Bartlett BPro RC9 2018/19_MindCraft

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MindCraft

MINDCRAFT MARCH ARCHITECTURAL DESIGN 2018-19 THE BARTLETT SCHOOL OF ARCHITECTURE | UCL

RC9 2018-19

Research Cluster 9

TUTOR SOOMEEN HAHM, ALVARO LOPEZ RODRIGUEZ MEMBER HUILIN ZHANG,LEMENG RAN,HONGYU PAN,PENGCHENG ZHAI



MINDCRAFT BartlettAD | RC9

TUTOR SOOMEEN HAHM ALVARO LOPEZ RODRIGUEZ

MEMBER HUILIN ZHANG LEMENG RAN HONGYU PAN PENGCHENG ZHAI


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CONTENTS | INITIAL RESEARCH CHAPTER 01 EARLY STAGE DESIGN EXPERIMENTS

- CIRCLE PACKING

- INTERACTIVE-GENE - FLUID DYNAMICS

| MINDCRAFT CHAPTER 02 PROJECT INITIAL RESEARCH

CHAPTER 04 CURRENT STAGE DESIGN

- REFERENCE

- MATERIAL TEST

- MATERIAL TEST

- DIGITAL DESIGN | INNER LOGIC

- FABRICATION METHOD AND PROCESS

- DIGITAL DESIGN | GENERAL LOGIC

- DIGITAL DESIGN LANGUAGE

- FABRICATION METHOD IMPROVEMENT

- ARCHITECTURAL PROPOSAL

CHAPTER 03 PREVIOUS AUGMENTED REALITY RESEARCH

CHAPTER 05 AUGMENTED REALITY APPLICATION

- AUGMENTED DESIGN

- AUGMENTED REALITY FABRICATION WORKFLOW

- AUGMENTED FABRICATION

- INTERFACE

CHAPTER 06 ARCHITECTURE DESIGN - BPRO SHOW DESIGN - ARCHITECTURE PROPOSAL

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ABSTRACT Base on our research cluster topic, we combine the project design with the use of AR technology to achieve human-machine interaction. At the same time, we conducted a wealth of material research to optimize our design based on material characteristics and research results. The use of AR technology not only makes our design process more human subjective, but also makes our fabrication process more intuitive and clear. In the first two chapters, we will introduce some of our previous research, including design language and a variety of material research and testing. Mainly can be divided into three design projects, Circle Packing, Interactive-Gene and Fluid Dynamic. Each project has its own different focus and elaborates on different design logic. After the basic research, we began to combine material research, design language and AR technology to design and generate. This is the content of our third chapter, Mindcraft. In this chapter, we focus on the interaction between human and machines through both digital design process and fabrication. We are also aiming to embrace our design with Human-AR collaboration. We utilise wood and steam bending to transform our digital design to real physical sturcture. Base on wood behaviour, we explore a way that made HoloLens as an indispensable tool in the design and fabrication process.

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CHAPTER 01 | EARLY STAGE DESIGN EXPERIMENTS - CIRCLE PACKING - INTERACTIVE-GENE - FLUID DYNAMIC

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EARLY STAGE DESIGN EXPERIMENTS | FABRICATION

PATTERN STUDY Before we determined which coating to use, we began to consider the effect of different textures on the hardness of the fabric. So we tried different textures and compared them.

Type A The textures on both sides are distinctive and have some stability and extensibility.

Type B This texture is ideal for making curved surfaces, especially for the back.

Type C There are too many arches and empty spaces in the texture, making this pattern very easy to be flattened.

Type D The production process is the easiest, but it requires external force to keep the pattern.

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A-1 processing

A-2 processing

A-3 front side

A-4 detail of back side

A-5 detail of front side

B-1processing

B-2 front side

B-3 back side

B-4 detail of front side

B-5 detail of back side

C-1 processing

C-2 processing

C-3 back side

C-4 detail of back side

C-5 detail of front side

D-1 processing

D-2 front side

D-3 back side

D-4 detail of front side

D-5 detail of back side

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EARLY STAGE DESIGN EXPERIMENTS | FABRICATION

TOLERANCE TEST Initially, we hope to find a way to make the soft fabric harder and support itself. We used different paints and coatings and combined them with the fabric to test their effects on the fabric, including hardness, elasticity and ductility.

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None

PVA Glue

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Double Acrylic

Stick & Spray Mounting Adhesive

Fabric Stiffening Spray

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Coating

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Felt Sheet

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Coating Testing

Hardness Testing

Hardness

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Elastic

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Extensibility

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EARLY STAGE DESIGN EXPERIMENTS | FABRICATION

SINGLE COMPONENT MAKING PROCESS In the initial stage of making physical models, we started with finding a way to make the single compoment first, and then to use the individual elements to build the larger structure.

Acrylic Panel

Resin

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Wood Stick

Foam Tube

Wood + Rubber

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EARLY STAGE DESIGN EXPERIMENTS | FABRICATION

WEAIRE–PHELAN STRUCTURE

The Weaire–Phelan structure is a complex 3-dimensional structure representing an idealised foam of equal-sized bubbles. We assembled 6 individual components in the same size to find the logic of how particles can be gathered to form a structure with the least area of surface between them.

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There is an inetersting observation that one individual structure can be splited into 12 surfaces that one connects to another.

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EARLY STAGE DESIGN EXPERIMENTS | CIRCLE PACKING

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CIRCLE PACKING

The goal of our project is using a simple and diverse set of elements, through the logic of cell aggregation and growth, while adding rich color changes, a variety of curved surfaces are formed. Also, the surface can change shape and size by self-growth of the cells. We studied circle packing and used it as our design logic to form a rich surface shell. In the fabrication section, we tried many different materials, including felt sheet, tracing paper, plywood, and acrylic. In the end, we chose acrylic as our main material, and based on this, we tried different shapes and sizes of components. By varying the size and direction of the curved surface, different architectural proposals can be formed, such as chairs and pavilions.


EARLY STAGE DESIGN EXPERIMENTS | CIRCLE PACKING

CIRCLE PACKING ALGORITHM

1. Setting Circle Randomly

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2. Adding Force To Move Circles To The Center

3. Colliding

4. Stable Structure


1. Setting A Container

2. Pouring Out The Circle Into The Container

3. Stable Structure

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EARLY STAGE DESIGN EXPERIMENTS | CIRCLE PACKING

SHAPE RESEARCH CONNECTION RESEARCH | ENWINDING we also try another type of circle that is plastic spring ring. It has a certain hardness and can support its own form. We connect the plastic rings together by its own spiral texture, which can form a variety of morphological possibilities and rich morphological changes.

