Architecture is a prescription - Che-Wei Yeh

Page 1

A collection of works by CHE-WEI YEH, 2005~2012

“ARCHITECTURE IS A PRESCRIPTION”


“In my perspective, architecture is not just a building block of a city. Architecture is a methodology by which to analyze the complexity of city.�

Architecture is a prescription. Architecture is a crystallized unit of human imagination; it is a carrier of demands. Because of this characteristic, for a long time people have thought of it as a machine for living. However, during the era of hyper-development, architecture is no longer just a machine for living. Rapid population growth has caused unprecedented urbanization. In cities, buildings are overlapping with each other closely. In a larger scale, to cities, architecture not only plays the role of a living machine, but it also plays additional functional roles. For example, the role of direction, the role of decoration and the role of connection. In cities, architecture becomes a device with specific functions. The interrelation between architecture and a city becomes much more complex when a city expands to a metropolis, and this complexity turns a city into an "indecipherable" monster.


Consequently, the indecipherable features make it difficult to analyze the city in which they live; for most people, they even refuse to analyze, and in the end people start to doubt the purpose of construction.

1. Objective The modern city is a complicated compound; we can't comprehend it through past experience. In order to approach the truth, creating and studying large databases is the key.

However, people still construct buildings they aren't really in need of, and convince themselves to believe new buildings are needed. This phenomenon directly leads to modern cities composed of irrational and ridiculous collages, such as nostalgiacreating monuments, capitalism-symbolizing skyscrapers and theme park museums.

2. Precision Issues for cities are no longer simple; a single phenomenon consists of complex reasons. Fully realizing the problem then defining a clear strategy is the only way to avoid losing focus on design.

People build for no reason; it's a general "symptom" of modern cities. In my perspective, architecture is not just a building block of a city. Architecture is a methodology by which to analyze the complexity of city; it should be considered as a "prescription" of resolving a modern city's "symptoms." Like a prescription from a doctor, it should contain the following features:

3. Experimentation Instead of sticking to traditional architectural concepts, the strategies of architectural design should combine every possibility, even if they are not common. 4. Verifiability Architecture should be evaluated after construction, to ensure the design is effective.

CHE-WEI YEH B.Arch. TKU, 2005~2010


“OBJECTIVE”

“PRECISION”

“EXPERIMENTATION”

Contents “VERIFIABILITY”


ESSAY

p. 01

Architecture is a prescription

GUIDE TO DENSITY

p. 06

A study of density and its effects (Award of TamKang University outstanding thesis design)

STEP 5 LINEAR CITY

p. 28

An urban design project in Dhaka City

FRACTAL SPACE

p. 44

Architecture generated by iteration

WOVEN SKIN

p. 56

Penetrative facade for a parking structure (Construction completed in November 2012)

CV + ACKNOWLEDGMENT

p. 64


“OBJECTIVE”

“The modern city is a complicated compound; we can't comprehend it through past experience. In order to approach the truth, creating and studying large databases is the key.”


GUIDE TO DENSITY

Abstract

A study of density and its effects / Data analysis and media works / Graduation thesis / 2010

The Guide to Density is a research which aims to find out the meaning of population density. It uses an objective method to construct a database that describes the characteristics of population density, then utilizes this brand new database in many experimental ways. Population density has been an important indicator for people to use when comparing different cities; however, in the past few decades, cities have been mutating in their own ways. Many architects analyzing such a situation have tried to re-describe what population density is, for example, "Density is the amount of available space per person," according to Winy Maas in his publication, "FARMAX," and "The density of human beings is matched by the density of cars," Rem Koolhaas said in his architectural dictionary, "S, M, L, XL." But these definitions are too conservative to give us a clear picture of population density; they are nothing more than "physical descriptions." Besides the fact that a city with higher population density must be more crowded than one with a lower density, we know nothing about density. In my imagination, every amount of population density has its meaning and characteristics. For example, a place with 1000 people per capita may be fit for media and communications, but not good for transportation. The first part of research is methodology, via mathematics and statistics, which create an enormous database indicating different features in different population densities. These data were published in paperback format in 2009 winter. After they were published, I considered that there may be another positive way to use this information, and I came up with an idea, which is "The City Game." The City Game is a simple interactive game which provides user various options; users can choose "develop" or "give up"; users could find out the optimal density for their idea city, and simultaneously, they could receive visual feedback rendered by parametric design software (Grasshopper, a Rhinoceros plug-in). The game has been publicly demonstrated in many exhibitions, and also re-edited into a film called "The City Fiction" in spring 2010.

DESCRIPTION 7


Scatter diagram

Y-axis: Parameter

Statistics method

Input

Function

X-axis: Population density

1. First of all, set a coordinate system that consists of population density as the X-axis and parameter as the Y-axis. The parameter could be anything; for example, it could be the number of automobiles in a single household. We just need to list them by population density in a coordinate system.

2. After parameter data inputted, locate the parameter with the Y-axis in the chart, and mark them as a scatter diagram.

STEP 1

STEP 2


METHODOLOGY Mathematics and statistics give us a way to establish relations from various parameters to population density. In this methodology, I use a regression curve to describe the trend of data, then use the concept of limits to evaluate the optimal amount of population density that fits to specific parameters. The parameters could be any, in this project; all parameter data sources were collected from Nation Master (nationmaster.com).

Regression curve with function

Back to density Optimum

Limit

SOP

Function: ax+bx+c R=d

3. From the scatter diagram, we could construct a regression curve. A regression curve is a tool to show the trend of data. It describes the disperse in an objective way. Most important of all, the curve also provides us a mathematic function at the same time.

Population density

4. Through the curve's function, we could calculate the maxima and minima of it. The maxima and minima could be traced back to the X-axis, which stands for population density. That means the X-coordinate of the maxima equals the best density to develop this specific parameter; on the other hand, the X-coordinate of the minima is the worst density for it.

Note: The data arranging method and MS Excel function (v_lookup) are collaborations with students who major in mathematics and statistics.

STEP 3

STEP 4 9


Standard perating procedure Phase 1: Web data Open source database

Phase 10: Data Arrange List by population density

Note: During this project, I led a five-people group to use this standard operating procedure to arrange numerous data related to population density.

STEP 5 / Phase 1~16


INDEX 1~4

5~8

9~12 13~16 17~20 21~24 25~28 29~32

Phase 23: Graphing Linear regression in MS Excel

Phase 32: Regression analysis With optimum population density

5. The database construction is massively time-consuming work; to deal with this problem, I developed a standard operating procedure. The SOP makes sure everybody can add on their favorite parameters in the future.

/ Phase 17~32 11


Coordinate system calculation

Transportation

Media

Optimum A Optimum A+B Optimum B

Food

Mathematical methods The city

Energy

Population density

Local commerce

Global trading

6. In a coordinate system, curves are able to combine with each other, and this mathematical feature is the key to creating an index. This method is based on summation rules of statistics, they were integrated in MS Excel.

Note: The mathematical operation in coordinate system could be applied in MS Excel, this operation is based on basic summation rules.

STEP 6

There were 6 indexes created: Transportation, media, food, energy, local commerce and global commerce. Each of them contained over 20 related parameters, and they were also abbreviated into ETI, MMI, FSI, ESI, LCI and GCI, respectively.


DATABASE After the SOP was developed, I tried to find a way to organize these data. There are too many different items in the database; in order to make it usable, the category and index system are important. For example, the index of trans-portation is a combination that includes every parameter relating to airplanes, cars and ships. Via this method, the database could be categorized in a systematic way.

Category of city

V o l.

