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Project : Civic Center
Total area : 25350 sqM
Project : Civic Center
Total area : 25350 sqM
09.2019 ~ 12.2019
This is a fourth-year school project. Located in Baishan region, Beijing, the civic center contains a library, two indoor stadiums, a theater and a children's activity center. It's the first time that I design architecture in such a large scale, and with such complicated functions. In this project I created a designing 'rule' and followed it strictly, which is to confirm the area of functional space first, which is the Module, and then focus on sculpturing the public space, in this case, the traffic core, and with the insertion of the cores, the rooms have to transform to maintain at the same area, and by this the room is being changed into unexpected shapes.
Using this method, I was able to create lots of interesting public or traffic space while not disturbing the function rooms. The inserted traffic core also connects different parts together, which is the Fusing process.
Tools: Rhino + Grasshopper, Keyshot, Photoshop,Illustrator
The site is located in the suburb area of Beijing. It is a part of a large urban planning project. Next to the sixth Ring Road the area has great accessibility. The context is actually quite simple cause the whole area is still under construction. On the northwest of a school and on the east, there is a park.
The function is arranged reasonably, a large atrium space is set aside, and a passage is connected to ensure the continuity and concentricity of traffic as well as public space.
The connection between the atrium is not strong enough. So, two sections which were originally arranged separately were fused together. Insert the traffic core to connect two pavilions.
The traffic core is deformed following the fire evacuation code (adjust the radian of the staircase). With the insertion, the original area of the rooms and corridors were invaded, Offset the edge of the core to form new corridors, then enlarge the room with the shape of the aisle, to keep the area as the brief required.
Placing 4 parts of the brief into the site by the shape of cubes. Make traffic connections between those sections.
Massing the brief into cubes, and arrange them in an order, create inner courtyard.
Fusing different sections, the library and children's hall were fused together and torn apart again in another way.
Inserting the cores to fuse different parts further, and meanwhile create interesting public spaces.
Perspective section A
Perspective section B
Perspective section C
Perspective section D
This is a Fourth year school project with appointed site. I managed to find out the issues around the site and created the brief. This is a project with my caring for the society, and my appreciation to the upcoming international event - The winter Olympic Games 2022, in Beijing. It also shows my respect to the master plan made by the administration.
Meanwhile, I also focused on the creation of interesting space and elegant landscape. In this project I looked at how to create artificial layers of the city and nature. The design reflects my thoughts on the development of the city, and the ways we should go next.
Video of the project : https://youtu.be/ DIH8RaC13LQ
Tools : Rhino + Grasshopper, Lumion, Twinmotion, Photoshop,Illustrator, Premiere
Project: Total area : 129000 sqM Hotel & Public building
Mass the project cubes. The function of the studio, theater and commercial uses were put on the ground floor.
Analysing the site, I found that Although the site seemed to have a convenient traffic condition, it was actually very closed. People from Beijing North Railway Station and Xizhimen underground station cannot reach the site directly because of the huge Kaide mall, this design boldly connects the podium inside the site with Kaide mall by a floating structure, which would effectively enhance the accessibility of the site.
The Creative industry is now playing a more and more significant role in influencing an area. Comparing Kaide mall with Joy city, we can see that how important creative industry can be for a public facility.
Public green space is expected in the Xizhimen area, the King's cross area is very similar with Xizhimen, they all based on a train station, and an important traffic spot in the city. In the comparison, we can see, the need for a large scale public green space.
Connect the Kaide mall with my project. Make holes on the floating structure, to provide adequate sunlight for the road below.
Divide the cube into three floors, and also add another layer to the connecting structure.
Adjust the form of structure. Create a wavy floor for the podium, and add atriums for a 'break' from the boring texture in this part of the city
1. Unusable overlap between floor slabs create unusable spaces.The atrium is added to unchoke the conflicts between peaks and valley.
The winter Olympic game, 2022 will take place in the suburb of Beijing, the train station in Xizhimen area is the only station connects that area with downtown. So, there should be a hotel for skiers, athletes and tourists at this spot. And the supporting facility for skiing. Also, a small ski resort in the middle courtyard.
The Courtyard in the middle of the site,should be able to provide a popular public green space. By the unique landscape design, there will be a ski run in the winter for skiers and a lively hill in the summer for everyone in the Xizhimen area. The project will be a bonsai in the city.
