2018 NCKU M.Arch ll Electronic Portfolio Lite(精簡版)

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學生設計論文

Portfolio

DESIGN BY RESEARCH


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學生設計論文 Portfolio

再製城市夜晚地景

Huang, Yi-Feng

PLACE-LAPSE : THE CITY OBSCURA

熊 瑛

全齡友善 : 明日的連續性照顧學區

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洪安萱

以共享經濟探討都市介面

Hung ,An-Hsuan

URBAN INTERFACE FOR SHARING ECONOMY

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賴育珊

女性後市場 - 以台南水仙宮市場為例

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陳科廷

非典型學校

Chen, Ke-Ting

SCHOOL WITHOUT CLASSROOMS

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歐璐嘉

社會與建築的對話

Ou, Lu-Jia

C O M M U N I C AT I O N B E T W E E N S O C U E T Y A N D ARCHITECTURE

黃于僑

使用者的建築:非計畫性個體構築

Huang, Yu-Chiao

MASS-CUSTOMIZATION FOR THE MASS

陳宗煌

基於環境參數的遮陽立面設計

Chen ,Tsung-Huang

FORM FOLLOWS ENERGY

Xiong ,Ying

Lai, Yu-Shan

DESIGN BY RESEARCH 参

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黃譯鋒

OLDTOPIA

META-MARKET

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莊 顏 Chuang, Yen

2 3 4

A ZEN PLACE FOR THE AGED

曹文菡

城市的急性衝擊與慢性壓力

Tsao ,Wen-Han

RESILIENT CITY

陳建彣

在偏鄉地區的在地建造策略

Chen ,Chien-Wen

LOCAL - CONSTRUCTION STRATEGY

關於課程

About Courses

國際合作

Global Cooperation

照片記錄

Photography

贊助單位

Sponsers

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DESIGN BY RESEARCH

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桑榆居 - 一個給高齡者的靈性空間


DESIGN BY RESEARCH


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學生設計論文

Portfolio

DESIGN BY RESEARCH


P L A C E - L A P S E


00 PLACE-LAPSE

I think '' abs ence '' is the original motivation of drawing. Architectural drawing is not only the trace of thinking but the chance to display the operation b etween concept and practice. With the digital technological advance, more v ar i ous arch ite c tu r a l d r aw i ng changes our traditional way to see the scene, record the information, choose the intelligence and do the reaction. In the rapidly changing world, architectural p r o g r a m i s e l i m i n at e d a n d c r e at e d simultaneously all the time. We can find that existing nouns of architectural types are not enough to express, and there are lots of people with different reasons and purpose in the same space. The unexpected and non-exclusion are paid attention in contemporary society.

DESIGN BY RESEARCH

Assuming the unexpected is one of the main challenges in contemporary architecture, I want to discuss the development of design in this background by the paper. First of all, I quote the literature of visualization including the methods to record the sense of space and time in two-dimensional medium. Then, I analysis the evolution of drawing tools and context of their crafts. At last, I pick the midnight of underground parking in Tainan as my site. I think the blank of the city is a chance to practice what I want to do. let me be able to claim the two issues: 1. the new way to record the scene by digital intelligence 2. to react the unexpected activities by interactive design.

ĺ?‚


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PLACE-LAPSE : THE CITY OBSCURA

PLACE-LAPSE

再製城市夜晚地景 以台南海安路的夜晚顯影城市中意外性活動

黃譯鋒 / Huang , Yi - Feng

C10

Advisor 吳光庭 宋立文 薛丞倫

我 認 為「 缺 席 」 是 繪 畫 最 原 始 的 動

海安路的地下空間是城市中巨大的黑

機, 而 建 築 圖 作 為 概 念 與 實 踐 之 間 的

體,他是我們不會去的地方,而半夜對

操 作 工 具, 他 的 更 迭 和 積 累, 不 只 是

於大部分都市人口是一段時間上空白,

我 們 思 考 的 軌 跡, 更 是「 缺 席 」 彰 顯

他是我們不會出現的時段。我認為這兩

Keywords

的 機 會。 創 作 的 過 程 得 以 區 分 為 紀 錄

種斷裂提供新的機會去看待城市,並闡

和 投 射 的 兩 個 部 分, 然 而 隨 著 數 位 科

述我認為建築在資訊時代下的表情,在

技 發 展, 建 築 圖 更 趨 多 元, 這 改 變 著

這之中包括了,1. 新的空間觀察方式,

我 們 如 何 看 見 情 景、 如 何 記 錄 資 訊、

用數位資訊做為一種設計訊息 2. 利用

如 何 篩 選 訊 息 以 及 如 何 做 出 回 應。

可 動 裝 置 即 時 性 反 映 空 間 的 意 外 性。

Absence Visualize Unexpect Blank

我認為資訊革命的時代下建築創作面臨 著 意 外 性 的 挑 戰。 在 快 速 變 革 的 社 會 中,機能不斷被淘汰又被創造,而在一 年或一日的週期裡,機能的複合和置換 越來越經常發生,我們可以發現以往定 義類型的名詞不敷使用,同時空間充斥 著 多 元 複 雜 的 人 群, 他 們 帶 著 不 同 動 機、有著不同的目的卻交會在同樣的一 個場域。建築的意外性、不可預知性和 非排他性在這樣的社會脈絡下被放大。 如果意外性作為當代建築中不可或缺的 命題之一,我們又如何將其納入思考範 圍,更進一步探索以及研究它對於當代 社會結構所造成的衝擊。我希望藉由這 個論文去討論建築在這樣的時空背景下 如何演進,主要分為三個部分,第一章 節,引述文獻資料闡述人類藉由視覺化 DESIGN BY RESEARCH 参

空間和時間的方式去紀錄或傳達抽象的 意涵。第二部分分析歷史上構圖工具的 演變,以及背後代表的時代意義和科技 工藝的發展。最後,我選擇了半夜的海 安路停車場作為我設計的載體,我認為 Fig.1 海安路上夜間勞動的影像重製


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PLACE-LAPSE

C10

DESIGN BY RESEARCH


SCHOOL WITHOUT CLASSROOMS


00 PLACE-LAPSE

Traditional pedagogy often be criticized b e c aus e it c an’t t r ans fe r k now l e d ge effectively. Students need experience corresponding with new knowledge. This paper hopes to put forward a set of outdoor teaching methods, overlap the knowledge and experience effectively. “ School without classrooms” is not only a concept of new school spatial type but also an image of new curriculum type for school. The boundary of classroom will be broken. It takes more outdoor space, such as learning in the alley space around the school. It will take the east side of Zhong zheng Road in Tainan as a site, and It takes THE SUN chart of the 5th grade for an example.