C m

1

o

ETI

m u

Transportation index

ic

e

n

id

io

u

at

G

(35 items)

n

Transportation index

to d en

MMI

ty

(21 items)

si

Media max index

Media max index

V o l.

FSI

2

o u rc

Food supply index

es

Graphing

es

(15 items)

R

Food supply index

G u id e to d

(24 items)

en

ESI

si

Energy system index

ty

Energy system index

(106 items)

V o C

l.

Local commercial index

m

3

o

LCI

m er ci

Local commercial index

al

G u id

(24 items)

e to

Global trading index

d en si ty

GTI Global trading index

7. The category is classification of indexes. This category shows a minimalist model of a city. Because there are too many parameters in a real world, it is almost impossible to include all of them by myself.

In this project, I simply arranged them into 3 categories: Communication, resources, and commercial. In summation, they consist of more than 200 parameters. These data were published as the "Guide to Density" series. The first paperback was printed in winter 2009. Until the end of 2010, there were 3 episodes in this series: communication, resources, and commercial.

STEP 7 13


Au s C u t r ia ba

a ey rk

aR ic

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Co

st

yp

t

r ta Qa

Tu

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Ke ny Ir a a q

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Me

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a in e Gu

il az Br

F in la Sw nd ed en

ala Ze w Ne

ad N ig e No r rw ay

Ch

nd nla ee Gr

Fa lk Mo land ng o l ia Au st ra l ia

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Guide to Density in paperbacks

Good transportation density in low density area = approx. 15 people/km2 Efficient media density = approx. 165 people/km2 Max livestock nurturing = approx. 20 people/km2

Good density for global trading = approx. 210

GTI

Good transportation density (low) = 15 p/km2

Peak media efficiency density in mid density

MMI FSI

LCI

Bottom of worst media

Good density for live stock nurturing = 65 p/km2

ESI ETI

Bad transportation density area from 25~45 p/km2

Good media density (mid) = 280 p/km2

Bottom = 50 p/km2

Low energy system =

Bad transport density = approx. 180 people/km2

Low en

Worst ETI is 25~45 people/km2

PD

Inefficient media density is 50~100 people/km2

Note: This overlapping chart was originally presented in paperback format, and the book was published in 2010.

STEP 8 / Low density inclination


Density

MMI

Va

Ba

ng

n iw a Ta

Ha ng S in K a n ga g po re Ma ca u

lad es h t ic an C it y

o

ea

R ic to

hK or ut

PD

18,428 p/km2 (Macau)

er Pu

pa n Ha it i In d Is r ia ae l Ne th er

Ja

So

lan

e

a nk

p in

iL a Sr

am

il ip

tn V ie

Ph

ta

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dK in it e Un

ly

k is Pa

It a

ds

gd

a re Ko rth No

l pa Ne

it z

xe Lu

Sw

mb

er

ou

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rg

d

b l ic pu

Ch in N ig a er ia

k ar

hR e

nm

ec Cz

De

7,280 p/km2 (Singapore)

om

0.026 p/km2 (Greenland)

Higher density = higher media ability

Best density in transportation = approx. 550 people /km2

High density = media efficiency

FSI

Limit density for media development = approx. 525 people /km2

0 people/km2

Best commercial density = 770 p/km2

Good transportation ability in 520~650 p/km2

Best density for communication = 750 p/km2 Great transport density = approx. 430 people /km2

280~320 p/km2

LCI ETI ESI

Bad transportation ability = 350 p/km2

GTI

y area = approx. 280 people/km2

Limit density for great commercial development = 500 people /km2

nergy conserving density = approx. 300 people/km2

Population density

8. This diagram gives us another perspective on population density. Population density is no longer just a physical description. It is an important indicator to describe the characteristics of places. Through this chart, people can find the hidden meanings under different population densities.

/ High density inclination 15


Chosen for optimal density

We love games

Yes

No

Roadway

Yes

No

Railway

Yes

No

Waterway

Yes

No

Commercial

Yes

No

Agriculture

Yes

No

Water

Yes

No

Waste

Yes

No

V

Aircraft o o

m

1 n l. mu

C

ic

e

n

id

io

u

at

G to d en si ty V o l.

R

2

es o

u rc es

Optimum density

G u id e to d en

The city game

si

Guide to density

ty V o o

m

3 r l. me

C

ci al

G u id e to d en si ty

9. A book is not a good way to utilize the database, and checking up information from a dictionary is not attractive for people, so when I considered a positive way to use the database, I came up with a "game".

10. The game consists of several dichotomous selections, which allow a user to choose whether to take into account a parameter or not. There are 8 parameters that a user could select: Aircraft, roadway, railway, waterway, commercial, agriculture, water resource and waste.

Note: The effects of parameters have been studied by physical models.

STEP 9

STEP 10


THE CITY GAME After “Guide to Density” series were published, I created an interactive game. This City Game is produced by Adobe Director, which created an interactive interface between the user and data. The purpose of the game is to find out the optimal population density for users. Once the answer comes out, the game will show the user some rendered images of possible prospects. These renderings will give users a rough idea about population density.

Neutral city model

Visual feedbacks

f(Density)

Grasshopper (Rhinoceros plug-in)

11. When the answer comes out, the game will show the user prospective images of a neutral city in exactly the same population density. The neutral city was designed in 4 scales, and each of them was defined by a function which generated from population density.

12. Visual feedbacks are images rendered by parametric design software. The neutral city is constructed in Grasshopper (a Rhinoceros plug-in), and that makes the model able to respond to the change directly according to the input criteria.

Note: The basic assumptions of this neutral city (space for a family) is based on the studies in “KM3" and “X, M, L, XL”.

STEP 11

Note: The “dispatch” function allows me to distinguish various results in Grasshopper software.

STEP 12 17


Function: Construction of neutral city

Hwa Hadd Htol H Hcom

Housing area

L Lpath

Lblock

f(D < 150) If population density < 150 p/km2 FAR < 0.7

f(D < 300) if population density < 300 p/km2 FAR < 1.5

f(D < 150) if population density < 150 p/km2 Water resource = Central

f(D < 300) if population density < 300 p/km2 Water resource = Half

f(D < 150) if population density < 150 p/km2 Commercial block = Central

f(D < 300) if population density < 300 p/km2 Commercial block = Central

f(D < 150) if population density > 150 p/km2 Hinterland < 1/2 Garbage mountain = 1S

f(D < 300) if population density < 300 p/km2 Hinterland < 1/3 Garbage mountain = 1L

Lblock Lr Larea

Water resource

f(Density) A D P Nhouse Nstor L Lblock H Hadd Hwa Hcom Hnumber BCR

= = = = = = = = = = = = =

Area of neautral city Population density Amount of people People per household Number of storeies Length of housing unit Length of block Height of single storey Height of additional storey Height of water resource Height of commercial storey Height of single storey P/D*N/A

Housing if if if if if if

D < 150, FAR = [( P/D*N/A)*Nstor] 150 < D < 300, FAR = [( P/D*N/A)*Nstor]*2.5 300 < D < 800, FAR = [( P/D*N/A)*Nstor]*4 800 < D < 1250, FAR = [( P/D*N/A)*Nstor]*7 1250 < D < 3000, FAR = [( P/D*N/A)*Nstor]*11 3000 < D, FAR = [( P/D*N/A)*Nstor]*14

Commercial area

Water resource if if if if

D < 150, resource = ( P/D*N/A)*H 150 < D < 300, resource = ( P/D*N/A)*Nhouse 300 < D < 800, resource = ( P/D*N/A)*H*K 800 < D, resource = ( P/D*N/A)*Nhouse