Master Plan
Can an increase in quality of life be maintained as population densities increase? Moreover, what conditions should be satisfied before such increases in density take place? What role will nature, in the widest sense, play in such an increase in density? The idea of arranging nature on numerous levels acts as both a continuation of the existing landscape and a symbol of its artificiality. This project provides multi-level public space as an extension to existing public spaces. At ground level it allows for visibility and accessibility, for the unexpected, for “nature” whilst spatial events and cultural events populate it in section.
A The view of the courtyard from inside of the spa center. B View shows how to use the wavy slabs, in this part, it's been used as a theater.Also equipped with wheelchair accessible passage C . Wavy floor is used as a nature public communication space among the art studios. And inside the studio, the floor is flat. D. Split-level between 2 and 3 floor. Used as a sky garden.
The residential part is mainly divided into two categories: serviced apartments and hotels, which are divided into ordinary, artistic, economic, youth and other styles for different users. Functions (study room/studio/activity room, etc.) are put in according to needs, with similar layout and enhanced publicity compared with ordinary hotels.
The public part of the building are 4 new layers of the city, which consist of three layers of 'buildings' and one for landscapes. The well-used wavy floor slab takes people away from their daily life for a whole new experience, the peaks and valley created atriums that indistinct the floors, also generate some natural split-levels for new green spaces.
08.2020 ~ 11.2020
This project was being designed under the proposition of Productive Exuberance, which is the studio proposition when I was an exchange student at Central Saint Martin. I finished the 'first iteration' of the project in 06.2017 with the amazing guidance from my tutor Adam Furman and Julika Gittner. But I always think I can do better than that, cause the topic was extremely fascinating for me.
Two years later, I am graduating from my university, and with a better understanding of architecture I started to redo this project from zero. This time I found that this project is very theoretical, it is also a conversation with the society. For a deeper understanding for Productive Exuberance I read some books like 'Delirious New York' and 'Revisiting Postmodernism' etc., they gave me lots of inspiration. This project is a architecture design as well as a reading note. The name is ' The Depo', it's for Aldgate East, for London and for this era that we live in.
PS. In this section of the portfolio, the text written in gray and italic are quotes from 'DELIRIOUS NEW YORK' by Rem Koolhaas
Tools : Rhino + Grasshopper,Twinmotion,Photoshop,Illustrator
Surrounding by various of markets, this place is visited by locals, travellers, sellers and consumers from all over the country. However, at this 'cultural center', the architectures are so monotonous that they can't speak for this wonderful spot in London.
Fiasco
"Everythingisstrippednaked by the dispassionate glare. The glare is everywhere, and nowhere a shadow.... The visitor is stunned; his consciousness IS withered by the Intense gleam; his thoughtsareroutedfromhis mind;hebecomesaparticle inthecrowd....”
I did a deep research into the hotel situation in the area of aldgate east. And the data above shows that sellers cannot afford to stay in the hotel, even those of which are in bad condition, since they already need to pay for the high rent of their set in the markets. Also the research shows that they travel between different markets during the working days. The time wasted in the city and their home is such an inconvenience.
The average rent of the set in the market every day is 85 pounds. The average cost is 20 to 30poundsPerweek.They often choose to use vans and cheap self-storages to keep their goods. As the drawings above.
Imitation
With the idea of 'Productive Exuberance' in mind, we should go back to see some existing answer for it. And try to discover our way to answer this with architectural practice.
Venice
A hundred profound solitudes together constitute the city ofVenice.That is its charm. A model for the men of the future.——Friedrich Nietzsche
Piazza
Piazza San Marco—where the carnival takes place evey year, represented the bygone glorious times of Venice. The 'Exuberance' created it, with basic needs being met people started to pursue beauty, complexity and ornament. Drawings on the left shows my design process. try to collage the plan of Piazza San Marco into the site on bricklane, and try to remodeling the piazza in the air to create a contemporary iteration of the Productive Exuberance.
Layers
As we can see on the Palazzo Ducale, the elevation is made by arcade and patterns. So, in my design this rule is being followed, and apply on every sections of the project.
Beyondacertaincriticalmasseachstructure becomesamonument,oratleastraisesthat expectation through Its size alone, even if the sum or the nature of the individual activities It accommodates does not deserve a monumentalexpression.
"Theskinisall,oralmostall.
The facade design in this project is crucial. As a cultural beacon, it should be able to be seen and recognized at once. If compared to Piazza San Marco, this iteration should not only be lifted into the air, also, with the technology today, the facade must be updated.
