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Perceptions of Absence

CRITIC

Maya Alam

TEAM

Chunyu Ma, Xiang Li, Yumeng Qu, Yicheng Zhang

Our goal is to create a controlled environment that guide people to experience the geometry logic of our artifact and thus create a feeling of absence. And by doing this, the meaning of mixing chamber is also expressed. We firstly created a chamber that allow people to enter, and there are other chambers that overlap with the main one to create openings that allow people to see and experience the space. Instead of create a large space inside, we decided to create a tight space that fit the scale of the human so that people’s movement inside is more controlled. At the same time, we also carefully designed the size and the height of the opening so that it fits the height of people’s eye and allow people to have different experience. And we also tried to bring light to the space to create light and shadow to enhance people’s understanding of the geometry logic. Moreover, we also carefully designed the material. The material was generated from the physical model we’ve made in order to emphasis the connection between the physical and digital world, and we also took a step further to create a transparent material using the same pattern. We carefully considered the density of the pattern so that it appears like a solid object from distance, but allows people to see through when getting closer.

 
 
 

 Figure Ground Section

 
 
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Elevation Turntable

 
 
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Paper Model

 
 
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Texture

 
 
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Isometric  Rendering

The first step we did is to carve out the chambers to create spaces for people to occupy and see. After that, we reformed the boundary based on these chambers to enrich the relationship with the ground, and we also took some further steps to generate a more dynamic facade. Finally, we split up the chamber in relation to people’s view to apply different materials in order to enrich people’s experience.

 
 
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Close-Up Rendering

 
 
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Recording of AR Experience