Advantage 1. easy to combine and connect, can be stretched to shape 2. the basic unites can growth in all direction and form a complicated shape Disadvantage 1. the material is not strong enough 2. the shape cannot be stable

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EARLY STAGE DESIGN EXPERIMENTS | CIRCLE PACKING

SHAPE RESEARCH | SELF-SUPPORTING CONNECTION RESEARCH | MORTISE AND TENON JOINT (INSERT) We chose the sphere as the shape of our basic elements. The ball was a 3d form, so it could be connected to another unit in any direction for maximum self-growth. At the same time, the ball and the ball could be squeezed each other to form a self-supporting form. Plywood has a certain hardness to ensure the stability of the shape. To execute a precise physical model, we used laser cutting.

Advantage 1. the shape can growing in all direction 2. the unit connect together without glue or other materials Disadvantage 1. too random to control the shape 2. plywood isn't strong enough 3. the connection isn't stable

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EARLY STAGE DESIGN EXPERIMENTS | CIRCLE PACKING

SHAPE RESEARCH | ACRYLIC CIRCLE We choose the ring as our basic form. First we built the basic unit model in rhino, then obtained the basic acrylic sheet by laser cutting. Next we bonded the acrylic sheet together with acrylic glue to form the basic unit. We have made rings of different sizes, so that we have more possibilities of form in the process of generation, while the form will be more abundant.

Model Making Process

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SHAPE RESEARCH | ACRYLIC CONE We also tried to use the cone as the basic unit, which can reduce the gap between the unit and the unit, because they can be close to the surface. The other generation logic is the same as the previous one.

Model Making Process

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EARLY STAGE DESIGN EXPERIMENTS | CIRCLE PACKING

SHAPE RESEARCH | ACRYLIC BENDING CONE

Mould Making Process

First, in order to bend the acrylic sheet better later, we need to make a conical mold with wood strips. We consulted the b-made teacher who guided us on how to make the mold.

Bending Process

In the second step, we used a thermal spray gun to heat the acrylic. After the acrylic sheet becomes soft, we quickly enclose it outside the mold and wait for it to cool and set. Repeated heating and cooling are required to obtain a perfect cone.

Connecting Method

In the third step, we connect the curved acrylic cones together with a cable tie. When laser cutting the acrylic sheet, we cut a circular hole in each acrylic sheet, which is convenient for connecting each cone with a cable tie.

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EARLY STAGE DESIGN EXPERIMENTS | CIRCLE PACKING

CIRCLE PACKING FLOW ALONG SURFACECE Process ( Top View )

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Process ( Perspective )


Color Grow Along Surface Process ( Top View )

Process ( Perspective )

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EARLY STAGE DESIGN EXPERIMENTS | CIRCLE PACKING

CORN PAVILION PROPOSAL

Arch — Pavilion

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Circle Packing : Flowing along the surface of pavilion

Cone

Final Proposal


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INTERACTIVE-GENE

Architecture is understood as not just a building but as a dynamic spatial arrangement through the design process. We preceive architecture by interacting with it through our varied senses such as gesture, touch, sound, visual, taste, etc. The aim of our design is to explore Generative Design and Interactive possibilities and assess its role in the architectural field. The design we produce is a certain generated shape that created by the sound data from several songs and audio tracks. We are interested in interacting with our design by letting sound visualize it: it’s fascinating what can be achieved by changing predefined variables and by using different sound sources.

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EARLY STAGE DESIGN EXPERIMENTS | INTERACTIVE-GENE

POLYHEDRAL GROWING LOGIC The logic of polyhedral growing is that every step extruding the surface of the polyhedral along its normal vector, and we test different polyhedrals of 4, 8, 20 surfaces. Each growing stage of the initial object resulted in its own geometry, and the more surfaces the polyhedral has, the messier structure comes out.

After adding the number of surface of a basic polyhedral it would finally become a sphere.The normal of the sphere surface containing unlimited vectors.

Tetrahedron

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Octahedron

Icosahedron

Sphere


DIAGRAM TEST

4 Surfaces

8 Surfaces

20 Surfaces

Unlimite Surfaces

Stage 1

Stage 2

Stage 3

Stage 4

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EARLY STAGE DESIGN EXPERIMENTS | INTERACTIVE-GENE

ADDING HUMAN VOICE TO GENERATING PROCESS HUMAN - DESIGN INTERACTION CONCEPT Moving Point

Static Point(Speed) 1. Moving point, which is a given distance away from the static point.

2. Each step the moving point moves a tiny bit into a randomly chosen direction.

loudness loudness 1 1

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loudness

loudness

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Voice Input 0.5

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11. the number of moving points should increase with the size of the static point’s bounding sphere.

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10. Another idea is to have multiple points moving around simultaneously.

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4. If there’s no static point close by, the point moves again, choosing a random direction.

3. After the point moved. It checks if there is any static point within a given distance.

5. If after some steps the moving point finds a static point within its vicinity…

loudness loudness loudness5 1

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loudness

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0.5 0 1 1 0.5 0.5 loudness 1

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loudness

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9. If they move away too far, we put them back close to the outside of bounding sphere.

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6. extract music 1 and assume music into aggregation logic

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8. We check if they move too far outside the static point’s bounding sphere.

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7. It turns into a static point itself, and spawns another moving point, a given distance away.

loudness 1

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EARLY STAGE DESIGN EXPERIMENTS | INTERACTIVE-GENE

ADDING HUMAN VOICE TO GENERATING PROCESS HUMAN - DESIGN INTERACTION OUTPUT

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Particles Growing To A Structure As the Sound Comes Out

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EARLY STAGE DESIGN EXPERIMENTS | INTERACTIVE-GENE

ADDING MUSIC INTO GENERATING PROCESS DIGITAL SIMULATION OUTPUT LISTS

Track 1

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Track 2

Track 3

Track 4


Track 5

Track 6

Track 7

Track 8

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EARLY STAGE DESIGN EXPERIMENTS | INTERACTIVE-GENE

ALGORITHM 5 FLOWING CURVE | PROPOSAL - CHAIR Based on the build logic we designed earlier, we can combine human activities with computer data. In our design, the bubble can create a chair along the curve we designed. This is just one of the forms we tested. We first customized three curves to form a chair. Then we import the data we collect, and the data comes from human activities. Finally we can create a custom chair.

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0

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0.5 0

Each Point has Vectors

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Loudness

Phase

After Calculation

Movement


Chair proposal

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EARLY STAGE DESIGN EXPERIMENTS | INTERACTIVE-GENE

ALGORITHM 5 FLOWING CURVE | PROPOSAL - PAVILION After the design and generation of the chair, we also tried the design of the pavilion. The logic and generation process is the same as before. In our design, designers or ordinary participants can design their own chairs or other items according to their own preferences and needs. At the same time, use your own voice and words to generate your own design, in order to achieve the purpose of interaction between people and machines.

