Flooding Barbican
Final Realisation Portfolio
Parinyatip Decha UNIT 2 Ecologies and environment - Cluster 4 MA Interior Design 2019/2020 UCA Canterbury
research
design
contents 03
11
outcome design propsal
scenario design and narrative
03 Overview 03 Research question
11 Scenario of climate change
03 Scope of proposed outcome and investigation
11 Storyboard from Project development 11 Flooding environment scene
04 The technical support
12 Narrative storyboard development in Final realisation
04 Aims and ambitions 04 Series of repoonsibities in cluster 04 Looking forwards in spatial prctice
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site analysis
perseption in virtual reality
05 Location and existing
13 Lighting and colour in the scene
05 Development of Barbican Centre
13 Raindrop on the screen
06 Element and function
13 Fog and rain atmosphere
07 Nature environment that provide for resident in Barbican Estate
14 Audio and sound 14 Film and footage video
07 Interior space of residence in Barbican Estate
14 Interactive in VR
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climate change
process of making VR scene
08 Sea level rising and flooding
15 Step of working with software
08 Flood risk in London
15 Camera setting
09 The Thames barrier 09 Flooding case studies around the world 09 Living with flood
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case studies
final outcome
10 A response to the global crisis : ARCH+ART
18 The hall
10 Imagined architecture space : Alexis Christodoulou
20 The cafe 22 The theatre
10 Panton fantasy landscape : Vernon Panton 23 The flat 1902328
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Outcome Design Proposal Overview
Scope of proposed outcome and investigation
Flooding Barbican is a VR experience project. This project is our attempt to use virtual reality to make people experience the submerged scene of the Barbican Center. This project aims to arouse public awareness of environmental changes and take action. We mainly implement our projects through architectural interior design software such as SketchUp, 3d max and virtual reality software such as unity. This project is our attempt to use virtual reality to make people experience the submerged scene of the Barbican Center. This project aims to arouse public awareness of environmental changes and take action. We mainly implement our projects through architectural interior design software such as SketchUp, 3d max and virtual From project development, we created a virtual environment about the efreality software such as unity. fect of climate change. So this project, we would like to create virtual space in detail design and allow people to interact in space. This proposal is a From the perspective of personal career development, although it is only a combination of interactive and digital space design, inspired by interactive small attempt now, in the future we will apply the newly learned unity mod- film and exhibition. elling in this project to the practice of architecture and interior design and continue to improve our skills, striving to make our clients have an immer- We want to contribute our own strength to environmental issues, especially sive experience of architecture and interior design in the future. climate change. Not only hope to attract people’s attention, but also hope to work boldly to try solutions. Moreover, during the recent lockdown of the COVID 19, we have even more experienced the future prospects of virtual reality. Even if we stay at home, we can achieve many other experiences including viewing buildings The scenery of Flooding Environment through virtual reality. from the previous project
Research questions Creating future environment in VR
1. How to make people concern about climate change problem through digital space and interactive design? 2. How to use space to illustrate environmental changes, rise of sea level, and flooding condition that might happen in the future?
Lead People to INTERACT with the environment
3. How to combine the three elements, narrative story, VR, and cyberpunk? The Future Environments
Interactive feature in VR
Research about options for living in the future environment Creating interactive narration in UNITY and let people choose from options in VR
Record and Set up in Film 1902328
Presentation in Film Format on Website Platform 3
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Outcome Design Proposal The technical support
Series of repoonsibities in cluster Software Usage
We develop from environment scence in VR and add interactive mode, then upload on website platform in Film format
Aims and ambitions
We catagorized software usage into 3 types, modelling, atmosphere building and post production. In this project, all members in cluster has been involved and working with all stage of making VR experience.
1. Learning and developing software and technical skills 2. Creating an interactive experience to support a narrative environment 3 Design atmosphere in the VR scene through the Spatial Design Resposibitities retro-futuristic style to contribute in both of future In term of spatial design, we divided the area in Looking forwards in spatial prcand retro modern life. Barbican VR into four parts and we mainly fotice cused on each part : Zhaohua Wang - The Hall This project will be useful for exhibition design Yang Wu - The Cafe and experience design, and also useful for digParinyatip Decha - The Theatre and The Flat ital space design. the inspiration given from this project will also influence the subsequent design, such as the interactive relationship between space design and people, how to interact, what is the interactive design, Infrared or water vapour? On the other hand, what are the customer needs of space and who are the main customer groups? This will affect the direction and style of the entire design. It can be a new design perception through the potential of technology in the future.
