Monday, March 23, 2009

SIMULATION

Readings:
Let the (Indirect) Sun Shine In by Joann Gonchar, AIA
Energy Software to Link Design and Science by B.J. Novitski
Computer Visualization as a Tool for Critical Analysis by Mark Maddalina

Simulation is the most elemental yet most powerful component of digital design. These three articles highlight some of the areas where computer simulations are aiding architects and designers with the design and analysis of buildings. In Let the (Indirect) Sun Shine In, Gonchar describes the use of lighting simulation tools in the design of Broad Contemporary Art Museum (BCAM) in Los Angeles and the Queens Museum of Art (QMA) in New York. The BCAM was a new building that incorporated a saw tooth that incorporated north facing skylights. Computer simulation was used to determine the primary direction of light within the galleries. North-facing skylights can produce diffuse light that can lack uniformity. The illumination vector analysis allowed designers to refine the design of the sunshades to create more uniform daylighting conditions. The QMA was planning an expansion of its existing museum. The design included a large "courtyard" carved out of the building. Designers used Radiance, a lighting simulation program, to study contrast ratios on the museum gallery surfaces. Contrast ratio is important to reduce eye strain. The simulation allowed designers to adjust the "courtyard" skylight's shape and size to obtain the correct contrast ratios within the spaces.

In Energy Software to Link Design and Science, Novitski discusses Building Design Advisor (BDA), a research service that allows architects and designers to link their building designs to various simulation tools. Currently the service offeres links to DOE-2, an energy performance simulation and Delight, a daylight and electric lighting analysis tool. They also plan to link to Radiance, the lighting simulation program used in the QMA study. In order to access these simulation tools, it is necessary to have a digital model of the building, but it is not necessary to be in the final stages of design. BDA will translate the data to work with each simulation program and will create "smart defaults" if any information is missing. BDA is a powerful tool for architects because it brings together in one place, many useful simulation programs, and allows designers to access these programs at any stage of the design process.

In Computer Visualization as a Tool for Critical Analysis, Maddalina discusses how 3D computer visualizations can be used as a tool for analyzing spatial relationships that just isn't possible with 2D drawings. He uses Frank Lloyd Wright's Darwin D. Martin House to demonstrate how a digital model can clarify spatial relationships and help critically analyze the structure. He did this by creating 3D volumes for the spaces of the home, removing the architectural elements that surround them. By studing these volumes in relationship to one another, Maddalina discovered special relationships between the stairway and the different levels of the house, as well as a non central fireplace, historically thought to be Wright's trademark design feature.

Every image or data set created by the computer is in essence a simulation. Theorists such as Baudrillard take a very apocolyptic view of the sheer amount of simulation in modern society, suggesting that humans no longer recognize what is real. However simulation is a tool used in the architectural profession from its earliest beginnings. Othographic projection drawings are the most used simulation drawings, meant to understand proportion and scale without actually constructing the building first. Today, the computer makes possible simulations of many phenomena, previously impossible to determine accurately. I think the main strength of the computer and digital design is its ability to accurately depict possible scenarios and aid designers in making real world decisions.

Sunday, March 15, 2009

Geographic information systems are important tools for defining the social and environmental contexts of urban design, planning, and architecture
by Bill McGarigle

This article was a great introduction to the uses of GIS technology. Geographical Information System is mostly known for geographical maps. Maps are a very important aspect of GIS technology, but the key feature is the ability to layer information in order to observe results. Any type of information can be mapped and layered, so that patterns, trends or changes can be observed.

For architecture, GIS is helpful in learning about different physical as well as cultural aspects of a location. GIS can be used to map the effects of constructing a new structure within a specific neighborhood, as well as determine which socioeconomic communities will be most impacted by new developments. As a design tool, GiS technology can help designers correct, change or prepare for influences new buildings will have on the community. Time lapse information can help to keep projects on schedule by informing all parties involved of scheduling conflicts.

Personally, I use local GIS sites at work on a regular basis, locating site maps, adjacent properties and property owners. The possibilities for information layering is unlimited and can be mapped in 3d to create different ways of viewing information that will help to inform designers as previously impossible. The visual organization of data is useful for designers and architects to make sense of large amounts of information regarding the site, street, town or city for their projects.

DATS Design, Art and Technology Symposium

DATS was held at High Point University this year. Although I could only attend two events Friday afternoon. It was a very informative and interesting trip. I attended the David Burney's talk and a round table discussion about illustration.