Pattern Markets around the site sell the finest fabric in London with exquisit e patterns. The facade of this project consists of patterns which were extracte d and abstract from those fabrics.
Ceramic
The facade is made of ceramic curtain wall. Not only with the quality of energy saving, acoustic insulation, thermal insulation, also it is the perfect material for my pattern design.
Cathedral
“Whenseenatnightfallbathedinelectric lightaswithagarment,orinthelucidair ofasummermorn109piercingspacelikea battlementoftheparadisewhichSt.John beheld.Itinspiresfeelingstoodeepevenfor tears....
The writer looked upon it and at once cried out 'The Cathedral of this century of madness.”
Since the exterminating principles never cease to act, it follows that what is refinementonemomentwillbebarbarism thenext.
Therefore,theperformancecanneverend orevenprogressintheconventionalsense ofdramaticplotting;itcanonlybethecyclic restatement of a single theme: creation and destruction irrevocably interlocked, endlesslyreenacted. Theonlysuspenseinthespectaclecomes fromtheconstantlyescalatingintensityof theperformance.
I tried to collage the plan of Piazza San Marco into the site on brick lane and try to remodel the piazza in the air to create a contemporary iteration of the Productive Exuberance.
Iteration 1
Iteration 2
Iteration
Basement Plan
The main entrance is in in the underground, connecting the ground floor by four big staircases. The structural solution is a double layered-core. There are four sections on this floor, hotel reception, storage, reception and two main entrance for the sellers and makers to the workshop.
Climbout
15.5th. & 16th. floor plan
Weseethesmallerparks ofthecityraisedtothis same side-walk arcade level ... and the whole aspect becomes that of a very modernized Venice,acityofarcades, plazas and bridges, with canals for streets.
Varieties of functions give the plan great richness and complexity. Markets that are 16 floors higher than it used to be, also crossing with the workshop provides convenient transportation for the sellers and makers.
9.5th. & 10th. Floor Plan
The atrium is created at the cross point of the core, workshops and the storage. By using the height difference of the splitlevel arrangement of the workshops and storage, uncrossing paths were created. By this design cargo Lift only stops at the storage floor, which avoid the potential heavy traffic.
Triumph 24th. floor plan
(The flat iron building)
For seven years “the most famous building in the world,” it IS the first Icon of the double life of utopia.
Standard floor plan for the hotel section. The core reduces to the size of half. Cargo lifts stop at the end of the workshop section. The hotel room is in two sizes, for the sellers with different needs. (The difference between how many days they are staying in the city)
Itis,essentially,abuildingwithout aninterior.
"Dozens of white buildings, monstrouslydiverse,notonewith eventhesuggestionofbeauty.They arebuiltofwood,andsmearedover withpeelingwhitepaintwhichgives them the appearance of suffering fromthesameskindisease....”(The context)
Italsooffersanadditionaldirection ofescape:massascension.
Pursuit of irrational ends by entirelyrationalmeans
Project A: Total area: Tourist center 2210 sqM
Project B: Total area: Recreation club 1860 sqM
This project is a real project that is likely to be built out. It's located on Niutou mountain in Guangyang island nature reserve, Chongqing province. Chongqing is the biggest city in the west part of China, it is built in mountainous regions, and for construction there is a huge requirement for stone and soil, Niutou mountain is where they mine these materials. The appearance of the mountain now is terrifying, excavated body of the mountain is exposed under the daylight.
As an architectural student, more importantly as a human being it is heartbreaking to see the nature in such condition. The project is to design a tourist center, since the excavation of the region has stopped, and it is now being transformed into a nature reserve. I think a project at such a significant location should serve as a monument as well. People should be able to see the damage they made and the beautiful scenery at the same time. Also, the architectures themselves should be harmonious with the nature.
Tools : Rhino + Grasshopper, Lumion, Photoshop,Illustrator
08.2020 ~ 10.2020
Site & Master Plan
As a project for the nature reserve, this design should be able to capture the beauty of all these natural wonders.Niutou mountain is a place where people come to take the soil and stone for the construction of the city of Chongqing (A grand city on mountainous region). On this wounded mountain a monument will stand to remind people of our sin.
Tourist center is located on the top of the Niutou mountain. To capture those beautiful views, four main viewing platforms are facing northeast and southwest. In this building one can enjoy the scenery of the cornfield on Guangyang island and Yangtze river.