DESIGN BY RESEARCH 参


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SCHOOL WITHOUT CLASSROOMS

PLACE-LAPSE

非典型學校 以巷弄陽光地景作為教學場域

陳科廷 / Chen , Ke - Ting Advisor 劉舜仁 林子平 Keywords

C10

Pedagogical Shaded Alley

由過往到現今之教育方式都以老師講、

在新型態教學上,試圖提出一套室內外

學生記的形態出現在各個學習階段。以

課程並存的教學方案。而在街區設計規

純語言文字的知識傳遞是較為抽象的,

劃上,則希望透過處理不同的性質、形

尤其對於國小階段影響尤甚。傳統的聽、

狀、方位、日照量的巷弄空間,進行部

說、讀、寫等的知識傳遞,在學生沒有

分的建築及規劃等動作,作為新教學方

相對應的經驗背景下無法進行有效的知

案的原型。同時處理基地上學生、居民、

識傳遞,因此常為人詬病。

遊客等三種使用者情境的整體街區規劃。

本論文希望透過提出一套戶外教學方式, 有效地搭接知識與經驗,戶外教學場所 著重於學校周遭的巷弄生活空間,以身 體體驗取代部分抽象語言、進行有經驗 作為背景的知識傳遞。 此新型態的教學方式將以台南市永福國 小及中正路東側街廓作為基地、以自然 科中太陽單元作為一教學方案原型之舉 例,未來將可以如此之操作手法運用到 不同學校基地、類科及單元。 中正路是一西北 - 東南道路,地理位置 於過往台南府城的中軸線。在清代的” 台灣八景”及日治時期營造的”日落大 道”意象,都彰顯此街廓與太陽景觀的 關係。當今的中正路日落景觀不再被提 及,與陽光的關係被保存於街廓巷弄中 的生活方式。 DESIGN BY RESEARCH 参

本論文以巷弄的光線作為主題進行研究, 透過實測以及軟體模擬的方式,試圖疏 理出巷弄的光線、戶外教學場域的潛力 特質、當地居民的日常生活特性三者的 關係。 Fig.1 本論文三大主軸


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PLACE-LAPSE

C10

DESIGN BY RESEARCH


A ZEN PL AC E F OR T H E AGE D


00 PLACE-LAPSE

Elderly home is a senior facility in which the elderly who needs assisted living care and medical care due to the aged body. The space of elderly home should be a comfortable place in which the elderly feel physical and psychological relieves. Currently, the elderly home4 focuses on the physical and social issues but seldom discuss about the healing process between the space and the mental health. As a result, the connection between the space and the soul is an important task in my project. Human soul desires to be healed. A religious architecture has the nature to heal the soul. I take the demand of the aged followers in my religion as an example to create a Zen cult place for elderly home, so the aged can get healing during the Zen practicing. In my opinion, the interruption between two spaces is the essential of forming non-homogeneity which creates healing environment. As a result, the motif of the human self-healing process is employing non-homogeneity in a space which create spiritual atmosphere.

3. Base on the Sacred and the Profane: The Nature of Religion, I use models to study how the natural lights create various atmospheres as one approach from the profane space to the sacred space. The design contains three main programs: 1. An elderly home 2. A space for Zen cult 3. A restaurant for the fellows. Through combining the elderly facilities with the meditation program, I provide a sacred and healing place for the aged to promote their mental health. Following the organization of the elderly facilities I provide three healing spaces in varied scale. By employing natural light to create spiritual atmosphere through which the aged can get healing during daily life.

DESIGN BY RESEARCH

Research process: 1. Through literature review and interview to understand the current environment, space, organization of the local senior’s facilities and the physical/psychological changes in ageing process. I discovered that there are lacks of transited spaces between public and private, and there are no specific spaces for improving the mental health.

2. By case studying three scales of architectural typ es: 1. Monaster y 2.Courtyard 3.Clusters, I identify the relationship of interface between public, semi-public and private.

ĺ?‚


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A ZEN PLACE FOR THE AGED

PLACE-LAPSE

桑榆居 一個給高齡者的靈性空間

莊 顏 / Chuang, Yen Advisor 王維潔 劉立凡 Keywords

C10

Long term care Aged society Elderly home Zen

高齡者因老化,身體機能逐漸衰退,而

組織關係以及老化過程中身心靈的變化。

老人住宅提供生活協助、醫療護理以及

機構建築普遍缺乏公共與私人的過度空

社會支持。老人住宅空間應具備舒適性,

間,鮮少有專門為心理健康而設立的療

讓高齡者物理上及心理上皆感到舒適自

癒空間。

在。現代的老人住宅注重生理及社交上 的照護品質,鮮少討論空間對心理的療

2. 透過研究三種建築類型:1. 修道院 2.

癒作用。因此,我針對空間與心靈的關

合院 3. 簇群,來制定公私之間的介面。

聯性進行重點性的研究。 3. 根據 [ 聖與俗-宗教的本質 ] 一書所述 靈性渴望被療癒。最偉大的療癒力量不

的聖俗空間之理論,用模型研究兩者之

假外求,而是來自於一個人的內在本身。

介面以及利用自然光線在俗進入聖/聖

「療癒環境」的功能是一個能夠激發客

回到俗的路徑中,創造不同的空間氛圍

體自身具有的療癒功能,且支持整個客

及強弱,藉此刺激老人退化的感官,以

體的場域-身體的機能、心靈對知識的

達到療癒的作用。

探索、以及情感與精神的圓滿。宗教建 築空間具有療癒心靈的本質。以筆者修

設計包含三種主要機能:1. 老人住宅 2. 禪

行之宗教的高齡同修為例,創造一個給

堂 3. 食堂。 結合高齡者養護機構與修行

老人住宅的禪修空間,讓高齡者居住在

空間來賦予空間神聖性質以及療癒作用,

一個神聖的空間,不會因為身心失能而

促進老人心理健康及滿足靈性需求。基

不便參加禪行活動,並透過每天禪修來

於高齡者養護機構組成,提出三個尺度

療癒心靈。

的療癒空間,使高齡者每天的生活中, 都經歷心靈療癒的過程。

創造療癒空間的關鍵是斷裂點 (interruption), 它 造 成 空 間 非 同 質 性 (homogeneous),使人意識到自身所處的 場域氛圍,並在其中以自己為定位點, 開始感知空間。因此,非同質性所生的 聖靈氛圍是高齡者心靈進入療癒過程的 DESIGN BY RESEARCH 参

契機。 研究過程: 1. 透過文獻回顧以及半開放式訪談來了 解當今老人福利機構的周遭環境、空間、 Fig.1 光線 Study 模型


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PLACE-LAPSE

C10

DESIGN BY RESEARCH


M E T A - M A R K E T


00 PLACE-LAPSE

Base on the female social networking threre has three factors : affection, advice and aid. The research will analysis the impact on the gendered social role of mothering. In order to facilitate the transportation of taking children to and from school and doing household duties , home, school and market has become the main place for mothering. By fixing researcher area on water temple market to investigate the role of mother’s daily activity system and daily event and find out the association of theirs daily life system and gender space rights. There are three steps which are observation, interview and file research.First, I will be familiar with the local sorrinding by observation﹔second, I can ensure about psychoanalysis and sociaology of gender of mothering.Finally, knowing more details of the relationship between women 's network constructed in market space and parental psychology. Through reconnecting between market surrounding space and the psychosocial needs of women , the final results of the research expects for become a future study of female research and space design.