Commercial if D < 300, commercial = ( P/D*N/A)*H if 300 < D < 800, commercial = [( P/D*N/A)*H]*2+ ( P/D*N/A)*H2 if 800 < D, commercial = [( P/D*N/A)*(300/Nhouse)]* 2Nstor+ ( P/D*N/A)*H2

Waster and hinterland if D < 150, hinterland = 1/2A, waste = D*S if 150 < D < 300, hinterland = 1/3A, waste = D*S if 300 < D, hinterland = 1/5A, waste = D*XL

f(Density)

Waste and hinterland

Density < 150

150 < Density < 300


M 0

10

20

50

f(D < 800) if population density < 800 p/km2 FAR < 3.0

f(D < 1250) if population density < 1250 p/km2 FAR < 5.0

f(D < 3000) if population density < 3000 p/km2 FAR < 8.0

f(D > 3000) if population density > 3000 p/km2 FAR < 15.0

f(D < 800) if population density < 800 p/km2 Water resource = Central

f(D < 1250) if population density < 1250 p/km2 Water resource = Half

f(D < 3000) if population density < 3000 p/km2 Water resource = All

f(D > 3000) if population density > 3000 p/km2 Water resource = All

f(D < 800) if population density < 800 p/km2 Commercial block = 4X

f(D < 1250) if population density < 1250 p/km2 Commercial block = 4X

f(D < 3000) if population density < 3000 p/km2 Commercial block = 9X

f(D > 3000) if population density > 3000 p/km2 Commercial block = 25X

f(D < 800) if population density < 800 p/km2 Hinterland < 1/5 Garbage mountain = 2XL

f(D < 1250) if population density < 1250 p/km2 Hinterland < 1/5 Garbage mountain = 3XL

f(D < 3000) if population density < 3000 p/km2 Hinterland < 1/5 Garbage mountain = 4XL

f(D > 3000) if population density > 3000 p/km2 Hinterland < 1/5 Garbage mountain = 5XL

300 < Density < 800

800 < Density < 1250

1250 < Density < 3000

100

3000 < Density 19


Lingo script in Adobe Director //OPEN THE PROGRAM

#1

on mouseEnter me go to frame 53 cursor 280 end //WAIT FOR MOUSE CLICK

#2

//PLAY FRAME X

-- sprite handlers

on exitFrame me if the currentSpriteNum = 0 then play myTargetFrame end if end exitFrame on isOKToAttach (me, aSpriteType, aSpriteNum) return(1) end on

on beginSprite (me) -- check to make sure that at least one wait option is set if not (waitforClick or waitforKey) then myWaitState = #continue end beginSprite

on getPropertyDescriptionList me if the currentSpriteNum = 0 then theComment = "Play which frame on exitFrame?" else theComment = "Play which frame on mouseUp?" end if

on endSprite -- reset cursor when playback head leaves frame cursor 0 end endSprite -- event handlers

//START GAME

on exitFrame (me) -- look for mouse press and continue if true if waitforClick then if the mouseDown then myWaitState = #continue end if -- look for a key event and continue if true if waitforKey then if the keypressed <> EMPTY then myWaitState = #continue end if if myWaitState = #waiting then -- check to see whether enough time has elapsedm to cycle cursor currentTime = the milliseconds if currentTime - myTimer > 500 then -- half a second has elapsed -- update the timer myTimer = currentTime -- switch the cursor state myCursorFlag = not myCursorFlag -- set the cursor to appropriate cast member and mask if myCursorFlag then cursor [member ("Wait Up Cursor").number, \ member ("Wait Up Mask").number] else cursor [member ("Wait Down Cursor").number, \ member ("Wait Down Mask").number] end if end if -- hold playback head in current frame go the frame end if end exitFrame

Line / 0001~0067

#5

on mouseWithin me set the member of sprite the currentSpriteNum to member "icons_play_red" cursor 280 end on mouseLeave me set the member of sprite the currentSpriteNum to member "icons_play_black" cursor 0 end //SELECT DEVELOP OR GIVEUP

#6

on mouseWithin me cursor 280 set the member of sprite the currentSpriteNum to member "givR" end on mouseLeave me cursor 0 set the member of sprite the currentSpriteNum to member "givG" end on mouseWithin me set the member of sprite the currentSpriteNum to member "devR" cursor 280 end on mouseLeave me set the member of sprite the currentSpriteNum to member "deG" cursor 0 end

#3 //CONTROL

on mouseUp me go #next

#4

on mouseUp me play myTargetFrame end mouseUp

on new (me) myWaitState = #waiting -- initialize wait state -- create cursors me.makeWaitCursor ("Wait Up Cursor") me.makeWaitCursor ("Wait Up Mask") me.makeWaitCursor ("Wait Down Cursor") me.makeWaitCursor ("Wait Down Mask") -- initialize cursor timing and cycle myTimer = the milliseconds myCursorFlag = 1 end new

//GO NEXT FRAME

end mouseUp on isOKToAttach (me, aSpriteType, aSpriteNum) tIsOk = 0 if aSpriteType = #graphic then tIsOK = 1 end if return(tIsOK) end on

on mouseEnter me

Line / 0068~0129

#7


INDEX 1~67

on mouseEnter me go to frame 59 cursor 280 //HOLD ON CURRENT FRAME

130~188

//GO PREVIOUS PAGE

#8

Info

#12

on mouseUp me go #previous end mouseUp on isOKToAttach (me, aSpriteType, aSpriteNum) tIsOk = 0 if aSpriteType = #graphic then tIsOK = 1 end if return(tIsOK) end on

on exitFrame me go the frame end exitFrame on isOKToAttach (me, aSpriteType, aSpriteNum) tIsOk = 0 if aSpriteType = #script then tIsOK = 1 end if

//EXIT THIS PROGRAM

return(tIsOK) end on //LOOP FOR X SECONDS

68~129

#13

on mouseUp me halt

#9

end

on Initialize me -- sent by beginSprite thisSprite = sprite(the currentSpriteNum) myStartFrame = thisSprite.startFrame myEndFrame = thisSprite.endFrame if symbolP (myTimeOutFrame) then case (myTimeOutFrame) of #previous: jumpToFrame = marker (-1) #loop: jumpToFrame = marker (0) #next: jumpToFrame = marker (1) end case else jumpToFrame = marker (myTimeOutFrame) end if -- Error checking if the currentSpriteNum then ErrorAlert (me, #invalidChannel, the currentSpriteNum) end if if not jumpToFrame then jumpToFrame = myEndFrame + 1 ErrorAlert (me, #missingMarker, jumpToFrame) else if jumpToFrame >= myStartFrame and jumpToFrame <= myEndFrame then jumpToFrame = myEndFrame + 1 ErrorAlert (me, #endlessLoop, jumpToFrame) end if //RESTORE SELECTION

#1: Launch the program “Guide to Density v2.0.exe” #2: Make the program stop at startup page, and wait for commands. #3: Move to next frame. #10

on mouseEnter me cursor 0

#5: Move to the game process page and start choosing.

end //UPDATE THE DATA

#4: Jump to specific frame.

#6: Distinguish user’s preference by selections. #11

#7: Allow user to redo selections.

on mouseUp me -- The user clicked on a sprite gotoNetPage myURL(iliad45423.pbworks.com) end mouseUp

#8: Hold on result page and wait for commands.

on exitFrame me if the currentspriteNum = 0 then gotoNetPage myURL (iliad45423.pbworks.com) end if end exitFrame

#10: Clean all selections.

on isOKToAttach (me, aSpriteType, aSpriteNum) return end on

Line / 0130~0188

#9: Connect to simulating images from parametric design software.

