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[[project03:Workshop 3|'''Physical Computing''']] | [[project03:Workshop 3|'''Physical Computing''']] | ||
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− | + | ==Webcam Stream testing== | |
− | + | See www.bit.ly/cloudlifesite for Live stream of the prototype with camera | |
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==Ecology Of Components== | ==Ecology Of Components== | ||
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==Presentation== | ==Presentation== |
Latest revision as of 17:44, 24 June 2013
Physical Computing
Design Studio
[edit] Webcam Stream testing
See www.bit.ly/cloudlifesite for Live stream of the prototype with camera
[edit] Ecology Of Components
Assembly
Ecology of layers
Life Cycle
[edit] Protoyping
[edit] Presentation
Goal and Strategies
The goal is to use a 50m2 as a 100m2 space. We make a distinction between 2 strategies to reach this goal:
1. Make rooms multifunctional by removing/changing furniture
2. Make rooms movable so that you can make the most efficient configuration of rooms for a particular use on a particular time.
Concept: Save space by sharing space
We decided to research the second strategy. When we don’t use a certain room because we don’t need that function at that time, somebody else might want to use it. So we can save space by sharing spaces, more families share certain rooms.
As a case study we tested this concept with a 3 apartments, all inhabited by a family of 3 persons. The first methods we discussed were vertical movements of spaces, and a slot like principle to make a variety of configurations for floor plans.
Revolver house
In the revolver house apartments are made by rooms that are all separate units, which can rotate and vertically move. Some of these units are shared by the whole house. The units all have foldable walls, which allows a connection between the rooms, and so a large variety in configuration of the rooms is possible, fitted exactly to the wished by the user at every moment.
To get an idea of the spatial efficiency this concept offers us, we made a floorplans for the 3 families. We started with 3 normal appartments. After that we deleted the rooms that people could share, and so we needed less of these. We discovered that around 1/3 of the space of the 3 appartmants is empty space that can be shared. Besides this, the rooms like the bathroom and toilets can also be shared. So how efficient is this space, did we make 100m2 out of a 50m2 space? It is difficult to give this results in numbers, because the efficiency depends on the use of spaces by the inhabitents. If there is no conflict between the desires of the different inhabtitents, we think it is possible to have a 200% spatial efficiency.
The units can move so its position to the sun can be defined dependent on the wishes of the user. So we don't have to worry about to much sun comming from the south, since we can just move the units away. However, to make the sunlight more controlable we have added vertical louvres as sunshading. The shape of these louvres is based on the function of a unit.
Ecology Of Components
How is the building made so that the different layers don’t wear out through time?
Our concept doesn’t contain the usual layering of construction and infill, in our concept the ‘Stuff, space plan, services and skin’ are brought together in single components, the units, which are spaces with a single function and can be combined to create a variety of floor plans. These units are separate from the ‘structure and site’. This makes reusing of the units possible, and so the reuse of ‘Stuff, space plan, services and skin’ for a different location, time or user. It also make possible that the structure could be renovated or changed, while the components (units) can be maintained.
Structure
The free customization of the space combined with the principle of sharing facilities requires a big amount of movement at the structure and the need for a space for mechanisms which is difficult to combine with the architectonical image of our design; it was compulsory to find an efficient system to provide the vertical and rotation movement whilst keeping sensibility on it as people would eventually live there; then, the building is structured around a “tree concept” in which the mechanisms are concentrated at the trunk, as hidden as possible, and the living modules are hanging from it, moving vertically as some external elevators and turning the different levels independently, in a way that it’s possible to set every combination desired.