Pavilion proposal

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Pavilion Proposal - Rendered Views

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EARLY STAGE DESIGN EXPERIMENTS | INTERACTIVE-GENE

PHYSICAL MODEL MAKING BUBBLE AGGREGATING STRUCTURE We took sphere as our initial individual component to refer the form of a particle. Since the structure of the digital model is made by a branch of particles that sticks with each other. Our basic concept of phygsical model is to aggregate all the bubbles of different sizes, and to find a connecting tool that not only can establish a stable structure, but also connects all the components as tight as possible.

Basic Material

Stocking

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Model Making Process

Foam Ball

1. Foam Balls

2. Use Stocking

3. Put Foam Balls in

4.Inserting Process

5.Shaping the Structure

6.Twisting


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FLUID DYNAMICS

Fluid dynamics is “the branch of applied science that is concerned with the movement of liquids and gases.� Our project is based on the study of fluids and how forces affect them. The movement of fluid is variable, complicated and continuous, hence we aiming to exploring how the fluid will move and change its way of behaving after applying with a force, and then generates a unique gesture. With this observation we will find a material and a method to produce a physical model that imitate this movement properly.



EARLY STAGE DESIGN EXPERIMENTS | FLUID DYNAMICS

PARTICLE MOVEMENT STUDY The idea Fluid Dynamics is based on applying a field of either strength or force with directions to a series of fluid particles, in order to control their movement and generate certain shapes that under the logic that designers give to the object.

1. Freely moving particles

2. Add one force

3. Add two forces

4. Stretching particles to all directions

5. Rolling particles

6. Strengthening force

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Coriolis Influence

Collider Influence

Noise Disturb

There are many parameters we can use to control the movement of fluid. Of which shows below are the four basic types types that we are goingto use in following stimulations.

Gravity Fall

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EARLY STAGE DESIGN EXPERIMENTS | FLUID DYNAMICS

FLUID CONTROL TEST CATALOGS

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EARLY STAGE DESIGN EXPERIMENTS | FLUID DYNAMICS

CUP GENERETING PROCESS

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1. Collider Stimulation

2. Generate the Cup Mesh Form

3. Force Stimulation

4. Generate the Handle mesh Form


CUP RENDERED VIEWS The generation of cups mainly divided into two parts. The first part is to generate the cup body using a circle emitter and cylinder collider. The second part is to generate its handle with two-side square emitter.

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EARLY STAGE DESIGN EXPERIMENTS | FLUID DYNAMICS

CHAIR GENERETING PROCESS

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1. Emitter&collider

2. Add Forces

3. Stimulation

4. Mesh Form


CHAIR RENDERED VIEWS The chair design is based on using a sitting human 3D model as the collider, then to emitting fluid to hit the back of the model. As a result, we can form a space that is suitable for sitting.

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EARLY STAGE DESIGN EXPERIMENTS | FLUID DYNAMICS

PAVILION GENERETING PROCESS This pavilion mainly consist of 4 parts: standing area with table; sitting area with bench; children path and adult path. Human-based collider is the main element to generate spaces. Emitters of different level is used in order to meet different demand to height. The Forces in this test are simply gravity and noise disturb.

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Human Reference

Add Collider

Stimulation

Add Detail(Bench&Table)


Emitter & Forces

Combination

Initial Setting

Mesh Form

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EARLY STAGE DESIGN EXPERIMENTS | FLUID DYNAMICS

PAVILION RENDERED VIEWS FRONT VIEW

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PAVILION RENDERED VIEWS BACK VIEW

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Table

EARLY STAGE DESIGN EXPERIMENTS | FLUID DYNAMICS

Children Path

Pavilion

Space Distribution

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Pavilion

Sitting Area

Adult Path

Space Distribution

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EARLY STAGE DESIGN EXPERIMENTS | FLUID DYNAMICS

MATERIAL RESEARCH | 3D PRINTING While executing the digital model, there are so many practical conditions of choosing a material should be considered: hardness, stability, efficiency, transparency, cost and so on. Moreover, the design of fluid usually requires more on illustrating smooth structure and clear generative layers. Hence many Fluid idea object use mechanical printing method to achieve this goal. Robotic printing and 3D printing are quite common methods for this kind of execution.

Polymaker PolyPlus Translucent ClearPLA – 1.75mm

Strong but cooling slowly

Supporting Structure Needed

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Right View

Left View

Front View

Detail

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CHAPTER 02 | PROJECT INITIAL RESEARCH - REFERENCE - MATERIAL TEST - FABRICATION METHOD AND PROCESS - DIGITAL DESIGN LANGUAGE - ARCHITECTURAL PROPOSAL

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PROJECT DESCRIPTION

Inspired by the works of architects and artisan that use wood as their material to create and produce unique and meaningful works, our current project is to use curve wood as our main material and focuses on the interaction between human and augmented reality through both digital design and fabrication process. The fabrication process has started from material testing and different fabrication method with using holographic images provided by HoloLens. During the fabrication process, we were using AR technology to materialize multiple components which cannot be produced by only human handwork and basic industrial production tools. After studying a variety of bending tools, such as the pin mould and scaffold system, we finally designed a customizable spatial frame for our design project to meet our needs for making a large amount of complex three-dimensional curves. Meanwhile, we also improved the steam processing and fixing method of wood components, and explored the possibility of our customizable spatial frame as the future development of the wood bending tool. We utilize wood and steam bending to explore a new architecture structure with these design languages: vector field, branch growing, vector flow and nursery. We are also aiming to embrace our design with Human-AR collaboration, and we designed our own AR user toolkit to provide intuitive guidelines for the public and designers, including digital design and physical model fabrication. Base on wood behavior and material test, we explore a way that made HoloLens as an indispensable tool in the design and fabrication process. This workflow maintains human individual initiative and impression, and avoids the simple mechanical labor of human.

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PROJECT INITIAL RESEARCH | REFERENCE

AR AS MAIN TOOL FOR DESIGN AND FABRICATION Using AR into the designing process helps users and designers immerse themselves in the mixed environment, so that they can fully provide their mood, sense, and action in the illusional space. Which makes the design has deeper interaction with human.

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PROJECT INITIAL RESEARCH | MATERIAL TEST

VENEER WORKING PROCESS OF LAMINATION METHOD Veneer is felexible and easy to bend without any treatment. However, due to its flexibility, it hards to hold a new shape after bending. Therefore, we spread glue on top of one of wood strips and the glued strips will hold the wood in the bent shape.

