Notes 31.07.2011 / full version â€“ revisiting To work out: Define the role of physical and digital modelling within the design process. What knowledge can physical model give us? Can digital simulate it, and are there ways to introduce those sorts of roles to virtual world? How a scale of the physical model influences on the amount and quality of the feedback? (Size / feedback graph) Process of Physical modelling (in terms of knowledge gaining) could be divided into two main parts: -
Learning from doing (digital model preparation, assembling...) Researching and testing the outcomes
What is the key difference between model, prototype and mock-up? Different roles: representation or an experimental platform (or both). Advantage of computer simulations: -
Effective in terms of time and resources Digital outcome (easy-to-use data) Possibility to simulate complicated scenarios (complexity is free) 1
What digital cannot convey that physical can? -
It materially exists in the physical world. (Possible improvement of the digital model characteristics, such as stability, balance, acoustics, aerodynamics, buoyancy and so on, by comparing results of physical tests and digital simulations of the same phenomena) Test and compare modelling techniques. Do they perform different roles?
Statements to research (to prove / to confute / to find examples): Space, volume, material: Physical model represents a concept spatially (form) and materially. Traditionally these materials are: plastic, wood, textile, resin, cardboard or paper and not glass, metal or concrete, that builders actually use for construction. When compare rendered animation and physical model and roles they share: the first function which comes across is a Spatial and volumetric characteristic of the shape. One could argue that physical model performs this function better. Animation is used to be a predefined sequence of slides. Thus it gave a limited and subjective visualisation of the model and as a result it was hard to properly read spatial and volumetric characteristics. Nowadays digital technologies are advanced enough to provide an observer with relative freedom to move around the model. Brainâ€™s operative memory: 1
An intellectual ability has certain limits and capacity 2. When looking on a plan, section or perspective, architect’s mind (or any human mind) attempts to build a volumetric projection of a model with its particular parameters and characteristics, with its relations to the surrounding environment and human scale. If we draw parallels with human and digital computation abilities, we will have to agree that, this process of mental visualisation effects on the amount of free ‘working memory capacity’2. And as a result: while our thoughts are occupied by computations, there are fewer resources for a mind to work effective, productive or creative. That is why having a physical model positively effects on understanding and developing a project, by simply increasing an intellectual capacity, productivity and creativity. Virtual 3D technologies: Though majority of the 3D software provides a user with the perspective view, where a camera is free to move within the scene, and it can also to get inside the model, making it possible to experience an interior space. On the top of that digital software can simulate various light conditions, different materials and textures, changes in surrounding environment, people’s movement, and if necessary transformations within the model. (Is it possible to reach the point, when digital will be more real than physical?) Similarities in film industry: People see what they know, but could be impressed only with new experience. Based on digital technologies, modern film industry moves towards engaging the maximum of human censes to achieve the illusion of reality. The screen is wide in order to occupy our peripheral vision; the sound comes from different directions, which creates a 3D sound effect. 3D visualisation or also called "stereoscopic imaging," 3provides a real-life 3D visual appearance that is displayed. There are 4D and 5D movies, where technology provides multi directional movements and generates various smells, changes humidity and so on... Approaches and techniques: The more various approaches and techniques are engaged into the design process, the more diverse outcome could be achieved. (?) Definitions: Physical - of, relating to, or resembling material things or nature: the physical universe, - of or concerned with matter and energy 4 Digital - of, relating to, resembling, or possessing a digit or digits, representing data as a series of numerical values Virtual - having the essence or effect but not the appearance or form of: a virtual revolution4 Sight - the power or faculty of seeing; perception of objects by use of the eyes; vision.4 2
http://www.ncbi.nlm.nih.gov/pmc/articles/PMC3019116/ http://www.pcmag.com/encyclopedia_term/0,2542,t=3D+movies&i=60657,00.asp 4 http://dictionary.reference.com 3
Touch- that sense by which anything material is perceived by means of physical contact. 4 Perception - the process by which an organism detects and interprets information from the external world by means of the sensory receptors Sensual, sensuous - refer to experience through the senses.4 Sensual - refers, often unfavourably, to the enjoyments derived from the senses, especially from the gratification or indulgence of physical appetites: a sensual delight in eating; sensual excesses.4 Sensuous - refers, favourably or literally, to what is experienced through the senses: sensuous impressions; sensuous poetry.4 Role - usual or customary function4 Role is defined by a specific function within the design process of the project. Limits and possibilities of digital and physical: Specific roles of digital and physical modelling arose from unique possibilities that each of these technologies provide. These possibilities could be described as a space within the framework, formed by the very particular limits of digital and physical matters. Develop diagrams: Relations of physical and digital modelling within the design process.