2015 PORTFOLIO LEE, NAMJU 1999
2000
2001
2002
2003
2004
2005 005
2006 06
2007 7
2008 08
2009 09 09
2010 2
2011 20 0 1 01
201 12 2
201 2013 13
2014
M.Des, Candidate, GSD, Harvard University M.Arch, Studio One, CED, UC Berkeley nj.namju@gmail.com www.NJSTUDIO.co.kr
ARCHITECTURE DESIGN + COMPUTATION + VISUALIZATION + RESEARCH, 1999 - 2015
EXPERIENCE over 10 years NJSTUDIO Computational Visualization company
Seoul National Univ University of Science and Technology
PROFESSION
SEMINAR & WORKSHOP
EDUCATION
Massachusetts Institute of Technology MIT SENSEable City LAB
FFULL-TIME LECTURER PROFESSIONAL BREAK DANCER
LECTURE
KO ARINE CORPS KOREA MARINE
PUBLICATION & AWARD
CONTRIBUTION 1st Prize
BOOK
BOOK
SEJONG UNIVERSITY DK LAB
UIVERSITY OF TECHNOLOGY, SYDNEY BOOK UrbanAID LAB CONTRIBUTION
UC Berkeley CED
HARVARD UNIVERSITY GSD
CONTRIBUTION
1999
2000
2001
2002
2003
2004
2005
2006
2007
2008
2009
2010
2011
2012
2013
2014
2015
DESIGN COMPUTATIONAL TOOL EXHIBITION RESEARCH
BREAK DANCER
VISUALIZATION SPECIALIST
RESEARCHER
PROFESSIONAL EDUCATION
BODY MOVEMENT IN SPACE OVER TIME
ARCHITECTURAL ANIMATION AND VISUALIZATION
DATA DRIVEN VISUALIZATION, RESEARCH AND DESIGN COMPUTATION
MASTER OF DESIGN STUDIES MASTER OF ARCHITECTURE
SPECIALIZED ARCHITECT
DESIGN COMPUTATION
SYNERGISTIC RESPONSES: DESIGN APPROACHES I have viewed design through three different lenses that have guided my diverged methodologies in professional and academic
DESIGN EXPERIENCE
FORM-MAKING
works: architectural design, design computation and media visualization that result in the generative and interactive design process. Through MDes Technology program at GSD, I am able to boost passion for converging these tripartite methods enabling it to be a synergetic complete process.
MEDIA VISUALIZATION
iii
I work across a broad scope of DESIGN I have fundamental interest in visionary ARCHITECTURAL CONCEPTS.
TABLE OF CONTENTS ARCHITECTURAL DESIGN 01 OFFICE ON THE STREET [DATA-DRIVEN DESIGN RESEARCH] [ACADEMIC PROJECT] ............................................ 02 02 REVERSE EVOLUTION, eVole SKYSCRAPER COMPETITION [COMPEITION PROJECT] .......................................... 08 03 COMPLEX MEDIA CENTER [ACADEMIC PROJECT] ................................................................................................... 12 04 POLYGON CULTURE CENTER [ACADEMIC PROJECT] .............................................................................................. 15 05 ATLANTIC MEMORIAL SPACE COMPETITION [ARCHITECTURE] ............................................................................. 17 06 REFLECT AND RESONATE COMPETITION [ARCHITECTURE] ................................................................................. 19 07 DAEGU GOSAN PUBLIC LIBRARY COMPETITION [ARCHITECTURE] ..................................................................... 21 08 RE:STACKED, THE RADCLIFFE INSTITUTE FOR ADVANCED STUDY [ARCHITECTURE] ........................................... 23 09 BARRAGAN’S DAYDREAM COMPETITION [ARCHITECTURE] ................................................................................. 24
I have developed powerful DESIGN TOOLS that enable me to realize my design work.
TOOLS : EXPERIMENTAL COMPUTATIONAL 01 ANT PLUG-IN FOR BUILDING ANIMATION [DEVELOPMENT]
................................................................................ 26
02 A PHENOMENON [UNCERTAIN SURFACE SERIES] ................................................................................................ 28 03 TIME-COLLER SURFACE [UNCERTAIN SERIES WORK] ............................................................................................ 29 04 PATTERN AND STRUCTURE [DESIGN COMPUTATION] ........................................................................................... 30 05 PIXEL-RAISED URBAN [DESIGN COMPUTATION] ..................................................................................................... 31 06 A PARAMETRIC GEOMETRY FORM [DESIGN COMPUTATION] ............................................................................... 32 07 SWARM TRAJECTORY [DESIGN COMPUTATION] .................................................................................................... 33 08 LAYERED MOVEMENT [DESIGN COMPUTATION] ................................................................................................... 33
Communicative VISUALIZATIONS enables me to communicate deisgn to others.
VISUALIZATION & EXHIBITION 01 KOREAN TRADITIONAL HOUSE [ARCHITECTURAL COLLAGE EXHIBITION]
......................................................... 35
02 PRIVATE EXHIBITION [ARCHITECTURAL EXHIBITION] ........................................................................................... 35 03 INVISIBLE DREAM [SHORT FILM] ............................................................................................................................. 36 04 TRANSITION [DIGITAL FILM EXHIBITION] ............................................................................................................... 36 05 HOMELESSNESS [EXHIBITION]
.............................................................................................................................. 37
06 NATIONAL MUSEUM of CONTEMPORARY ART KOREA at KIMUSA [EXHIBITION] .............................................. 37
Forward-thinking RESEARCH work informs my design process.
RESEARCH WORK 01 DIGITAL MEDIA PAVILION PILOT, URBANAID, UNIVERSITY OF TECHNOLOGY, SYDNEY, AUSTRALIA ............................ 39 02 POLYMEDIA PIXEL, URBANAID, UNIVERSITY OF TECHNOLOGY, SYDNEY, AUSTRALIA .................................................. 40 03 PARCUPINE, SENSEABLE CITY LAB, MASSACHUSETTS INSTITUTE OF TECHNOLOGY, USA ........................................ 41 04 CITY EYE SANTANDER, SENSEABLE CITY LAB, MASSACHUSETTS INSTITUTE OF TECHNOLOGY, USA ....................... 42
APPENDIX
ARCHITECTURAL DESIGN Role taken : independent project, and collaborative project (research, design, modeling, drawing, visualization)
1999
2000
2001
2002
2003
2004
2005 0
2006 0
2007
2008
2009
2010
2 2011
2012
2013
2014
OFFCES ON STREET, ACADEMIC WORK BARRAGAN’S DAYDREAM, COMPETITION RE:STACKED, COMPETITION GRADUATED PROJECT, ACADEMIC WORK DAEGU GOSAN PUBLIC LIBRARY, COMPETITION POLYGON CULTURE CENTER, COMPETITION, ACADEMIC WORK REFLECT AND RESONATE, COMPETITION
REVERSE EVOLUTION, COMPETITION ATLANTIC MEMORIAL SPACE, COMPETITION
01
01. STREET IN OFFICE / OFFICE ON THE STREET Data-driven design research, M.Arch program
Date : December, 2014 ~ 2015 Type : Academic work, STUDIO ONE, CED, UC BERKELEY Role taken : independent project (research, design, drawing ,modeling, visualization) Critic : Kyle Steinfeld, Sara Dean, Etienne Turpin http://www.njstudio.co.kr/main/project/2015_ThridPlaceOnPark/2015_ThridPlaceOnPark%20.html DESIGN PROCESS
ALIENATION In the late twentieth century, American suburbs became disassociated with their host cities, giving rise to a new urban form, socially, economically, and functionally, homogeneous regions isolated from one another, and that brought along with it a new social ill, “alienation”. Jane Jacobs diagnosed the cause of this ailment as the loss of the street as the locus of an active community life. An employee of Microsoft at Redmond campus has little use for the street as a social space, and treats it merely as a means of conveyance. Recent trends have seen this process reverse geographically while maintaining a similar socio-economic segregation. The Twitter employee, while both living and working in a functionally diverse city, insulates himself from the social space of the street, and may not come into contact with people from a diversity of socio-economic background.
street. Take for instance Rome, whom created a system of streets that to date have instilled a sense of history for those who navigate the old roads. On the street, we can interact not only with each other, but also by aggregating decision and creating history. In this context, Street become a depository of history. (3) Street as a social platform utilizes the street as a platform, as a stage for performance, a site for potential expression; social, cultural and political voices.
