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16m Labyrinths 2

virtual spaces master studio

Vesa Bunjaku NONSEUM Master Studio Summer Semester 2017 Institute of Architecture and Media TU Graz


Virtual Spaces Master Studio: 16m2 Labyrinths Summer Semester 2017 Institute of Architecture and Media, TU Graz


# VIRTUAL SPACES MASTER STUDIO The Virtual Spaces Master Studio is an experimental master design class given at the Institute of Architecture and Media of the Architecture Faculty of TU Graz. The 2017 VSMS was titled “16m2 Labyrinths” given the 4x4m tracking space of the HTC Vive Virtual Reality system that was used to develop the projects. The aim of the studio is to approach Virtual Reality as a choropoietic medium, instead of a representational one, and explore from an architectural perspective, the possibility of designing spatial experiences that don’t rely on physical materiality but are however sensible. Our focus of exploring the architectural aesthetic potential of this medium, was pursuit by a wide variety of methods implemented in the student projects, ranging from the design of spatial narratives, to navigable non-euclidean spaces and to more abstract experiences. Starting from the concept of the Labyrinth the studio investigated the geometrical, formal and organizational aspects of labyrinths and mazes, and also through key readings from both architecture and game studies, how such concepts can be applied to spatio-temporal interactive environments, as an intention of approaching the videogame medium with an architectural sensibility. The VSMS module includes besides the studio core taught by Constantinos Miltiadis and Prof. Urs Hirschberg, the electives: “Interdisciplinary Media” taught by Constantinos Miltiadis, and “Digital Form and Motion” taught by the external lecturer Oliver Reischl. The studio projects were developed using the Unity 3D game engine, along with an assortment of multiple low-poly modelling and image editing tools. The VR applications were developed and implemented for the HTC Vive.

Teaching Team Constantinos Miltiadis c.miltiades@tugraz.at http://studioany.com http://iam.tugraz.at

Prof. Urs Hirschberg hirschberg@tugraz.at http://iam.tugraz.at

Assistants Ludwig Grimm ludwig.grimm@tugraz.at

Julian Jauk julian.jauk@tugraz.at

Course website: https://iam.tugraz.at/course/studio_ss_17/ Course blog: https://iam.tugraz.at/studio17s/

Oliver Reischl clawjelly@gmail.com


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AT THE

PRODUCED NONSEUM VESA BUNJAKU PART OF VIRTUAL SPACES MASTER STUDIO : 16M2 LABYRINTHS BY CONSTANTINOS MILTIADIS AND BY PROF. URS HIRSCHBERG INSTITUTE OF ARCHITECTURE AND MEDIA OF TU GRAZ TAUGHT


Vesa Bunjaku NONSEUM Contents

Concept6 Visual Style and Sound Design 7 Storyboard  8 Mechanics  11 Mood board  12 Models  13 References  14


Concept The Nonseum: a virtual museum of nonsense is thought to be a space that uses a familiar feeling and a familiar space and twists it. Using the Virtual Reality’s perks, a space is created, which foregoes the typical barriers of physical and logical space. Virtual space contains no rules. Gravity can disappear, objects can penetrate into each other, appear or disappear and space can change itself. The visitor is free to walk in whichever part of the room that they prefer. Not only can they touch the objects exhibited, they can walk through them. They throw things at them. A certain type of interaction is created between the visitor/player and the objects in the museum. The visitor, by actively interacting with the objects can affect his own experience. The objects exhibited in the noseum are meant to create mashup of sensorial stimulation. As you would suspect, they don’t necessarily make sense. Starting from simple objects like cubes and spheres to a swimming pool with floaties, to hanging bananas from ceiling and ballon dogs to a giant chrome head of one of the most controversial personas of our time, The Nonseum tackles the boundaries between the known and the unknown, and represents the space between the rational and the nonsensical.

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Visual style and Sound Design The Visual style of the Nonseum is based on internet art or, as it is more commonly known, “The New Aesthetic”. It is a term used to refer to the increasing appearance of the visual language of digital technology and the Internet in the physical world. A lot of plasticity, a lot of pastel colours, a play with opacity and metallics and a whole lot of kitsch. Like the objects in the game, the materials and visuals are nonsensical. Each room has it’s own track playing in the background. The music was composed by Liburn Jupolli. Hitting certain objects produces sounds aswell.

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Storyboard The Nonseum is thought to be more of an experience where the player, by actively interacting with the objects in the room, creates his own story. The experience begins in the pinkiest room you can possibly imagine, with a welcome sign dancing above your head and little objects from everyday life circling all around. By walking around the room, the player changes the materiality of it. From the pinkiest pink to the yellowest yellow space. The other rooms are filled with everyday objects, such as iPhones and pills and laptops in impossible scale, as well as simple geometric shapes.

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Room 1 The pinkiest room you will ever find yourself in. Complete bananas! Mostly because the room is covered in bananas. Walking around makes the room change colour to the bluest blue, greenest green, yellowest yellow and the purpliest purple.

Room 2 A gigantic head of one of the most controversial people today, Donald Trump, with a nonsensical word by the man himself, floating above his head.

Room 3 Here the perception changes. One, because you walk on walls and two, because of transluscent shapes that change the way you percieve the space.

Room 4 The last room is covered in a texture that almost makes the room look like liquid. Floating balls of different colours make the room colours change accordingly.

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Mechanics The Nonseum is mainly a walkthrough experience. The player can walk through objects which trigger changes in the rooms, like materiality, appearance of new objects and sounds. Moving through the different 4x4 spaces of the game is done through teleportation. The point in the space of the room from which the player jumps stays the same in the next room. In one of the rooms, the player jumps perpendicularly, thus can walk on the wall, in order to enhance the concept of the nonsensical. The player is also able to throw objects. When certain objects are hit, they produce sounds.

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Mood board

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Models The combination of models in the Nonseum adds to the concept of the nonsensical. Starting from Arches to give a historic feel, that relates to the familiar concept of a museum, and proceeding to models of technology pieces in absurd scales as well as known figures and art pieces, the project is a mashup of the internet’s and visual world’s obsessions.

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References

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Virtual Spaces Master Studio: 16m2 Labyrinths Summer Semester 2017 Institute of Architecture and Media, TU Graz

VSMS 2017 | Vesa Bunjaku - Noseum  

Documentation of the project "Noseum" by Vesa Bunjaku for the Virtual Spaces Master Studio 2017 https://iam.tugraz.at/course/studio_ss_17/

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