#11: Open a link to my website(iliad45423.pbwork.com) through web browser. #12: Go back to previous frame. #13: Close the program.

Descriptions 21


DEMO: The City Game

#1: Press “play“ icon to start the game, or use the ”framework“ icon to review the category of the game design.

#3: Users can press the ”develop“ icon to take parameters into account, or use the ”give up“ icon to skip it.

#2: On the screen, the right section shows parameters pending a decision, and the left section provides two buttons for the user.

#4: When a user finishes his or her selection, the game will show the optimal population density that fits the user's preference.

Demonstration #1~2

Demonstration #3~4


INDEX 1

3

5

7

2

4

6

8

#5: Users can press the ”info“ icon for more data. It will demonstrate two example regions in the real world with similar densities.

#7: Simulations include some perspectives from waste mountain. The amount of waste is also affected by population density.

#6: The ”eye“ icon provides users with some quick simulations of specific populations. They are produced by the Grasshopper software.

#8: Every user can use the ”upload“ button to refresh data to my website (iliad45423.pbworks.com) . It also provides users with my SOP for data arrangement.

Demonstration #5~6

Demonstration #7~8 23


Scenarios in different population density

Housing area, population density = 150 p/km2

Waste mountain, population density = 150 p/km2

Commercial area, population density = 150 p/km2

Housing area, population density = 250 p/km2

Waste mountain, population density = 250 p/km2

Commercial area, population density = 250 p/km2

Housing area, population density = 500 p/km2

Waste mountain, population density = 500 p/km2

Commercial area, population density = 500 p/km2

Housing area, population density = 600 p/km2

Waste mountain, population density = 650 p/km2

Commercial area, population density = 650 p/km2

Housing area, population density = 800 p/km2

Waste mountain, population density = 800 p/km2

Commercial area, population density = 800 p/km2

Housing area (D = 150~800)

Waste mountains (D = 150~800)

Commercial area (D = 150~800)


INDEX Housing

Waste

Downtown

Housing

Waste

Downtown

(Low density)

(Low density)

(Low density)

(High density)

(High density)

(High density)

Housing area, population density = 1000 p/km2

Waste mountain, population density = 1000 p/km2

Commercial area, population density = 1000 p/km2

Housing area, population density = 1500 p/km2

Waste mountain, population density = 1500 p/km2

Commercial area, population density = 1500 p/km2

Housing area, population density = 3000 p/km2

Waste mountain, population density = 3000 p/km2

Commercial area, population density = 3000 p/km2

Housing area, population density = 5000 p/km2

Waste mountain, population density = 5000 p/km2

Commercial area, population density = 5000 p/km2

Housing area, population density = 10000 p/km2

Waste mountain, population density = 10000 p/km2

Commercial area, population density = 10000 p/km2

Housing area (D = 1000~10000)

Waste mountains (D = 1000~10000)

Commercial area (D = 1000~10000) 25


Photograph: Studio visit at Taipei National University of the Arts

1. The studio visit was hosted by TNUA’s professors in July. There were over 20 artists participated in this conference, and every artists was specially selected from different field of arts.

2. Artists were discussing about the relation between simulation and population density.

Date and location: Saturday, July 17th at TNUA, New Taipei City


CH 1: Objective

3. Comparing the simulations generated from different population density, people were discussing about the “key parameter� in the neutral city .

Through this project, artists were having new insights to population density. This new vista changed their concepts to cities and encouraged them to create new study in many different fields.

4. At the end of studio visit, artists were trying to open some thematic evaluations. By this program, they were making new insights to population density.

27


“PRECISION”

“Issues for cities are no longer simple; a single phenomenon consists of complex reasons. Fully realizing the problem then defining a clear strategy is the only way to avoid losing focus on design.”


LINEAR CITY An urban design project in Dhaka City / Problem solving / Academic / 2009

Abstract The Linear City is a problem-solving design. It starts from a worldwide observation. This observation aims to discover the most urgent problem in the world, and after locating the problem precisely, I developed a series of strategies to solve it in an architectural method. According to world trends, massive growth of population has become a serious issue , involving not only the increasing number of humans, but also the decreasing rate of available land. The world observation starts from this crisis, and tries to find out the most urgent needs regarding this problem. The research focuses on discovering the real reason that causes the crisis, then sets a solution accurately. This strategy is approached by over 30 diagrams, and they illustrate a clear way to execute the plan. Each step has specifically considered the situation of this site, and focuses on solving the problem-causing factors. It is not just an architectural strategy; it combines engineering construction, programming, future prediction and policies. It's an overall planning project to solve the problem precisely. The Linear City is a project that aims to solve problems effectively. According to estimates, it could save 13,800 slum dwellers and relieve the population density pressure about 30 percent in Dhaka City.

DESCRIPTION 29


World trend

Urban population 60.1% 6.1 billion at year 2004 Five year averagep u l a

23 Annual tide gauge reports

Forest cover 65%

gr

topp

able

le pab stop n u s th i row g n io ulat Pop Current sea level trend Po

Annual average

tion

uns h is owt

Topsoil availability loss

Recent sea level rise

Living Urban population 46.9%

Forest cover 53%

and f armi

ng lan d is d ecrea s

ing

World war II

1810 1820 1830 1840 1850 1860 1870 1880 1890 1900 1910 1920 1930 1940 1950 1960 1970 1980 1990 2000 2010 2020 2030 2040 2050

1. This diagram overlaps information about population, temperature, sea level and available land area. It is the crux of the problem: The world population is growing rapidly; however, available land area is decreasing at the same time. By the end of 2050, according to estimates, the world population will reach 9.5 billion, but almost 1/3 of habitable land area will be lost.

Note: The world trend study was arranged in paperback format, it was printed in 2009.

STEP 1

This information can be reviewed on Demography (demography.com), World Trend (worldtrend.com) and CIA's The World Factbook (cia.gov/library/ publications/the-world-factbook).


WORLD OBSERVATION The observation is a study focusing on the world's important issues through the method of overlapping charts. It is possible for us to organize the situation and discover the origin of the problem.

Coastal area cities City Dhaka

Country Bangladesh

Population

Area

Density

Ratio

Estimate density in year 2020

(residents)

(km2)

(p/km2)

(%)

(p/km2)

7,310,000

311

23,504

2.86

Kolkata

India

15,010,000

984

15,254

2.54

Tokyo

Japan

8,730,000

621

14,049

0.15

Lagos

Nigeria

8,860,000

971

9,124

2.99

Cairo

Egypt

16,750,000

1,600

9,031

1.53

30,242 15,407 14,129 10,577 10,547 8,988

Jakarta

Indonesia

21,800,000

2,720

8,014

2.38

Bombay

India

19,530,000

2,350

8,130

2.00

8,394 7,350

Rio de Janeiro

Brazil

11,160,000

1,580

7,063

0.79

Shanghai

China

14,460,000

2,396

6,035

1.54

Bangkok

Thailand

8,290,000

1,502

5,521

1.19

Tianjin

China

7,200,000

1,295

5,559

1.28

Buenos Aires

Argentina

12,390,000

2,590

4,783

0.46

Osaka

Japan

8,830,000

1,892

4,664

0.04

Karachi

Pakistan

12,990,000

3,527

3,681

2.54

New York

USA

20,090,000

11,264

1,783

0.24

Los Angeles

USA

14,730,000

10,780

1,366

0.79

2. Coastal areas are the battlefront of the population problem. In a comfort zone, coastal areas contain the highest population densities in the world, but they also face the most direct result of rising sea levels.