DATA On the urban level, data-driven design methodology is utilized for data analysis and visualization of activity at an urban scale. Data in this project is crucial because it shows patterns, and makes it possible both to perceive and understand the third emerging conditions about street in different angles of urban context. The integrated data-driven mythology with STREET Street in Office can be a novel solution to reconcile the GIS and Mechanical Turk can enrich the data sets and collect information about an urban environment, alienation between workers in an office and people revealing diverse interpretations of street’s potential on the street.. The Street in Office can revitalize the uses or problems. As a design agency, based on streets by designing the office environment through the data, I exploit particle and vector simulation to the following three points. understand special environment. This affects the site selections. In the architectural level, a module system, (1) Street as a social mixer; where the street is a as a design agency, is shaped by parametric rule changing place to interact with people. For example, based design to integrate a holistic design language take the streets of NYC, known for its rich and poor, from urban context to architectural scale. The system “Street as a social mixer” would claim for all people consist of three scales (small, middle, and lager scale) to use the street regardless of social status enabling people to encounter others who are unlike them. Thus, that can be populated on the basis of data from urban creating interaction and basic acceptance of those who or local levels. Design space exploration enables the agency to optimize and generate design with the data are different as means of constructing a civil society. as a form finding methodology, and energy analysis (2) Street as a depository; Street is a locale of history. and optimization that defines the detailing of the modules We have to live with the decisions of the past on the 02
Mapping Geospatial analysis of San Francisco Bay Area http://www.njstudio.co.kr/main/project/2015_StreetMappingSF/2015_StreetMappingSF.html Since 1769, San Francisco has been one of the most significant cities in the United State of America. During the Gold Rush period, it was the attractor for many people who were in the pursuit of new economic wealth. In addition the city of San Francisco had a significant role during the World War II. Now, as a global city, San Francisco generates new types of effects on the qualities of our economic and living conditions by supporting global companies such Information technology enterprise, such as Google, Twitter, Facebook and so on. Apart from its historical significance, nowadays, San Francisco stands as an important touristic attractor. Thus, San Francisco can be considered as a single active living organism that functions as an aggregation of people’s individual intelligence. Intelligence is addressed as an accumulation of experiences regarding places (secret spots), preferences (historical place to buy Ukulele in SF), interests etc. In this context, my interest lies in revealing the “third place” as a space that encourages people to share their individual intelligence and perception of the city. In order to reveal Experiment of node and path on 2D pattern
the third place, I consider the understanding of homeless people’s life important, since it differs substantially from the life of an average person. Homeless people utilize urban environment at the same time as their house, their workplace, their sleeping place etc. During my research on the homeless population in San Francisco, I recognized different types of homeless people, based on their way of living. Among those different types, I wish to focus on those who tend to form a daily routine, for instance, the ones that have developed particular skills based on their interest (musical instruments, crafting etc.), or the ones that belong to certain groups etc. I consider these groups not as deprived groups, but as memory of the city, because they have developed methods to take advantage of the urban environment in an intelligent way that is not easy to perceive otherwise. The before mentioned, motivates me to reveal and visualize space as a third place, as the place between home and workspace, where people can relax and share their interests. Experiment of node and path on 3D pattern
Node Emerging the pattern of node and path
Path
Emerging the pattern of node and path
Food, hygiene, medica, shelter for only homeless people
Park and Bench
Open space, park, mobile food for their resources
In order to research emerging pattern and analysis parametrically, I conducted two dimensional grid study, such as shorter path, longer path, vector field test based on attractors.
Three dimensional grid experiment can do based on stress line or the density of points or lines.
Reference: Figure 9.2 Frank Rossi’s Daily Path in Pasadena. Source:Adapted from Wolch and Rowe(1991, p.131)
Reference: Figure 9.2 Frank Rossi’s Daily Path in Pasadena. Source:Adapted from Wolch and Rowe(1991, p.131)
Malign Neglect, Homelessness in an American City, ( p.264) Jennifer Wolch and Michael Dear
Malign Neglect, Homelessness in an American City, ( p.264) Jennifer Wolch and Michael Dear 03
Geospatial analysis of San Francisco Bay Area
Wet land of San Francisco Bay Area
Urban area and land cover of San Francisco Bay Area
Population of San Francisco Bay Area
During my research, data can be considered as a tool for visualizing the patterns of similarity and difference network based on people’s interest. Data makes it possible both to perceive and understand the third data that control different perspectives in an indirect way. I believe that visualization, as an instrument for communicating ideas, can shift our way of thinking and behaving. For example, if the energy consumption of a house could be visualized as disproportionate to its size, people would be able to perceive their energy consumption based on the size of their houses. If their house shrinks, this means that the consumption of energy is too high. In the same context, visualization of trash tracing or sharing a taxi in NYC done by “SENSEable City Lab” can be considered as examples for raising people’s awareness. Data visualization can be considered as a positive motivation for people to rethink their living condition and urban environment and not as something that urges people to shift their way of thinking entirely. What if we visualize the human experience regarding urban condition in a tangible way? What if such individual small intelligence can be transformed into a swarm of aggregated intelligence in the urban context? Although there are tons of places where people can state and communicate their opinions and ideas in the virtual world, in reality, people tend to disregard the potentiality of space to operate as a collective platform of sharing interests, by repeating the same routine between home and workspace. So, what if I am able to reveal a space in the city, where people can participate in as a third place, that can also be considered as a gateway between the real and the virtual world? Termite taxonomies provide a good example for addressing collective intelligence. Termites’ individual intelligence is insignificant, but when populated, they construct 30-meter-diameter mounds. I wish to learn how to reveal possible third place’s pattern and how to generate collaborative urban intelligence, based on data visualization as the main research tool.
Visualization of the data about homeless people and gentrification of San Francisco, 2010 - 2014
HouseHold Income $200,000 or greater
Income $0-24,000
HomesValue $100,000 or or greater Home Value $100,000 or $149,999 $0-24,000
Owner Occupied Housing
Vacant Housing
Total Population
Unemployed Population Age 16+
04
Gentrification (2000,2012), San Francisco Bay Area
CS9H
(http://www-inst.eecs.berkeley.edu/~selfpace/cs9honline/P2b/)
Computer Science Division at UC Berkeley Background
In 1769 a wonderful hoax was concocted -- a mechanical robot called The Turk that could play chess at the level of a master toured Europe and fooled almost everyone...it even beat Napoleon in a game! What made it so wonderful was that it was constructed like a magician’s box to look like it was an actual nuts-and-bolts machine, but in fact hid a human master beneath the table. The deception and “fake engineering” was the work of brilliance. The hoax exploited one of the central tenets of Computer Science and Engineering: that the implementation details are hidden behind the user interface by a curtain of abstraction.
The Turkish Chess Player, 1783. Public Domain. http://www.njstudio.co.kr/main/project/2015_ MTurkStreetEvent/scatterplot/2015_MTurkStreetEvent. html
05
Vector field Simulation at Sue Bierman Park in San Francisco
Agent-based Simulation at Sue Bierman Park in San Francisco http://www.njstudio.co.kr/main/project/2015_AgentBasedSimulation/2015_AgentBasedSimulation.html
attraction: -1.0 explosion: -1.0
06
Experiment of design space of benches
Parametric cheess piece and design exploration Based on my concept about office on the street, I design two different strips on the street, the small scale is bench or chair, the big one creates a lamp, stair or space to work.
To experiment the different type of strip, I conducted design exploration, brutal ways and optimal ways.
0,1,1 1,1,1 0,0,1 1 : 1.618
1 : 1.618
1,1,0 1 : 1.618
Golden ratio design space between fatness, sharpness, and tallness
0,0,0
As one of the advantage of data-driven design and parametric design, it is possible to get diverse results with different combinations of parameters. When it come to generating fairy chess pieces, there would be two different design spaces, a brutal way or an optimal way. In the field trip in San Francisco, I and my partner designed a game to find the final destination of a place only based on the question of “How to get there”. And then, I made a graph below, based both on people’s response and our feeling. Finally, with the parameters from the graph, I created a parametric design space based on the change of curvatures of the graph. Bigger curvature means much stable, and small curvature means less stable.
