R. Ian Dayagbil - Technology & Art

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Romano Ian Dayagbil @rom.id

hello@iandayagbil.com

Los Angeles, CA, USA

Concepts


Phantom Surfaces

Info

Independent Ongoing “Osseous Fragments”

Experiments in digital/analog representation and surfacing techniques. → #unity #augmentedreality #mapbox #mapping

These studies explore the ways in which digital tools can be misappropriated and combined with analog production to produce aesthetic qualities that are situated between digital precision and analog expression. Specifically, each study investigates particular modes

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of representation (the render, the analysis, the diagram) that is embedded within design software. None of these geometries technically “exist” and are representations of various digital artifacts such control points, wireframes, zebras, automated textures, etc.



↑ Phantom Surface: Starlight ↓ Osseous Fragment: Stress ↘ Osseous Fragment: Curvature

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↑ Phantom Surface: Crystals ↓ Osseous Fragment: Median ↘ Osseous Fragment: Dissection

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Imago - New Digital

Info

Independent Ongoing “Digital Headspace”

Experiments in digital/analog representation and surfacing techniques. → #unity #augmentedreality #mapbox #mapping

These studies explore the ways in which digital tools can be misappropriated and combined with analog production to produce aesthetic qualities that are situated between digital precision and analog expression. Specifically, each study investigates particular modes

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of representation (the render, the analysis, the diagram) that is embedded within design software. None of these geometries technically “exist” and are representations of various digital artifacts such control points, wireframes, zebras, automated textures, etc.



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Combinatory Studies

Info

Workshop

Workshop Instructor: Daniel Pruske

SCI-Arc Spring 2020 “Combinatorial System Studies”

Experiments in digital/analog representation and surfacing techniques. → #unity #augmentedreality #mapbox #mapping

These studies explore the ways in which digital tools can be misappropriated and combined with analog production to produce aesthetic qualities that are situated between digital precision and analog expression. Specifically, each study investigates particular modes

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of representation (the render, the analysis, the diagram) that is embedded within design software. None of these geometries technically “exist” and are representations of various digital artifacts such control points, wireframes, zebras, automated textures, etc.



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Parametric Lifecycles

Info

Seminar

Seminar Instructor: Kerenza Harris

SCI-Arc Fall 2019 “CATIA”

Erosion and degradation as functions of geometric space → #catia #parametric #solids #surfaces

These studies explore the ways in which digital tools can be misappropriated and combined with analog production to produce aesthetic qualities that are situated between digital precision and analog expression. Specifically, each study investigates particular modes

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of representation (the render, the analysis, the diagram) that is embedded within design software. None of these geometries technically “exist” and are representations of various digital artifacts such control points, wireframes, zebras, automated textures, etc.



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Bellhop - AR Application Companion App to The Public Hotel Project

Info

SCI-Arc

Seminar Instructor: Soomeen Hahm

Architectural Technologies Summer Seminar

Team: R. Ian Dayagbil and Calvin Sin

“Augmented + Distance”

www.publichotelproject.com/ bellhop https://vimeo.com/452672373p

A low-fi prototype using geolocated augmented reality apps for gathering data in Los Angeles → #unity #augmentedreality #mapbox #mapping

Bellhop taps into the various streams of data that make up our geospatial world. Information such as land use type, land value, proximities and other metrics are brought together into one package that generates a geospatial bound AI entity: the Bellhop.

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These entities populate key locations throughout the city. Ultimately, creating a network of digital beings across our cities. These digital beings gather data through “normal” conversation and derive conclusions that can be used for refining generative design solutions.


↑ ↗ Unity + Mapbox AR App on Android ↗ Pre-Production Mockup

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DEVELOPMENT & PITCH

The value proposition is in being able to gather “dark” or unaccounted-for urban information through passive interactions (conversations).→ Designer and Planner Issues/Needs: 1. Lack of High Fidelity Data 2. Out-of-date Analysis

Expected Application Core Features: 1. Voice Interaction (ex. IBM Watson) 2. Data Storage (ex. Sheets/FTP) 3. Geolocated AR Objects (Mapbox)

To deliver a final presentable pitch we focused specifically on developing as much in Unity as possible to avoid post-production video editing.

https://vimeo.com/452672373

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What originally began as a BIM-based modelling project

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The Waste Imperative

Info

Carleton University

Studio Professor: Ozayr Saloojee

Urbanism in the Global Context “Public and Polis” Studio: Equity

Approaching global urban design as proposing an integrated system of apps, policies, and products → #unity #augmentedreality #mapbox #mapping

Waste is one of the many wicked problems facing cities today. Many initiatives explore waste-reduction for cities. This project instead explores ways for us to redefine waste in cities.

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The Waste Imperative revives the lost “Han” or urban workships from the history of urbanism. Hans augmented with robotics and software deal with city waste by redefining constant waste as a constant resource.



↑ Hans ressurected with machine augmentation What is excess? “Excessive” , “Superfluous”, “Exorbitant”. All these words seem to address the same underlying concept: the definition of “waste”. If we could further augment our ability to reabsorb products or services back into the city system we could address goods shortage. However, if we could redistribute the “excess” could we not address entire socioeconomic issues?

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The spirit of the Han is the spirit of making and remaking. While new technologies may require the production of new typologies, in some cases, emerging technologies or social trends can resurrect historical building types. In the resurrected Han the walls become the storage in which waste is collected and displayed.

Retrofitting existing architecture is within the purview of sustainable practice. However, I would argue that beyond merely material, programmatic, or aesthetic revisions architecture can be augmented through robotic technologies. A cybernetic urbanism is one that permits buildings to become nearly like monsters in the city - full actors in the cycle of the city.


“Hands” Autonomous robotic armatures receive Deposits and store them in the walls of the Han,

“Deposits” “Deposits” are meshnetworked linked waste boxes that store “waste” as it is transported from person to person or from person to Han.

↑ Runners + Arms The Waste Imperative System deploys three new actors in urban space: (Hands), (Runners), (Deposits). These three act in tandem to gather “waste” material at Hans to be reshaped and remade by the workshop.

“Runners” “Runners” are autonomous units that roam the city to collect/ salvage waste to be either redistributed through the populace or brought to Han to be metabolized.

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Deluge Diagrams, Design Economies

Info

SCI-Arc

Seminar Instructor: Karen Lohrmann

Design of Cities Design Lab III

www.iandayagbil.com/portfolio/ deluge-diagrams-designingeconomies/

“Combinatory Urbanism Summer Seminar”

Abstracts exploring the broad relationships between contemporary urbanism, new economies, and computation. → #unity #augmentedreality #mapbox #mapping

Deluge Diagrams – Design Economies explores the implications within the increasing scales of architectural production in the delivery of cities.

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The commodification of architectural products now includes the spectrum of the extra-small and the extra-large. Rather than merely the mass production of housing and new towns – we are witnessing the capabilities that concentrated capital and management technologies has in the production of entire cities and their subsystems (read: products and services).



These partis are generated through a generative system mimicing the iterative process of a human designer. → As the complexity of cities grow, we turn towards more complex systems of management. The frontiers of generative design and the management of data and geometry become critical.

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The speed at which we can now iterate ideas is on-par at the speed at which we can think. The implications for this is as vast as the creation of data-management and data-search systems.


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↑ ↗ ↗ “Optics and Landscapes” Triptych ↓ ↘ ↘ “Mutabolics and Maelstrom Mannerisms” Triptych

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↑ ↓ ↘ “Phantom Networks / Wicked Topologies” Triptych

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@rom.id

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hello@iandayagbil.com



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