Conceptual Collage of Flooding Barbican 1902328
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Site Analysis Location and existing The Barbican Estate, United Kingdom
Silk Street London, EC2 THE BARBICAN CENTRE is a well-known multi-purpose architectural attractionnow. It contains theatre dance, movies, music, galleries. Different art exhibitions are often held here to welcome tourists from all over the world. The residential estate consists of three tower blocks, 13 terrace blocks, two mews and The Postern, Wallside and Milton Court. These are grouped around a lake and green squares. The main buildings rise up to seven floors above a podium level, which links all the facilities in the Barbican, providing a pedestrian route above street level. Some maisonettes are built into the podium structure. There is no vehicular access within the estate, but there are some car parks at its periphery. Public car parks are located within the Barbican Centre. The estate also contains three of London’s tallest residential towers, at 42 storeys and 123 metres (404 ft) high. The top two or three floors of each block comprise three penthouse flats.
Development of Barbican Centre The Centre took over a decade to build and was opened by The Queen in 1982, who declared it ‘one of the modern wonders of the world’ with the building seen as a landmark in terms of its scale Its stunning spaces and unique location at the heart of the Barbican Estate have made it an internationally recognised venue, set within an urban landscape acknowledged as one of the most significant architectural achievements of the 20th century. In 1955,Chamberlin, Powell & Bon produced three schemes for the redevelopment of the area that became known as the Barbican. A Grade II listed building, the Barbican is one of London’s best examples of Brutalist architecture. In September 2001, arts minister Tessa Blackstone announced that the Barbican Centre complex was to be a Grade II listed building. It has been designated a site of special architectural interest for its scale, its cohesion and the ambition of the project. The Barbican celebrates its 20th birthday with a major refurbishment and improvements, offering enhanced facilities and greater ease of access
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Site Analysis Element and function
The Barbican Centre is a performing arts centre in the Barbican Estate of the City of London and the largest of its kind in Europe. Barrbican were designed by Peter Chamberlin, Geoffry Powell and Christoph Bon of Chamberlin. The Centre hosts classical and contemporary music concerts, theatre performances, film screenings and art exhibitions. The reason that we selected the barbican centre as a site for our project and setting VR device because the style and element in this place refer to the sense of the space and experincec that we want to provide for visitor.
STYLE
Brutalist buildings are characterised by their massive, monolithic and ‘blocky’ appearance with a rigidly geometric style and large-scale use of poured concrete. The movement began to decline, has been much criticised for being unwelcoming and inhuman.
ELEMENTS
The indoor environment can better express the neon lighting theme. The effect of lighting in the interior is often greater than that in the outdoor. So we use the lighting element design to relate with the cyberpunk theme.
SENSE OF PLACE
The Barbican Centre has been used to be a main location for shooting film, High-Rise, 2015, to represent the sense of dytopian world. It relate to mood and tone of atmosphere that we designed for this project.
The Barbican estate is a massive project to combine both a historical site and cultural site in the middle of the city. This place integrates the function of a cultural area and residential area. It is a real estate community to gather people together. From this point, we explored and analysis function of the area into two types; public zone and private zone.
The Barbican Estate Big image of Environment
Habitat Living space Life and Cultural
Public Zone
Exhibition + Theatre + Cafe
Private Zone
Rain Forest area
Residence area
Environment and Living Community 1902328
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Site Analysis Nature environment that provide for resident in Barbican Estate
The rain forest in barbican centre and garden refer to the sense of environment. It creates nature atmospheric in the cultural space. So this reason connects to our project, that about environment issue; climate change that effects to rise of sea level, which is a cause of flooding. We designed a VR environment to flooding Barbican centre because we found the connection of nature in the barbican centre and nature in outside space. This is the public area that this place provides for both visitor and resident.
Interior space of residence in The Barbican Estate
These pictures show the activity and resident life in barbican estate. This is a huge community of the living. In the different floor, they will see the different view and perspective from inside to outside. The activities that happen in this community is a common activity of living such as drinking, reading, relaxing. In the barbican residence, it has both low-rise and high-rise building. The low rise building can connect to access the facility, nature and engage with people from outside more than high-rise building.