1,0,0
crown : graph
Eleanna
Namju
Three dmentional design space of parametric bench
The design space by a brutal way
Design as methodology Data-driven design for me means that quantified data has meaningful relationship with other numerical or quantified data based on the logic that is defined by ultimate goal of design purpose. In this context, what does architects role is to set up the design environment or agency as a design platform for both how to parameterize data and relationships with the data. Thus, the fundamental question can hap-pen. 1 how to mine data because every data is subject and does not representative of real condition.
independent value any more, but because they are fully dependent values. In terms of technology as design, my understanding of the technology is methodology or medium not for defining design but for understanding or realizing the design to control or manage into its purpose. However, in case that the purpose is not one as tangible goal, but one as an experimental, automatic or optimized results, the technology itself would be considered as design agency for emerging and experimentaldriven results
2 how to interpret and understand the data because every data has initially its own purpose. Question as architecture 3 how to parameterize the data as numerically quantified data because the process would be apt to be fully subjective 4 how to devise numerical, mathematical, analytic relationship models between the data 5 how to visualize the interactions among data based on the parameterized platform above in order to control or experiment. 6. how to interpret and architecturalize the data-relation-driven emerging output During these process, an authorship is needed actively or inactively. To sustain the design process interactively, data or logic can be evaluated on the basis of design purpose not because the data and logic do not exist
what is role of street? how to reveal their place on the street? how to encourage people to show their interest in the their place? how to magnify the individual interest as an aggregated urban intelligence? what kind of reciprocal benefit can be exist between street and people? what kind of design agencies are needed?
07
Module as a system
CS9H
Development of Grasshopper Add-on and Experiment of different scale of benches In order to conduct experiments, I devleoped the grashopper add-ons as design agents
(http://www-inst.eecs.berkeley.edu/~selfpace/cs9honline/P1/) , Computer Science Division at UC Berkeley
A cellular automaton is an array of cells that switch on or off depending on whether other cells are on or off. Even simple rules for deciding when cells turn on or off can lead to complex and beautiful patterns. A rule can be described by a single number from 0 to 255 in the following manner: convert the rule number into a binary number with 8 bits, which we’ll call bit 7, bit 6, and so on down to bit 0, where bit 7 is the most significant bit and bit 0 is the least significant bit. If you take the three inputs as three bits of a binary number, you get a number k from 0 to 7, and bit k of the rule number gives you the output. An Example: Rule 30, For example, the number 30 is 00011110 in binary.
So, this is how you would interpret rule 30:
A strip in one dimensional way The first two steps of rule 30. The first 200 steps of rule 30.
To translate the number 30 into a rule, convert it to the 8-bit binary number 00011110. These 8 bits give the output for each of the 8 possible input conditions. These diagrams show 1 as a filled cell and 0 as an empty cell.
If we run rule 30 for a couple hundred timesteps, an irregular pattern emerges. This can be verified with an archival site of rule 30 at the Wolfram Atlas
A strip in two dimensional way
A strip in two dimensional way Experiment of entangled strips
A strip can be aggregated on the basis of street condition, such as bus stop, cross, café, tree and so on. Experiment of large scale of striped modules with given parametric street condition Mixed strips between small and large stips in Three dimensional way such as interlock or bend
Experiment of small scale of strips with given parametric street condition
Experiment of small and large scale of strip with given parametric street condition
08
Graph simulation of a site and streets as design agency
Main path and its field test
Simulation of graph
Differenct districts based on the field test
Evaluation of graph
Air Farms Lamp module
Stair module
A possible aggregation of different modules based on a street of a site condition from a grahp simulation
As one of design agency for this project, I harness a graph that contain nodes and paths. Through the graph, it is possible to collect numerical data from parametric experimental or simulation. For example, how many nodes or paths are overlap, visited, or the relationship between the node and its data of circled node or path.
data about how many overlapped points itself and vector information
data about numerical data of the nodes data about the area from overlapped nodes as spaces 09
BUILDING GENERATOR [BOARD GAME] Link : http://www.njstudio.co.kr/main/project/2015_ThridPlaceOnStreet/2015_ThridPlaceOnStreet.html As the ludic century or the Age of Play, the paradigm of way of thinking towards our life has been shifted. Interactive, responsive or reciprocal systems for fun create a different type of synergetic potential not only to percept our environment, but also develop better life beyond fun. The goal for this project called “Public and Private along The Street” is to create architectural mutual benefit in terms of occupying spaces. Different destinations along street, but common goal between two players (public side and private side) would create diverse types of solutions to allocate or share the spaces based on reciprocal design strategy. Basically, on the way to its own destination, the player can try to occupy opponent space in a cooperative way when they are confined by each other, or in an aggressive way to get the final destination early.
Experiment of large scale of striped modules with given parametric street condition
10
SATELLITE OFFICE
Conceptually, the satellite office project aims to provide people with diverse experience about street. Street mainly acts as pass way in urban, but it means more than just pedestrian. Basically, Individual Street has its own unique history, name, and activity based on the context around the street. Under the idea of “Office on the street”, this project try to develop and revitalize streets as an office where productive and creative energy is created. In addition, although the number of “Third Places” is on the rise nowadays, the physical limitation of the current places is still exist. To react this problems, a movable module system is be developed. The system is designed not only for the physical environment such as building, parking lot, road, or subway, where the module install, but also, for the historical or cultural assets. A modern office is not a place to support work, but to uphold human.
Seoul 11
Amsterdam
LOS ANGELES
12
Parasitic Urban Furniture [Fabrication] Team : Mustafa Ahmad, Namju Lee Instructors: Kyle Steinfeld, Simon Schleicher, Jonathan Bachrach, Luis Jaggy. Link : http://www.njstudio.co.kr/main/project/2015_STRIP-BASED_FABRICATION[RESEARCH]/2015_STRIP-BASED_FABRICATION%20[RESEARCH].html Instructables link : http://www.instructables.com/id/Parasitic-Urban-Furniture/ The goal of the project was to design urban furniture which could be easily attached to an existing infrastructure within an urban context. Our material of choice was steel, in order to take advantage of its flexible qualities and the urban infrastructure chosen, were the existing perforated unistruts (used as bus stop posts) to take advantage of their strong structure and perforated surface that allowed us to connect the furniture with ease. The process taken to develop the furniture was through a computational pipeline which began from a parametric model of the design that was fed into a computational compiler. The compiler aided us in the fabrication and assembly of the final product. The left images show an Geodesic referece points on the given Berekeley Pipe experiment to understand how Model multiple strips can be fabricated and assembled to develop curved forms. The following object you see is made of paper strips that have been scored and folded to allow maximum flexibility. Generating surfaces based on the geodesic curves on the surface
import rhinoscriptsyntax as rs import Rhino as r
A Parasitic Urban Furniture Compiler
Experimentation Strip-base chair
A parametric modeling and the compiler
The compiler for the parasitic urban furniture is divided into four steps. Pass A takes into account the geometric rationalization of the design. This means that it takes a given mesh or surface and converts it into an unrolled two dimensional representation. Pass B inputs joints, seams and tabs on to the two dimensional drawing for assembly and Pass C nests the drawings into a boundary for fabrication. Finally Pass D gives the instructions that aid in the assembly process.
