Song Jingwen
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09. Unity: Project setup
Song Jingwen 10.2. Introduction to VR, Extended Reality
10.2.09. Unity: Project setup
DESCRIPTION
An introduction to the Unity software, installing and setting up the development environment. Additional Softwares will also be downloaded to allow full access to the extents of unity development and to connect to the VR Headset (Oculus Quest 2)
This exercise is using Unity version 2021.3.16f1.
08. Unreal Engine: Navigation
Song Jingwen 10.2. Introduction to VR, Extended Reality
10.2.08. Unreal Engine: Navigation
DESCRIPTION
How to manage collisions on imported geometry or terrain in order to have a navigation bound added correctly to your VR scene.
This exercise is using Unreal Engine version 5.0.3.
07. Unreal Engine: Physics and Collisions
Song Jingwen 10.2. Introduction to VR, Extended Reality
10.2.07. Unreal Engine: Physics and Collisions
DESCRIPTION
Input and settings to control the collisions and interactions of your geometry during playtesting.
This exercise is using Unreal Engine version 5.0.3.
05. Unreal Engine: Lighting
Song Jingwen 10.2. Introduction to VR, Extended Reality
10.2.05. Unreal Engine: Lighting
DESCRIPTION
Explanations of the different Light types in Unreal Engine using the Lumen system. Development further into use of these types in order to light your scene effectively.
This exercise is using Unreal Engine version 5.0.3.
04. Unreal Engine: Assets and Imports
Song Jingwen 10.2. Introduction to VR, Extended Reality
10.2.04. Unreal Engine: Assets and Imports
DESCRIPTION
An explanation of the different elements of the Unreal assets and full access to the Quixel megascans library. Also including how to impliment Nanite enabled assets.
This exercise is using Unreal Engine version 5.0.3.
03. Unreal Engine: Layout and interface
Song Jingwen 10.2. Introduction to VR, Extended Reality
10.2.03. Unreal Engine: Layout and interface
DESCRIPTION
Setting up a project with full file structure and an introduction to the data structure of the application that will be subsequently tested and built.
This exercise is using Unreal Engine version 5.0.3.
02. Unreal Engine: Project setup
Song Jingwen 10.2. Introduction to VR, Extended Reality
10.2.02. Unreal Engine: Project setup
DESCRIPTION
This exercise offers a comprehensive guide to all the project templates with differing functionalities and when it is appropriate to implement these.
This exercise is using Unreal Engine version 5.0.3.
Building Simplexity: the ‘More or Less’…
Song Jingwen 2018, babbs-pub, Conceptual Design, Error Checking, High-Tech vs Low-Tech, Publications, Reflective Practice
PhD Dissertation: Peer Reviewed
Building Simplexity: the ‘More or Less’ of Post-Digital Architecture Practice
by Crolla K.
ABSTRACT | A strong dichotomy exists between the increased architectural design agency offered by digital tools today and the affordances given by many construction contexts, especially building environments in developing countries with limited available means.
This creative practice research project questions whether computational design tools can be used differently in contemporary architecture practice so that onsite affordances can be increased in parallel with the expanding virtual design solution space. It postulates that by incorporating incertitude as a productive and constructive component in alternative computation-driven design and materialisation methods (rather than as negatives), the locally available solution space for built architecture can be dramatically expanded and onsite ability and agency increased.
The study develops a methodology that aims at procedurally managing serious slippage from aleatory occurrences during materialisation and transforming it into a practical opportunity for non-standard project realisation. In doing so the case is made for the use of more democratic epistemic models and more intelligent structures of approximation than (common) deterministic approaches in digital design would allow for.
The field of study is ‘Post-Digital Architectural Design Practice,’ which is characterised by virtually unlimited computational ability, precision and unprecedented access to specialised and complex processes, wherein the challenge lies in the translation of its expanded agency into professional application. The employed methodologies are ‘Participatory Action Research’ and ‘Reflective Practice,’ applied on an existing and developing body of creative works of increasing scale and complexity, built in volatile construction contexts. Their study identifies and challenges preconceived notions behind their creation and frames these in dialectic space for further development until higher-order knowledge is extracted in contribution to the overall field of study.
The demonstrator employs protean design diagrams capable of absorbing serendipity throughout the project crystallisation process. Named ‘vibrant objectiles,’ these diagrams consist of holistic, computation-driven, associative design models that are procedural in nature and cover both project design and delivery. They are built from a select number of interdependent components that are optimised for local implementation. These are placed in and communicate across a hierarchy of scale and impact, enabling the emergence of larger-scale complexity. They relate to aspects of project materiality, material system and/or materialisation, and can incorporate site-specific idiosyncrasies. They have potentially high levels of volatility or uncertainty, termed ‘vibrancy’. This vibrancy is managed throughout the project development, rather than locked down. From early on, the extensibility of potential deviations is harnessed within the developing objectile that incorporates continuous feedback from rigorous prototyping. Until project completion, uncertainty is given room to feed back into the system, giving rigour and animus to the whole. Hence, rather than seeing the act of design materialisation as the literal translation of digitally designed objects, the proposed method embraces fluctuations as the design develops into its final singular site-specific solution.
Evaluation of the potential and efficacy of the proposed method challenges the role practising architects are often given and the extent of their authority within professional legal frameworks. For the proposed method to successfully bridge the dissociation between theory and practice, the architects’ mode of operation needs to change, and the extent of their actions to dramatically expand. However, once these changes are made possible, the discussed projects demonstrate that the increase of local onsite affordance can be substantial.
KEYWORDS |Post-digital; Simplexity; Computation; High-tech vs. Low-tech; Digital Design; Design Agency; Site Affordance; Tolerance; Control; Error; Participatory Action Research; Creative Practice Research; Reflective Practice; Indeterminacy; Non-standard; Architectural Design; Building Construction Management; Project Planning
CITATION |Crolla, Kristof. “Building simplexity: the ‘more or less’ of post-digital architecture practice.” Doctor of Philosophy (PhD), Architecture and Urban Design, RMIT University, 2018.
Dragon Skin Pavilion
Song Jingwen 2012, Bending-active Structures, Conceptual Design, Digital Architecture, Fabrication, Publications
Conference Paper: Peer Reviewed
Dragon Skin Pavilion
by Crolla K., Delagrange S., Keskisarja E. and Tynkkynen P.
ABSTRACT | The Dragon Skin Pavilion is an architectural art installation that challenges and explores the spatial, tactile, and material possibilities architecture is offered today by revolutions in digital fabrication and manufacturing technology. The pavilion, built in the winter of 2012, is a study on how architects can reassert control over parts of the construction process previously surrendered to manufacturers and contractors, and how this enables them to materialise discoveries from the digital into the built environment.
KEYWORDS |Dragon Skin Pavilion; Hong Kong Shenzhen Biennale; CNC; Building Simplexity; Post-formable Plywood; Affect
DOWNLOAD |
CITATION | Crolla, Kristof, Delagrange Sebastien, Keskisarja Emmi, and Tynkkynen Pekka. “Dragon Skin Pavilion”. In N. Gattegno, B. Price (eds.), ACADIA 2012: Synthetic Digital Ecologies: Project Catalogue of the 32nd annual conference of the Association for Computer Aided Design in Architecture (ACADIA), San Francisco, USA, The Printing House Inc, WI, 2012