ARCH1392 - Digital Collaboration Studio
Member of TEAM OMEGA

Tuesday, March 31, 2009

Environment Description and Technology Evaluation for Assignment 1:

Environment Description:

Within our Draft Fabrication Environment we aimed to portray a sense of our building, the Bodo Culture Centre within its proposed landscape, highlighting the surrounding urban and harbour areas. The vision for our building was to create a culture centre that is ‘intrinsically linked’ through its various architectural elements and by the spaces within and between these elements. These spaces needed to be ‘cohesive, connected, fluid and dynamic’ in order to create and define the culture centre within the surrounding urban setting as well as creating a connection to ‘other public spaces located in the immediate vicinity and in other parts of the city’. The culture centre was aimed to create a foundation for diverse activities including: - recreational - cultural - communal - commercial Within our draft environment we have aimed to portray and create a sense of all these underlying factors and elements which were intended by the original designers. We decided to include and focus on the immediate urban areas surrounding our building as well as the harbour and the pier. We also included the island beyond the harbour as in reality this could easily be seen from the building as well as from the pier. We constructed our landscape and terrain using an imported heightmap which showcases all the relevant information about our building, the surrounding terrain and landscape as well as how our building is situated on the site. We aimed to portray the terrain and landscape that could be seen by a visitor to our building, particularly the pier and the harbour as this is a focal point for our building and its surrounding spaces. We aimed to create a sense of what the pier would look like in relation to the landscape by constructing it on wooden pylons which rise from the water to meet the pier. We chose wooden planking as our material for the pier as this is similar to the actual fabrication of the pier. We established from plans of the area that there was an L-shaped element within the harbour that was not connected to any piers, and from research we concluded that it must be a rock wall to stop ships from entering the harbour too close to land, so we chose to create this rock wall within our environment as well. We also included some roads surrounding our building and showcasing its relationship and distance from the surrounding urban landscape. Through the creation of our draft building we chose to portray a sense of the overall shape and size of the building in relation to the surrounding landscape. We felt that this would showcase how our building relates to the urban landscape as well as the harbour, and also how it is situated within and on the terrain. We also chose to create several of its internal and external spaces to portray how the building circulates internally and externally. We also added a basis element of daylight to enhance any materials and textures which we applied within our environment. Within the building itself we also created artificial light in certain areas where artificial light was necessary in portraying a sense of space and allowing the viewer to gain a sense of being within the space. We have also chosen to highlight certain areas of our building by applying various textures and materials to enhance the overall aesthetics of our building within the surrounding landscape.

Technology Evaluation:

We feel that through the creation of our Draft Fabrication Environment that the individual tech tests that each of our team members explored has played a vital part in the successful execution and creation of our building and its environment. We have analysed the success and struggles of each of the tech tests below:

Importing and exporting models from 3dsMax into Crysis: (executed by Kenneth)

Through the help of this tech test we able to successfully import and export our building model into Crysis from 3dsMax. When we first tried this is worked well although none of our textures worked within Crysis. After much research and trial and error we successfully managed to import our model as well as all the textures and materials we applied to it in 3dsMax.

Object Manipulation: (executed by Kenneth)

Through the information provided by this tech test we were able to employ the skills to creating solids within Crysis. Once we had created these solids we were able to manipulate and edit certain aspects to create certain elements within our terrain, such as the pier and the wooden pylons that support the pier.

Landscape / Terrain: (executed by Alichia)

We found the tech tests performed for Landscape and Terrain quite useful once we had imported our heightmap into Crysis. We were able to edit and manipulate the map in various areas as well as add / subtract certain elements within the terrain, such as water height and map scale. Throughout the process of creating our terrain and landscape we learnt numerous helpful steps within the Crysis editor, such as setting up the correct scale and making sure that the terrain in the correct height etc.

Materials and Textures: (executed by Alichia)

Though this initial tech test was futile we eventually discovered how to apply materials and textures to various objects within Crysis after researching and watching numerous tutorials. This was a great help as we were then able to apply textures and materials to our roads, pier and pylons. We also were able to work out how to import materials and textures from 3dsMax into Crysis which aided us in showcasing the various surface elements of our building.

AI: (executed by Cameron)

Through this tech test we were able to learn and understand how AI is executed within Crysis. This would be very useful for the future development of our Fabricated Environment as it will enable us to portray the various circulation systems that are in place within our building and its numerous internal and external spaces.

Sound and Acoustics: (executed by Cameron)

From this tech test we were able to identify how to add sound and acoustics to an environment or space within Crysis. This will be useful in our future design and development of our Fabricated Environment as it will enable us to create a sense of the surrounding urban and harbour environments.

Natural Lighting: (executed by Essmael)

Through this tech test we were able to establish how to add natural lighting within a Crysis environment. We were also able to learn how to edit and manipulate lighting to create the desired effect. This was useful in adding natural lighting elements within our environment which further enhanced the realism of the landscape. Time of day and weather conditions were also explored, this will assist in providing an analysis for the project in coming weeks.

Artificial Lighting: (executed by Essmael)

Through this tech test we were able to establish how to add artificial lighting within a Crysis environment. It was here where we learned that textures and materials hold illumination values, and hence can provide artificial lighting without a direct light source. Crysis also provides a range of direct and indirect lighting, which can be further manipulated to provide the appropriate and realistic light desired.

