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== <font size= 5 color=darkblue> Presentation III </font> == | == <font size= 5 color=darkblue> Presentation III </font> == |
Revision as of 18:54, 3 April 2013
Contents |
Presentation IV
Presentation III
1. Storyline
2. fabrication Feasibility
3. Flexibility and Interactivity
4. Architectural Quality
Function[user need cycles and Spatial Efficiency] and Form[Visual Spatial Quality]
5. Component Cycles
Life Cycles
Fundamental Component Topologies
1. Flexible Material
2. Fixed Material - Mobilised
Presentation II
Fundamentals
1. Reasons for the choice of a Tensegrity Structure
2. Bio-geomtry, efficiency and optimization
3. Panelling options - Rigid, Membrane and Pneumatic systems
Perception - Visual Infinity
Tensegrity Dimension 1 - Local Geometry
Perception - Spatial Infinity
Tensegrity Dimension 2 - Global Geometry
Perception - Physical Infinity through Boundary Dissolution
Tensegrity Dimension 3 - Interactive Structure
Orambra's Project
http://www.orambra.com/survey/~usingActuatedTensegrity/media/sterkACADIA_03.pdf
Perception - Virtual Infinity through Post Indexical Projections
Concept
Text
Room perception
Avoid color contrasts in walls
Use colors of outer space in interior to decrease physical boundary
Use same colors for walls/floors in adjacent spaces
Use cool colors to make walls visually further away
If you use prints, make them smaller than usual --> maybe small components ?
Use as many natural lights as possible
Leave room between furniture and floor/wall
Use little details
Use of mirrors
Place storage where it belongs (put some stuf further away than others)