Material and Tool

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veneer

glue

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clamps

clamps

Bending Process

holding certain shape

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sticking two layers together

detail of two layers


Physical Model

Veneer Panel

Twist * 1

Sample 1

Dry-time Operation Convenience

Veneer Panel

Sample 1 * 3

Sample 2

Dry-time Operation Convenience

Veneer Panel

Twist * 4

Sample 3

Dry-time Operation Convenience

Sample 4

Dry-time Operation Convenience

Veneer Panel

Bend From Two Side

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PROJECT INITIAL RESEARCH | MATERIAL TEST

MATERIAL TEST | SOLID WOOD In oder to choose sutiable material to bend , we need to test following characteristics : hardness, smallest bend radius, straightness of grain, knots , steam time (change moisture content into 25%), dry time.

Beech

Hardness

Smallest Bend Radius

Knots

Straightness of Grain

Price

Steaming Time

Dry Time

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Oak

Cherry

Ash


WORKING PROCESS OF STEAM BENDING We choose steam bending to process wooden strips. The aim is to make wood pliable which can be bent by hand into specific shape. This woodworking technique can be divided into 2 steps. Firstly, using steam manchine to apply the heat and moisture to the wood. After several hours, we bend wood and left it on the mould. After drying, the wood will hold a new shape.

Steam Machine

Steam Source : generate steam to apply heat and moisture

Steam Box

Steam Process

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PROJECT INITIAL RESEARCH | MATERIAL TEST

MATERIAL TEST | SOLID WOOD | CHERRY Material and Tool

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cherry

steam

clamps

Bending Process In this test, we use clamps to assist wood strips to hold new shape. The tool is quite strong and stable, but it needs at least two people to finish the bending job and a scaffold is inevitable.

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Physical Model Cherry Wide: 5cm Length:100cm Thickness: 0.5cm

Cherry Panel

Cherry Panel

Twist * 1

Push From Two Sides

Dry-time Operation Convenience

Dry-time Operation Convenience

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PROJECT INITIAL RESEARCH | MATERIAL TEST

MATERIAL TEST | SOLID WOOD | BEECH Material and Tool

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Beech

Steam

Clamps

Bending Process In this test, we add some patterns on the wood panels before steamming them. After that, we twist and bend the steamed woods with clamps and wood blocks.

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Physical Model Beech Wide: 2cm Length: 100cm Thickness: 1cm

Beech Wide: 7cm Length: 100cm Thickness: 0.5cm

Beech Panel

Beech Panel

Pattern Design

Pattern Design

Stretching

Stretching

Dry-time Operation Convenience

Dry-time Operation Convenience

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PROJECT INITIAL RESEARCH | MATERIAL TEST

MATERIAL TEST | SOLID WOOD | BEECH Since the previous bending method was quite time-wasting and rigid -we had to use the benches in the workshop as our moulds. Hence we come up with an idea of designing a scaffolding set that not only has a stable structure, but also can bend the wood in different shapes and curves. We make a steel cube as the basic unit of the scaffolding set, and with assembling these individual units in flexible angles and directions, we are able to customize our wood to tons of looks that we want.

Setting Started Piont

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Generating Ended Point

Setting Ended Point

Generating Bending Shape


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PROJECT INITIAL RESEARCH | MATERIAL TEST

Material Test : Solid Wood | Beech Material and Tool

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Beech

Steam

Mould

Setting Process In this test, we assemble the units into various structures for bending, and then we use clamps to make the scaffolds stable.

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Clamps


Bending Process

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PROJECT INITIAL RESEARCH | MATERIAL TEST

Bending Details

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PROJECT INITIAL RESEARCH | MATERIAL TEST

Wood Pieces

Connections Screw+Nut

Assembling Process

First Layer

After the wood was set, we removed the wood strip from the steel scaffolds. They are assembled in layers, with the first layer being the structure and the second layer being the joints and decorations. Connections

Screw+Nut

Second Layer

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Physical Model Beech Wide: 5cm Length: 30/50/100cm Thickness: 0.5cm

Perspective View 1

Perspective View 2

Model Details

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PROJECT INITIAL RESEARCH | MATERIAL TEST

JOINT STUDY | BEECH WOOD

Interlocking

Drilling

Layer-by-layer Twisting

Layer-by-layer Connecting

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PROJECT INITIAL RESEARCH | MATERIAL TEST

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PROJECT INITIAL RESEARCH | COMPUTATIONAL DESIGN LANGUAGE

DIGITAL DESIGN LANGUAGE : VECTOR FIELD SYSTEM The ideal of vector field mainly related to orginal fluid particles. Every particle contains its own parameters of velocity, position, density and so on. After a vector field generated according to the parameters, particles moving in the vector field would generate continous trail inside the field. In order to have a overall connected structure, some curves in a certain range of distance would connect their surrondings but keep the outform of the whole struture.

Points Vector Field

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Flow Along Vector Field


Starting Points

Curve Optimization

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PROJECT INITIAL RESEARCH | COMPUTATIONAL DESIGN LANGUAGE

DIGITAL DESIGN LANGUAGE : BRANCH The idea of branch comes from the wood behavior, which is the most common wooden structure in the real world. The main logic is to transform scatter fluid surface to get the out form, and connect closest points, then find the shortest path from the supporting plane to generate branch shape. Since the structure is not state enough to stand alone, more analysis is added in order to connect different branches.

Surface Generation

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Points on Surface


Branch Generation

Supporting Arc

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PROJECT INITIAL RESEARCH | COMPUTATIONAL DESIGN LANGUAGE

DIGITAL DESIGN LANGUAGE : BRANCH The idea of branch comes from the wood behavior, which is the most common wooden structure in the real world. The main logic is to transform scatter fluid surface to get the out form, and connect closest points, then find the shortest path from the supporting plane to generate branch shape. Since the structure is not state enough to stand alone, more analysis is added in order to connect different branches.

Particle Points

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Generating Surface

Scattering Points


Connect Points

Setting Started Points

Finding Path

Generating Branch

Connecting Branch

Generating Wood Strips

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PROJECT INITIAL RESEARCH | COMPUTATIONAL DESIGN LANGUAGE

DIGITAL DESIGN LANGUAGE : BRANCH | GEOMETRY CATALOG

Surface Infulence Range

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Number of Points On Surface

Start Points Position

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PROJECT INITIAL RESEARCH | COMPUTATIONAL DESIGN LANGUAGE

Connection Radius

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Number of Reduced Curve

Level of Narrrowness

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PROJECT INITIAL RESEARCH | COMPUTATIONAL DESIGN LANGUAGE

DIGITAL DESIGN LANGUAGE : FLOWING TRAIL The idea of flowing trail is to generate curves on the surface in order to keep the outform of the surface. The trail is mainly generated according to the normal of the surface. The original surface is not rough enough to get interesting pattern, thus instead of using the original normal, the normal of the rough version of the original surface would be used in generating process.