The first event I attended was keynote speaker, David Burney, partner and CEO of New Kind. New Kind is a design firm in Raleigh, NC that specializes in helping clients develop solutions by using design thinking. Burney's talk focused on the importance of design thinking as tool for developing solutions to issues and problems. The scope of his talk covered politics, business and design, and he was adamant that design thinking has the power to solve any problem, because of its flexibility and open mindedness. His argument began with discussing how traditional business models and strategy have failed. His examples included GM, AIG and other failed business models. In contrast companies that employ design thinking such as Apple and Toyoto have been able to compete and overtake the business giants.

What does design thinking involve? It involves in not particular order, the following concepts: define, research, ideate, prototype, choose, implement, learn. These steps do not occur rigidly, but rather ebb and flow together when they are needed. The key concept in design thinking is to allow ideas to surface without creating a rigid framework for them to adhere to. By allowing a team to think creatively, more appropriate and better solutions can be discovered. Of course with design thinking, these solutions are never the final result, but rather a learning process that help to inform the next project or design opportunity. For information on design thinking, see Design Thinking

The round table discussion on Illustration was interesting. It involved a panel of two local illustrators discussing how to get work published and available for public consumption. I thought the talk would lean toward the digital creation of illustration, but it never went in that direction. However, should you want to become a professional illustrator, it's important to do drawings anytime you can, commissioned or not, network and constantly put your work out for companies to see. Most illustrators work for a company for the first few years after graduation and then move into freelance work, based on the contacts made. The two board members were Janis Acampora and Ed Fields

Overall the afternoon was fun and informative, and it was refreshing to be in the company of so many creative people.

Monday, March 2, 2009

The World Wide Web and 2D and 3D Animation

From the readings:

"The World Wide Web" from The Computer in the Visual Arts by Anne Spalter, Addison Wesley Longman Inc. 1999, pp 415-437.

"2D and 3D Animation and Video" by Anne Spalter, Addison Wesley Longman Inc. 1999, pp 323-358

"The World Wide Web" provided explanations of general concepts and terms that I was aware of, but did not fully understand. Spalter outlined a brief history of the Internet and elaborated on the basic construction of the Web, explaining Internet Protocal, webservers and bandwidth. The chapter then explained the different programming languages and plug-ins that allow content to be viewed on the web, such as HTML, XML, Java and JavaScript. HTML is the basic way of controlling the composition of a webpage. It uses tags to define position, font and size of headings, main body text and images. Java is a programming language that creates applets, extending the capabilities of a webpage. The viewer does not have download seperate applications, because the applets can be used directly on the webpage. JavaScript is a less complicated version of Java that can create interactive elements on the webpage such as mouse rollovers, but does not create full applications or applets. XML is similar to HTML, except that it tags 3D information, making virtual worlds and role playing games possible on the internet.

One of the main advantages of the internet for artists and designers is its interactivity. The ability to link many users who can comment, edit and change a work creates a community of users. This community, unlike geographical communities, participates from around the globe. I think interactive art work on the internet is an interesting concept, producing works that may never be finished and may constantly evolve. It becomes a little difficult at that point to attribute the actual work to anyone artist, because many hands have been involved in the pieces creation. It lends to the concept that the idea is the most important aspect of an artwork, rather than the implementation of the idea. I'm not sure if this interactivity can translate to architecture and design. Certainly designs can be published on the web and particpants can communicate and critique. But is it advantageous to have a community of people designing a space past the earliest conceptual stage?

"2D and 3D Animation and Video" was a very interesting chapter to me because when you add the element of time to design, it is possible to experience spatial characteristics not obvious in still shots. This chapter discussed 2D and 3D animation programs and key concepts inherent in the different programs. Spalter defined and described concepts such as keyframing, inbetweening, interpolation, morphing, motion and object interaction. I understand the main concepts of animation, most likely due to my backlot tour at Disney World when I was ten years old. Understanding the basic premise of frames and the sheer amount of time and effort it takes to create a visually believable moving image, is basic to appreciating the speed with which a computer can create 3D worlds and characters that come to life. I was really interested in this chapter because my graduate research revolves around the moving image and how that image translates the concept of spatiality to the viewer. Using computer animation technology, scenes and spaces that don't exist and couldn't exist somehow do. This false reality portrayed, whether on the internet, the movie screen or television, has profound effects on our sense of what real spaces should be and act like.