Dhall example works v3

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DAVID HALL PRODUCTION DESIGNER Media – Architecture – Film Selected example portfolio

PG1 – DIGITAL ARCHITECTURE PG2 – MEDIA ARCHITECTURE HYPERSURFACE PG3 – FILM AND TELEVISION PG4 – INTERACTION AND PHYSICAL COMPUTING PG5 – PHOTOGRAPHIC AND COMPOSOTING PG6 – GENERATIVE DRAWING


DIGITAL ARCHITECTURE Over the past 15 years I have been exploring and experimenting with computers and architecture. My main line of interest is non linear and naturally generated morphological organic forms via code or systematic morphogenetic topological process. These concepts have been applied to many projects from Apple computer expo to display spaces.

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01 – Computational organics for Apple computers 1998 02 – Graphism 2002 03 – Generative Form 2006 04 – Yongsan TX proposal 2005

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MEDIA ARCHITECTURE HYPERSURFACE Using computers and media to expand the architectural and media envelope I have spent 5 or 6 years developing game engines and generative algorithms for reflexive architecture controlled by sensors or mobile phones. Responsive interactive surfaces are notoriously expensive. In using the readily available sophistication of a game engine I have tried the economic and more viable approach.

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01 – Interactive Surface 2006 02 – Environment mapping via game engine 03 – Generative interactive projection 2007 04 – Non linear coded surface

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FILM TELEVISION AND THEATER My primary work in the UK was as a production designer. As such I was involved with many production companies ranging from the BBC to oxford scientific films. Projects in CF, film or TV , work also included DOP, lighting and SFX as well as standard concept and production design.

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01 – Wire Television 1995 02 – SKY television awards 1997 03 – Interactive set and design for odyssey 2006 04 – Sony WRC global broadcast design

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PHYSICAL COMPUTING AND INTERACTION Working outside the confines of the screen has been a theme within my interaction units and research. Physical computing the I do has its roots in analogue interaction design that I did originally for theater productions. The primary goal of my interaction work is to play with technology and concepts by assembling disparate disciplines and concepts to creatively approach human interaction from a different view point.

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01 – Digital sound controlled veil 02 – VR interaction and identity 03 – Conversation machine 04 – Internet linked hyper surface with sonic beam

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PHOTOGRAPHIC AND COMPOSITING Using photography as a design medium. Most of the photographic work that I do is not done with conventional cameras. Often I modify other technology to achieve photographic and film effects.

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01 – Meyong Dong 2004 02 – 2000mm series 2006 03 – Chung Gae Chun 2006 04 – 2000mm series Dong Dae Moon 2005

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GENERATIVE DRAWING Using code and computers as a drawing tool. The non repeating generative approach has been a theme in my media work.

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01 – Morphed bone system 2004 02 – Modified multiple 2006 03 – Interactive generative display 2007 04 – Audio controlled VJ display 2007

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