Original Mesh

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Generate Rough Surface


Analyse Normals

Combine Normals

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PROJECT INITIAL RESEARCH | COMPUTATIONAL DESIGN LANGUAGE

DIGITAL DESIGN LANGUAGE : VORTEX We use vortex as the concept to generate pattern on surface. Using attractor points to create a twirl deformation.

Setting Attractor Points

Generating Rotary Force

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Generating Vortex

Generating Pattern

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PROJECT INITIAL RESEARCH | COMPUTATIONAL DESIGN LANGUAGE

DIGITAL DESIGN LANGUAGE | FLOWING TRAIL + VORTEX

Original Surface

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Points’ Movement

Patterned Surface


DIGITAL DESIGN LANGUAGE | BRANCH + FLOWING TRAIL + VORTEX

Flowing Trail Surface

+

Branch Supporting Structure

Pavilion Design

MINDCRAFT 111


PROJECT INITIAL RESEARCH | COMPUTATIONAL DESIGN LANGUAGE

PROPOSAL TEST | SHELL

Set Colliders

Branch Structure

+

Particle Emitters

112

Flowing Trail Surface


PROPOSAL TEST | TABLE

Set Collider

Branch Structure

+

Particle Emitters

Flowing Trail Surface

MINDCRAFT 113


114


CHAPTER 03 | PREVIOUS AR RESEARCH - AUGMENTED DESIGN - AUGMENTED FABRICATION

MINDCRAFT 115


PROJECT INITIAL RESEARCH | AUGMENTED DESIGN

AUGMENTED DESIGN PROCESS Starting with allocating some points on the ground, we draw some curves from the points to form a basic shape of a chair.

New Drawing New Emitter New Collider New Drawing

Particles Run

New Emitter

SetStartPoints

New Collider

Generate

Particles Run

Base : Cube

SetStartPoints

Generate

New Drawing New Emitter New Collider Particles Run SetStartPoints Generate Base : Cube

New Drawing New Emitter New Collider

Particles Run

SetStartPoints

Generate

1. Spatial Scanning

116

2. Show the Button List

3. Select 'New Drawing' to Create New Drawing Points


New Drawing New Emitter New Collider

Particles Run SetStartPoints

Generate Base : Cube

New Drawing New Emitter New Collider

Particles Run

SetStartPoints

Generate Base : Cube

4. Place the New Drawing Points

5. Select 'Particles Run' to Generate Particles

6. Generate Particles to Invent Growing Path

MINDCRAFT 117


PROJECT INITIAL RESEARCH | AUGMENTED DESIGN

AUGMENTED DESIGN PROCESS

New Drawing New Emitter New Collider

Particles Run SetStartPoints

Generate

Base : Cube

New Drawing

New Drawing

New Emitter

New Emitter

New Collider

New Collider

Particles Run

Particles Run

SetStartPoints

SetStartPoints

Generate

Generate

Base : Cube

Base : Cube

7. Form Overall Shape

118

8. Select 'Set Start Points' to Place Start Points

9. Set Start Points


New Drawing New Emitter New Collider

Particles Run SetStartPoints Generate Base : Cube

10. Select 'Generate'

11. Get the Branchy Shape

12. Stop Spatial Mapping

MINDCRAFT 119


PROJECT INITIAL RESEARCH | CHAIR DESIGN

OPTIMIZATION OF CHAIR DESIGN The optimized chair combines the ideas of Interactive-Gene and the Branch System. After we have done the sketch of chair structure with carrying HoloLens, we input the curves into the Branch generating system. In order to have stable structure, additional analysis needs to be added to connect closest branches following a certain logic.

Step 1 : Generating Shape

Draw Basic Curves

120

Particle Generated Along Curves

Structure

Combination


Step 2 : Generating Structure

Find End Points

Find Connection

Generate Basic Structure

MINDCRAFT 121


PROJECT INITIAL RESEARCH | AUGMENTED FABRICATION

GENERAL WORKFLOW OF AUGMENTED DESIGN AND FABRICATION

Virtually Generating Process Taking the chair design as our fabricating target, we illustrate the generating steps with the help of HoloLens. To set four points as the starting position and use dragging gestures to draw the basic shape of the chair.

Material Property Comparison While trasferring the digital model into real-time fabrication, we need to consider that the property of our material, beech wood, will be broken when it reanches the bending limit. Hence it is necessary to optimize the digital model to fit the realistic factors.

Illusion & Reality Balance The most interesting part that makes Augmented Fabricaiton different from other fabricating methods is that people need to find a balance between flexible craftsmanship and precise model making. During the executing process we make some smart changes to the digital illusion that HoloLens guilds us to fabricate, which helps us to interact more with our design through both the digital and real-time parts.

122


Holographic Illusion

Realistic Model

MINDCRAFT 123


PROJECT INITIAL RESEARCH | AUGMENTED FABRICATION

FABRICATION METHOD TYPE 1 | PIN SYSTEM Based on tranditional method, we use pin system as mould to help us to control the shape. Through using HoloLens to mark different position and direction of the pin to control different shape of wood.

124


Holographic Marking

Pin Setting

Physical Output

MINDCRAFT 125


PROJECT INITIAL RESEARCH | AUGMENTED FABRICATION

FABRICATION METHOD TYPE 2 | BENDING MACHINE Using this mehod, machine can be used repeatly. We can use hololens to adjust the 'fit point' to change the shape of wood.

126


rotating

lifting

MINDCRAFT 127


PROJECT INITIAL RESEARCH | AUGMENTED FABRICATION

Bending Process of Bending Machine We used bending machine for getting different shape of wooden strips, meanwhile, we marked each pieces to make preparations for next agumented assembly process.

3

6

2

5

1

9

8

4

11

7

10

128

12


Holographic Guiding Image for Assembling We use hololens to get holographic image to guide us assemble wood strips together.

MINDCRAFT 129


PROJECT INITIAL RESEARCH | AUGMENTED FABRICATION

FABRICATION METHOD TYPE 3 | LAYER SYSTEM Based on layer system, we can bend wood layer by layer under the guide of holographyic image. Becase each layer can be the mould of the next layer.