pass A geometric rationalization
Motion capture process in order to generate mesh objects to simulation
pass B joints and seams
pass C layout automation
pass D instructions for assembly
Material test and fabrication process Exhibition and physical chair model
Software : 3ds max, iPiRecorder, iPiMocapStudio Hardware: Kinect
Motion capture by Microsoft Kinnect
strips = [] for i in range(len(breps)): unroll = rs.UnrollSurface(breps[i]) bbx = rs.BoundingBox(unroll) bbx_x1 = rs.coerce3dpoint(bbx[1])[0] bbx_x2 = rs.coerce3dpoint(bbx[1])[1] vec_x = (bbx_x1-bbx_x2)
Convert from geodesic surface to meshes
print vec_x move_vec = rs.AddPoint(0,vec_x+i*intv,0) rs.MoveObject(unroll, move_vec) strips.append(rs.JoinSurfaces(unroll)) a = strips offCurve = [] tabline1 = [] tabline2 = [] def curCloestPt(curve, pts): tval = [] for i in pts: tval.append(rs.CurveClosestPoint(curve, i)) return tval def croProduc(curve): vec1 = rs.VectorCreate(rs.CurveStartPoint(curve),rs.CurveEndPoint(curve)) vec2 = rs.VectorCreate(rs.CurveStartPoint(curve),[rs.CurveStartPoint(curve) [0],rs.CurveStartPoint(curve)[1], rs.CurveStartPoint(curve)[2]+1]) norVec = rs.VectorCrossProduct(vec1, vec2 /scaleTab)
Character setting in 3ds max
Unfolding the meshes
Kangaroo Simulation in Grasshopper Link
Generating mesh objects with a motion capture file
Digital mockup A
Digital mockup B 13
Double-layer Strip Chair Arch 259, Bending & folding structure Date : Spring 2015 Type : Academic work Role taken : simulation and digital mockup Collaboration : Mustafa Ahmad, Namju Lee, Wenzhe Peng, Mohammad Momenaba Critic : Prof. Simon Schleicher, Kyle Steinfeld Link : http://www.njstudio.co.kr/main/project/2015_BandingScape/2015_BandingScape[FABRICATION].html
Objective: Bend two parallel strips of sheet material into predetermined geometric shape. Bending strategy: Place connections between the two strips into specific arrangements (1 dimensional & 2 dimensional)
Digital mockup A
Digital mockup B
physical model of B 14
SKETCH ON THE STREET Environmental Sensing and Responsive Design,LA254 Date : Fall 2014 Type : Academic work Role taken : Visualization with Kinect and Arduino Collaboration : Mustafa Ahmad, Namju Lee, Mohammad Momenabadi, Eleanna Panagoulia Critic : Allison Lassiter, Louise Mozingo, Kyle Steinfeld
Conceptually, this project is to re-think the role of street. While this project could apply any street in urban environment where people pass through such as walls of building, landscape of cities, or open spaces. Particularly, through a bus stop, this project deals with how to encourage people to interact each other while waiting buses. Technically, This project consists of two parts, a game interface, and a visualization by players’ finger movements. People who wait for buses can play with other people, interacting each other not by Smart phone but physical actions. While participating the game, Kinect detects the trajectories of player’s fingers, and visualize a sketch of fingers. In addition, on the basis of the data from the Kinect, arduino controls lighting that is an other type of visualization in the bus stop.
Set up Diagram
Sensing a finger movement by Kinect V2, for input
Project Parts
Visualization data from Kinect and Arduino
lighting for the game interface 15
02. REVERSE EVOLUTION [AQUASCRAPER] Date : 2009 Type : architectural competition Role taken : independent project (research, design, drawing ,modeling, visualization) The earth under our feet is a living and evolving system that never stops changing and deforming. It is currently undergoing an interglacial epoch - a periodic phenomenon on the timescale of millions of years - and architecture must respond to the macro-scale cycles of atmospheric transformation. Reverse Evolution ties accumulated human history and culture into a a new responsive mode of habitation. Civilization will continue to expand beneath the ocean’s surface while maintaining its age-old urbanistic patterns that express ingrained human sociability.
Publication
2010
2100
2150
Step 01 : Nomadism
Problem
Step 02 : Cell
Step 03 : Neighborhood Unit
Step 04 : City State (increase in density)
Concept & algorism Diffusion-limited aggregation mineral deposition, snowflake growth, lightning paths) or living (corals) nature.
Research
2250 ...
Floating Formation
Diffusion is a random motion. Although the motion of individual particles is totally random with respect to the direction, it may happen that particles walk somewhat far relative to a starting point.
Horizon Path This Reverse Evolution, going back to interglacial epoch, will take gradual steps to be firmly developed: 1. Nomadism. In fundamental family units, we will be roaming about above the sunken land. 2. Cell. Separate units gathering up to meet each of their needs. 3. Neighborhood Unit. Many different cells start grouping for the reconstruction of a town based on diffusion-limited aggregation theory(DLA). Most of current metropolitan cities are on plains located closer to the seaside which usually are at the latitude of 50~31 degrees. Flowing from glacial age to interglacial epoch, with all the carbon dioxide we have put out on the air, the water level soon will go up, and after all, the uncontrollable heavy force will devour all the metropolitan cities. The current depth of ocean floor formed along the coastline is about 40-100 meters. As the interglacial epoch evolves continuously, the estimated potential maximum sea-level would rise up to 80.32 meters. (US Geological Survey).
Vertical Path
4. City State. Towns combined to correlate with one another will eventually be layering a well-defined cultural, technical and scientific city state under water rather than stacking up above being exposed to direct sunlight. ‘How can we accept and adapt to this natural principle?’ Based on this doubtful question, this project was yearningly planned to find the long lasting alternative for us to write new history.
16
Site Strategy First this structure would gather up and be prosperous on the surface water. Then, in the process of stretching out, the formation wtould be uniquely generated by current cities’ history, culture, identity, characteristics and parameters of each ethnic group.
SEOUL
NEWYORK
LONDON
BEIJING
ROME
TOKYO
Conceptual structure
Horizontal Path Electric Energy Farm Fish Farm Center of the Path Oxygen Farm
17
Circulation Unit Model
Simulation for Module
Air Farms
Garden for Oxygen
A garden group
Skin Motivation
Water pressure
Outer skin
Inner skin
Unit Module The motive was extracted from the bubbles. It is consisted with several transparent membranes gathered up, and though one membrane pops, it will still be protected by other standing membranes. Through its transparency, the light will be able to go through which will help itself to be well lighted. The unit modules would be combing as the membranes of bubbles reproduced by themselves when the air was blown inside of the bubbles. Module Detail Module itself can be divided into two big parts; soft outer body and hard inner body. Each of these bodies is formed with different body parts. Soft outer body is consisted of the materials that can resist against the temperature and ocean current which will eventually reduce the possibility of structures getting inundated. It also is made with the material that attracts the natural light from outside to be used as the energy source we can utilize. Hard inner body is designed to optimize the combination of module vs. module. In times of needs, the combination of modules will provide us with various living spaces.
18
19
03. COMPLEX MEDIA CENTER Date : 2006 Type : academic project Role taken : independent project (research, design, drawing modeling, visualization) CONCEPT DESCRIPTION GH-6460679384
GH-6460679384_01
HELSINKI GUGGENHEIM MUSEUM The museum is carefully integrated with the existing urban fabric and strengthens the identity of the vibrant cityscape of Helsinki. In order to create a timeless yet active cultural civic space, two core concepts are implemented: To question the privacy and enclosure of a typical museum by proposing a public park knotted around the exhibition space; and a building composition that withstands and takes advantage of the local climate conditions for an optimal sustainable approach.
Based on the rich cultural and geographical context of the site, the project strives to answer the following question throughout the design process: “How can the Helsinki Guggenheim Museum physically and symbolically expand its cultural presence beyond the boundary of the building itself towards the city and public realm?” In response to this key question this proposal initiates from a broader urban framework rather than from the museum configuration. The unique urban context of the site demands a set of calibrated responses to integrate both the waterfront and the cityscape. As part of the Eteläsatama (South Harbor) waterfront development and adjacent to the Olympia Terminal, the site acts as the urban node between a maritime, pedestrian and public transportation axis. Situated between the seaport and park, the proposed museum frames the views toward the major city landmarks and key public spaces. The project is carefully integrated with the existing urban fabric and strengthens the identity of the vibrant cityscape of Helsinki. In order to create a timeless yet active cultural civic space, two core concepts are implemented: To question the privacy and enclosure of a typical museum by proposing a public park knotted around the exhibition space; and a building composition that withstands and takes advantage of the local climate conditions for an optimal sustainable approach.
NE
N
NW
S
Based on the rich cultural and geographical context of the site, the project strives to answer the following question throughout the design process: “How can the Helsinki Guggenheim Museum physically and symbolically expand its cultural presence beyond the boundary of the building itself towards the city and public realm?” In response to this key question this proposal initiates from a broader urban framework rather than from the
The ascending public park is conveyed as a linear path spiraling around the exhibition gallery volumes, expanding and contracting to generate a rich set of interconnected semi exterior spaces. Its path initiates from the key locations of the main museum plaza and Tähtitornin vuori park, converge inside the museum, and spiral up to the rooftop terrace. This vertical green promenade will not only provide a glimpse into the galleries but also grant dramatic vistas towards the cityscape. As a result, the experience of art, culture, and the legacy of Guggenheim will expand beyond the confined interior space and into the public realm. The architectural composition stems from a prismatic geometry that integrates thermodynamic strategies. The building’s increased surface exposure to the south accomplished by rotating the main volume seeks to optimize solar radiation gain. Material selection was based on local products and strategies to reduce carbon footprint, minimize life cycle costs, and increase building mass inertia to reduce the energy consumption of heating. Multiple material layers function as thermal buffers between the predominantly cold outdoor weather and the highly calibrated temperatures of the exhibit spaces. The concrete core of the building containing the exhibition space is the most thermally stable. The park promenade that spirals up between the concrete boxes and the wooden building skin serves as the thermal buffer zone that maintains a temperature between the interior and exterior environment and reduces the rate of heat loss of the otherwise exposed core. The angle and the positioning of the wooden light shelves on the building envelope are defined by
museum configuration.
