Tuesday, September 6, 2016
Sunday, June 5, 2016
T4T LAB 2016. Object Redux. Critters
T4T LAB Spring 2016. Object Redux.
Invited Professor
Adam Fure
Team: Juan Arriaza, Stefani Johnson, Chris Bell, Sydney Farris, Madison Haynes
The experiment began as we became
interested in Ronchamp as a late modernist object where inside and outside are
separated by a fold between exterior and interior. Based on its main
organizational principles of continuous change around a central void,
transformation of wall to volume/ volume to wall and creation of entry through
the repetition of elements, we decided to reconfigure and distort elements and
extrude them to produce 3d manifestations of these. We began to denote these
new primitives as “chunks,” and proceeded to create an index from which compositions
were created. By sweeping, extruding, lofting, and booleaning shapes and forms
derived from the plan of Ronchamp individually, the group members then compiled
the sum of their work to assemble new objects. Through the process of combining and distorting chunks, elements
which once functioned as parts of a plan began to lose their definition and
begin to take on a new autonomy, driven by the inputs of each team member.
Trying to understand if the product
was a simple sum of different chunks, we decided to replicate the experiment
with a different building. The Jewish Museum was selected as it also follows an
irregular organization around a void as well as the
notion of the fragmented line as an organizing principle. The process of
reorganization of the plan and production of chunks was repeated to create a
new irreducible object.
In computing, from least to most
physical, there are four layers of information: application, transport,
internet, and link; where the application is the interface we actually engage
in and the link is the physical medium of transport. The deeper scripting
languages go and the further they move from our understanding, the more
boundless and raw the information becomes. The “critters” we engage with are
the most abstracted result of the plan of a real building; but while they’re
entirely hypothetical we are more able to interface with them than with the
original drawing, or data.
With Ronchamp and The Jewish Museum
as precedents, the plans are used as genetic framework from which “chunks” are
derived and categorized. The aforementioned process has been repeated so many
times that the final productions have logical depth, meaning a large amount of
data has been discarded to reach the final — a conventional design process with
an unconventional product. We began to ask: Does folding an object (in the
Deleuzian sense of The Fold) automatically create a new irreducible product or
is the folded object identical to the new object because it retains the same
formal qualities? The action of unfolding both opposes folding and continues
it.
Because each chunk was extracted and
operated on by different people, their ultimate combinations were the products
of entirely different evolutionary processes. Each “chunk” acts as a pixel in
that the assembly of all these similar building blocks reads as the unity of
infinitesimal parts. And each of the final conglomerations is the manifestation
of a variety of arrangements and productions. “The [referenced plan] becomes
distorted to such a degree as to render the [‘critter’] a denial of
repetition,” as it develops a particular character through its new autonomy.
Point-of-view is not limited to human perception. The irregularity and
lottery-like selection and combination of chunks creates a final model which
changes continuously around its axis, alternating from volume to wall, wall to
volume. The unity of the objects’ inherent multiplicity produces a gestalt
reading, as the self-organized chunks attain their own reality.
In this way, the project redefines
abstraction by unfolding rather than folding the original data.
Saturday, June 4, 2016
T4T LAB 2016. Object Redux. Digital Ruinification
T4T LAB Spring 2016. Object Redux.
Invited Professor
Adam Fure
Team: Adam Wells, Christian Stiles, Luis Muňos, Kendall Slaughter
Our process begins with a collective of objects created from
models downloaded off the internet for free,
These objects were used in a subtractive Boolean process
that we term “data weathering” on a set of six initial blocks.
That is to say the structure of a digital mesh model is
composed of a series of polygons, the Boolean process deteriorates the original
data structure of the model leaving in its place a new polygon system creating variations
in texture, voids, and abstracted architectural space.
These new objects are translated to the physical world via
3d printing, where again the model must restructure its data system by
translating polygons into layers of gypsum powder.
This re-structuring results in breaks, softer edges, and an
overall loss in articulation.
Although we recognize
the disparities between both models as an act of ruination, we also see this
moment as an act of creation and edification of a new object.
These prints were then taken through a sequence of
mechanical deterioration, physically chipping away reducing the material.
Converting these pieces back to the digital through photogrammetry
resulted in an exponential growth of polygon data.
Both previous processes of 3d printing and mechanical
deterioration resulted in a loss of physical material, but the photogram
program could no longer read any hard edges or large flat surfaces, forcing the
software to compensate by constructing an object with a dense polygon
structure.
These photogrammed models were then moved and reorganized to
form a larger object and additional polygon data was added making physical
connections between each block.
This new object was CNCed out of Styrofoam, again switching
the data structure and material.
Because of the machine restrictions on the 3 axis CNC, each
block was forced to be cut into multiple pieces and reconstructed.
It is necessary to
outline the entire process as each step represents the creation of new objects
that can be viewed as a collective, which Adam will talk about further.
We also began to borrow ideas from Object Oriented
Onticology. We define pivotal moments in the process as translation from the
digital world to the physical world and from the physical world to the digital.
(As Luis mentioned, these moments would include the initial digital model being
3d printed, the 3d print photogrammed back to the digital, and going back to the
physical world through the CNC. These translations are not merely previous
iterations of the former object or representations, they mark the creation of a
new object through a restructuring of data, material, and formal qualities.
Thus the typical notion of a linear process as well as representation is
ruined, leading to a collective of objects, each able to stand as its own
autonomous entity. (We’ve displayed this in these images here and here, showing
the initial figures we gathered from the internet, pieces of the CNC model, as
well as entire blocks at different phases during the process, all objects equal
and on the same plane )
The final drawings and images displayed follow this logic,
using a process that we’ve termed the decollective, using a digital tear to
create a new object formed from the collective. (looking at the 3 images on
either side, they are composed of the initial data structure of the first
model, images of the 3d print and CNC, as well as the data structure of the
photogrammed model and the final render. The Exterior views, close ups and
sections argue this same point using this digital tear to display multiple
objects from the collective. Through all of this we’ve created a procedural
post digital scenario. The final images are all different variations of the
collective becoming objects themselves. They assert no sense of origin,
context, or orientation. The CNC model displayed attempts to argue this point
as it populated with figures varying in
scale moving unrestricted by gravity or other physical forces.
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