6,501 5,858 5,596 4,906 4,676 4,187 1,810 1,410

Total density increase: 1,072 p/km2

According to the Intergovernmental Panel on Climate Change (IPPC), there are 3,551 cities less than 10 meters above sea level, and in these high-risk cities, there are 16 of them with a population over 8 million. Considering the population growth rate, at the end of 2020, Dhaka City will be the most crowded place in these 16 cities.

STEP 2 31


Dhaka City analysis

District

Perception

Climate data overlapping by year Analysis

Hospitals

Level

Transportation

Literacy

3. There are 24 districts in Dhaka City, and Kamrangirchar District is the most crowded of them. It has the highest population density but relatively few constructions.

STEP 3

Set goals

Kamrangirchar is the lowest place in the geography of Dhaka City, and residents suffer from seasonal floods every 6 months. The floods ravage this district full of slum dwellers, reducing available area for residents to live in and raising the population density.


Goal setting Infrastructure Total buffer area is 9,800,000 m2 Runoff is 200 m3 per second Day flow wave is 96,451,200 m3 River safety amount is 96,451,200 m3

Open space Same as personal space = 14.1%

Public space Every 100 people need 600 m2 hall space 13,845 people needs 1,897 m2 = 4.9%

Solution 1: A Bank to protect existing residents

Seasonal Perception

Flood

Land losing

Agriculture Potato is the solution for prevent starving Every 10 m2 could transfer to 4 kg potato For 13,845 people needs 2,200,000kg In a city width 45 m needs 12,222 m in length

Higher density

Solution 2: A planning with population density control

Housing + Education Set each person needs 20 m2 housing space Total amount is 276,900 m2 In a city width 45 m needs 6,153 m in length Set 100 people use a 1000 m2 campus

Industry Approx. 3/5 people works there Set each person needs 20 m2 space 8,307 people needs 166140 m2

Trading Religion space Set 100 people use a 800 m2 church For 13,845 people needs 1,897 m2 = 8.1%

4. In conclusion, the key to solving the problem is not only lowering population density, but also preventing seasonal land loss at the same time.

Approx. 13,845 residents 2/5 people works for trading Set each person needs 15 m2 space 5,538 people needs 89,910 m2

These two solutions provide 9 different architectural programs, including agriculture, housing, industry, education and open space. Each of them is considered deliberately, then sets up some critical design criteria.

Note: The approximate proportion o f programs are set by a study of existing Dhaka City, and all of the calculation is based on a predicted population in the year 2020.

STEP 4 33


STEP 5~8

Current situation

Flood control

6.1 km2 in flood season Density is 32,347 inhabitants/km2

7.8 km2 in flood season Density is 25297 inhabitants/km2

Embankment Block

Flood

Construct

Land area

Burig

anga

Rive

Land area

Burig r

anga

Rive

r

5. Kamrangirchar District is under a serious population pressure. It has the highest population density within Dhaka city. To make matters worse, many residents live in slum conditions because this place suffers from poverty, and residents' lives are threatened when seasonal floods occur.

6. Seasonal floods cause land loss and numerous casualties. In fact, this phenomenon also contributes to high population density by decreasing available land area. To prevent this situation, the solution is to create a buffer zone upstream, combined with an embankment to protect residential areas.

STEP 5

STEP 6


STRATEGIES After the problem has been organized in its entirety, I try to seek a solution in an architectural way. The following strategies are the results of various studies. Each of the parameters have been evaluated based on the site.

M 0

Move

400

1600

3200

6000

Linear placement

No inhabitants

Place upon

Programs Free space

Burig

anga

Rive

Burig r

anga

Rive

r

7. The two demands of decreasing population density and fighting loss of land due to flooding could be fulfilled at the same time by integrating housing and embankment structures. The strategy is to move residents “on” an embankment. It creates a linear city incorporating dwellings, agriculture, education, commerce, industry and embankment.

8. A linear city could release the population density by moving people onto a “line.” This linear disperse not only offers housing units for a growing population, but it also attracts residents to move out from crowded areas. It is a basically a method to arrange the population density pattern in a limited space.

STEP 7

STEP 8 35


STEP 95 Program development

276,900 m2 Housing units

16,500 m2 Green space

Housing blocks Creating interaction 27% Housing units with rooftop garden

Rooftop garden

Agriculture Ventilation paths 549,990 m2 Agriculture

16,614 m2 Industrial area

Industrial space 38% Agriculture combine with industry function

22,910 m2 Trading market

Trading market

13,897 m2 Public hall

Public hall

13,897 m2 Religion space

Open area

276,900 m2 Open space

35% Integrated open space with multi-functions

STEP 9 / Program arrangement and prototype units

Religion space

Maximum the open space


CM 0

Isolate the cores

Rooftop garden with filter

Tweak for sunlight

Industrial workspace

Entrance development

Lifting up for public space

600

1200

3000

9. The diagram illustrates a process of spatial transformation. Original architecture programs are integrated into new type of space, and each of them was specifically designed according to the site.

/ Mass development 37


Execution process

P1. Approx. 9.8 km2 buffer zone for seasonal flood

1. 9.84 m height bank not only protect residents from flood but also provide a transportation line

6. Elevation

P2. At least 150 buildings are needed if every 50 citizens a building

2. Yield at least 15 m road for community use

7. Rental plan situation 1st single rooms for young people

P3. Total 8 programs develop through the needs of the site

3. Vertical and horizontal stagger to create interaction of the community

8. Rental plan situation 2nd vertical adjacent for couples

P4. Put “liner city” upon the embankment

4. Use “push-up” elevator for vertical route

9. Rental plan situation 3rd complete space for small family

P5. Set wind path by every 25 m for ventilation concerns

5. Add roof top garden and water tank to reduce the waste

10. Rental plan situation 4th back to single rooms for young people

Site plan

Housing units development

Apartment rental plans


INDEX Planning

1~5

6~10

11. Approx. 549,990 m2 agriculture spaces are needed

16. Approx. 116,700 m2 multi-functional public areas are needed

21. Approx. 128,790 m2 open green spaces are needed

12. It is impossible to provide the volume through traditional way

17. Each public hall unit needs at least 800 m2

22. The yield space for road is defined by width of four-way lanes

13. At least 3 layers are needed and each layer is approx. 16 m

18. Their entrance should be tweak toward to crowds

23. Few types of medical plants are applied on the pavement

14. Form and height are optimized by sunlight angles

19. Each education unit needs at least 420 m2

24. Simple and removable boundaries create the religion spaces

15. Floor area can be industrial work space

20. By lifting up 7 m to create additional spaces for community

25. Green spaces provide opportunities for holding open markets

Industrial agriculture structure

Public programs

Green area

11~15

16~20

21~25

39


Drawings: Plan and elevation To achieve the maximum production of potato, the height of vertical farm is optimized by solar angle in winter. The solar angle of Kamrangirchar can be calculated at SunEarthTools (Sunearthtools.com).

lig Sun

Agriculture with industrial area

ht

ang

Rainwater filter

le

Open green space

Housing units with rooftop garden

Roo +0960 +0720 2nd floor

1st floor

+0500

+0480

+0200

+0240

Roof 3.5 3rd floor 2.5 2nd floor

1.5 f 1st floor 0.5

Work space Agriculture unit

Housing units Medical plants

Agriculture unit

Trading space Entrance

Entrance

Entrance

Medical plants

dn

dn

dn

dn

dn

dn

dn

dn

dn

dn

dn

dn

dn

dn

dn

dn

dn

High tide

dn

High tide

High tide

Low tide opening area

Low tide

Agriculture and housing units

Low tide

Low tide


CM 0

600

1200

5000

2400

35% space of linear city are open areas, they could grow some medical plants like marijuana, mullein, fennel and mint. These herbs are both able to meet local demands and contribute to country’s economy.