130


mould for first layer

second layer

first layer

mould for second layer

mould for third layer

third layer

MINDCRAFT 131


PROJECT INITIAL RESEARCH | AUGMENTED FABRICATION

CHAIR STRUCTURE ANALYSIS After comparing, we choose 'layer system' as our fabrication method to make the chair. We devied structure into two parts : one is main structure and another one is secondary structure.

main structure

secondary structure

132


main structure

layer system + agumented fabrication

secondary structure

augmented fabrication

MINDCRAFT 133


PROJECT INITIAL RESEARCH | AUGMENTED FABRICATION

CHAIR FABRCATION PROCESS

Main Structure Bending Process

Basic Material

Beech Wood

134

Step 1

Connection

Step 2

Step 3


Secondary Structure Bending Process

HoloLens Assembly Diagram

Assembling Process

MINDCRAFT 135


PROJECT INITIAL RESEARCH | AUGMENTED FABRICATION

136


MINDCRAFT 137


PROJECT INITIAL RESEARCH | AUGMENTED FABRICATION

138


MINDCRAFT 139


PROJECT INITIAL RESEARCH | ARCHITECTURAL PROPOSAL ARCHITECTURAL PROPOSAL

140


MINDCRAFT 141


PROJECT INITIAL RESEARCH | ARCHITECTURAL PROPOSAL ARCHITECTURAL PROPOSAL

142


MINDCRAFT 143


PROJECT INITIAL RESEARCH | ARCHITECTURAL PROPOSAL ARCHITECTURAL PROPOSAL

144


MINDCRAFT 145


146


CHAPTER 04 | CURRENT STAGE DESIGN - MATERIAL TEST - DIGITAL DESIGN | INNER LOGIC - DIGITAL DESIGN | GENERAL LOGIC - FABRICATION METHOD IMPROVEMENT

MINDCRAFT 147


PROJECT INITIAL RESEARCH | MATERIAL TEST

STEAM MACHINE COMPARISON

Traditional Steaming

Volume

Steamed Area

Set-up Convinience

Price

Steaming Time

Dry Time

148

Vacuum Bag Steaming


Previous Steam Machine

Steam Source : generate steam to apply heat and moisture

Steam Box

Current Steam Machine

Steam Source

+

+ Vacuum Bag

MINDCRAFT 149


PROJECT INITIAL RESEARCH | MATERIAL TEST

GRAIN TEST | ASH WOOD

3mm

3mm

150


4mm

5mm

MINDCRAFT 151


PROJECT INITIAL RESEARCH | MATERIAL TEST

GRAIN TEST | ASH WOOD

3mm

3mm

4mm

5mm

152


MINDCRAFT 153


PROJECT INITIAL RESEARCH | MATERIAL TEST

JOINT STUDY | ASH WOOD

Drilling + Layer-by-layer Twisting

154


MINDCRAFT 155


PROJECT INITIAL RESEARCH | MATERIAL TEST

JOINT STUDY | ASH WOOD

Drilling + Layer-by-layer Twisting

156


MINDCRAFT 157


CURRENT WORK | COMPUTATIONAL DESIGN | INNER LOGIC

BASIC WOOD BEHAVIOUR

158


MINDCRAFT 159


CURRENT WORK | COMPUTATIONAL DESIGN | INNER LOGIC

VECTOR-BASED GENERATION

160


MINDCRAFT 161


CURRENT WORK | COMPUTATIONAL DESIGN | INNER LOGIC

VOID INTERSECTION

162


MINDCRAFT 163


CURRENT WORK | COMPUTATIONAL DESIGN | INNER LOGIC

CURVE-BASED GENERATION

According to the parameter of curves, the wood piece will automaticly been generated along it. The tangent of the curve determined the normal direction of every section, and the curvature determined its rotation on the plane.

CUT INTO PIECES

Since the length of wood is limited when in fabrication. Every single wood will been cut into sub-pieces according to length limitation.

164


MINDCRAFT 165


CURRENT WORK | COMPUTATIONAL DESIGN | INNER LOGIC

REBUILD GUIDECURVE

control points: 4

ControlPoints: 4 twist position

Twist Position

complexity level 1

Complexity Level: 1

complexity level 2

Complexity Level: 2

complexity level 3

Complexity Level: 3

complexity level 4

Complexity Level: 4

166

control points: 5

ControlPoints: 5

control points: 6

ControlPoints: 6

control points: 7

ControlPoints: 7


MINDCRAFT 167


CURRENT WORK | COMPUTATIONAL DESIGN | INNER LOGIC

SORT START PIECES

Piece Gap < Wood Width

168

Piece Gap > Wood Width


MINDCRAFT 169


CURRENT WORK | COMPUTATIONAL DESIGN | INNER LOGIC

SHOW JOINT STATUE

170


MINDCRAFT 171


CURRENT WORK | COMPUTATIONAL DESIGN | INNER LOGIC

JOINT TYPE | HORIZONTAL

172


JOINT TYPE - VERTICAL

MINDCRAFT 173


CURRENT WORK | COMPUTATIONAL DESIGN | INNER LOGIC

JOINT TYPE | HORIZONTAL

174


MINDCRAFT 175


CURRENT WORK | COMPUTATIONAL DESIGN | INNER LOGIC

JOINT TYPE | VERTICAL

176


MINDCRAFT 177


CURRENT WORK | COMPUTATIONAL DESIGN | INNER LOGIC

JOINT TYPE | ADD PROBABILITY

0%

178

100%


MINDCRAFT 179


CURRENT WORK | COMPUTATIONAL DESIGN | INNER LOGIC

DESIGNER TOOLKIT | GRASSHOPPER PLUGIN

r

be

um

N ion

ct

Se

h

gt

Thickness

n Le

Width

180


Layer 1 + JointLayer

Piece2 EndSection

JointSection

StartSection

Wood3

Layer 1

Piece1

Wood2

MultiWoods2

Piece2

Wood1

EndSection

JointSection

Piece1

Wood3

StartSection

Wood2

WoodScene

MultiWoods1

Wood1

MINDCRAFT 181


CURRENT WORK | COMPUTATIONAL DESIGN | GENERAL LOGIC

GENERATING LOGIC | BASED LINE & ATTRACTING POINTS (WITH FRAME) Basically, we have 3 generating methods: 1)attracting by random points, 2) attracting by points set on the grid, 3) attracting by points set on the surafce.

182

Based Frame

Based Line

Attracting Points

Attrcating Field

Generating Line

Final Shape


GENERATING LOGIC | BASED LINE & ATTRACTING POINTS ( WITHOUT FRAME) In the gerometry test, we set based line firstly. Then, we added seraval attracting points randomly.

Base Line

3 Points

4 Points

5 Points

6 Points

7 Points

MINDCRAFT 183


CURRENT WORK | COMPUTATIONAL DESIGN | GENERAL LOGIC

GEOMETRY TEST | ATTRACTING POINTS BASED ON GRID Type A In order to contorl the gernerating geometry, we are thinking to add points based on the grid.

