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Sunday, October 8, 2017

(BEAR) Project 1.1 : Didactic DNA


Project 1.1
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Didactic DNA
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Sahasrungsri Wajchathon
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Instructor : Yarinda Bunnag


Picking from a provided list of institution buildings,
I chose Paul Rudolph's 'Yale Art and Architecture building'.
AKA 'Rudolph Hall.'
I formal analysis was performed, and the building,
in its Brutalism style shows a few hints of anachronism.
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The second step to this case study is comparison.
With the goal to understand the DNA of the building
and essentially its architect, a second building from the same 
architect is chosen to analyse and compare with the first.
Common aspects and concepts are clarified, studied, and then
represented in a graphical form to emphasize.


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The final step, further comparison with works from other architects.
Three more buildings were chosen to intensify the comparison and
further clarifying the aspects and narrow down some main concepts.
Buildings in this lase step have fewer resemblance and may contain 
narrower similarities.
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The Larkin Administration Building Is the direct inspiration of
Rudolph hall, in which main concepts of it are mimicked from this one,
such as the form, Brutalism style and the central atrium concept.
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The Guggenheim building comprises of a central atrium as a void
in the building, proving visual access from every level.
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The Ennis House Resembles Rudolph Hall in the aspect of 
style and its aesthetics. Also, a central living space that is visually
accessible from surrounding parts of the house may be compared with
central atrium of Rudolph hall.
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 Full resolution



(BEAR) Project 1.2: Play gifts and manipulatives


Project 1.2
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Play Gifts & Manipulatives
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Sahasrungsri Wajchathon
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Instructor : Yarinda Bunnag



The Game "Own the Block", is all about construction, and strategy.
There is a win to the game, where you claim the completed construction, 
and essentially win the points.
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The idea of the game comprises concepts brought form
the case study of the previous phase.
The form of intersection of blocks from the building, is pre-designed and made
permanent through construction. This is translated and made
possible as an active construction constant with alternating compositions
in the design of the objects, in requirement of the game
being played multiple times.


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The solid aesthetics of the game inherit the visual value of the building
being constructed in the style of 'Brutal-ism', and therefore the design of the 
typology is kept in simple geometry.
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The Typology of the play pieces consists of only one part;
pieces which are used to build the tower.
Generated from the start with a single cuboid, the pieces are varied
with a system that relates to 'Tetris' blocks.
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 Pieces have varying complexity, and the more complex the piece is,
the harder it is to fit to the construction.
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Starting from nothing, players take turns to pick a piece from the pile,
and place it in the construction fitting to the other pieces with a rule that
keeps the pieces in contact with each other.
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As the tower grows, the points multiply corresponding to the increase
in size of the tower in the dimension of the cuboid (length x width x height)
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The tower ends with one player placing a piece that
completes a cuboid tower with no gaps. The player claims the points
that the tower generates, however the game does not end there.
If there are pieces left, or that there is a small piece protruding out the top,
a second block starts and the cycle repeats onward until pieces run out,
or players decide to end. The horizontal dimension of the deck 
of the first tower (length and width = base) determines 
a base which is a limit boundary of construction for the following tower.
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Full resolution image

Monday, October 2, 2017

NANA BOONORM: PHASE II PLAYGIFTS & MANIPULATIVES

XYLO-RUN

In phase 2, I designed my case study into a 'marble run' toy. Consisting of a metal board and rails of different materials, players are able to 'translate' building structures into a system of sounds with different rhythms. The arrangements of these rails can be a direct translation of the structures' material and distances, but can also be an experiment of sound and structures when placed according to the players' will.













Sunday, October 1, 2017

Bhuvarin Thaveetermsakul Will : Play Gifts and Manipulatives

Project01 Phase02
Play Gifts and Manipulatives
Bhuvarin Thaveetermsakul
Instructor : Aj. Yarinda Bunnag


This project phase is allowing us to design a game or a toy that adapted the concept or several key elements from the building we analysed from the first phase, which in my case is the Carpenter Center by Le corbusier. The building is mainly about 'movement' since le corbusier has interest in automobiles and adapted it to his work, for example the ramp, There you have a start point and end point by using this ramp you will gain the flowing momentum. Comparing with stairs which the momentum is step stop and step this ramp give you the all the way through momentum like an escalator. Also the perspective and orientation of the building, how you see things inside the building with the ramp. Now, these two things are the key element that I adapt to my design of the game.  



I choose to make a board game, this game is kind of like a racing game where the objective or the goal is to reach the end point. There are two players required for this game, each will receive five pieces of different characters with different skills and they will have to compete each other to reach the end point. The design of the map or the boards is by taking several unique elements from Le corbusier building and put them together like to mimic his building in a way, for example the pilotis to support each platform, the platform that can be design freely due to the fact that the pilotis already remove the fix wall and by comparing to checker or chess, where two players must sit on different side of the board, Disgame makes you move around the map because these pieces move on rails thats mean both player have to share the same rails for these pieces and because there are five floors with different rail pattern, the way these characters move will also change so, it force both players to adjust them self into different position around these boards which mean both players will gain different view from disgame together. Now you see its kind of related to the perspective and orientation thing I took from Carpenter Center.

This diagram shows the dimension of these boards and its structure.



About how to play this game, chara's special abilities, field zones and win conditions can be read in these five manual panels. This diagram shows the dimension and the different rail patterns of these boards also the dimension of card which is one of the feature of Disgame.



This diagram shows the dimension of a piece (Chara), and its color varieties.

This diagram shows how to play Disgame briefly with several descriptions.

Link to full resolution


Disgame Elements





Link to full resolution

Pancharee Rujiraarporn - Project 1.2

Play Girfts and Manipulative - Projectoscope


Visual Arts Building, University of Iowa
Steven Holl
Philosophy - the building itself must inspire the people inside the building.


- manual -
this manual explains how the toy works and has a full description of how this toy is related to the DNA of the Visual Arts Building 

Projectoscope




- the device -
A black small portable box with a bellow, inspired by vintage cameras, attached at the back. This is designed to enclose the users perspective in order to really enhance the new sighting experience.


Slots



- Steven Holl's perforated facade -
Each design is from Steven Holl's perforated metal he used in the facade of his buildings.



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- glass paint -


- primary colour films -
These slots can teach children how each colour will turn into another colour by overlaying each slots together.


- hologram films -
These film changes appearance according to the direction and the distance of light source.


- empty slots -
Children can draw or paint on clear PVC template provided in order to instantly create new slots.
- projection -
When light is shone through the view finder, the pattern enlarge just like a projector so Visual Art Students can take them anywhere, instantly test out new patterns or project the pattern on a canvas and simply draw over it.

This shows how large the projection can get
to scale with human.