Open green area with religion function

of floor floor

floor

e

200

floor

Educational program

Open space

+1080

Public hall

Deck

+0840 +0640

Roof +0500

+0600 +0360

+0320

Roof

2nd floor

+1200

Roadway

10 meters

15 meters Medical plants

Campus / Education space Green area for religion use

20 meters

Green area for public use

Medical plants

38 meters dn

dn

dn

dn

dn

dn

dn

dn

dn

dn

dn

dn

dn

dn

dn

dn

dn

dn

dn

dn

dn

High tide

Low tide

Low tide

Low tide

Public space programs 41


Rendering

Grass Rock soil Calcareous Grey

27% space of linear city are housing units plus rooftop gardens. These rooftop gardens could absorb and filter rainwater in wet seasons.

38% space of linear city are agricultural areas. They are integrated with industrial workspace.

The height of embankment is defined by the highest line of seasonal flood prediction in next 50 years.

Linear city in high tide situation


CH 2: Precision

Outdoor stairs connect residents to river. In dry seasons, people could reach the riverbed through this route. The stairs also create a social activity space for inhabits.

43


“EXPERIMENTATION”

“Instead of sticking to traditional architectural concepts, the strategies of architectural design should combine every possibility, even if they are not common.”


FRACTAL SPACE Architecture generated by iteration / Conceptual practice / Academic / 2009

Abstract The Fractal Space is an exploration of architecture. It represents a disbelief in traditional architectural concepts. Conventional modern architectural design begins with a function. This premise is best stated by Louis Sullivan, who once said, “Form follows function.” However, the contemporary metropolis is a complicated compound, and there is too much information overlapping within a single issue. Under this condition, conventional analyses will be deviated from easily. Certainly, architects find many ways to analyze precisely, but most designers cannot escape from being subjective when it comes to designing buildings. In this experiment, I try to achieve an objective design without a preconceived form; the form and spaces come from fractal rules only. The scope of the study begins with the establishment of rules. Several mathematical equations were researched with their two-dimensional inputs and outputs. Three-dimensional transformation was later added to quantify form and volume. The resultant studies generated more than 300 prototypes for future building units, which are integrated in ”The Catalog of Fractal Architecture.” Each of the units is tagged with specific information that could be traced back to its very origin. The final product expresses a method to use ” The Catalog of Fractal Architecture.” In this section, I chose a museum as an example to demonstrate how to turn this three-dimensional form into an architectural design. The aim of this experiment is to explore the possibilities of architectural concepts.

DESCRIPTION 45


Wolfram Mathematica

Scope of study Koch snowflake formula

Peano curve formula

(1904)

(1890)

L-system method Dragaon curve formula

Gosper curve formula

Sierpenski AH formula

Formula to graphic

(1967)

(1977)

(1915)

1. In this experiment, I chose 5 classical fractal functions to begin with, and all these functions are described through an L-system (Lindenmayer system). An L-system is a parallel rewriting system that can be used to generate self-similar fractals. It provides simplifying functions to describe complex iterations; also, these functions could be applied in Wolfram Mathematica.

2. Wolfram Mathematica is a computer program used widely in scientific engineering and mathematical fields. It allows me to translate iteration functions into two-dimensional graphics. All graphics are automatically colored by the software, and this feature makes it easy to distinguish the sequences of iteration.

Note: These L-system scripts are open resources at website “Wolfram Mathworld.�

STEP 1

STEP 2


STUDY OF FRACTAL The first part of this experiment is a study of fractals. The research starts with 5 mathematic fractal formulas: Koch curve, Peano curve, Dragon curve, Gosper curve and Sierpenski arrowhead. I used Wolfram Mathematica to translate these mathematical formulas into two-dimensional graphics. I then used the “loft“ function to generate a three-dimensional space through these iteration patterns.

Transformation

Loft

2D to 3D

3. Iteration graphics are overlapped in a three-dimensional coordinate system. In this coordinate system, patterns are vertically separated with each other, and their distances are defined by the diameter of the pattern itself.

Create a catalog of type

4. I connected these patterns through the ”loft“ command in Rhino. In this experiment, every fractal function could generate 60 different models in different iteration angles and multiply with 5 distinct series, resulting in a total of 300 spaces created. These 300 models are arranged into a chart named the ”catalog of fractal architecture.”

Note: The “Loft” function in Rhinoceros allows me to connect points into a three-dimensional massing.