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Climate Change Sea level rising and flooding The environment issue that we selected for telling in this narrative environment design is The Rise of Sea Level. This problem is an effect of climate change. It affects the level of water in the sea and river. Due to the site of our project is the city of London, a lowland terrain not far from the estuary, so if the effect from sea level higher, it can affect to the rise of the river and make a city become under Flooding situation. We question about this life under the flooding situation that from the effect of climate change and how an environment can be in this kind of situation.
We explored the cause of flooding, so we can select the element these environments to become part of VR environment design to simulate human life in the rise of sea level that affects on flooding in the city and changes the city of London to live with the water. The main cause of rise of sea level and flooding that we focus is melting of snow and ice because it is a direct effect from climate change. Next are ocean wave and heavy rainfall. These three reason that we bring to show in VR simulating environment.
Dam or Levees Breaking
Heavy Rainfall
CAUSE OF FLOOD
Melting of Snow and Ice
Ocaen Wave Coming From Seashore
Flood risk in London
These maps show the effect of climate change that impact on the sea level around the British coast in 2100. The scientist expected that the sea level will be higher at 0.3 cm. in every year and it will possibly reach to 24 in 2100. From this statistic, we explored the possibilities of sea level that will be raised in every 25 years to simulate the daily life of human in the future and the way that people engage with this change.
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Climate Change The Thames barrier The Themes barrier is a flood control structure on the Thames river. Originally, the barrier was designed to protect London from a very large flood up to 2030. As climate change and rising sea levels are creating a higher risk of flooding in London. Although improvements in the Thames barrier for flood management are needed to protect London from flooding, in the future, the effects of climate change have been increasing rapidly every day. This barrier might not work for the next 50-100 years.
Flooding case studies around the world
From case studies, we found out the image of the environment when a manmade merge with nature. The visual and the perception of the cityscape has been changed from normal. The effect of climate change can transform the normal area to become underwater or live with water. It makes the city look like located near the sea. This situation reduces the distance from the real seaside and the city and combines them to become a hybrid space of nature and manmade in an unexpected situation and create a new way of living in new condition.
Living with flooding
In the flooding time, people need to find a way to survive in this situation by using many solutions. So we want to explore the way people live with flooding and apply this kind of sense to simulating in VR space to make people engage and see what will happen due to climate change. Temporary Pathways This picture above is from flooding in Venice, they built the temporary pathway to let people walk on them when the street is flooded. Sandbags In the flooding area, sandbags are always used for protecting the water from outside before it flows in the house. So when they need to go out from their residence, they must walk on these sandbags. It is a common solution to deal with flooding. So we want to use these elememt in the VR scene to build an engagement of space and flooding situation. Wall
Sandbags Temporary Pathway
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Case Studies Interactive design case study : A response to the global crisis
“A response to the global crisis� is an interactive artwork, designed by ARCH+ART, Egyptian architects and visual artists. This artwork reflects the global issue facing the world and raises social awareness through art and architecture design. In this case study project, 3D projection mapping technology is used for imitating the virtual threat of a global crisis and introduce and interactive experience for raising awareness about a global environment. From this case study, we are interested in how the designer engage interactive experience with the climate change issue. Then we will apply for our design
Spatial design case study : Imagined Architectural Space
Alexis Christodoulou is a self-taught 3D artist and winemaker from Cape Town. His illustrations of modern architecture has taken over Instagram by storm. His series Imagined Architectural Spaces beautifully compose an amazing selection of colors, tiles, textures, reflections, perfect lighting, geometrical shapes and very minimal furniture to create magical spaces. From this case study, we want to apply a sense of nature combine with a manmade and show it in our design. So it can refer to the living with the environment issue of climate change, how people live with it and how aesthetic nature mix with imeginery architecture space.
Interior atmosphere case study : Panton Fantasy Landscape
Verner Panton was unique in his ability to stimulate people’s perception of interior design. With his spectacular concepts for homes, offices, exhibitions and restaurants, he broke every rule in regard to the classical understanding of how to live and act in any kind of interior landscape. His works used colour and shape that affects to human senses, feelings and physical behaviour. From his design, we interested in shape, colour and lighting in interior space that can be developed to be an immersive atmosphere. Moreover, the style that he used in his work can be inspired to retrofuturistic which is the main theme of our design. 1902328
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Scenario Design and Narrative Scenario of climate change
Icebergs Melting
The image of icebergs melting reminds to the effect of climate change that impacts on the rise of sea level in the present day.