OCEAN TRANSPORTATION
WATERFRONT NETWORK
URBAN NETWORK
SITE ACCESS
01 MAIN ACCESS AND PLAZA
02 RETHINK MASS TO ENHANCE VIEWS
03 MASS DIVISION TO CONNECT THE CITY AND HARBOUR
04 OPTIMAL ROTATION FOR MAXIMUM RADIATION
05 ROOF PITCH FOR SNOW AND ROOFTOP TERRACE
06 CONNECTION WITH GREEN ZONES
BICYCLE PEDESTRIAN VEHICLE WATER TRANSPORT VISTA
SITE CIRCULATION AND VIEWS
20
PRESS SUMMARY
GH-6460679384
Based on the rich cultural and geographical context of the site, the project strives to answer the following question throughout the design process: “How can the Helsinki Guggenheim Museum physically and symbolically expand its cultural presence beyond the boundary of the building itself towards the city and public realm?” In response to this key question this proposal initiates from a broader urban framework rather than from the museum configuration. Situated between the seaport and park, the proposed museum frames the views toward the major city landmarks and key public spaces. The project is carefully integrated with the existing urban fabric and strengthens the identity of the vibrant cityscape of Helsinki. In order to create a timeless yet active cultural civic space, two core concepts are implemented: To question the privacy and enclosure of a typical museum by proposing a public park knotted around the exhibition space; and a building composition that withstands and takes advantage of the local climate conditions for an optimal sustainable approach.
21
03. COMPLEX MEDIA CENTER
Concept : a flow of vector : Intended flow by interruption: “!!!“ VS “???“
Date : 2006 Type : academic project Role taken : independent project (research, design, drawing modeling, visualization)
How can a media centre become a media object in and of itself? The building identifies nearby objects such as humans and vehicles as formally generative agents. The facade integrates and reacts to their complex movements. The concept deals with two main types of movement in urban scale. Comparably, fast and slow continuity can exist, and they have their own contrasting characteristics such as levels of approaches, recognitions, or interactions. Thus, cells representing spaces can be modified or created by their own immediate approaching level.
Site and conceptual idea
!! Emiter
!!
nd / Seco
city
Velo
??
??
Force
!!
??
Reflecter
Interruption of Continuity : 6CM Velocity
By By By Outer Path Inner Path Inner Path 2 dimension 3 dimension
Grids of Fast and Slow Continuity
age on Aver
CM
: 60
cond / Se
on
age Aver
Smallest Gird by a slow continuity Blend Grid biggest Gird by a fast continuity
Fast Intersection Grids of Fast Continuity
??
Slow Intersection
Grids of Slow Continuity
Grids of Slow Continuity A Black Box could become a box which contains our life including culture, habit, instinct and thought.
The things in the box are distracted from its property and character of the site.
Interruption of Fast Continuity
Interruption of Slow Continuity
Grids of Fast Continuity
Each Extracted Grid
22
South Elevation
The Opning can be exposed and interacted with Fast Continuity such as cars on the road.
North Elevation
The Opning can be exposed and interacted with Fast Continuity such as cars on the road
Eest Elevation
Program diagram
West Elevation
Section A
Opning The Opening Interacted with Slow Continuity
Opning
Section B
The Opning can be exposed and interacted with Fast Continuity such as cars on the road Section B Section A
The Opning can be exposed and interacted with Slow Continuity such as people on the road
23
Inside
METER
1 Plan
Pespective
METER
3 Plan Back
Top METER
6 Plan
Inside
24
04. POLYGON CULTURE CENTER Date : 2005 Type : academic project Role taken : independent project (research, design, drawing, modeling, visualization) The project dealt with three different generations in our societies: older, adult, young people. To accommodate the differences on the society level, I researched the characteristics of each generation resulting in what they share or what they contrast. The characteristics were reflected in terms of spaces.
*Top View
Time’s Projection
Time
Imagination , Prediction
Imagination , Prediction Network, Integration , abolition
*Perspective View
Elder
Youth
Ƥ ǡ Dynamic, Spontaneity
A generation A generation
Adult
Site
A Intersection made by vector of generations
Connecting Bridge
Disparity, Exclusion , tradition Heterogeneity
Cultural accumulation As time goes by
A axis of Each Generation
Concept image
A generation
A generation
Past
Communication between generations A generation
A generation
A generation
Balance between generations
*Vertical Array
* horizontal Array
*Closs Array
*Closs Array
*Connectable array
*Rotated Array
*Rotated Array
Stack of generations
*Stack Mass
*Stack
* Regular Stack
* Irregular Stack
*Rotated Stack
*Rotated Stack
*Rotated & Scaled Stack
*Rotated & Scaled Stack
25
26
05. ATLANTIC MEMORIAL SPACE COMPETITION Date : 2010 Type : architectural competition Collaboration : DK DESIGN STUDIO at Sejong University Role taken : designer (research, design, modeling, visualization) Design Concept The trajectory walls rise up and guide people to the remains of Holocaust. The walls are made out of concrete and laid out in slightly different directions so that people can frame their own view to the sea. The frame-the walls is designed to make people feel tragic contexts of Holocaust by showing the expression of Holocaust memory inscribed on the wall as a texture of the concrete. Wall textures are composited from the bullet holes of the shooting wall, fingernail scratches extracted from the gas chamber, the identification number tattoo on victim’s arms and their actual names. Those are all representing the tragic memory of the Mascre. People will step in to touch the wall and, standing inside the narrow gap between walls, feel like the victims who, on their piled-up bed of a concentration camp, eagerly wanted to have freedom of which image overlaps with the view of a sea through the walls.
Shakeup from Rotating
Expropriation
Site
Released freedom
Content
Mass Develop & Site
Liberty(Sea) Real world
Direction by Axis
Frame their view to the sea
Approach to the sea
Embracing Pedestrian Access
Recieving City Axis
Chaos of Holocaust 27
Axonometric Diagram
Main perspective
Memorial Wall
Glass
Exhibition Space
CONCENTRATION OF HOLOCAUST SKIN - METAPHORS OF A JEWISH MASSACRE
Pedestrian Route
Program Concrete Wall
Bullet Holes
Fingernail Scratches
Victim’s name
Number Tattoo
Bench for Rest Hanging Exhibition Underground Exhibition
Beach Approach
Entering Into the Space
Free Pedestrian Route
Sea View
Working along Memorial Wall
Point of View 28
06. REFLECT AND RESONATE Date : 2012 Type : architectural competition Collaboration : Keojin Jin, Kunkook Bae, Daekwon Park, and Inhwa Park Role taken : designer (research, design, modeling, visualization) The proposed memorial focuses on creating a metaphorical linkage between the past and the current everyday lives of downtown Manhattan. By providing various visual perceptions and multiple sequential experiences, the memorial will become a place where the public can contemplate upon the tragic incident that has taken place a century ago.
Distribution logic and concept Focus
Flow
The names of all victims in the tragedy
Circulation Concept
The extruded names are made of copper and the reflective memorial surfaces are made of mirror finished stainless steel. Both materials are durable, recyclable and easily maintained.
Intersection
Conceptual Sketch
Shadow study 10:00 AM
12:00 AM
02:00 PM
04:00 PM
06:00 PM
29
The names of the 146 victims are extruded vertically and placed in front of the façades. These objects visually manifest themselves in four distinctive ways, based on where they are observed. From the eye-level, each object is viewed as an abstract pattern of vertical lines. From a distance, the overall arrangement of these elements flow along the two facades, creating relationships with the surrounding public spaces. From the neighboring building’s windows, the names of the victims appear explicitly due to the tapered upper edge of each object. Finally, from the sidewalk along the Brown Building, the reflections of the names emerge from the mirrored surface that is located along the base of the building. The reflective surface is slightly tilted towards the viewer, in order to provide juxtaposed scenery of the names, the skewed view of the building, and the sky beyond. Visitors can bring flowers and place it in the holes provided on the upper part of the reflective surface to express their respect and remembrance. The two elements, upper extruded letters of names and lower reflective surface can be gently illuminated at night.
