1
TABLE OF CONTENTS INTERNET OF THEFT SEMINAR PROJECT, HALF SEMESTER 3-4
EMISSIVE COLUMN APARTMENT SEMINAR PROJECT, HALF SEMESTER 5-6
UNITED STATES EMBASSY IN MEXICO CITY STUDIO PROJECT, FULL SEMESTER 7-10
ARCHITECTURAL VIDEO GAME SEMINAR PROJECT, FULL SEMESTER 11-12
2
THE INTERNET OF THEFT
FALL 2019, HALF-SEMESTER SEMINAR PROJECT PROFESSOR: JOSHUA DRAPER While the increase in widespread awareness of mankind’s array of contributions toward climate change has led to an influx of sustainable technologies and practices, our full conversational potential cannot be met if we only rely on manual practices. The rise in prevalence of the Internet of Things (IoT) in today’s technological and cultural landscapes has presented new possibilities for implementing interconnected systems to partially supplement lapses in sustainable energy efficiency in buildings, removing the sustainable responsibility of building inhabitants as a variable. These developments have the potential to significantly reduce excess energy usage and green house gas emission, making carbon neutrality on a larger scale more attainable. However, while some applications of IoT systems, notably many in the realm of agriculture, carry low risk of significant drawbacks, other commercial energy applications like smart grids instill hesitation toward the unknown and fear of tampering. If the potential risk of smart meter tampering and electrical theft is alleviated through thorough security monitoring measures, then IoT systems in buildings have the potential to significantly reduce carbon emissions and improve energy efficiency. Through progressively implementing IoT systems into a building in tandem with a volumetric interference that displays anomalies representing electricity theft, a company can accurately assess the benefits of these systems against the risk of theft while also increasing the security of their system through frequent monitoring.
3
Skewed feedback of electricity, potential for overload and fire 000.276kW
Electricity sent
Data sent
Smart Meter
Interference with data communication
Electricity Distributor
Direct or remote changing of Smart Meter parameters
! Electricity Destination
Electricity Thief
Manual Practices:
Analysis of room temperature data used to dynamically adjust heating and cooling according to thermal comfort charactersistics and energy efficiency measures
Energy conservation related to lighting relies on building inhabitants remembering to turn off the lights when they are leaving the room or when there is sufficient natural light
Electricity Generation
Transmission through High Voltage Direct Current (HVDC)
70.0
Local Grid
Electricity Destination
Adjustment of room temperature is controlled directly by building inhabitants
Volumetric Display in Building
1000 900
000.276kW
800
Kilowatts
With IoT System:
Series of sensors measure and analyze various parameters and send data to the output components of the system
Information from sensors used to automatically adjust lighting according to presence of natural lighting and whether or not people are in the room
High chance of electricity theft
700 600 500 400 300
Electricity Storage
National Grid
Smart Meter
200
Sensor Data and Smart Meter Readings Server
Electricity Distributor
100 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24
Hours
Normative Proposed Electricity Sent Information Sent Proposed Information Sent
4
EMISSIVE COLUMN APARTMENT
SPRING 2019, HALF-SEMESTER SEMINAR PROJECT PROFESSOR: EDWIN LIU The objective of this project, as a part of a class titled “Architectural Visualization & Moving Image,� was to create an immersive environment with elements of surrealism through the superposition of intrusive elements. My design utilized swirling columns of varying sizes to introduce a seemingly alien element into the scene, further emphasized by the rotating and glowing volumes extruding from the columns. The first scene of the animation focuses on the presence of the columns in the room and the emissive qualities of these extrusions acting on intervals. The second scene portrayed an additional dynamic element of these volumes, oscillating away from and toward the columns. The final scene gave the volumes full autonomy from the columns, in which they all slowly drift away from the columns, filling up the room and even escaping to the outside. Full video link: https://vimeo.com/user78747657/review/333442557/da351c62ae
5
6
7
SITE PLAN
STAGGERED LEVELS
8
GROUND PLAN
9
SUPPORT/UTILITY SERVICE ELEVATOR FIRE STAIRS
MIXED USE SPACES OUTDOOR GALLERY LIBRARY OUTDOOR AMERICAN CLUB GARDEN/THEATRE ABOVE FIRST FLOOR OF PARKING GARAGE ENTRANCE THROUGH GALLERY
PARKING GARAGE VISITOR PARKING ON FIRST LEVEL UNDER THE GARDEN/THEATRE
MIXED USE SPACES MEDICAL PROVIDER OFFICE MARINE SECURITY GUARD RESIDENCE INDOOR GALLERY INDOOR AMERICAN CLUB
CAFE/OFFICE BRIDGE RECREATION CENTER BETWEEN CAFE AND MEDICAL PROVIDER OFFICE MULTIPLE MEETING ROOMS IN OFFICE BRIDGE
CLOSED OFFICES VISA PROGRAM ON FIRST FLOOR CONSULAR OFFICES MANAGEMENT OFFICES PUBLIC AFFAIRS OFFICES EXECUTIVE OFFICES
OPEN OFFICES TWO LEVELS PER OFFICE, MEZANINE LAYOUT OVERLOOKING LOWER LEVEL
VISITOR/SERVED
MID-LEVEL PLAN
MIXED
EMPLOYEE/SERVICE
UPPER-LEVEL PLAN
10
ARCHITECTURAL VIDEO GAME
FALL 2017, FULL-SEMESTER SEMINAR PROJECT PROFESSOR: STEPHEN TURK Taking place over the course of a semester-long seminar, the Architectural Video Game project aimed to explore the concepts of platform, character, and world in video games with the objective of studying their relationship with architecture. The study of this relationship was inspired in part by how previous generations of architects, including Rem Koolhaas and John Hejduk, looked toward the medium of film as a catalyst for architectural theory. Although film is still a very prominent form of media today, the emergence of a culture surrounding the relatively new medium of video games can be seen as a candidate for film’s successor as a catalyst for new forms of architectural theory and study. The world of my group’s design took inspiration from SEGA Genesis-era platforming games such as the original Sonic the Hedgehog games, and converted that typology to a vertical climb of numerous paths, precise platforming and challenging encounters with three chimera-like characters that combined the forms of Rem Koolhaas’ Agadir Convention Center and John Hejduk’s Memorial Towers. Each of these characters was designed to express one of the Four Temperaments, with the bottom character being choleric, the middle being sanguine, and the top being melancholic. Apart from their original designs, these temperaments are also expressed in the manner in which they transform in the game’s world and impede the progress of the player as dynamic obstacles. The project was done in small groups, with my group consisting of myself, Ben Haywood, and Morgan Dettwiller. My contributions consisted of designing the level for the game, designing the “choleric” bottom character, importing the level and characters into Unity, and scripting all objects to function as intended in the game.
11
12