The story in VR will tell from the cause to the effect of climate change that impact on sea level rising and flooding. The imaginary of the futuristic world from climate change that can change London become seaside. The living of people might be change to follow the new condition. Water will be a part of living. Then showing this changing future through interior design in each area in Barbican Centre.
Rise of River
Seaside
From the icebergs melting, the sea level has risen in every year. This thing affects the ecosystem in the sea.
Flow to the city
This section is the transformation from the river to the city. In the future, the higher the water in the river can gush to the city.
The higher sea level results in the higher water levels in the river. It can be a cause of flood and the bank erosion.
Barbican Centre
The interior design in Barbican shows the lighting that can relate to the cyberpunk futuristic style. The scene that visitor will see in this section is the hybrid space in the future when the Barbican Centre is flooded through 3 different zones. In each zone, they will experience future life through the atmosphere and interior design.
Storyboard from Project development
1. The temperature in the world is increasing every 2. From icebergs melting, it affects to sea level 3. The water level from seaside has an impact on year, so it has an impact on iceberg melting. higher and seaside environment. the water level in the river.
4. When the river level is higher, it is a cause of a 5. People in the city need to prepare themselves 6. The water flows from the river to the Barbican flood in the city. for dealing with flooding. Centre, including heavy rain can be the cause of a flood.
Flooding Environment Scenes
Fig. 1
From project development, we created future environment and simulating in UNITY. The imaginary of the futuristic world from climate change that can change London become seaside. The living of people might be change to follow the new condition. Water will be a part of living. Fig. 1 : The relationship between water and the city Fig. 2 : Icebergs scene and raining refers to the cause of sea level rising Fig. 3 : Zoom in to the street in the city in flooding time in the style of dystopian future.
Fig. 2 1902328
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Scenario Design and Narrative Narrative storyboard development in Final realisation
1. The scene of The hall in Barbican cantre, the visitor will see people 2. Move to the entrance of the flat and walk inside. There is a wet glass sitting and hang out in Barbican with flooding time. The frames in the back floor and a couple of rain boots to refer to the humidity atmosphere outside will show news about climate change and flood. because of rainy and flooding.
3. Theatre area will show the footage film of iceberg melting and flooding 4. Move to the entrance of the flat and walk inside. There is a wet glass 4time relate to the climate change, and also an introduction about Barbican floor and a couple of boots to refer to the humidity atmosphere outside Residence before walking to explore the flat. because of rain and flooding.
5. In the interior of flat, there is a glass floor to see water under the floor. In 6. Walking through the hallway to see inside the flat and narrate about the the living room, the audience can interact with the box, when they click on climate change situation by voice-over and hearing conversation between it, they will hear the weather forecast by AI sound. people who live in this flat.
7. Move camera to the bedroom, to see cold and humidity atmosphere 8. Walking from inside the balcony and see a person is sitting and chill out. Seeing from an outside perspective, this plat seems like floating in flooding that come from outside. area. This is a new kind of environment in the future. 1902328
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Perception in Virtual Reality Lighting and Colour in The Scene
Raindrop on the screen
On the VR screen, we added the raindrop element to make people feel about wetness and humidity in the space. It is an immersive atmospheric of floodingin VR space.
Fig. 6
Lighting in VR is inspired from interior lighting in Barbican Centre combined with a neon light in cyberpunk style. It is a combination of existing and futuristic atmosphere that we created for the visitor. Lighting in VR is inspired from interior lighting in Barbican Centre combined with a neon light in cyberpunk style. It is a combination of existing and futuristic atmosphere that we created for the visitor. The colour of the whole project is mainly based on the cool colours of cyberpunk, and the combination of pink and cyan is used extensively. This beautiful cool colour can give people a hightech feeling, a sense of futuristic and mysterious, this is what we want The atmosphere shown because what we want to show is a futuristic spatial structure, which is reflected in real facilities and illusory VR
Fog and rain atmosphere An environment of this VR project is a night time. We designed an environment base on cyberpunk atmosphere. Fog and rain are added in the scene to make people feel wet and humid. Besides, fog is like a transition element from public zone in Barbican Estate to private zone (Barbican Residence).
Fig. 4 Lighting in the hall Fig. 5 Lighting in the theatre Fig. 6 The raindrop on the screen Fig. 7 Simulating fog and rain in the scene
Fig. 4
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Perception in Virtual Reality Audio and sound
Interactive in VR In this VR experience, the visitor used hand controllers to interact in virtual space. They can walk all around the area and can use the controllers for teleporting. Besides, they can interact with the special features that we provided in VR such as Video Player and Sound Player.