Left Elevation
From the eye-level, each object is viewed as an abstract pattern of vertical lines. From a distance, the overall arrangement of these elements flow along the two facades, creating relationships with the surrounding public spaces.
Right Elevation
30
07. DAEGU GOSAN PUBLIC LIBRARY Date : 2012 Type : architectural competition Collaboration : meta-territory_studio, Byungsik So, Jaegeun Lim, Haeyuen Park and Jungmin Kim Role taken : designer (research, design, modeling, visualization)
+01 Cut
Gosan-dong, as a modern neighborhood, is the consequence of a recent rapid urban development. Similar to other “new town” developments in Korea and throughout Asia, it too, has the inherent discontinuity of the sense of community and loci between the past and the present. Our proposal attempts to mitigate this by creating a community library that respect the present context and usage of the site as well as setting a concrete foundation for the future development of the neighborhood. The current site was developed as a community park and children’s playground. +02 Fold
Perspective
+03 Extend
+04 Connec ct
Sound, wind, and sun
31
32
08. RE:STACKED, THE RADCLIFFE INSTITUTE FOR ADVANCED STUDY AT HARVARD UNVERSITY
B
Date : 2012 Type : architectural competition Collaboration : Aurgho Jyoti, Matan Mayer, Daekwon Park Role taken : designer (research, design, modeling, visualization) ‘re::STACKed’ is a proposal for a manufactured landscape from recycled materials, creating an environment which is occupiable and responsive. It situates itself between the industrial and the playful. As a fundamental approach,‘re::STACKed’ acknowledges the integral relationship between the installation site and the overall Radcliff Institute site. Radcliff Yard is defined by a ring of buildings (solid) and the space between them (voids) that surrounds the perimeter of the yard. Although the existing empty installation lot acts as a void in this context, this relationship can either be maintained or converted depending on the nature of the installation. From this recognition, the pavilion transforms the site into a solid (object) in order to further enhance the boundary condition of the Radcliff Yard. The geometric logic of re::STACKed is derived from the immediate viccinity of the site, strategically addressing it’s multi-directional nature and its relationship with the yard. Visual corridors, axial intersections, circles of impact that influence the overall form of the installation were generated using the center point of the Radcliff Yard as well as critical viewpoints from the adjacent roads.
site
A-B
A
pavilion
Post-tension cable, lock and cap
Salvaged steel pipe
12”
12”
site plan
AUDIO: sound/noise
TACTILE: proximity sensing
VISUAL: dynamic led light
Sound Data Visualization
Tricolor LED
33
09. BARRAGAN’S DAYDREAM Date : 2012 Type : architectural competition Collaboration : Takehiko Nagakura (director / MIT), Juhuong Park, Woongki Sung Role taken : designer (design, modeling, visualization)
Navigating the un-built world in the built world This project aims to propose the pavilion of Archivo, an art gallery in Mexico. The unbuilt-city of Baraggan, by one of the greatest architects, was constructed in a virtual world, and visitors can navigate the entire city with hand-held devices. The physical form of the pavilion and fabrics of the garden are shaped after the 1:25 scale model of Barragan’s original proposal for Lomas Verdes, and they serve as benches, kiosks and homage to the great architect. By embedding a digital layer into the physical world, this architectural space allows visitors to actively establish their own design experiences in a participatory manner.
Navigating with tablets and AR markers Visitors to Archivo’s garden are provided with a tablet computer installed with augmented reality software is installed. By pointing the table’s camera to one of many AR markers that are installed in the garden, the video image of the unbuilt city is seen amended with synthetic illustrations of incomplete portions of the city. 34
TOOLS : EXPERIMENTAL COMPUTATION Role taken : independent project (research, design, modeling, scripting, visualization, development)
1999
2000
2001
2002
2003
2004
2005
2006
2007
2008
2009
2010
2011
2012
2013
2014
ANT PLUG-IN FOR BUILDING ANIMATION, PLUG-IN DEVELOPMENT LAYERED MOVEMENT, DESIGN COMPUTATION SWARM TRAJECTORY, DESIGN COMPUTATION TIME-COLLER SURFACE, DESIGN COMPUTATION PIXEL-RAISED URBAN, DESIGN COMPUTATION PARAMETRIC GEOMETRY, DESIGN COMPUTATION
PATTERN AND STRUCTURE, DESIGN COMPUTATION
35
01. ARCHITECTURE COMPILER AN ADD ON FOR GRASSHOPPER FOR FABRICATION Date : 2014 ~ present Type : independent project Role taken : independent project (director and developer) Website : http://njstudio.co.kr/main/project/2013_Ants[Development]/2013_Ants[Development].html
PASS A Triangulation Geometry Boolean
PASS A Triangulation Mesh
Geometry
Upper mesh
Offset space
Lower mesh Original mesh
Both Side
brep = Rhino.Geometry.Brep.CreateFromCornerPoints(faceVer[0],faceVer[1],faceVer[2], 0.1) triMesh.Append(Rhino.Geometry.Mesh.CreateFromBrep(brep)[0])
The initial input at pass A requires a Brep or surface which will be modeled based on curve profiles to develop a single form. The geometry is broken into individual Brep strips as output. Pass B will analyse the formation of the strips with one another and develop tabs in the form of curves which will be used to join the individual strips together. Pass C analyses the geometry and develops the nesting for the strips by unrolling and labeling for final fabrication.
PASS A Geometry Converter Brep
Brep
Mesh
Mesh
Offset space
Boolean
Space: 1.0 Brep
Geometry
Geometry
Subdivision space
triMesh.Append(Rhino.Geometry.Mesh.CreateFromBrep(brep)[0])
PASS A Unfold
PASS A Brep Subdivision to Mesh Brep
brep = Rhino.Geometry.Brep.CreateFromCornerPoints(faceVer[0],faceVer[1],faceVer[3], 0.1)
Space: 0.4
PASS A Flip direction Brep Brep
Geometry
Mesh
Boolean
V Direction
U Direction
Mesh
36
PASS B Tab and hole
PASS A Contour Brep Line Offset Distance
Example of the compiler
Brep
Curve Joined Curve
Origin Point
Joined Curve
Tab offset size Hole or no hole
Curve
Breps
Hole size
PASS C Layout Breps
Data
Origin Point Scale
Curve
Height size Brep
Width size
Bounding B di b box off a tabed b d strip i
R Rearranging i b bounding di b boxes ffor calculation
S Staking ki b bounding di b boxes iin order
Populating of strips on each bounding box on the sheet
PASS C Layout Breps
PASS C Template Curve
CED
Curve
Template
Curve
The curves for cutting
Layer
Template Boolean
Brep
Curves for laser cutter
PASS C Bake for cutting Geo
The curves for engraving
37
02. ANT : 3ds max PLUG-IN FOR BUILDING ANIMATION
Work flow, alpha version 0.5.1
Date : 2010 ~ present Type : independent project Role taken : independent project (director and developer) Website : http://njstudio.co.kr/main/project/2013_Ants[Development]/2013_Ants[Development].html
First step
ANT for building animations is a scripted plugin for Animation in architectural, urban, Landscape, or other types of visualization in 3d studio max. By one or two clicks, you can make your 3D models beautiful animations. Despite of the simple process, the powerful options in the advance settings allow you to create diverse type of animations.
Second step
SUB-DIVISION
>>>
Third step
SELECTION
ORDER
>>>
Fourth step
>>>
ANT ENGINE
Fifth step
>>>
PREVIEW
DETACH
CURRENT SEL
X,Y,Z
TIME PARAMETER
FORMAT
CRACKING
RANDOM
RANDOM
ANIMATION PARAMET
QUALITY
...
LAYER
LINK
EXTRA PARAMETERS
...
LINE
EXTRA PARAMETERS
REF FILE
...
Interfaces
About ANT plug-in
On-line support and help
...
...
The concpet of Key Base animation
...