This project is a Renovation for an old residential building on the hillside. According to the city plan this is designed to be a recreational building with the functions of restaurant and banquet hall with their subsidiary spaces. I designed a courtyard in the middle with water pond on the east side of the building. The project is surrounded by the natural, and contains water and woods in it. Expressing my concept of architecture existing harmoniously with the nature.
Within the contemporary condition new conceptual terrains emerge that raise questions of agency and intelligence within a deep ecology of our environment. The work explored examines environmental phenomenon in the service of sustaining life on this planet. Challenging the orthodoxies of contemporary spatial landscapes, this studio focuses on the temporal nature of the environment, while applying provocative research methods through material exploration. The thought is a worldly application – an architecture that can be implemented into multifarious environments, which include the most extreme environments in an application to urban systems.
HALOKINESIS is an architectural endeavor that utilizes salt, a universal material, to re-balance the coral bleaching environments within applicable locations on this planet. HALOKINESIS is the movement of salt and salt bodies in nature or the magical ability to move salt with one’s mind And thus, this project explores salt crystallization’s phenomenology by harnessing this power within our reality. Analysis of this element revealed an inherent nature of supertemporal growth, requiring us to elicit interventions through controlling behavioral propagation. Project HALOKINESIS relies on time coupled with a responsive scaffold, growing crystals to achieve strength and formations.
By designing and embedding intelligent systems, our goal is to create a community of agents that receives data from the external environment and translates it into instructions to perform specific actions. They will be able to change their behavioral patterns in order to adapt to their environment in the face of continuous or substantial environmental change. Following the information flow, formations would be generated by the swarming behavior Ithat constantly interacts with the local organisms and the terrain. The cyclical system we proposed would run endlessly in the ocean environment, this project was borned during the research on salt throughout the year, which didn't have any intention of certain functions in the begining.Coral regeneration is only one possible applications of the system, in genral, the project can be seen as utilizing salt, an element, to create architecture as infrastructure.
Tools : Unity 3D + C# coding, Rhino + grasshopper, Houdini + VEX coding, Cinema 4D, Ardunio, Twinmontion, Photoshop, Illustrator, premiere, Aftereffect
Original project booklet link: https://issuu.com/mayamashiach/docs/phase_02_booklet_final_issuu
We started the research by understanding the crystallization process in microscope level. We developed a mathematical approch for simulation. And tried with water and salt crystals. We learned from this study that seeding point is essential for it to happen. Also the self binding property of salt crystal.
The simulation conducted for the multipul seed point is to understand how the crystals interact with each other when growing. We use hexagonal grid and square grid for simulate water crsytal and salt, sodium chloride, crystal. The snowflakes interacts with each other and slows down the groth. Which is because, if we consider this in our mathematical model, the non-receptive group between the arms of the crsytal don't have acess to the values in the grid, so it's hard for those cells to keep adding up, which leads to a slower growth. But in the case of the salt, square grid dose not have angle other then 90 degree, so the interaction won't affect the speed of the growth. The salt crytal will continue to grow with the same speed.
In macroscope level, the salt cryastallization is seen in forms of salt tectonics we studied the principle of this natural formation and further explored with digital simulations. While salt flow influences geological tectonics through the creation of structural traps and reservoir distribution, it also serves as a basis to fluid migration around the world. The concept of subsurface salt flow, or halokinesis, embeds itself as an integral aspect of the relationship between global tectonism and sea level change. This relationship provides a fundamental insight into the direction of a structural and contextual foundation for this thesis.
HALOKINESIS relies on time coupled with a responsive scaffold, growing crystals to achieve strength and formations. The first tests were 2d and 3d grids made out of powder print and plastic filament inspired from the natural structure of sponge. From these physical experiments we learned about the self-binding property of salt crystals, the hardness and stiffness it provides. How it works better under compression and that salt crystals grow more in the intersections.
The spicules are small skeletal elements of most sponges, by fusing together they form the structure of the skeleton. We studied possible mutations and classifications. We separated them by number of axes and different ends mutations to provide diverse outcomes when aggregating them. Most spicules in themselves have a very stable centrosymmetric form, which in our project would give the structure a better performance on holding different shapes after aggregation. When numerous spicules are entangled with each other, they form an interlocking structure that is robust. The spocules also provide a semirandom connection, this property would lead to a system with lower intelligence therefore more reliable and couples better with the dynamic ocean envrionment.