80’s
In all VR scenes, we added the nature sound such as water, rain and wind sound to refer to the climate change. We would like to make people feel a future environment when the world is facing with flooding and heavy rain. Besides, the atmosphere in space is the cyberpunk style in the 80’s era. So we added 80’s synthpop music to make people think about retro-futuristic, as in the 80’s sci-fi movie. In the living room in the flat, there is a home assistant on the table. When the visitors come to this room, they can interact with this home assistant by clicking through VR, then the AI sound will start and tell them about the weekly weather forecast.
Testing Interactive VR headset and hand controllers are the main equipment for using in this project. The audience will perceive vitual experience in term of visual, sound and interaction through these equipment.
Film and footage video We have tested interactive both of screen test and VR test. Our interactive features are successful in both of testing.
In the hall and theatre area, we added video player feature in UNITY. The audience will watch these videos in VR. In the hall, the content of the video is footage from news about the effect of climate change in the present day from all around the world to raise awareness of this issue. In the theatre area, the video is footage, film and question about how people in Barbican Estate lives in flooding time. It can make the audience curious about it before it will be answered in the next section.
After campus re-open, we went to Tracklab and tested our design by using VR equipment and testing interactive part in the same way as we testing in screen mode. 1902328
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Process of Making VR Scene Step of working with software We used 3D Max for modelling model of the main The first step, we modelled 3D model of scene follow the narrative storyboard building of Barbican Centre in SketchUp and 3D Max software. After 3D molling, these 3D models have been export to UNITY for build and environment and atmosphere in the scene such as flood, rain, and lighting. Then creating an interactive for VR and testing in the program. Sketch UP is used for modelling in detail of the Next, we recorded screeen from VR UNITY tesing as a video. cafe and and the flat area We separated creating 3D model each From the screen recording video, we imported them and edited as a film responsibility part by using different software, in Premire Pro. We made a film in the same perception that people will depending on our preference. Then export the 3D percieve in th VR. model and combine all model in UNITY
Camera setting In UNITY, we combined all model together and created an entire environment in this software, and also creating and simulating interactive part. When we finished in both spatial design and interactive design, we tested and recorded this virtual reality experience by screen recording.
All of the recording experience videos have been collected and transferred to Premiere Pro, then editing each video and exporting as a film. In term of VR perception, we set up a VR camera in UNITY in different areas in space. These cameras were tested in the 360-degree movement to see all around the space.
STEP 1 : Build 3D model in SketchUP
STEP 2 : Import model to UNITY and create surrounding environment and intersctive
STEP 3 : Run VR scene in game mode and record this simulation
STEP 4 : Edit VR experience in Premeire Pro as a flim
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1
2
The Hall
The Cafe
This is the main entrance of the entire space, where there is a front desk This is a coffee bar designed in two different styles. During the day it has the and a rest area for consulting information, and there are many panels to theme of melting icebergs, but at night its theme will become a cyberpunk introduce knowledge about climate change. atmosphere.
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Final Outcome Due to the overall area of the Barbican centre is huge, we selected some parts of the space and combined them for design. We divided the entire space into 4 different parts, then designed with different functions and styles respectively. We focus on the experience and use of VR, narrative stories, and cyberpunk. We hope to decide which space to visit first through people’s free choice. We hope that the entire Barbican Center building will be divided into reasonable parts. Including the four parts of the hall, theatre, and bar. At the same time, from the outside, the whole building is also a modern architectural style. We hope to extend this style to the interior design to maintain the continuity and consistency of indoor and outdoor. This also represents a futuristic design concept. Flooding Barbican Elevation
Flooding Barbican
The Hall
The Theatre
The Cafe
The Flat
In VR, the visitor allow to walk or teleport to any space that they wan to explore. However, for presenting in film, we arranged the order of access through the concept of ‘From public to private‘. Therefore, the audience started to experience from public space first such as The hall, The cafe and The theatre. Then they will continue to see life in Barbican Estate in The flat, which is a private area.
Flooding Barbican Plan
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The Theatre
The Flat
The theatre is an exhibition hall where there is a large movie screen to show the impact of climate change, such as melting icebergs, flooding and a short introduction of Barbican Estate before moving forward to explore living space.