With timeline, each parameter of objects can be aanimated ated o e bas so de g seque ce on tthe basis of o ordering sequence
Maxscript
Sub-division and detach
e
imelin
>>> T
>>> >>>>
>>
Avanced option panel
Auto animation button Animation ordering key
Advanced option panel
>>>>
>> Transparency Animation
e
quenc
ing se
rder >>> O
>> Movement Z axis
Object selection
Animation example
>> Rotation Animation
Animation preview
The concept of Node Base animation With events, animation for each parameter of objects can be triggered if the conditions of event are satisfied
Event Trigger
Object B Obje
Triggering assigned Animation
Object C Obje Node-base Animation Advanced option panel
Object A
Triggering assigned Animation
Objectt D
38
Advanced option panel
Quick Rendering panel
Selection Set panel
Object Sub-division panel
Animation Ordering panel
39
03. A PHENOMENON, UNCERTAIN SURFACE Date : 2009 Type : experimental project for uncertain surface series Role taken : independent project (research, design, visualization)
Uncertain Surface is a series of experimental simulations of physical forces and the resulting material phenomena. Each is directed by a specific external force condition and explores the passive surface and mass that it might generate. Mass/surface sequences tangibly depict the temporal evolution of an intangible force proposition.
Mixture
Forces
Viscosity
Resistance
Phenomena : Viscosity
Phenomena : Proliferation & Path
Keyword Density + Viscosity + Opening + Surface
Keyword Proliferation + Path + Trajectory + Surface Rapidly prototype of phenomena
Phenomena : Natural Forces(Wind, Gravity, Resistance) Keyword Rotation + Wind + Gravity + Resistance + Friction Rapid prototype of phenomena
Rapidly prototype of phenomena
40
04. TIME-COLLER SURFACE Date : 2009 Type : experimental project for uncertain surface series Role taken : independent project (research, design, visualization) Time-Coller is guided by its constituent words: ‘time’ and ‘collage.’ Every visible object or intangible concept, such as ‘hard’, ‘soft’, ‘rotation’; ‘condense’ and so on, could be varied over time. This series of work focuses on a surface or a space by a trajectory or metamorphosis of an object. Ranging from a movement to an artificial situation through simulation, this experimental field provides me with a playground for different surfaces or spaces. this generative and experimental framework offers potentially infinite spatial permutations Movement Image
Tension Surface
Falling Surface
Annual-Ring Surface
Motion Surface
41
04. PATTERN AND STRUCTURE Date : 2007 Type : experimental project for architectural patterns Role taken : independent project (research, design, visualization) Instrumentalizing new means of designing very complex surfaces in virtual space, Pattern and Structure explores the growing intersection of virtual and physical space. Specific applications have been tested for paneling, structure, or fabrication. A flow web of deisgn process that I utilized
Subdivision Form
Modify
Polygons Transform NURBS Surface
Compound Morphosis Form Script & Code
Agents
Procedure Parametric Process Loops Arrray Simulation Animation Form
Experiments
Clusters Flows
Dynamic Form
42
05. PIXEL-RAISED URBAN Date : 2008 Type : experimental project in urban context Role taken : independent project (research, design, visualization)
Mapping and modelling urban growth
Pixel-Raised Urban Space generates a new urban morphology from the existing city fabric. Form is scripted by the color value of pixels in a photographic representation of the city.
RGB + RGB
RGB RGB
RGB X RGB
RGB Hard Mix
RGB Color Burn
RGB Linear Burn
Pixelize
50 x 20 pixel
Pixel Cube
Color Division
Random Movement
Extruded Road 43
06 PARAMETRIC GEOMETRY Date : 2007 Type : experimental project for parametric process Role taken : independent project (research, design, visualization) This model expresses the concept of parametric design processes for a Seminar at the Seoul National University of Science and Technology, Sejong University, and Hanbat University, in Korea. To point out key factors in the parametric process, this project underlined the logics and parameters, and demonstrated how to interact these factors visually. Accumulated layers
Visualization of the Logic
Array of Parameters
Script Box lengthsegs:1 widthsegs:1 heightsegs:10 length:50000 width:60000 height:300000 mapcoords:on pos:[0,0,0] isSelected:on modPanel.addModToSelection (Twist ()) ui:on $.modifiers[#Twist].angle = 180 modPanel.addModToSelection (Taper ()) ui:on $.modifiers[#Taper].amount = -0.5 maxOps.cloneNodes $ cloneType:#copy newNodes:&nnl select nnl modPanel.addModToSelection (Lattice ()) ui:on $.modifiers[#Lattice].Strut_Radius = 1000 select $Box01 actionMan.executeAction 0 “50048” -- Tools: Material Editor Toggle $.material = meditMaterials[1] meditMaterials[1].opacity = 50 meditMaterials[1].specularLevel = 24 meditMaterials[1].glossiness = 38
Basic Transform of layers The procedure of experiments
Parameters of types
Simulation of random values
44
07. SWARM TRAJECTORY
08. LAYERED MOVEMENT
Date : 2009 Type : experimental project for parametric process Role taken : independent project (research, design, visualization)
Date : 2009 Type : experimental project for parametric process Role taken : independent project (design, visualization)
Motivation: Trajectory Image https://www.flickr.com/photos/chris10eyck/3782626033/
Motivation: Layered Landscapes by Nobuhiro Nakanishi Layered Movement [Data Visualization] Movement Series work NTSC D1 720 x 486 45 Second 2 Months
Swarm Trajectory 23 Second 3 Weeks The simulated motion work conducted by a school or is able to present complex and beautiful lines which can provide structure and space. This work is for a possible uncommon shape and line-motion, and for the diverse possible space and structure in architecture and visual work.
Swarm/Convoy Pattern Mining Function
Movement of spheres made by logic can be spherical clouds resulting in a moving space which possesses diverse paths. By scaling, the space is very potentialities-based on sequences over time.
45
VISUALIZATION & EXHIBITION Role taken : independent project, and a director (design, modeling, visualization, post-production, Virtual Reality with iPad)
1999
2000
2001
2002
2003
2004
2005
2006
2007
2008
2009
2010
2011
2012
2013
2014
HOMELESSNESS, EXHIBITION KOREAN TRADITIONAL HOUSE, ARCHITECTURAL COLLAGE EXHIBITION
TRANSITION, DIGITAL FILM EXHIBITION INVISIBLE DREAM, SHORT FILM WORK FIRST PRIVATE EXHIBITION AT MINI WALL & WINDOW
NATIONAL MUSEUM OF CONTEMPORARY ART KOREA at KIMUSA
46
01. KOREAN TRADITIONAL HOUSE, ARCHITECTURAL COLLAGE
02. FIRST PRIVATE EXHIBITION AT MINI WALL & WINDOW
Date : 2010 Type : architectural exhibition Role taken : independent project (design, visualization)
Date : 2009 Type : architectural exhibition Role taken : independent project (design, visualization)
This is a visualization work submitted to an architectural exhibition, which was inspired by a traditional Korean building. By digitally reconstructing the building process and overlapping it to the actual context, this work suggests reminders to visitors regarding laborious construction endeavors, beyond the state where they passively appreciate architectural externals.
After the eVole skyscraper competition 2010, I compiled the competition materials in order to explain it to ordinary people. The exhibition consisted of graphics and movies, and it was displayed for two weeks in two spaces; in a Mini Window where graphics were exhibited; and in a Mini Wall where a movie was exhibited.
47
03. INVISIBLE DREAM, SHORT FILM WORK
04. TRANSITION, DIGITAL FILM EXHIBITION
Date : 2009 Type : film Role taken : director (back ground design, visualization, post- production)
Date : 2009 Type : graphic and video exhibition Role taken : independent project (design, visualization)
An intentional space [Perception Series Work]
Invisible Dream is a short film. In this project, I worked as a background design director and my goal was to design virtual scenes for recording film with actors. The virtual world is derived from the actor’s mind and experiences. Thus, I tried to reflect the actor’s subconscious in order to design a city including buildings.
Content: An experiment on how to perceive the interaction between a light and a surface In fact, of the five senses including sight, hearing, touch, smell, and taste, humans are able to perceive a space and a surface depending mostly on the sight. In other words, these spaces and surfaces I made for this exhibition could be expressed or materialized by light. Surfaces created by the light are stored as information into our brain consecutively, and based on that assumption; an afterimage phenomenon on our brain could generate space having time lines. Final film sequences [Virtual Stage]
Picture
Motion tracking
Sequence of Movie Clip
Sequence of Movie Clip
Interviews
48
05. HOMELESSNESS, EXHIBITION
06. NATIONAL MUSEUM OF CONTEMPORARY ART KOREA at KIMUSA
Date : 2011 Type : architectural exhibition Role taken : designer (design, visualization(Virtual Reality with iPad))
Date : 2008 Type : video exhibition Collaboration : Moon, Kyung Won Role taken : director (design, Modeling, visualization)
TEAM MEMBERS Nathalie Santamaria, MArch, University of Technology, Sydney. Affordable housing Ben Coorey, Lecturer at UTS, School of Architecture. Parametric Design Namju Lee, Founder of NJ Design Lab, Media, Visualization, and Architecture Dr Michael Coffey, Chief Executive Officer, YFoundations. Public Policy Dr Andrew Burrow, Executive Director at RMIT’s SIAL - DRI brokered mentor This project aims to improve existing crisis accommodation by meeting end user needs more effectively. To this end, it makes unique use of parametric design tools and Panorama VR software with the target users – homeless youth. Included in the interactive research process. Parametric software is used as a tool to generate a hybrid model that can be adjusted as required for difference programs or housing needs. Introducing Panorama VR as an engine for communication and true codesign enhances the design process.