DESIGN BY RESEARCH 参


00

META-MARKET

PLACE-LAPSE

女性後市場 母職調節所 以水仙宮市場為例

賴育珊 / Lai , Yu - Shan

C10

Advisor 吳光庭 謝宏昌 宋立文

本研究依據女性建立社交網絡時的三種

不再只是處理家務更是解放女性社會角

因素 : 情感、建議和扶持,分析女性在

色限制下的調節皿。

減緩社會角色的負累。學童的生活需求

/PROGRAM

Keywords Social Connect Femimist Mothering Market

系統與家務處理作為主要影響母親日常

/AFFECT 精神庇護所

系統的主要影響因子,導致擔任母職的

靜止

女性學校與市場成了家以外的例行往返

針對個體的精神及情感沉澱,作為個人

空間。以水仙宮市場為例,作為四所小

療育與釋放的場所。

學與家之間的重要中介場所,以此分析

/ADVICE 家務資訊站

周邊母親在固定市場、住家與學校之間

停留

構成的空間移動,整理出處理家務路徑

建立於女性之間,讓彼此傳遞資訊的過

過程中的活動,藉由活動事件切片觀察

程形成互助的關係網。空間增強女性生

母職日常生活系統與性別空間使用權之

活網絡的自然形塑,讓不同的經驗與習

間的關聯性。

慣相互傳達、幫助、學習與經驗累積在

擔任母職時的如何藉由社交網絡的建構,

特定的空間中,藉此成為一個巨大化的 研究過程分為三個部分,分別為直接觀

資訊站。

察法、文獻回顧與資料分析。先從直接

/AID 城市公設

觀察法了解周邊有國小學童的母親的生

暫離

活系統,由活動與事件觀察作為第一手

針對幼童、老人的城市相關照護系統。

資料;文獻回顧則是分成兩個部分,首

藉由社會性輔助計畫,托育空間、休閒

先是針對性別與空間關係的案例分析,

空間、社區型活動的置入與周邊藝術再

並從文獻中探討母職的性別社會學心理

造的投入,多元活動計畫空間彈性化,

分析的資料蒐集;資料分析採用敘事與

試圖減緩照護所形成的精神負累。

圖表整理並重新連結女性在市場空間建 構的網絡與母職心理的關係。 最後研究結果,透過設計重構中介在家 與四所學校之間的水仙宮市場周邊空間 DESIGN BY RESEARCH 参

系統,置入母職女性的心理需求與社交 網絡,處理空間轉移過程造成的時間切 割減緩家務處理下的時間消耗與情感勞 務。試圖以此為例,重新設想未來市場 作為權衡母職角色解放的可能,讓市場 Fig.1 市場中母職女性空間再生產。


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PLACE-LAPSE

C10

DESIGN BY RESEARCH


MASS-CUSTOMIZ ATION FOR THE MASS


00 PLACE-LAPSE

Just as the concepts behind Web 2.0 website development emphasized ease of use, user-generated content and collaborative networking leading up to what is now referred to collectively as “social media”, the discourse surrounding the “Maker Movement” and “Long Tail” economic shift revolves around the transition of this “social” revolution out of digital media and into the physical realm. This study identifies the manner in which technological advancements such as, digital fabrication, 3D scanning / data collection, and parametric design strategies in the architectural field, converge to provide an automated design solution to bring masscustomization to the masses.

Permanence in architecture is changing from high-strength structure to flexible and adaptive systems. Especially, the concept integrates modern Internet culture; where content creation and consumption are unified. In this study, the focus on furnishings demonstrated the potential to integrate and adapt traditional building frame structure, to such a building strategy. Corresponding to the spirit of the "Long Tail" and "Maker Movement", the end users will be able to “render” their environment through such low-barrier decision-making tools in the future. Ut i l i z a t i o n o f t h e Us e r - G e n e r a t e d Architecture automated mass-customization design process will revolutionize the architectural design workflow, as we know it today. It provides a platform for end-users to participate in the architectural design process, potentially creating a new class of “user-generated architecture” affecting the built environment in much the same way as social media giants such as YouTube or Facebook had on the traditional media space.

DESIGN BY RESEARCH

The main challenges addressed in the current research are three-folds. Firstly, end users require a “low-barrier” design tools to assist them in the design process, simplifying the design decision-making process necessitating the development of a Graphic User Interface (GUI). The GUI design provides real-time visual feedback, displaying the spatial layout and evaluating the environment quality index while concurrently providing basic design constraints. Secondly, the UserGenerated Architecture automated masscustomization design process integrates the use of 3D sensory captured data to collect the most basic end-user information such as body size and proportion. Such data is collected and parameterized into the end user’s design algorithm in realtime ensuring that the design solution is customized both spatially and physically. L a s t l y, w h e n t h e d e s i g n s o lut i on i s complete, User-Generated Architecture

automatically generates fabrication ready output data.This study tests the ability of “User-Generated Architecture” to translate user design decision-making to final design and fabrication data. The current results indicate potential for simple general arrangement planning layouts and 3D space preview display. Computational evaluation results serve as feedback, communicating any advantages and disadvantages, to users of the “User-Generated Architecture” platform.