STEP 3

STEP 4 47


The Catalog of Fractal Architecture

80-90-100 402.994 17

80-70-60 410.098 17

50-70-90 428.976 17

70-80-90 489.730 19

90-100-110 503.045 18

60-80-100 541.542 17

50-80-110 547.816 18

60-80-100 546.009 20

110-80-50 554.822 18

10-50-90 601.012 17

100-110-120 610.217 18

20-60-100 608.311 17

60-70-80 375.810 16

60-70-80 479.230 16

100-60-20 483.063 16

110-100-90 531.410 16

120-80-40 561.590 16

40-80-120 581.100 16

80-100-120 612.004 16

100-90-80 704.561 18

70-90-110 716.546 19

110-80-50 843.010 16

120-80-40 870.353 17

40-80-120 899.012 17

50-60-70 311.527 15

90-60-30 349.778 15

40-60-80 359.237 15

30-70-110 470.252 15

100-70-40 479.221 15

120-70-20 509.038 15

50-70-90 510.325 15

70-90-110 518.100 15

20-70-120 522.275 15

80-70-60 529.814 15

110-90-70 537.201 15

120-70-20 569.140 15

90-60-30 281.310 14

40-50-60 285.009 14

50-60-70 381.445 14

100-90-80 413.847 14

90-80-70 424.871 14

110-80-50 461.522 14

40-70-100 495.410 14

70-90-110 500.546 14

20-70-120 506.774 14

120-100-80 509.311 14

40-70-100 532.210 14

100-80-60 563.425 14

30-40-50 168.431 13

40-50-60 196.002 13

70-50-30 229.785 13

30-60-90 307.791 13

100-60-20 313.500 13

80-60-40 331.124 13

40-60-80 360.917 13

120-110-100 459.071 13

90-70-50 459.342 13

110-60-10 486.625 13

110-90-70 502.600 13

100-80-60 593.818 13

90-100-110 237.901 12

20-40-60 301.409 12

10-60-110 305.821 12

120-70-20 309.670 12

80-70-60 360.002 12

70-60-50 389.551 12

30-70-110 399.132 12

100-90-80 400.350 12

10-60-110 425.526 12

30-60-90 428.531 12

110-100-90 441.002 12

110-70-30 444.132 12

60-50-40 213.412 11

10-50-90 225.941 11

100-60-20 243.127 11

20-50-80 252.772 11

30-50-70 295.542 11

90-50-10 280.981 11

20-50-80 302.342 10

100-110-120 314.112 11

120-110-100 314.116 11

100-70-40 319.213 10

110-60-10 326.104 11

70-40-10 199.817 10

60-50-40 171.416 10

80-60-40 137.121 10

80-90-100 182.341 10

110-100-90 209.410 10

20-30-40 82.324 9

20-30-40 92.400 9

30-40-50 148.092 9

90-80-70 179.214 9

110-80-50 183.112 9

10-20-30 71.323 8

90-50-10 78.249 8

50-30-10 107.241 8

70-60-50 120.545 8

60-70-80 23.451 7

70-80-90 78.342 7

50-40-30 161.411 7

40-30-20 143.311 7

10-60-110 299.014 11

90-50-10 290.400 10

60-90-120 298.560 10

20-60-100 298.581 10

90-60-30 299.545 10

80-60-40 329.104 10

120-100-80 362.757 10

40-70-100 189.322 9

80-50-20 190.512 9

100-70-40 192.156 9

90-50-10 193.428 9

30-50-70 198.092 9

100-60-20 303.002 8

80-100-120 342.568 8

100-90-80 181.536 8

50-40-30 191.517 8

90-70-50 192.532 8

70-40-10 199.324 8

50-70-90 199.643 8

10-50-90 201.312 8

90-50-10 203.115 8

30-40-50 208.109 8

20-40-60 192.561 7

10-40-70 182.753 7

40-60-80 151.245 7

80-70-60 164.637 7

100-60-20 194.239 7

60-40-20 207.975 7

110-70-30 325.375 7

120-90-60 235.341 10

10-30-50 151.673 7

Note: To achieve a typology study, parameters (volume and faces) in the catalog are listed in MS Excel. This statistical chart provides user more information about these models.

STEP 5 / Fractal spaces with lower complexity and volume

1

1

1


Volume

60-90-120 692.441 17

80-90-100 702.021 17

20-70-120 827.004 18

90-100-110 849.233 17

80-100-120 852.653 20

500 cubic unit

Complexity

1 cubic unit

110-100-90 872.516 20

Bigg

nd er a

e mor

1000 cubic unit

com

plic

ate

100-110-120 907.120 16

80-100-120 914.622 16

120-100-80 909.004 17

100-110-120 910.402 19

120-110-100 929.452 18

120-90-60 942.307 19

70-80-90 589.320 15

50-80-110 611.769 15

60-90-120 672.812 15

120-110-100 679.120 15

100-80-60 737.475 15

120-110-100 799.453 15

120-80-40 588.230 14

120-90-60 602.007 14

110-100-90 622.568 14

110-90-70 711.083 14

40-80-120 726.421 14

110-90-70 727.091 14

30-70-110 804.294 14

90-100-110 816.842 14

80-90-100 831.783 14

120-100-80 963.791 14

120-100-80 879.010 17

90-70-50 599.342 13

90-80-70 602.747 13

100-90-80 624.542 13

90-80-70 615.700 13

60-90-120 682.993 13

70-80-90 698.280 13

80-90-100 732.991 13

110-70-30 749.622 13

80-100-120 892.981 13

120-90-60 892.156 14

100-110-120 989.352 16

70-60-50 463.659 11

10-60-110 495.333 12

80-60-40 496.140 11

100-70-40 499.001 12

60-70-80 530.237 12

70-80-90 532.693 12

70-90-110 586.009 11

50-70-90 590.272 12

20-60-100 798.560 11

60-90-120 781.011 12

90-100-110 949.233 15

40-50-60 341.681 10

70-60-50 349.014 11

40-70-100 401.629 11

30-60-90 407.151 11

120-70-20 419.467 11

110-70-30 451.002 11

100-70-40 459.628 11

30-70-110 459.762 11

50-80-110 591.778 11

50-80-110 800.031 11

110-80-50 501.722 10

40-80-120 900.310 17

110-60-10 406.030 10

Space volume (by space calculator)

20-70-120 417.817 10

40-60-80 429.237 10

110-70-30 442.780 10

120-80-40 458.264 10

90-70-50 481.981 10

30-60-90 378.890 8

50-60-70 389.721 8

80-60-40 391.195 8

50-60-70 401.945 8

90-70-50 460.198 8

40-80-120 500.664 8

60-70-80 511.810 8

70-60-50 313.461 5

80-70-60 352.016 5

80-50-20 217.441 8

60-40-20 231.900 8

100-80-60 232.895 8

70-50-30 241.754 8

20-60-100 253.751 8

30-50-70 265.820 8

20-50-80 298.092 8

10-50-90 351.640 9

110-60-10 412.500 9

60-80-100 599.851 9

30-70-110 397.231 7

110-90-70 341.861 9

20-50-80 257.612 6

40-60-80 407.600 7

20-70-120 478.021 7

50-70-90 569.851 7

10-40-70 239.243 6

110-60-10 326.225 7

80-50-20 326.908 7

120-70-20 389.652 7

90-80-70 381.982 6

5. There are two principles to arrange the chart: volume and complexity. In this �table,� models are listed by volume from bottom to top and by complexity from left to right.

/ Higher complexity and volume 49


STEP 6~9

Rotation

Height arrangement

Fit in the site

Route planning

Subway line

6. When the proper model is decided, I simply placed the model on the site, and then I arranged the model's size by the average height of nearby buildings.

7. There is a subway exit located on the east side of the site; it brings a lot of people to this area. Considering the site's condition, I rotated the massing to create a large canopy for crowds and also to create an entrance toward the subway exit.

Note: The subway exit located at a famous night market, it transports 68,667 visitors per day in average.

STEP 6

STEP 7


ARCHITECTURALIZE After the catalog was created, I tried to find a way to design a museum using the �Catalog of Fractal Architecture.� In this section, I selected a proper model from the catalog both by its volume and complexity. I then arranged it to fit in the site. Lastly, I filled in programs of the museum to finish this experiment.

M 0

Spiral route

10

50

200

100

Patterns

Iconize

8. To get to this museum of fractal architecture, the route is designed to express the form, and after a study of various type of routes, a spiral route sweeping through every corner of the building was the final decision.

Programs

9. With regard to the exterior of the building, in order to emphasis its origin, the specific fractal pattern from Wolfram Mathematica could be used both in the distribution of windows and the division of landscapes.

Note: This route study is aimed to express the shape indirectly.

STEP 8

STEP 9 51


STEP 10 Program arrangement

Lob1

800 m2 / Lobby K1

200 m2 / Info kiosk

400m2 / Library

80 0 Au m2 wit ditor h s ium cre en

K2

50 Co m2 ffe es

Lib1

1300 m2 Information Lobby

ho

75 0 Fo m2 o res d se tau rvi ran ce ts p

Aud1 500m2 / Auditorium

300m2 / Screening

S1

800 m2 Auditorium

G1

50m2 / Gift shop

50 m Gif 2 ts ho

Spiral route

Lec1 300m2 / Lecture

450m2 / Exhibition

750 m2 multiexhibition space

Ex1

Ex2

50m2 / Coffee shop

400m2 / Restaurant

30m2 / Elevator

860 m2 Integrated core unit

50m2 / Staff office 50m2 / Dock

150 Mu m2 lti -e x

100 m2 Staff area

hib

itio

n

Res1

30m2 / Lavatory

800m2 / Storage

50 0 Ex m2 h com ibiti lec bine on tur d w e s ith pa ce

Ex3

C1

450 m2 Food service

Visual connections p

L1

L2

S1

S2

S3

S4

S5

S6

S7

S8

E1

E2

E3

O1

130 Lo 0m2 b con by inf nect orm ed ati wit h on kio sk E4

O2 Doc1

Note: The list of spatial programs is a reference from TPAC (Taipei Performing Art Center) competition.