Book
Picture
During the colonization era of Korea, this building was the location for the active persecution of people, hence, the building was actually feared by the population in that period. However, later, this building was converted into a museum. The concept of our work is represented as something that is very light and an underground layer through a film. Concept Rendering : the remain of power under the persecution in Korea history Elements of Power of Japan Government under he persecution
Final Film Sequences
Picture
Book
The use of interactive visualization tools involving homeless youth in their own housing design also produces a sense of ownership, integrated and collaborative design.
49
RESEARCH WORK Role taken : research fellow, visualization specialist, and senior research assistant (research, design, fabrication, data visualization)
MIT SENSEable City LAB
DK LAB
1999
2000
2001
2002
2003
2004
2005
2006
2007
2008
2009
2010
UrbanAID LAB
2011 1
2012
2 2013
2014
CITY EYE SANTANDER, RESEARCH PROJECT, MIT PARCUPINE, RESEARCH PROJECT, MIT
POLYMEDIA PIXEL, RESEARCH PROJECT, UTS DIGITAL MEDIA PAVILION PILOT, RESEARCH PROJECT, UTS
50
01. DIGITAL MEDIA PAVILION PILOT URBANAID LAB, UNIVERSITY OF TECHNOLOGY, SYDNEY, AUSTRALIA Date : 2012 Type : research work at University of Technology, Sydney Directors : Prof. Tom Baker Role taken : senior research assistant (design, fabrication, visualization)
The proposals for a vibrant and highly visual ‘Urban Digital Media’ pavilion, located right at the heart of UTS in the foyer of our tower. Why a pilot pavilion? The proposal is a development of the Urban Digital Media (UDM) strategic plan. It offers a pilot project which can subsequently be developed and rolled out for other aspects of the campus - initially and specifically for the digital spaces of the Broadway building. The earlier UDM plan argued for the University to take the lead in pushing a digital campus, an idea which has yet to be embraced seriously by Universities around the world.
Physical model
Fabricated chair
Testing various lighting options with semitransparent surface
Assembled prototype structure in UTS Building 1 lobby.
51
02. POLYMEDIA PIXEL URBANAID LAB, UNIVERSITY OF TECHNOLOGY, SYDNEY, AUSTRALIA Date : 2012 Type : research work at University of Technology, Sydney Directors : Dr Hank Haeusler Role taken : senior research assistant (design, fabrication, visualization)
The Polymedia Pixel investigates the potential for computer-augmented architectural materials, to catalyse responsive and interactive communication between buildings in a precinct that relates to resource utilisation information. The principle aim is to allow buildings to collect, analyse and exchange information. The research in four stages intend to: provide evidence; develop the Polymedia Pixel as a computer-augmented architectural material; deploy and evaluate the Polymedia Pixel in an architectural context; and design and curate building information content. Using a systematic prototyping and evaluation approach, the research will provide findings and applications for improved information exchange between buildings that potentially optimise resource utilisation. Modeling for Polymedia Pixel Generation 2th
Dr, Hank Haeusler’s Presentation
52
03. PARCUPINE SENSEABLE CITY LAB, MASSACHUSETTS INSTITUTE OF TECHNOLOGY, USA Date : 2012 Directors : Carlo Ratti, Assaf Biderman Research: Eric Baczuk, David Lee Type : research work at MIT Role taken : research fellow & visualization specialist (research, design, visualization)
The average American spends 50 hours looking for parking each year.
It uses cloud computing and location-based technologies to make a smarter system. A network connected system that knows where open spots are in real-time
Parcupine investigates how mobile technology can transform parking in cities. It aims to turn over parking space to local users in a flexible, equitable way. It uses mobile phones to locate, pay for, and manage parking spaces. Drivers can see the price and availability of these spots, in real-time, from anywhere. Smart Cities By reducing time spent searching and paying for parking, drivers benefit while also reducing energy use, air pollution, and traffic congestion in the city. We can do this without need for new street meters or embedded car sensors, relying on digital traces and crowd sourced information to monitor spot availability. This saves the public on maintenance, collection, and enforcement costs.
Interface and working system in iPhone
Parking Sensors
53
04. CITY EYE SANTANDER SENSEABLE CITY LAB, MASSACHUSETTS INSTITUTE OF TECHNOLOGY, USA Date : 2012 ~ present Directors : Carlo Ratti, Assaf Biderman Researcher: Dietmar Offenhuber, David Lee Type : research work at MIT Role taken : research fellow & visualization specialist (research, design, visualization)
Human activity could be represented through rich and high-volume live data-sets such as mobile communication data, urban energy use, or financial transactions. We think that the platform should at least one such live data set, along with the environmental sensor data, crowdsourced data and service specific parameters (KPIs). Coupled with the data from environmental sensors, the multi-faceted view on urban activity will make it possible to predict the need for urban services for a specific place at any given moment. We offer our help in finding and evaluating potential additional data sources in constant and direct exchange with ferrovial. With these data-sources and our design and development of appropriate visualization tools, we are confident that this project will present a new, more flexible and more ecient way how cities can be managed in the future in collaboration with citizens, mediated through real time information.
54
APPENDIX Date : 2004 ~ present Directors : project leader, author, and contributor
Across 10 years, under NJSTUDIO, I dealt with more than 200 visualization projects of various scales, as well as publishing books and participating in various lecture series, article contributions, and on-line based companies. MAJOR ANIMATION & MOTION GRAPHIC PROJECTS
MAJOR BOOKS
MAJOR ARTICLE CONTRIBUTIONS
ARCHITECTUREAL PRESENTATION Potential applications of SMPS [Research Work] Type : 3D Simulation & film Client : Thsis by Daekwon Park, Harvard University, GSD Duration : Total 3 : 33 Second Role : Modelling, Animation, Rendering
Animation & Simulation for Architectrual presentation
ARCHITECTUREAL ANIMATION Presentation [Commercial Work] Type : Full 3D Simulation Client : DAWWOO E&C Duration : 3 : 50 Second Role : Modelling, Animation, Rendering as a director
Digital Design Studio Material
eVolo Limited Edition Book Contributor
ON-LINE BASED COMPANIES NJ STUDIO (DESIGN LAB) 2004 ~ Present Founder & Director
Author 2008 DigitalBooks 512 Pages
2011 eVolo magazine New York, NY, USA One Chapter 562 ~ 565 page
122-12-15015, Korea
DAAC II [Design of ArchitectureAided Computation 2]
3D STUDIO (Visualization Company) 2011 ~ Present Co-founder & Director
Author
www.njstudio.co.kr
Contributor 2010 Sejong University 52 Pages
64 145 285 767, Australia 2005 Koomin University Simulation Parts 2 Months, Two chapters
www.3dstudio.info
VISUALIZATION ECO-AIR FARMING TOWER Type : Full 3D Simulation Duration : 3 : 50 Second Role : Modelling, Animation, Rendering as a director
Digital Design Studio Material
2010 Sejong University 62 Pages
2006 3D Artisan Animation Part One Chapter 58 ~ 65 page
MOTION GRAPHIC AutoDesk Openning Demo Movie [Commercial Work] Type : Full 3D Simulation Size : NTSC D1 720 x 486 Duration : 30 Second Role : Modelling, Animation, Rendering as a director Time Period : 2 weeks
Digital Design Studio Material
Magazine ‘Architecture Culture’ Seoul, Korea
Author
Korea Traditional House
NAMJU.INFO (Blog) 2007 ~ Present Founder & Director
2010 Sejong University 75 Pages
Contributor
www.namju.info
Author
3D Artisan Contributor
UNFOLDING VISUAL DATABASE (Online Gallery) 2009 ~ Present Founder & Director www.unfolding.info
2010 Architecture Culture One Chapter
55