The Barbican Residence is mainly to show people’s lifestyle in different environments after the future city is flooded though typical flat in Barbican Estate. In this area, we provided an interactive mode to allow people to see the element for supporting living with a flood in the future.
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The Hall Daily life
Lighting and ceiling
Furniture
Regarding the location of the lobby, we first considered the flow factor. When designing the interior, set aside paths for people to walk. Then separated the front area and the back area. The main function of the lobby is leisure and communication. The prominent places here are reserved for people to have a drink or chat with friends about their impressions of this place. All in all, it is to let people experience the way of daily life. Make people aware of the impact of environmental changes on daily life.
Regarding lighting, we tried to use the original lighting design of the Barbican Center, and then enlarge. Those lighting are placed in the waffle ceiling in the same way in the Barbican Centre to provide a relation between future style lighting and the original lighting in the site. We designed the pattern of lighting with pink, yellow and blue.
Regarding the furniture part, we have selected a lot of classic modernist style furniture, even furniture with a post-modern feel. We hope that while paying tribute to the modernist style, we also want to let the experiencers feel more futuristic through the modernist style furniture.
Climate Change News
In the hall, there are four frames, which are reporting news about climate change that happens around the world. So when people sitting in this area, they will receive information about the current situation.
The Hall Plan 1902328
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Fig. 8
Fig. 9
Fig. 10
Fig. 8 The perspective from the entrance of the Fig. 9 Moving to in the hall area of Barbican. Fig. 10 There are four frames in the hall to show hall The audience sees people siting and relax in this news and update current situation of climate space change and effect. 1902328
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The Cafe ICEPUNK BAR : The cafe has two completely different design styles, which can be switched between by changing the lighting. During the day, the main light will be turned off and all the general lighting equipment will be turned on. The whole atmosphere is mainly white and gray, which can be combined with the pool under the floor to give people a feeling of being in an iceberg.
Fig. 11
When the night comes, all the main lights will be turned on. The main lights are mainly composed of cyan and pink LED lights. This cool color atmosphere can well show the atmosphere of cyberpunk, and cool colors can give people a sense of mystery and technology.
Fig. 12
DAY : Melting icebergs
NIGHT : Cyberpunk bar
In this part, we have to think about how to strengthen the connection between cyberpunk and climate change . So we plan edto include the impact of climate change, “Melting glaciers caused by Global warming�, into the theme.
The atmosphere of cyberpunk mainly relies on the use of neon lights, so we conducted a lot of neon light tests in this part. I arranged LED neon lights around many facilities in the coffee shop and placed them along the edges of the objects so that they are in a dark environment. They can make people see their structure clearly. Testing of Neon Light In order to test the effect of neon lights in the interior space, we made a small exhibition space with sketch up and then rendered it. We use cold colored lights to decorate this space.
So we studied the melting process of some icebergs and brought the shape of icebergs into the whole cafe. We used SketchUp for a simple structural design of the bar and the back wall to make it feel more like an icebergs.
Fig. 14
Lumion and Unity Testing We used two ways to try to express the cyberpunk style. One is to use lumion rendering, adding fog and LED lighting in combination to show the hazy feeling of cyberpunk. Later we exported it into unity, because we finally visited this space from the perspective of VR. In Unity, we adjusted the lighting parameters to slightly lower than that of Lumion, which can be more realistic.
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The effect of neon lights in unity and lumion is good, it can well reflect the sense of technology and mystery in the future, and can bring people into the atmosphere of cyberpunk. 20
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Fig. 15
Fig. 17
Fig. 16
Fig. 18
Fig. 15 & 16 Lighting Desgin in Lumion Fig. 17 & 18 Lighting Design in Unity
The Cafe Plan
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The Theatre The theatre is the area that connects from The hall. In this section, the audience will walk on the pathway, and there is a sandbag wall along the side. In the middle of the pathway, there is a void to all people to see the screen that shows the footage of iceberg melting, flooding and the introduction of Barbican Estate before they will go to explore in the next section.
Fig. 20
In the theatre, we decorated in front of the screen by drowned car, fence and street light to refer to the flooding situation in form of stage set design, so it can relate to the function of the original theatre. Fig. 20 The pathway passed through the theatre to connect the hall area to the flat Fig. 21 The void in the middle of the theatre. The visitor will feel like they are seeking behind the wall to see the film Fig. 22 Screen and prop setting Fig 23 Perspective from the theatre to the flat area
Fig. 21
Fig. 22
The footage film in theatre is made in Premire Pro and set up in UNITY and let it play automatically as a loop player.
