Studio Project: 2018
Instructor: Guvenc Ozel
Teamwork: with Roxana Perez, Peitong Zhang
Building Area: 15,000sqft
Location: Los Angeles, California

 

 

 

 

 

The design of the Museum/Machine is informed by linkages and overlaps between the body and the machine in contemporary culture and architecture. Architecture will sense, change, and transform itself. This proposal acknowledges the machine as an extension of the body and was envisioned through the transformation of technology into art.
This tension of machine desires for a growing system of organization and the artistic expression through material manifests through the design of a building as a collection of metabolic volumes aggregated through clusters. The volumes are clustered throughout the elevated main volume creating an opportunity for a veil that embraces the overall experience and connects the entire museum. This composition allows the building to be dual in character between a cluster of voluptuous volumes and a sinuous continuity. 

 

 

Since the conception of the word cyborg in 1960, the cybernetic organism is defined as a living creature enhanced by computer controlled systems. The design of the Museum/Machine is informed by linkages and overlaps between the body and the machine in contemporary culture and architecture. Architecture will sense, change, and transform itself. This proposal acknowledges the machine as an extension of the body and was envisioned through the transformation of technology into art.
This tension of machine desires for a growing system of organization and the artistic expression through material manifests through the design of a building as a collection of metabolic volumes aggregated through clusters. The volumes are clustered throughout the elevated main volume creating an opportunity for a veil that embraces the overall experience and connects the entire museum. This composition allows the building to be dual in character between a cluster of voluptuous volumes and a sinuous continuity.

 

 

The project is based on the duality of the experience since users occupy the interstitial space between clustered volumes and displace in real and digital atmospheres. Different mediatheque spaces are specific to art mediums like ceramics, textiles, and jewelry. As an approach to cultural diversity a mediatheque integrates artistic techniques using VR as a medium. When navigating through a central ramp, the user can interact with the main experiential vortex of the veil and access its archive of digital art through the packed volumes. This machine filters data through the vortex and clusters it by different parameters defined by the curator. By touching different spheres, the user can access art that is specifically curated for him or her.

The veil is a fiber optic interactive surface that delivers content related to the demand of the individual. Also proprioceptive responsive by behaving opaque or translucent so mixing software program and architectural program.

 

 

Circle Packing on Veil

 

Cybernetics and Program

 

Mass and Program

 

 

Ground Floor Plan

There are small plazas around the main mediatheques for temporary exhibition and serve citizens as open public space.

 

Exhibition Space Plan(+7.6m)

Each main mediatheque has mediatheque clusters around. Mediatheque clusters and the archive tower are scattered through the traditional exhibition gallery space.

 

Top Floor Plan(+15.5m)

The top floor serves as roof garden with an open theatre on it.

 

 

 

INTERFACE/VR/AR

There are 3 types of VR respectively for curator, visitor and storage according to different importance preference. Collected items could be sort, filter and arrange according to the preference.

With Meta Headset, visitors are able to see the augmented detail information of the objects.

 

Metaballs are used to represent the Archiving Data System. Those spheres with digital collection information serve as filters to filter the information and help users to focus on what they are interested in.