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
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yp
t
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Tu
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Ke ny Ir a a q
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Me
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F in la Sw nd ed en
ala Ze w Ne
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Ch
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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
lan
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 TNUAâ&#x20AC;&#x2122;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 â&#x20AC;&#x153;key parameterâ&#x20AC;? 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 countryâ&#x20AC;&#x2122;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 â&#x20AC;&#x153;Wolfram Mathworld.â&#x20AC;?
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 â&#x20AC;?table,â&#x20AC;? 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 â&#x20AC;?Catalog of Fractal Architecture.â&#x20AC;? 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