Fig. 23
The Theatre Plan
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The Flat Mood and Tone This area connects from the hall. The visitor can walk from Barbican Hall through the theatre area and see Barbican Flat. After walking through the theatre, the audience will be lead the explore the Barbican Flat to see the way of living in the Barbican under climate change condition through an immersive atmosphere and an interactive object.
Mood and tone of this flat inspired by the 80s style. The neon lighting will make people feel the retro-futuristic according to the cyberpunk style that we used in the cafe. They will perceive the new perspective of life in the future, but at the same time, they will feel nostalgia about the past.
Style and Decoration
In term of prop and furniture, we selected the style of the 70s-80s. It will make people feel about the original style of the Barbican Estate, then mix with neon lighting according to cyberpunk and future environment. It is a combination of futuristic style and characteristic of the site.
Barbican flat isometric Balcony
Living room
Kitchen
Toilet
Bedroom 1
Bedroom 2
Front porch
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Barbican Flat Elevation The plan of the flat is re-design from the typical floor plan of Barbican Flat. We create new elements for supporting life in the future when people need to deal with climate change such as temporary pathway, sandbags wall, air condition, and weather forecast assistant that people can interact with it. The level of barbican flat is lifted from a flood and surrounded by sandbags for protecting water. This area is for living under flooded condition, so we design the area seems like a boat is floating in flooding time. The atmosphere in the space is a combination of neon lighting that refer to life in future, but the decorating and the furniture in interior space is an original style of Barbican. So the audience can relate in both terms of past and future.
‘Temporary Pathway’ for walking through a flood ‘Sandbag Wall’ for protecting water from outside ‘Weather Forecast Assistant’ for reporting daily weather forecast ‘Glass Floor’ for containing water from flood
Barbican Flat Plan 1902328
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Set up and test lighting
STEP 1 : Import model from SketchUp into UNITY, STEP 2 : Change the lighting color to be a neon STEP 3 : In the game render mode, we set up and set up lighting in the model follow light source lighting style and adjust intesity of lighting to fit post-processing effect to make the lighting in the in the room with the atmosphere of the room atmophere in the space become more realistic and aesthetic
Testing interactive objects
Material and colour design
Door in The flat : The entrance of the flat is set up Weather Forecast Assistant : The sound of weather as an interactive door, so the visitor can grab and forecast assitant is spoke by Google AI. Then it open the door by themself. was set up and make it can be interact when it is clicked.
Developement of furniture STEP 1
Fig. 24
The first stage, we selected furniture in the room follow the contemporary style in the Barbican flat. STEP 2
Fig. 25
Next, we researched more about the original style of the Barbican Flat. So we changed the furniture in modernist style. STEP 3
Fig. 26 1902328
The material that we selected for this part, we chose from the material that can refer to the Barbican centre such as rough concrete. At the same time, we mixed and matched with tile, according to the 60s-80s era. Moreover, we used copper to make the line edge clearer and emphasize the boundary between each material.
In latest stage, we would like to make space become more stylish. So we selected retrofuturism furniture in the style of the 60s-80s. 25
Parinyatip Decha
Fig. 27
Fig. 27 The entrance from the theatre to the Flat: An atmosphere in the transition space is full of fog and steam, also heavy rain to make them feel about the environment in the future. Moreover, those fog and steam can become a transition between public space to private space.
Fig. 28
Fig. 29
Fig. 30
Fig. 31
Fig. 30 & 31 The atmosphere outside in the VR scene is raining. The form Fig. 32 In the living room, the furniture is modern retro style. The neon of the Barbican Flat seems like stand-alone on the water. There are many lighting provides the sense of furturistic, at the same time is relates to retrosandbags all around. It makes people feel about a bunker, which is for fusturistic style from the 80’s. living in the abnormal situation in future.
Fig. 32
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Parinyatip Decha
Project Details Project Lead:
Parinyatip Decha
Design Participants:
Zhaohua Wang
Title:
Flooding Barbican
Type:
VR Experience
Location:
The Barbican Centre, London
Project Dates:
01 June 2020 - 27July 2020 Design development
Yang Wu
17 August 2020 - 21 August 2020 Project open to public
Design Period:
01.06.2020 - 21.08.2020
Scale:
Digital and Website Platform
Support:
UCA Lucy Jones