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MASS-CUSTOMIZATION FOR THE MASS

PLACE-LAPSE

使用者的建築:非計畫性個體構築 決策、再現、自造的使用者工具研究

黃于僑 / Huang , Yu - Chiao Advisor 鄭泰昇 柳川肯 Keywords

C10

MassCustomization Participative Generative Interactive

Digital Fabrication

正如 web2.0 背後所發展的使用者內容自

關 於 使 用 者 互 動 式 工 具 的 研 究, 以

造、網路社群合作的概念現今被轉變成

Processing 去編寫圖形化介面作為主要方

集體的社群媒體,本研究的討論基於「自

式,研究過程中在室內設計、新建建築

造者運動」和「長尾理論」中網路社群

設計、增建空間設計三種尺度中作為實

影響現代社會的觀點,透過個體經濟與

踐操作。其中運用物件導向的程式編程,

現實構築設計的結合,產出一套設計決

有效控制所有被使用者描述而成的設計

策工具取代原先建築師主導設計的現況。

元素,再透過 Grasshopper/gHowl 整理再

本研究結合數種科技工具運用於建築設

現空間模型概況,確認設計後處理生產

計:數位製造、3D 掃描、參數化設計,

圖面進入 CNC 製造程序,由設定木板材

聚焦於提供自動化的「大量客製化」設

為主材料,透過簡易榫接與組裝,讓使

計結果。

用者完成個體構築。

設計研究中,本案以客製化座椅為對象

作品的最後呈現是一套客製化的座椅,

來演示「User-Generated Architecture」大

透過使用者所需求的特定功能與身體尺

量客製化的設計過程。

寸測量以及自行決定的構建尺寸與外型, 直接生產構建。由於一個座椅在完成的

本設計論文分為三個階段,對於未來建

與建築的完成有相關共同性:結構、材

築產業經濟模式的新論述、使用者設計

料、功能、形式、工法等,因此透過完

工具原型開發、數位自造術研究,而設

成多向度曲面的木板造型以及結構物的

計的目標即是整合使用者的工具與數位

成立足以表達完成真實建築的條件,也

自造技術去回應新時代建築產業的發展

成就使用者的建築原追求的初衷。

可能。 「User-Generated Architecture」的實現將

DESIGN BY RESEARCH 参

以歷史角度而言,工業革命後的建築產

會對現今建築設計的工作流程產生革命

業以大量製造為基礎,建築師設計一個

性變化。它在建築領域中提供一個使用

標準化的生活想像去生產標準尺寸構建。

者參與的平台,並激發人們創造「使用

然而對於長尾理論下的網路社群模式,

者主導的建築」的個體化表現,如同現

眾多不同喜好的使用者浮現檯面,又搭

今 網 路 社 群 Youtube,Facebook 中 所 構 築

配有更多的低門檻桌上型生產機器的操

的虛擬個體化中心的社會。

作,自造者運動浪潮下催生大量客製化 的可能,加上自媒體的盛行,似乎使用 者可以透過各種輔助工具去完成個體構 築的任務。 Fig.1 折版三角分割紋理作為實現多方向曲面之製造方法。


00

PLACE-LAPSE

C10

DESIGN BY RESEARCH


R E S I L I E N T

C I T Y


00 PLACE-LAPSE

In the catalysis of global climate change, the frequent occurrence of abnormal weather, frequently causing landform change greatly, and a serious threat to the safety of living. The world bank pointed out that about 19% of the world's land, more than half of the population exposed to at least one of the natural disasters (drought, floods, cyclones, earthquakes, volcano eruptions and landslides); and Taiwan is above the earth of natural disasters under the impact of the most vulnerable countries, land and population exposure in 73.1% more than 3 kinds of disasters. Over the years statistics show that there are about 3-4 typhoons per year, while earthquakes larger than 5 are 24.4 times an average of 1 per year. It is not difficult to find that the uncertainty of disaster prevention is increasing gradually from the past climate change and the trend of concentration and intensity of rainfall in recent years, and the strain and reconstruction after disaster are becoming more complex.

From the polic y of resettlement and housing reconstruction after the disaster of the 921 relay placement policy is permanent housing resettlement policy after Hurricane Morach completely replaced. Today, many reports and opinions of ethnic groups and scholars are gradually showing, and the permanent houses built after the disaster have not really solved the problem of post disaster reconstruction. Seemingly ideal permanent resettlement plan, the actual implementation process has been rebounded. Hurricane Morach produced the following projects in post disaster Resettlement: waiting time between 1. to build the house in combination for 2-3 months. 2. lack of communication, people are forced to change the original mode of life, so that victims rebound. 3., the combination house is fast and economical, but ignores the process of production and construction, causing more p ol lution to t he environment. B a s e d on t h e v i e w p oi nt of d i s a s t e r prevention, and to new sugar factor y demonstration area, the disaster prevention space planning and the weekdays and disaster can use function, the disaster prevention space planning , can use public life on weekdays, when people can provide disaster shelter or escape disaster prevention space. We hope to propose an emergency temporary space design which is more economical and meets the needs of the victims.

DESIGN BY RESEARCH

The world bank pointed out that about 19% of the world's land, more than half of the population exposed to at least one of the natural disasters (drought, floods, cyclones, earthquakes, volcano eruptions and landslides); and Taiwan is above the earth of natural disasters under the impact of the most vulnerable countries, land and population exposure in 73.1% more than 3 kinds of disasters. Over the years statistics show that there are about 3-4 typhoons per year, while earthquakes larger than 5 are 24.4 times an average of 1 per year. It is not difficult to find that the uncertainty of disaster prevention is increasing gradually from the past climate

change and the trend of concentration and intensity of rainfall in recent years, and the strain and reconstruction after disaster are becoming more complex.

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00

RESILIENT CITY

PLACE-LAPSE

城市的急性衝擊與慢性壓力 由防災觀點探討都市閒置空間之多目標使用 _ 以新營糖廠為例

曹文菡 / Tsao , Wen - Han Advisor 顏茂倉 杜怡萱 Keywords

C10

Disaster -Prevention Shelter Idle Space Multiple Usages

在全球氣候變遷的催化下,異常氣象事

而災後的應變與重建也漸趨複雜化。

變,並嚴重威脅到居住安全。世界銀行

而臺灣是地球上面對天然災害衝擊下最

半的人口曝露在至少一種天然災害(乾

曝露在 3 種以上的災害中。歷年資料統

件頻傳,動輒造成地形地貌的大幅度改 指出,全世界約有 19% 的土地,超過一

旱、洪水、氣旋、地震、火山爆發和山崩) 中;而臺灣是地球上面對天然災害衝擊 下最為脆弱的國家,有 73.1% 的土地與

人口曝露在 3 種以上的災害中。歷年資 料統計顯示,每年平均約有 3-4 個颱風,

而規模大於 5 的地震每年平均 24.4 次 1。 若進一步從過去的氣候變遷與近年來降

雨的集中化與強度趨勢來看,就不難發

現防災應變的不確定性正逐漸增加中, 而災後的應變與重建也漸趨複雜化。

在全球氣候變遷的催化下,異常氣象事 件頻傳,動輒造成地形地貌的大幅度改 變,並嚴重威脅到居住安全。世界銀行 指出,全世界約有 19% 的土地,超過一

半的人口曝露在至少一種天然災害(乾

旱、洪水、氣旋、地震、火山爆發和山崩)