184


MINDCRAFT 185


CURRENT WORK | COMPUTATIONAL DESIGN | GENERAL LOGIC

GEOMETRY TEST | ATTRACTING POINTS BASED ON GRID Type B In order to contorl the gernerating geometry, we are thinking to add points based on the grid.

186


MINDCRAFT 187


CURRENT WORK | COMPUTATIONAL DESIGN | GEOMETRY CATALOGE

GEOMETRY TEST | BASED LINES FLOWING ALONG SURFACE In order to generat continiue lines flowing along a surface, we created a surface before the gernertating process and added attrcting points on the surface to test the output.

188


MINDCRAFT 189


CURRENT WORK | COMPUTATIONAL DESIGN | GEOMETRY CATALOGE

CHAIR DESIGN In terms of chair design, we use the third generating method following along the surface. We set the based line firstly, and then adjust the genertating direction. Basically, we had two gernertating directions to form two parts, which are saperate layers.

190


Base Surface

Base Lline

Attracting Points

Attrcating Field

Generating Line

Final Shape

MINDCRAFT 191


CURRENT WORK | COMPUTATIONAL DESIGN | INNER LOGIC

CHAIR DESIGN PROCESS OF GENERATION

192


MINDCRAFT 193


CURRENT WORK | COMPUTATIONAL DESIGN | GEOMETRY CATALOGE

CHAIR DESIGN WITH JOINT SYSTEM In order to connect each wood pieces and the saprate layers, we designed a joint system to combine them together. Firstly, the joint system would connect the wood pieces in the same layer. Secondly, the joint system would connect those tow layers.

194


First Layer Joint A : connection of same layer

Connection Detail

+

Joint System

Second Layer Joint B : connection between fisrt and second layer

MINDCRAFT 195


CURRENT WORK | COMPUTATIONAL DESIGN | GEOMETRY CATALOGE

PAVILION DESIGN TEST | TYPE A In this test, we add some patterns on the wood panels before steamming them. After that, we twist and bend the steamed woods with clamps and wood blocks.

Without Joints

196


based line

walking path

adding attract points

geberating line

MINDCRAFT 197


CURRENT WORK | COMPUTATIONAL DESIGN | INNER LOGIC

PAVILION DESIGN TEST | TYPE A PROCESS OF GENERATION

198


MINDCRAFT 199


CURRENT WORK | COMPUTATIONAL DESIGN | GEOMETRY CATALOGE

PAVILION DESIGN TEST | TYPE A

Side View

200


Top View

MINDCRAFT 201


CURRENT WORK | COMPUTATIONAL DESIGN | INNER LOGIC

PAVILION DESIGN TEST | TYPE B PROCESS OF GENERATION

202


MINDCRAFT 203


CURRENT WORK | COMPUTATIONAL DESIGN | GEOMETRY CATALOGE

PAVILION DESIGN TEST | TYPE B

Side View

204


Top View

MINDCRAFT 205


CURRENT WORK | COMPUTATIONAL DESIGN | GEOMETRY CATALOGE

206


MINDCRAFT 207


CURRENT WORK | COMPUTATIONAL DESIGN | GEOMETRY CATALOGE

208


MINDCRAFT 209


CURRENT WORK | COMPUTATIONAL DESIGN | GEOMETRY CATALOGE

210


MINDCRAFT 211


CURRENT WORK | FABRICATION METHOD & PROCESS

PREVIOUS WORK FABRICATION METHOD When we do our material test, we use bench as our bending tool, but that’s not professional and have many limitations. There're limited space to bend wood pieces and place clamps to fix wood pieces.

Bmade Bench

212


Bending Tool

MINDCRAFT 213


CURRENT WORK | FABRICATION METHOD & PROCESS

PREVIOUS WORK FABRICATION METHOD COMPARE

Pin System

214

Bending Tool

Fabrication Time

Fabrication Time

Account of Mould

Account of Mould


Scaffold System

Mould System

Fabrication Time

FabricationTime

Account of Mould

Account of Mould

MINDCRAFT 215


CURRENT WORK | FABRICATION METHOD & PROCESS

PREVIOUS WORK FABRICATION METHOD COMPARE | TRYOUT

Pin System

216

Scaffold System


Scaffold System

Mould System

MINDCRAFT 217


CURRENT WORK | FABRICATION METHOD & PROCESS

PREVIOUS WORK FABRICATION METHOD COMPARE | DISADVANTAGE

Pin System

218

Scaffold System


Scaffold System

Bending Tool

Mould System

MINDCRAFT 219


CURRENT WORK | FABRICATION METHOD & PROCESS

FABRICATION METHOD CUSTOMIZABLE SPATIAL FRAME

+

Scaffold System

220

Bending Tool


.48

628

Customizable Spatial Frame

Unlimited Base Size

MINDCRAFT 221


CURRENT WORK | FABRICATION METHOD & PROCESS

FABRICATION METHOD CUSTOMIZABLE SPATIAL FRAME

Beam Movement

222

Horizontal Bar Movement

Vertical Bar Movement


Beam Rotation

Horizontal Bar Rotation

Vertical Bar Remove

MINDCRAFT 223


CURRENT WORK | FABRICATION METHOD & PROCESS

FABRICATION METHOD CUSTOMIZABLE SPATIAL FRAME

224


MINDCRAFT 225


CURRENT WORK | FABRICATION METHOD & PROCESS

ADJUSTABLE SPATIAL FRAME The movable bars helped us to adjust the wood position and curvature as we wanted. It was quite flexible and efficient.

Start Points or End Points

226


Curvature

MINDCRAFT 227


CURRENT WORK | FABRICATION METHOD & PROCESS

FABRICATION METHOD FIXING TOOLS IMPROVEMENT

228


Normal C Clamp Steel

Length: 12cm - 20cm Width: 8cm Weight: 200g - 1000g

Customized Fixer Welded Steel Length: 10cm Width: 4cm Weight: 50g

MINDCRAFT 229


230


CHAPTER 05 | AUGMENTED REALITY APPLICATION - AUGMENTED DESIGN - AUGMENTED FABRICATION

MINDCRAFT 231


CURRENT WORK | FABRICATION METHOD & PROCESS

FABRICATION METHOD CUSTOMIZABLE SPATIAL FRAME | TEST

SWIRL FABRICATION Before starting the chair fabrication, we chose to take the most difficult part of our model to see if our bending machine would successfully produce the model. We took two twisted stripes as the sample and put them on the machine with keeping them the same position as the digital model.

232


The holographic illusion of the HoloLens gave us a clear guidance on how to bend and twist the physical material. One of us wore the device to lead the others to make actions, as well as made adjustment to the wood to make it match the illusional image.