BRANCHES: 5 BINDING: 20
BRANCHES: 4 BINDING: 10
BRANCHES: 6 BINDING: 25
BRANCHES: 6
14
We physical tested a variety of spicule mutations with the crystallization process, and then further researched on intersection points, surface area, material and the original geomerty which are all highly related to the efficiency of salt harvesting. After find the most optimized spicule shape, we then start to include curtain level of intelligence into the agent. The intelligent of binding and salt harvesting lies in salt itself, so agents are equipped with the ablity of sencing the envrionment and actuator for them to move in the ocean. In this case, 4 pneumatic arms.
Agents are equipped with salinity sensors, which enable them to be aware of this value in a certain radius and move to where its higher.
HALOKINESIS relies on an artificial cycle coupled with natural processes, generated through necessity, and constantly responsive to environments. We identified three main stages within the cycle: harvest, migration, and protection. Harvest deals with crystallization of the spicule agents in higher salinity zones. Migration is the process of transporting salt structures through current dynamics and self-propulsion. Protection employs formational agency in low salinity coral reef zones, adapting to coral structures as barriers and dispersing salt.
Ocean currents are extremely important parameters to explore in the oceanic environment.In reality the oceanic environment is variable in terms of weather condition changes, temperature, air pressure, and more. Therefore, we simulated floating agents within this dynamic current field, finding that they will generally stick to larger circular clusters emulating ocean current gyres. The rest of the simulations run throughout our project are in this type of current field, ultimately setting up the dynamic nature of our agents with the project.
Current Simulations
Within the harvest stage of the cycle, we isolated behaviors such as cohesion between agents, buoyancy, and steering as necessary in salt harvesting and formation. This is important because in a harvesting state, the structures will inhabit the water surface for the most part.
Simulations were run in a area of 100 kilometer by 100 Kilometer, and the sphere showing is a representation of 100 agents. The agents will make decisions base on which and also the number of its neighbors. With ocean current acting as a macroscope searching force cooperating with the self-propulsion force of salinity seeking, they are able to create meaningful harvesting formations. We run variations of simulations with all of the agents behaviors of harvesting. Result shows the significant influence of the dynamic ocean environment to the agent movement. But with our rule set, the formation can keep the center area relatively stable for the salt to grow.
Agents changes phases according to the number of neighbours.
Agents are moving towards their neighbors in their own search radius to create clusters.
We conducted physical test by recreating the result of the simulation with actual inflated and deflated agents, and crystallize them. We discovered with time passing and crystal grow heavier, it will reach a point where the pneumatic on the original agent are not strong enough to hold the mass and the whole piece sink.
So we went back to digital simulations to look at this problem in a 3D perspective.And creared a new rule for the agents. This strategy gave the system the capacity to self-regulate in order to stay on the top of the ocean. As simulations on the right shows , when the cluster sinks, more agents turn turn white, which indicates the inflation phase, and eventaly the formation reaches its balance which is floating on the surface, ready for more crystal to grow.
We run high population simulations with this rule in relation to time as a parameter of salt growth to optimize the harvesting of salt.Calculating with the formula we developed, The time of harvesting on the surface should be around 32 weeks which can be translated.ratio of volume between agents and salt, at around 1:4.
Agents applying old neighbor rules
Cluster sinks due to the increaing mass of the salt crystal Agent autonomasly change neighbour, more agents inflate
More Bouyancy provided, cluster start to float to the ocean surface
After harvesting, the agent will migrate , carrying the salt crystal, from high salinity locations to the coral reef area. They will be able to read environmental data, make decisions and move toward destinations. We use the results from harvesting to spawn the agents for the migration simulations. Steering behavior also create hydrodynamic rotation, which enable the cluster to ride the current and reduce the energy consumption in this long distance migration. While traveling, agents on the edge might detach due to the water erosion. But it’s in the dynamic nature of our system, with intelligence and actuator in every autonomic agents, after detached, they will make decisions of moving responsively with the environment.
We built a prototype as a control system for the interactions between agents. The agent shows different stages of inflation based on the detection of its neighbour. Based on those behavior we began to prototype interaction and response. Each agent is equipped with an ultrasonic sensor for it to sense the other agents when aggregated.
When designing a system for the pneumatic arms the idea was for them to unfold and grip. We tested the deformation, muscle and inflation through different number of ribs shapes and thicknesses. With Several physical tests we tried different spines and cavities with various positions to achieve the function, buoyancy and inflation we were looking for. Emphasizing the grip between them. These are some isolated studies of the location of the 4 pneumatic arms in the spicule, and how the orientation provides different results. What we learned from these previous studies was then tested in the prototypes to get a better understanding of interacting between them for the different situations.