計顯示,每年平均約有 3-4 個颱風,而

規模大於 5 的地震每年平均 24.4 次 1。 若進一步從過去的氣候變遷與近年來降 雨的集中化與強度趨勢來看,就不難發 現防災應變的不確定性正逐漸增加中,

從安置政策與住宅重建來看 921 災後的 中繼安置政策被莫拉克風災後的永久屋 安置政策完全取代。時至今日,許多報 導與族人、學者意見逐漸呈現,災後速 建而成的永久屋,並未真正永續解決災 後重建的問題。看似理想的永久安置計 畫,實際執行過程卻遭致反彈。莫拉克 風災在災後安置產生以下課題 : 1. 組合 屋興建之入住之間的等待時間為 2-3 個

月。2. 缺乏溝通,人民被迫改變原本的 生活模式,使災民反彈。

中;而臺灣是地球上面對天然災害衝擊

本研究以防災觀點出發,並以新營糖廠

人口曝露在 3 種以上的災害中。歷年資

日與災時均可利用的機能其防災空間的

下最為脆弱的國家,有 73.1% 的土地與 DESIGN BY RESEARCH 参

為脆弱的國家,有 73.1% 的土地與人口

料統計顯示,每年平均約有 3-4 個颱風,

而規模大於 5 的地震每年平均 24.4 次 1。 若進一步從過去的氣候變遷與近年來降

雨的集中化與強度趨勢來看,就不難發

現防災應變的不確定性正逐漸增加中,

為示範區域,其防災空間的規劃兼其平 規劃兼其平日與災時均可利用的機能其 防災空間的規劃兼其平,平日可做為民 眾生活之用途,災時能提供人民避難或 逃生的防救災空間。希望提出更符合經 濟性及災民需求之緊急臨時空間設計。 Fig.1 新營糖廠原料倉庫現況照片


00

PLACE-LAPSE

C10

DESIGN BY RESEARCH


LO CAL - CONSTRUCTION STRATEGY


00 PLACE-LAPSE

Good evening. I have come to Jerusalem today as a novelist, which is to say as a professional spinner of lies. Of course, novelists are not the only ones who tell lies. Politicians do it,too, as we all know. Diplomats and generals tell their own kinds of lies on occasion, as do used car salesmen, butchers and builders. The lies of novelists differ from others, however, in that no one criticizes the novelist as immoral for telling lies. Indeed, the bigger and better his lies and the more ingeniously he creates them, the more he is likely to be praised by the public and the critics. Why should that be? My answer would be this: namely, that by telling skilful lies–which is to say, by making up fictions that appear to be true–the novelist can bring a truth out to a new place and shine a new light on it. In most cases, it is virtually impossible to grasp a truth in its original form and depict it accurately. This is why we try to grab its tail by luring the truth from its hiding place, transferring it to a fictional location, and replacing it with a fictional form. In order to accomplish this, however, we first have to clarify where the truth-lies within us, within ourselves. This is an important qualification for making up good lies.

Yes, no matter how right the wall may be and how wrong the egg, I will standwith the egg. Someone else will have to decide what is right and what is wrong; perhaps time or history will do it. But if there were a novelist who, for whatever reason, wrote works standing with the wall, of what value would such works be? But this is not all. It carries a deepermeaning. Think of it this way. Each of us is, more or less, an egg. Each of us is a unique, irreplaceable soul enclosed in a fragile shell. This is true of me, and it is true of each of you. And each of us, to a greater or lesser degree, is confronting a high, solid wall. The wall has a name: it is “The System.” The System is supposed to protect us, but sometimes it takes on a life of its own, and then it begins to kill us and cause us to kill others–coldly, efficiently, systematically.

DESIGN BY RESEARCH

Please do allow me to deliver a message, one very personal message. It is something that I always keep in mind while I am writing fiction. I have never gone so far as to write it on a piece of paper and paste it to the wall: rather, it is carved into the wall of my mind, and it goes something like this:“Between a high, solid wall and an egg that breaks

against it, I will always stand on the side of the egg.”


00

LOCAL - CONSTRUCTION STRATEGY

PLACE-LAPSE

在偏鄉地區的在地建造策略 從左鎮國小的實構築行動來觀察與討論

陳建彣 / Chen, Chien - Wen Advisor 簡聖芬 杜怡萱

本研究以台灣社會現今城鄉發展的差距

地緣的關係作為邊界,在興建自宅的過

為背景,期望以促進鄉村地區的公共生

程中,除地方匠師外亦會邀請鄰居、親

活為出發,探討在地的價值與建造策略,

戚來共同生產土埆,並一同協力構築。

提高人們在鄉村生活的動機與可能。過 Keywords

C10

Building - Strategy Local - Construction Earth Building Rural development

程中參考了謝英俊建築師從災後重建候

(二)縮尺模型與左鎮地方實構築

提出以共同「協力造屋」的主張以及台

於文獻理解土埆構築的基本生產流程後,

灣的社區整體營造中重要的觀點 - 由下

研究透過製作土埆建築的縮尺模型來確

而上的地方力量為主的發展策略,本研

認操作工序,並設計操作方案於台南左

究試圖去探究這樣的在地策略,如何連

鎮國小進行實構築行動,從足尺寸的土

結偏鄉地區的經濟生產與勞力,持續的

埆生產來探究地方材料與生產之關聯,

落實到地方當中,作一種為能深入公共

再以土埆牆面的實構築過程,來試圖討

生活與建設發展的設計方式。

論與比對文獻,並找尋關鍵之因素。

本研究以台南的偏鄉_左鎮地區為觀察

(三)設計策略討論與發展

場域,該地區因人口外流,基礎公共建

本研究透過實作行動的過程,整理出了

設項自民國 83 年以來不斷裁撤與縮編。

幾項關鍵因素,分別包含了在地材料的

倘若以在地建造的方式作為為策略,該

生產週期、產業勞力的活動週期以及地

如何更緊密結合區域內生活模式,是研

方技術的生產控制;透過結合左鎮地區

究中最主要探索的課題。

的材料與勞力週期,並訂定標準化的生 產製造方針,以此做為設計控制變因,

左鎮該地以一級農業生產為主,在建築

來作為後續於左鎮地區的在地建造的設

形態上可以見到傳統的土埆構築,本研

計參考依據。

究試圖結合地方農作生產、傳統構築技 術與地方勞力的關係,來發展可持續操

結論:設計策略操作示範

作的在地建造方法。

最後本研究以台南左鎮的旅遊服務中心 做為設計操作示範;運用所發展之設計

DESIGN BY RESEARCH 参

本研究的操作之方法以行動研究為主,

策略來為地方做整體的設計規劃,並製

整體操作過程如下:

作完整的施工營造計畫,包含設計使用、 結構檢測方式、土構築加強方針、材料

( 一 ) 文獻探討與耆老訪談

開採、建材生產、地方勞動力媒合以及

首先透過文獻的整理來理解左鎮地區的

整體構築的時程規劃,最後作為地方建

生活型態與土埆建築的構築方式,並透

造策略的服務建議方針。

過耆老訪談了解在過往地方居民大多以 Fig.1 於台南左鎮國小實構築行動中探索地方構築之方式 ( 圖為泥做匠師帶著志工施作土埆牆面之防水 )


00

PLACE-LAPSE

C10

DESIGN BY RESEARCH


U R BA N I N T E R FAC E F O R S H A R I N G E C O N O M Y


00 PLACE-LAPSE

the interface into three parts, among which the first stage shows the operation mode of users and the whole system to understand the needs of different ethnic groups and give corresponding strategies, the second stage deals with the functional boundaries and the third stage deals with the intermediation between the deeper social environment and economy through the concept of shared economy. Many elements will be encountered during the processing of the interface and the adaptation of different ethnic groups and the disturbance caused by time in space are also reflected in the space processing of interface. Besides, new sharing modes will be brought to the community through the staggered analysis among different levels. In the overall design strategy, it is hoped to understand the roles played by the base at different scales by means of largescale urban orientation and small-scale analysis so that the base makes it possible for interior buildings, relationship among interfaces and finally the urban network to have different levels of impact and change on the society and environment through the design operation.

DESIGN BY RESEARCH

In this study, the author mainly explores t h e r e l at i o n s h i p a m o n g t h e s h a r e d economy, metropolis interface and users with the purpose of finding the lifestyle most appropriate for modern times by the discussion on these three issues and promoting a different dialogue between roles and space through this interface. In this way, the base can be a trigger to reintegrate the metropolis interface around the base so that. The original communities with breakage of resources can be transformed into balanced communities, the residents may have better quality of life, resources as well as shared collaborative ways and resources and space can be more effectively utilized to create new economic values. The paper is mainly divided into two stages. In the first stage, the paper contains four parts, literature analysis, node analysis, statutory review and base analysis. The author discusses the above-mentioned issues from three dimensions of city, street and architecture, among which for the dimension of city, the author adopts the QGIS tools, through the collection and analysis of big data and apply the results obtained as the design guidelines and references. In the second design stage, the author mainly focuses on the interface, the relationship among users and new lifestyles. The metropolis interface contains expressions of different social and cultural as well as public space consciousness. In the past we tended to easily overlook them, but what the interface can bring us is more than just the boundaries between public and private space, but also the collision of other events. Therefore, the author divides

ĺ?‚


00

URBAN INTERFACE FOR SHARING ECONOMY

PLACE-LAPSE

以共享經濟探討都市介面 從舊建築改造到街廓整合

洪安萱 / Hung , An - Hsuan Advisor 吳光庭 謝宏昌 宋立文

二十世紀,隨著報紙 , 電話 , 電腦等,全

討,以及基地分析四個部份,都市 , 街廓 ,

球資料快速成長。2000 年只有 25% 的資

建築三個尺度去做探討,在都市尺度則

料以數位方式儲存不到十年間,數位資

是透過 QGIS 工具的應用,透過大數據的

料在 2007 年已達到 94%,而比例持續上

收集以及整理分析,將所得到的結果應

Keywords

升。在這樣的背景下,共享經濟透過網

用於設計的準則與參考。

C10

Share economy collaborative -consumption community crossprogramming unban interface

路平台,快速的發展,成功的連結各地 各有所需的人,點對點的連接了起來共

第二個設計階段,主要探討都市介面以

同互助。從美國興起的許多共享經濟的

及使用者之間的關係以及新的生活模式。

平台,UBER / Air BNB ... 等,共享交通

而都市介面包含著不同社會人文以及公

資源,租借物品來幫助生活可以更善用

共空間意識的表現。在過去我們往往容

資源甚至金錢的所得。然而台灣現今的

易忽略了這些,然而界面所能帶給我們

社會正面臨著物價不斷高脹,就是薪水

的不只是公私領域的界線,他也代表了

不漲的狀況。這個現象對於社會新鮮人

其他事件的碰撞。因此我將介面分成三

更是一個很大的衝擊,因此我們需要一

個部分,第一階段設定了使用者以及整

個完善的策略來解決。不僅是經濟取得

體系統的運作模式,了解不同族群的需

來源 ,資源與空間的共享更可以結合社

求,並給予相對應的使用策略。在第二

會網絡,讓年輕人可以共同合作,互相

階段處理機能上的交界,並於第三階段

學習與創造新的生活模式。

透過共享經濟的概念處理了更深一層的 社會環境與經濟的中介點。在處理介面

本研究主要探討共享經濟 / 都市介面 / 使

的過程中會碰到許多元素,不同族群的

用者,三者之間的關係。希望藉由這三

動線使用以及時間對於空間造成的擾動

者之間的討論,可以找出最適合當代的

關係也會被反應在介面的空間處理。並

生活模式,並透過介面的處理,促使角

透過不同層級之間的交錯分析與操作,

色與空間產生不一樣的對話關係。讓基

為社區帶來新的共享模式。

地作為一個觸發器,重新整合基地周遭

DESIGN BY RESEARCH 参

的都市介面。讓原本資源斷裂的狀況可

在整體的設計策略中,希望藉由大尺度

以變成一個平衡的社區,使居民擁有更

的都市定位到小尺度的分析,瞭解基地

好的生活品質與資源以及共享的合作方

在不同尺度中所扮演的角色。並讓基地

式,使資源與空間可以更有效的被利用

透過設計的操作可以使建築內部到介面

創造出新的經濟價值。

關係最後是都市網絡都可以對社會與環 境有不同層級的影響與改變。

論文主要分成二個階段,在第一個研究 階段會分成文獻分析 , 節點分析 , 法規檢 Fig.1 基地之資源與空間分析與動線對應關係示意圖


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As a result of the aging and the lowering birth rate of Taiwan, the demands of adding seniority spaces and reusing vacant school spaces are expanding day by day. Focusing on these current hot spots, the study attempts to develop a new design model of all-age-friendly block of tomorrow in campus district. A friendly environment renewal strategy will play a great role in continues care retirement community (CCRC) construction. The metropolitan area with idle school (non-abolished school) is selected as the research object. With the views of lifelong education and undifferentiated care, to explore the design strategy of the all-agefriendly block of tomorrow as a fresh type of community is the core target in this study. Through collecting and reviewing the latest domestic and foreign literatures on the reuse of unused campus space, advanced age-friendly cities, cross-generational interactions, lifelong learning and creative aging, the study develops the unique impact factors librar y of age-friendly neighborhoods from the aspects of urban planning and architecture design , forming the research theoretical basis.