MINDCRAFT 233


CURRENT WORK | FABRICATION METHOD & PROCESS

FABRICATION METHOD CUSTOMIZABLE SPATIAL FRAME | TEST

During the process we found our machine was flexible enough to make adjustment, and it was also quite stable to keep the wood shape with the help of clamps.

234


MINDCRAFT 235


CURRENT WORK | FABRICATION METHOD & PROCESS

FABRICATION METHOD CUSTOMIZABLE SPATIAL FRAME | TEST The result showed that the bending machine could fabricate the wood strips very well. The physical model matched the holographic image successfully and it indicated that we could continue working on our fabrication method.

236


MINDCRAFT 237


CURRENT WORK | FABRICATION METHOD & PROCESS

FABRICATION METHOD CUSTOMIZABLE SPATIAL FRAME | DIGITAL TRANSFORM We divided our chair into two parts – the swirl part and the sitting part. since the joint system need to be added on a stable model set, we were planning to fabricated these two parts individually with adding their joints. They both would be fixed and left on the machine till they got dried, then we would combine them to get the whole chair.

Chair Design Proposal

238


Part 1

Part 2

Divide Chair into Groups

Fabricate Wood Pieces on Customisable Spatial Frame

MINDCRAFT 239


CURRENT WORK | FABRICATION METHOD & PROCESS

AR GUIDING FABRICATION SPATIAL FRAME SETTING The AR illusion guided us to set the machine’s position for fabrication. Hololens can provide us with an intuitive spatial image

240


AR GUIDING FABRICATION WOOD BENDING PROCESS We produced our sitting part according to the AR guidance. With the help of holographic images, we can know the position and curvature of each piece of wood.

MINDCRAFT 241


CURRENT WORK | FABRICATION METHOD & PROCESS

AR GUIDING FABRICATION DETAIL | PART 1 FABRICATION After the main structure was set, we added our joints on it to stabilize the structure. This part of fabrication would be finished after the wet wood got dry.

Layer 1

242

Add Joints

Part 1


MINDCRAFT 243


CURRENT WORK | FABRICATION METHOD & PROCESS

AR GUIDING FABRICATION PART 2 FABRICATION The same fabrication method applied to the sitting part production.

Layer 1

244

Add Joints

Part 2


MINDCRAFT 245


CURRENT WORK | FABRICATION METHOD & PROCESS

AR GUIDING FABRICATION OUTCOME Completed version of the swirl part and the final version of the whole chair.

246


MINDCRAFT 247


CURRENT WORK | INTERFACE

INTERACTIVE PLATFORM WITH HOLOLENS We designed our own interactive system ahout each process of our project. Through the screen of the HoloLens, the public users can see the guidance of the holographic images.

Step 1 Start our interactive platform

248


Step 2 Sliding menu to select model

MINDCRAFT 249


CURRENT WORK | INTERFACE

CATALOGUE INTERFACE

Step 3 Select the model and zoom in

250


Step 4 Steam machine choice

MINDCRAFT 251


CATALOGUE INTERFACE

252


MINDCRAFT 253


254


CHAPTER 06 | ARCHITECTURE DESIGN - BPRO SHOW DESIGN - ARCHITECTURE PROPOSAL

MINDCRAFT 255


CURRENT WORK | ARCHITECTURAL DESIGN

FABRICATION PROCESS

256

Timber Factory

Dilivery

Select Wood

Frame Preparation


Machine Wood

Steaming

AR Setup

AR Fabrication

MINDCRAFT 257


CURRENT WORK | ARCHITECTURAL DESIGN

FABRICATION PROCESS

preview our model on spatial frame and choice a part to fabricate

258

fabricate wood pieces on spatial frame with the holographic guidance


hang finished parts on wood frame, remove all metal tools and prepare for reset

use HoloLens to set the spatial frame again and fabricate other parts on spatial frame

MINDCRAFT 259


CURRENT WORK | ARCHITECTURAL DESIGN

LARGE SCALE FABRICATION PROCESS

260


MINDCRAFT 261


CURRENT WORK | ARCHITECTURAL DESIGN

BPRO SHOW DESIGN CATALOG

262


MINDCRAFT 263


CURRENT WORK | ARCHITECTURAL DESIGN

BPRO SHOW PROPOSAL | THIRD FLOOR

264


BPRO SHOW PROPOSAL | GROUND FLOOR

MINDCRAFT 265


CURRENT WORK | ARCHITECTURAL DESIGN

COLUMN DESIGN

266


Based Line

Attracting Points

Generating Path

Attrcating Field

Generating Line

Final Shape

MINDCRAFT 267


CURRENT WORK | ARCHITECTURAL DESIGN

COLUMN DESIGN PROCESS OF GENERATION

268


MINDCRAFT 269


CURRENT WORK | ARCHITECTURAL DESIGN

PAVILION DESIGN 01

270


Based Line

Attracting Points

Attrcating Field

Generating Line

Generating Path

Final Shape

MINDCRAFT 271


CURRENT WORK | ARCHITECTURAL DESIGN

PAVILION DESIGN 01 | PROCESS OF GENERATION

272


MINDCRAFT 273


CURRENT WORK | ARCHITECTURAL DESIGN

PAVILION DESIGN 01

Side View

274


Top View

MINDCRAFT 275


CURRENT WORK | ARCHITECTURAL DESIGN

276


MINDCRAFT 277


CURRENT WORK | ARCHITECTURAL DESIGN

PAVILION DESIGN 02

278


Based Line

Attracting Points

Generating Path

Attrcating Field

Generating Line

Final Shape

MINDCRAFT 279


CURRENT WORK | ARCHITECTURAL DESIGN

PAVILION DESIGN 02 | PROCESS OF GENERATION

280


MINDCRAFT 281


CURRENT WORK | ARCHITECTURAL DESIGN

Side View

282


Top View

MINDCRAFT 283


CURRENT WORK | ARCHITECTURAL DESIGN

284


MINDCRAFT 285


CURRENT WORK | ARCHITECTURAL DESIGN

PAVILION DESIGN 02 | SECTION

286


MINDCRAFT 287


CURRENT WORK | ARCHITECTURAL DESIGN

BPRO SHOW

288


MINDCRAFT 289


MARCH ARCHITECTURAL DESIGN 2018-19 THE BARTLETT SCHOOL OF ARCHITECTURE | UCL


MINDCRAFT BartlettAD | RC9

TUTOR SOOMEEN HAHM ALVARO LOPEZ RODRIGUEZ

MEMBER HUILIN ZHANG LEMENG RAN HONGYU PAN PENGCHENG ZHAI


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