STEP 10 / Interrelation of programs

Co

re

un

it


CM 0

80 0 Au m2 wit ditor h s ium cre en

2500

1000

Auditorium

Screening

Aud1 S1

500

+2450 plan

Restaurant

Res1

50 Co m2 ffe es

ho

75 0 Fo m2 o res d se tau rvi ran ce ts p

C2

+1650 plan

G1

Res1

Shop

C1

50 m Gif 2 ts ho

150 Mu m2 lti -e x

Layering p 50 0 Ex m2 h com ibiti lec bine on tur d w e s ith pa ce

hib

itio

Coffee

n

Ex1 Lecture

+0750 plan

G1

Ex2 + Lec Exhibition

130 Lo 0m2 b con by inf nect orm ed ati wit h on kio sk

Co

re

un

Ground floor it Lob1 + Lib1 + K1 + K2

Information kiosk Lobby Office Dock

10. Every program of this museum is specifically transformed by its function. The interrelation of programs is specially studied with the route and visual connection, and these interactions result in direct layouts.

/ Plans 53


Rendering

The spatial programs are arranged by spiral route and visual connections. Under these considerations, every program is specifically placed near to the edge of building. This strategy directs visitors to feel the shape of building in an oblique way.

Entrance canopy for citizens


CH 3: Experimentation

In order to correctly apply the fractal pattern on building, the model is unfolded into a two-dimensional plan, then overlapped with fractal pattern. After that, the model is folded back into a three-dimensional massing with exact pattern.

The massing creates a large scale canopy which provides people a shaded outdoor space. This public space not only encourages visitors and residents to have social activities, but also creates a symbol of entrance for the building.

55


“VERIFIABILITY”

“Architecture should be evaluated after construction, to ensure the design is effective.”


WOVEN SKIN Penetrative facade for a parking structure / Real world project / Professional / 2011

Abstract The Woven Skin is a project that aims to discuss the skin of a public building. It's a redesign of an exterior wall for an existing parking structure located in Wulai District, New Taipei City, Taiwan. Traditional parking structures in Taiwan are totally efficiency-directed products. They provide a modern city with a high-capacity parking solution, but they also produce a higher crime rate on the other hand, because these public buildings are usually occupied by vagrants and rogues. This phenomenon is a result of skin design. Limited by economic considerations, most parking structures are enclosed by solid concrete walls that block the sunlight, ventilation and visions from the outside. The structure is almost sealed by solid walls, which creates a terrible environment for users. The goal of this project is to reopen the parking structure through building elevation. In order to create a skin that can be penetrated by vision, the solid concrete walls are replaced by louvers. According to studies, in same area, a louver's visual penetration rate is approximately 60 percent higher than a solid wall's. In this project, the louver is specially designed to reflect the contour lines of the landscape. It creates a dynamic facade for the building. This elevation form also makes the building more iconic in the site. Parametric design software plays an important role in this case, and it makes the construction possible. Through Grasshopper, 502 colored steel panels are separated by four layers for production. They were divided into 2,202 different segments with different sizes and angles, then reassembled at the site. The Woven Skin project creates an iconic exterior wall for an existing parking structure, which reaches the original goal of high visual penetrability. The construction started in December 2011 and completed in November 2012. To ensure the design is effective, a post-occupancy evaluation by the government is scheduled by the end of 2013.

DESCRIPTION 57


Penetrable wall

Current situation

Changed by louvers

1. The original building elevation blocks everything from the outside. It creates a unsightly circumstance not only because of a lack of sunlight and ventilation, but also because of safety concerns for users.

Reflect the contour

2. Through the study of the visual penetration rate the concrete wall is substituted with louvers. This replacement reopens the parking structure through building elevation, by which it allows greater visual penetration.

Note: The dimension of louvers was defined by a study of visual penetration rate through physical models.

STEP 1

STEP 2


STRATEGY The existing parking structure is sealed by a solid concrete wall, which creates a terrible environment for users. In order to reopen the building, the original exterior wall is modified with louvers. The louvers are first shaped to reflect the contour lines of the site, and then they are separated into smaller components for construction.

CM 0

Contour reflection

700

3500

7000

14000

Divide for construction

Separate

3. In order to create an iconic image for this public building, louvers are added on 3 curves extracted from contour lines of the landscape. This action transforms the perpendicular louvers and brings to the building a dynamic aspect.

Grasshopper

4. Because it is impossible to construct a 14-meter-long louver directly, the louvers must be separated into a few segments. Through Grasshopper, 502 colored steel strips are separated into 4 layers and divided into 2,202 segments.

Note: The louvers were twisted to reflect the contour of landscape, it created a dynamic skin for building.

STEP 3

STEP 4 59


Grasshopper script

(Components: Unit, move, evaluate Length, 4point surface, poly line, join and extrude)

(Component: Number slider)

(Components: Addition, unit, move, plane, rectangular and merge)

#1: Adjustment parameters

Louvers separating process #1~3

#2: Set drawing frame

(Components: Length, endpoint, move, distance, line, amplitude, multiplication, 4point su

#3: Define louvers


INDEX 3 1

5 2

6

4

(Components: Join, move, extrude, flip and trim)

urface)

(Components: Simplify tree, move, curve, end points, line, join curve, brep area, merge, plane and orient)

#4: Define dividing positions

#5: Seperate

#6: Input separated components

Louvers separating process #4~6 61


Photograph: A night shot of Woven Skin

After 2,202 separated segments were manufactured, they were directly reassembled to a 14-meter-long louver at the site. With the assistance of Grasshopper, the louver was calculated and divided precisely in a very short time. The parametric-effective software shortened the construction period. The construction started in December 2011 and was completed in November 2012; the whole process was finished within a year.

The Woven Skin project creates an exterior wall that can be penetrated by sunlight, wind and sight. It reached the original goal of the design and will be under a post-occupancy evaluation by the end of 2013. Under the POE process, the building will be verified to fit its design purposes.

Location: Wulai District, New Taipei City, Taiwan (24째51'56.05"N 121째33'5.60"E)


CH 4: Verifiability

63


Curriculum Vitae


CONTACT

CHE-WEI YEH (+886)919914900 mikecwyeh@me.com iliad45423.pbworks.com

EDUCATION HONORS

2005~2010

2010

Bachelor of Architecture, TamKang University

Award of TamKang University outstanding thesis design (Project 1. “Guide to Density”)

WORKSHOP

EXPERIENCE

2010

Professor Chi-Kun Wang memorial prize for the top performer in design

2009

Professor Chi-Kun Wang memorial prize for the top performer in design

2008

Scholarship from Fundamental Association of Global Culture Education

2008

TKU+JWU International Housing Workshop hosted by Satoko Shinohara, Japan

2007

Riverbody International Workshop hosted by Peter Anderson, Taiwan

2006

CityZen Garden International Workshop hosted by Haakon Rusmussen, Taiwan

2010~2011

Compulsory military service, Coast Guard Administration of Taiwan

2010

Junior designer, Q-lab architects ( Project 4. “Woven Skin” )

EXHIBITIONS

SKILLS

2008

Participant, Digital Archive Project of Architecture by National Science Council

2010

Representative of TamKang University to Archiprix International 2011

2010

Special guest to annual studio visit at Taipei National University of the Arts

2010

TamKang University graduate project exhibition at USR127 Art Gallery

2D graphic software / AutoCAD, CorelDraw, Adobe Photoshop 3D modeling software / Rhinoceros, Sketch-up with V-Ray Rendering Parametric design software / Grasshopper Animation software / Sony Vegas, Adobe Premiere Interactive interface design / Adobe director Proficient in data analysis through digital tools



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