Studies have shown that when school buildings are used as a care area for elder people, the following traits are more likely to result: 01, to gain a positive attitude toward learning; 02, to establish confidence in promoting self-reliance by a learning process; 03, to assist them to regain the pace of individualized life; 04 , to enable them to acquire new learning and interaction partners; 05, to reduce the psychological pressure of community; 06, to promote inter-generational interaction and make it a place for life education; 07, to provide a platform to facilitate the intervention of health promotion and prevention In general, it’s effective to relieve the fear of care facilities of elder people by reusing campus deserted space in community. Furthermore, it may be turned into a sustainable learning place positively. Elderly will get consequent supports and assistances from the residence as a result of the combination design of school spaces and caring activities. Thus, better impressions of elder people will be seen and the community integration will extend their past community life effectively. DESIGN BY RESEARCH

The research is divided into three stages. In the first phase of the study, FAHP method was used to construct the assessment model of "Age-friendly neighborhoods" with idle school spaces in Taiwan. The second phase of the study invites experts to examine the validity and reliability of the questionnaire for "the impact factors of renovating a school district (non-abolitionist) to the age-

friendly neighborhoods" and to develop a checklist for architects and urban planners to use. The third phase of the study is to select the typical school district to design where Laosong Elementar y School of Wanhua District in Taipei City is.

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OLDTOPIA

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全齡友善:明日的連續性照顧學區 以台北老松國小學區為試點的設計提案

熊瑛 / Xiong , Ying

C10

Advisor 吳光庭 宋立文 陳柏宗

本研究基於台灣高齡化與少子化趨勢嚴

評估閒置校舍(非廢校)所在學區更新

峻的現狀,關注當下高齡友善空間不足

為高齡友善街區的影響因子內容描述適

及閒置校舍再利用的雙熱點議題,期冀

宜性而設置,以擬定一份具有信效度的

以友善環境更新作為統整策略,推動明

檢核表為目的,提供給未來的都市更新

Keywords

日的連續性照顧學區的建構。選定具有

部門及規劃設計者在具體規劃設計項目

閒置校舍(非廢校)的都市學區為研究

前期,用於檢視和評估待更新項目在文

範圍,以全齡友善為目標,探討如何運

化街區、校園環境、校舍建築這三個面

用設計的力量實現具有終身教育觀以及

向上所具條件的適宜程度。

All-age-friendly Age-friendly City Long-term Care Vacant School Space FAHP CCRC

無差別照顧體驗的新型社區。 研究第三階段,是選擇台北萬華區老松 透過搜集國內外有關從規劃與建築設計

國小所在學區為設計試點範圍。從都市、

角度來探討校園閒置空間的再利用、高

街區、建築三個尺度進行研究結果的在

齡友善城市、跨世代互動、終身學習、

地化實踐。學區總面積為 406,341 平方

創意老化等相關文獻的疊整與分析,獲

米,高齡化與少子化狀況均高於台北市

取影響建構「高齡友善街區」相關因子

平均水平。據 2017 年 3 月統計數據測算:

庫,形成本研究的理論基礎。

學區總人口數量為 20429 人,65 歲以上 高齡人口數量為 3441 人,14 歲以下孩童

研究共分為三個階段。

人口數量為 2380 人。老松國小所在核心 街廓涵蓋老松國小、剝皮寮歷史街區、

DESIGN BY RESEARCH 参

研究第一階段採用模糊層級分析法

台北市鄉土展示中心三大機能區。其中,

(FAHP),建構台灣以閒置校舍為核心

老松國小曾經是 60 年代著名的萬人國

的「高齡友善街區」的評估模式;評估

小,高峰時期在校學生人數為 1 萬 1110

面向包括「高齡友善街區」建構之「文

人,而目前國小教育在校生總人數不足

化街區」、「校園環境」、「校舍建築」

500 人,大量的校舍空間處於閒置狀態或

三大面向,分別對應城市設計、校園規

挪作他用;剝皮寮歷史街區及鄉土文化

劃、建築設計三個規劃設計層次,以作

中心目前則已成為萬華區乃至整個台北

為建立評估體系之核心架構與基礎。本

市的文旅新名片,其清代遺留下的商業

研究議題定位為校園閒置空間更新為高

街廓感以及剝皮寮的歷史文脈吸引著海

齡友善空間,而非廢校空間。

內外遊客慕名前往。選擇這片充滿歷史 感的街廓作為老少同樂的連續性照顧試

研究第二階段,是對「閒置校舍(非廢

驗場,一定將會開啟一個獨特的新型街

校)所在學區更新為高齡友善街區影響

區樣板。

因子」 進行信效度問卷檢查。本問卷為 Fig.1 Map of local resources integration 在地資源整合地圖。


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C OM M U N I C AT I O N B E T W E E N SOCUETY AND ARCHITECTURE


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The animal shelter in Taiwan is the end s e c tion of anima l prote c tion. When exploring animal shelter, we need to clarify know that the current situation of stray animals is not caused by these animals, but derived from the expansion of living space of human beings. However, we also need to distinguish between "love" and "respect" is totally two things about stray animals. In the past the stray animals is turned a blind eye by human beings, how should we human beings in this environment with the symbiotic? The purpose of the animal shelter is not over beautify reality of the stray animals to achieve the goal of adopted by people or creating a perfection habitat to let the stray animals living in here everlasting. The purpose of animal shelters should be as an intermediary role in society, to communication between society and the development city. In the situation that the awareness of animal protection in Taiwan is not universal, the architecture of animal shelter must be a flexible and adjustable space in the city.

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社會與建築的對話

探討流浪動物收容所空間在城市當中的發展策略

歐璐嘉 / Ou , Lu-Jia

C10

Advisor 劉舜仁 王毓正

在台灣的流浪動物收容空間所為動物保

目前全台灣公立流浪動物收容所的土地

護的末端環節,在探討流浪動物的過程

使用與分析其現象5調查全台灣與寵物

當中,首先必須釐清流浪動物現況的產

相關的空間其法規和區位;最後,以一

Keywords

生,並非這些動物所造成,而是人類在

些實際案例作為設計因素之參考6探討

擴張生活空間與領域時所衍生出來的,

國內與國外的收容所空間配置與型態7

然而對於流浪動物的心態,也要了解對

以彰化溪州可愛動物園區作為實際案例

於愛動物和尊重動物完全是兩回事情,

去了解在興建時所遇到的問題。

對於過去視而不見的流浪動物我們人類

PART B 一套因地制宜的收容所系統:

該怎麼在這樣的大環境當中與之共生?