Low-Population physical experement was set to test the interaction between two agent. The informatiion is shown as the color of light, where white represents the agent is detecting a neighbur agent while red means the other. And this information will be translated into the inflation Phase of the pneumatics arms.
Pneumatics arms control the bouyancy therefore control the depth of the agents in the ocean. So we the conducted another test with 12 agent in a pully system to test the communication between agents and how it translated into the movement in the ocean. The rule set was when detecting more than 2 neighbours agent will sink and vice versa.So the result shows the agents in the middle would sink but the system will find its blance in the end.
After migration, we started looking into the protection of corals, our agents will self-organize as an ever-changing formation that balance the salinity level temporally and reducing the harmful influences caused by rapid climate change. Learning from the salt tectonic in nature, we translate pressure and density into buoyancy and cohesion force. With information from the neighbors, agents would behave collectively and forming an autonomous cluster. We tried several simple geometry as initial configuration to simulate the general formation, when we added the sides and finally using a circle as image seed, we achived a mushroom column structure which also exist in nature.
We run low - population simulation with 2000 agents to test how our rules set respond to different coral reefs, results showed successful attempt of surrounding and connecting the reefs.
High-population simulation at an island in Caribbean sea where the coral surrounds the island and acting as barrier, we can see obviously in the front view that our agent is analyzing the terrain and self-regulating to change phases in order to drop the passive spicules to the bottom for coral to grow on, yellow ones represent the passive agents represent one-fifth of the whole population. From the top view, it’s clear that agents are moving closer to the blue part, which is the healthy coral, and keep certain distance from the red ones in order to disperse salt but not to break their branches since they are already endangered. The phase changing process here shows how the reconfiguration happen even with crystal growing on them, the pneumatic inflate and deflate, which gives the agents an opportunity of interlocking or unlocking freely.
We did 3 more simulation on 3 different sites, the system is adapting to the topographies and coral situations, applying same behavior but ended with very different formations as the environmental forces change. For example, for the first one in south pacific with 12000 population, distance between 2 coral colonies is only 1.2 kilometers, which leads to a floating landscape as infrastructure, hat connecting the lands. After getting into formation, the passive agents would sink to the bottom of the sea and disperse salt to balance the local salinity at the level that coral grows, to regenerate the coral, and also providing shelters for sea creatures thriving the ecosystem. Here is the sectional view of the formation in location, we can see a difference in porosity from top to bottom.
Also how salt disperse more in the endangered part and agents are keeping distance from the coral. For the four sites we choose in South Pacific, Panama, and Caribbean Sea, including both coastal and off-shore coral colonies. While the agent system adapting to the environment, they also strengthen certain function of which the coral reefs offer to the ecosystem, such as making connections or acting as barrier for the seashore. With our system actively getting involved into the global Salt cycle, we hope to see the reviving in local coral ecosystem after several generations of agents working together, adapting, reacting and influencing the environment.
Team: Sera Su Abaç , Le Lyu,Shreshtha Mathur , Zihan Xu, Zhicheng Yang
10.2021~ 11.2021
In this workshop we used piano wire to create a continuous sructure, which would be able to respond with certain parameter changed. We researched on the materiality of the piano wire and different types of joints and how they perform in different scenarios. We also pushed the test in digital simulations, with the help of computer we would be able to push the parameters to extrem and see results that are very hard to test in reality.
In this workshop I acquired a deeper understand on parameters and responces. And understood the advantaged of a workflow with both physical and digital tests and design.
Tools: Rhino + Grasshopper
Stephanie Di Gironimo, Zhen Jia, Kay Mashiach, Maya Mashiach, Zhicheng Yang
11.2021 ~ 12.2021
During this workshop our team explored machineenvironment and machine - machine interaction. In this project, we developed robots with the ability to sence the difference in colours in the light, then translate and response with movement achieved by a pully system in side each robot. The intelligence of emergence lies inside the system between each robots. They move collectively and constantly exchange informations with the LED lights and sensors, which would create endless patterns and movements.
Tools: Rhino + Grasshopper, Ardunio, C coding.
My graduation project which was awarded with The Best Graduatuin Theses' of the year 2021. This project was to design a greenhouse for botanical research. I designed a heat / humidity distribution system with series of biomimetic tube, and included these tubes with the traffic space as well as the greenhouses. Tools: Rhino + Grasshopper, Lumion, Twinmotion, Adobe PhotoShop.
ArtWorks _ 2018 ~ 2022