 5.3 Intercec�on Wall Render by Author FIG 5.4 Flow Wall Render by Author FIG 5.4 Flow Wall Render by Author FIG 5.5 Fluid Wall Render by Author FIG 5.6 Flow/Intersec�ng Wall Render by Author FIG 5.7 Wrapped/Second Skin Wall Render by Author FIG 5.8 VR Explora�on Wall Render by Author
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Figures FIG 5.9 Wrapped/Tunnel Wall Render by Author FIG 5.10 Open/ Intersec�ng Wall perspec�ve render by Author FIG 5.11 Open/ Intersec�ng Wall interior render by Author FIG 5.12 Hybrid collabora�on Diagram by Author FIG 5.13 Open/ Intersec�ng Wall interior render 02 by Author FIG 5.14 Kine�c Floor System Axo by Author FIG 5.15 3D Figure 3D Scan by Author FIG 5.16 3D Figure Scan inside So�ware by Author FIG 5.17 3D Scanning Prac�ce by Author FIG 5.18 Original Figure & 3D Print Replica by Author FIG 5.19 3D Scanning Prac�ce 02 by Author FIG 5.20 Hybrid Studio Interior White Render by Author FIG 5.21 360 Scanning walls diagram by Author FIG 5.22 360 Scanning walls diagram 02 by Author FIG 5.23 Hybrid Studio Exterior Rendering by Author FIG 5.24 Hybrid Studio Interior Rendering by Author FIG 5.25 Hybrid Desk Exploded Axo by Author FIG 5.26 Desk Explana�on by Author FIG 5.27 Hybrid Desk Tracking Sensors Diagram by Author FIG 5.28 Hybrid Desk Height Adjustment Diagram by Author FIG 5.29 Hybrid Reality Studio Interior Perspec�ve by Author FIG 5.30 Hybrid Reality Desk perspec�ve by Author FIG 5.31 Hybrid Reality presenta�ons Perspec�ve by Author FIG 5.32 Hybrid reality Collabora�ons Perspec�ve by Author FIG 5.33 Hybrid Reality Studio Video S�ll by Author FIG 5.34 Hybrid Reality Studio Video S�lls by Author FIG 5.35 Kine�c Floor Classroom interior render by Author FIG 5.36 Scanning Structure Diagram by Author FIG 5.37 Kine�c Floor Movement Diagram by Author FIG 5.38 Kine�c Floor System Interior Render 02 by Author
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Figures FIG 5.39 Kine�c Floor System Interior Render 03 by Author FIG 5.40 Kine�c Floor Classrom Video S�ll by Author FIG 5.41 Kine�c Floor Classrom Video S�lls by Author FIG 5.42 Redirect Walking Interior Perspec�ve 01 by Author FIG 5.43 Seeing Through Walls Diagram by Author FIG 5.44 Infinite Virtual Space Diagram by Author FIG 5.45 Redirect Walking Path With Augmented Reality by Author FIG 5.46 Redirect Walking Path Without Augmented Reality by Author FIG 5.47 Redirect Walking Path Video S�ll by Author FIG 5.48 Redirect Walking Path Video S�lls by Author FIG 5.49 Physical Site Model by Author FIG 5.50 Physical Site Model by Author FIG 5.51 Physical Site Model by Author FIG 5.52 Physical Site Model by Author FIG 5.53 Physical Site Model by Author
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