打破傳統流浪動物收容所的孤立系統以

收容所的目的並非是要將所有流浪動物

及只能設置在偏遠地區的狀態,新型態

加以包裝美化已達成送養之目的,或是

的流浪動物收容所將有以下型態:

無視於現實中的因素給予流浪動物完美

-政府,私營,第三方組織需共同合作,

絕佳的居住空間已達到永久滯留,收容

加深並強化流浪動物的網絡系統。

所的目的應該是要在社會當中扮演中介

-犬隻將加以分類,以達到分散族群以

的角色,在城市發展當中與社會進行溝

降低單位空間的流浪動物數量。

通,在台灣動保意識並非普及的情況之

-在不同犬隻族群的狀態下,配置更符

下,收容所必須是因地制宜並且具有彈

合空間需求的專業化人員。

性與可調式性的建築空間。

-收容所的設立必須與政策互相搭配,

本研究可分為兩大部分

並且更因地制宜去考量不同地區所面臨

PART A 探討流浪動物在台灣的困境:

的不同流浪動物型態以及民眾動保意識

分別以七項研究目的作為了解台灣流浪

的差距。

動物收容所的全面情況所做的研究,去

-收容所必須提供更多與動物和與民眾

了解收容所在動保議題中所面臨的困境

互動之可能性,以達到與社會溝通和教

與現況。

育之目的。

社會溝通 動保意識 區域現象 流浪動物

首先,是全面性了解收容所的發展狀態

DESIGN BY RESEARCH 参

與動保政策層面之問題:1了解台灣北

ANIMAL SHELTER +PLUS:

中南東部地區,在收容所內的犬之族群

本研究將綜合前兩部分,設計三種不同

狀態與未來趨勢、使用者理想中的收容

區位、不同功能、不同類型的流浪動物

所型態與空間改善的重點,再去了解2

收容所建築原型,以作為未來流浪動物

第三方的動物保護相關組織協會在執行

收容所的建築形態。

動保問題上所遇到的現象,接下來3調 查目前預計新建的收容所是什麼樣的型 態;再來,是對於區位性的探討4分析 Fig.1 GIS 系統 : 高雄地區的動物相關系統與城市紋理


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FORM FOLLOWS ENERGY


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Shang Kai Steel Company for the thermal testing lab located in the department of Architecture, National Cheng-Kung University, demonstrates the potential of the proposed workflow. After collecting real world data, it is evident that the MultiDomain Integration method presents relatively optimized results. Challenges to this process include the computational limitations of existing environmental simu lation to ols and hardware. The geometric complexity of the current 3D model and densely patterned perforations, necessitated that a simplified “low-polygon count” substitute be utilized for simulation calculations, resulting in potential deviation in the simulation. Still real world data collected from the fabricated mock up samples demonstrate parallels between the simulation software results. It is evident that the performance of multi-domain form evolution in the end stages are higher than those in their original states, and that there is a positive correlation between the scale of the fold and radiation gains as well as the rate of opening and the SDA. In summary, Multi-Domain Integration in early stage parametric building design offers architectural designers the potential to provide optimized design solutions, which take into consideration various aspects of human comfort and building efficiency. The next iteration of this research can be expanded to include the development of a building platform for architects and Engineers to promote the development of the Sustainable Building Design.

DESIGN BY RESEARCH

R e s e arch on e arly st age i nte g r at i on of parametric building p erformance simulation and optimization technology in architectural design computation has seen significant development in the past several years. While the ability to simulate and analyze design solutions has been part of the architectural design tool-set for decades, the inclusion of such simulations into a parametric environment offers a much greater degree of control, allowing for custom integration of multi-domain simulation data and iterative feedback loops for optimization purposes. Therefore, the aim of this research is to develop a parametric workflow that allows for greater integration of energy simulation data into the design process. This paper documents two important characteristics of early stage parametric building performance simulation / optimization workflow. Firstly, is the development of Multi-Domain Integration (MDI). It is important to understand that the built environment, and what is “comfortable”, as perceived by human beings, is dependent on various interrelated factors. MultiDomain Integration takes advantage of various environmental analysis plugins already available in the existing Grasshopper ecosystem, and develops custom bridges b etween them using established environmental relationship data and formulas. Secondly, the application of metaheuristic evolutionary solvers such as the Galapagos and Octopus plug-ins, to iteratively test and evaluate for optimization, as well as inform design parameters. Lastly, a case study of the Multi-Domain Integration optimized self-shading façade prototype developed in collaboration with


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基於環境參數的遮陽立面設計 多域集成的衍生設計方法

陳宗煌 / Chen,Tsung-Huang Advisor 柳川肯 蔡耀賢

C10

Keywords Multi-Domain Integration Generative Performance Optimization Façade

隨著可持續發展問題越來越受到建築師

具和硬件的計算限制。當前 3D 模型和

軟體可供選擇,然而多數軟體都是後端

簡化的“低多邊形數”替代來進行模擬

的重視,在環境設計領域中有多種模擬 分析並且在探索整體設計解決方案方面 做出的貢獻較小。此外,多數模擬軟體 在建模 / 繪圖的高級階段進行變更時往

往比較困難,因此設計師常依賴於從經 驗中推斷出的個人判斷,而不是依靠分

密集圖案穿孔的幾何復雜性,需要使用 計算,從而導致模擬中的潛在偏差。相 較於實測採集的數據,終端階段的多域 形態演化表現高於原始狀態,因此仿真 軟件的模擬結果有相對的可信度。

析。

綜上所述,多領域整合在早期階段的參

本研究的目的是開發一個參數化工作流

化設計解決方案的潛力,這項研究的更

程,可以將能量模擬數據更多地集成到設 計過程中。本文將介紹了早期參數化建 模性能仿真及優化工作流程的兩個重要

特點。首先是多域集成(MDI)的發展。 重要的是要了解建築環境和人類所認為

數化建築設計中有為建築設計師提供優 進一步的發展可以擴展到包括開發建築 師和環境工程師的工作平台,根據室內 空間使用及環境需求整合遮陽立面設計 等,進而促進可持續建築設計的發展。

的“舒適”是依賴於各種相互關聯的因

素。多域集成利用了現有 Grasshopper 生態系統中已有的各種環境分析插件, 並利用已建立的環境關係數據和公式開 發了自己的橋樑。其次,應用元啟發式

進化求解器,如 Galapagos 和 Octopus

插件,進行迭代測試和評估優化。最後, 與上鎧鋼鐵公司合作開發設計形體自遮

陽的立面,通過國立成功大學 建築研究 DESIGN BY RESEARCH 参

所永續建築設計工學研究室的實驗屋進 行數據的採集,驗證這一套工作流程的 可行性。

研究過程中的挑戰包括現有環境模擬工 Fig.1 通過 multicam3000 裁切及穿孔的鋁合金片


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