Contribution to Draft Fabrication Environment:

Throughout the creation of our Draft Fabrication Environment I have been involved in numerous aspects of the design process. My contribution is listed below:

- Completed tech tests for “Terrain / Landscape” and “Materials”

- Creation of a greyscale map within Photoshop to use and import into Crysis as a heightmap

- Importing heightmap into Crysis

- Generation of the terrain using the created heightmap

- Editing and manipulation of the terrain using relevant tools within Sandbox2

- Creation of solids and structural elements to create pier within landscape

- Applying textures and materials to the pier

- Creation of the rock wall within the water near the pier

- Creation of our 600 word Environment Description

- Creation of Technology Evaluation

- Assisted with the creation of our Presentation

4 Chosen Topics...

Collaborative Document Editing e.g. Wikis, Google Documents

Additional Examples:

- Zoho



- Basecamp



- EverNote


- Wordpress



- Textpattern



- Smartsheet



- Subversion



- TortoiseSVN



- Buzzword



- Sharepoint



- Documentum eRoom



Above are a few examples of the many Collaborative Document editing applications that are available. Most of these applications allow the integration of comments and changes from many contributors which make them essential tools in most collaborative processes. This is due to today’s fast-paced society, where it is almost impossible to find a day where everyone within a collaborative project can meet face to face. These applications solve that problem entirely, especially if they are online, as all the contributors can log on and make changes at times that suit them best, enabling the collaborative process to continue 24/7. Depending on the desired function of the workspace, each of the above mentioned applications enable different usage strong points. For example the desired function of the workspace could be the need for a tool that functions primarily as a information or document repository, which enables its users and contributors access to the information that has already been documented or generated. Or there might be a need for version control so that you can track who has checked out which document or who has edited which page within the workspace. There are numerous other functions and abilities which these applications provide to users, enabling the creation of a workspace that is specifically aimed at the collaborative process intended by the user. Thus it can be seen that Collaborative Document Editing applications are much needed tools in enabling and enhancing the process of collaboration.

Wednesday, March 25, 2009

HIERARCHY & PLANNING SUMMARY

HIERARCHY SUMMARY:
Hierarchy can represent and relate to a variety of elements within society. A basic definition of hierarchy is ‘an arrangement of objects, people, elements, values, orders, classes, etc,’ portrayed in ‘a ranked or graduated series’. It represents a ‘relationship based on degrees or levels of superordination and subordination, where the superordinate term represents a class or whole and subordinate terms refer to its members or parts’. A typical example of a simplistic hierarchical system is given below:




Originally the word “hierarchy” meant “rule by priests”. This was because ‘hierarchical churches such as the Roman Catholic and Eastern Orthodox churches had tables of organization that were "hierarchical" in the modern sense of the word’, later this term ‘came to refer to more general organisational methods.’

It can be seen that as this term became more generalised it has been used to analyse many aspects and areas of the world and society. Some of these areas include Mathematics, Computer Science, Administration, Spiritual, Science, Social, Organisations / Companies, Industries etc. Some examples of HIERARCHY within these areas are listed below:

HIERARCHY as seen in Mathematics: a partially ordered set that displays a ‘collection of parts with ordered asymmetric relationships inside a whole.’ For example the ‘upper levels are above lower levels, and the relationship upwards is asymmetric with the relationships downwards.’

HIERARCHY as seen in Computer Science: an ‘object-orientated’ way of ‘programming the mapped relationships of sub- and superclasses. For example directories containing files and sub-directories which contain further files and sub-directories. An example is given below:


HIERARCHY as seen in Science: in biology, ‘organisms are commonly described as an assembly of parts (organs) which are themselves assemblies of yet smaller parts, and so on.’ Also in ‘linguistics, words or sentences are often broken down into hierarchies of parts and wholes.’ For example certain species are classified as groups which are broken down into sub-group.

HIERARCHY as seen in Organisations: many human organisations such as ‘businesses, churches, armies and political movements are structured hierarchically, at least officially; commonly superiors, called bosses, have more power than their subordinates.

HIERARCHY as seen in Society: the hierarchy of gender, as talked about by Feminists, where ‘a culture sees males or masculine traits as superior to females or feminine traits. In the terms above, these feminists present us a hierarchy of only two nodes, "masculine" and "feminine", connected by the asymmetrical relationship "is valued more highly by society".’ When Feminists talk about hierarchy of gender they usually hope to ‘evoke negative connotations.’ An example of this usage:

“The hierarchical nature of the dualism - the systematic devaluation of females and whatever is metaphorically understood as "feminine" - is what I identify as sexism. (Nelson 1992, p. 106)”

Another common example of hierarchy within society can be seen through Genealogy, where Family trees are created to trace ancestry and a family’s lineage. An example is given below:



HIERARCHY as seen in the Wikipedia community: this community is not known for being ‘overtly hierarchically structured, as no contributor possesses inherently higher standing than another, excepting certain limited "admin" and "developer" powers which restricted to a few. However, some would counter that although there is no explicit hierarchy there are social norms which make contributions unequal, as some contributors have more influence because their edits command higher respect.”

PLANNING SUMMARY:
Planning can represent and relate to a variety of elements in society. A basic definition of planning is an ‘act of formulating a program for a definite course of action’ which often results in the formulation of ‘a series of steps to be carried out or goals to be accomplished’. It can be said that planning is ‘one of the most important project management and time management techniques’ which enables the creation and preparation of ‘a sequence of action steps to achieve some specific goal.’ If planning is organised and carried out efficiently and effectively then ‘you can reduce much of the necessary time and effort of achieving the goal.’

It can be said that a plan is ‘like a map’, as through the process of planning and following that plan ‘you can always see how much you have progressed towards your project goal and how far you are from your destination.’ This is critical as ‘knowing where you are is essential for making good decisions on where to go or what to do next.’

There are many reasons why planning is needed and a good example of this is the ‘80/20 Rule’. It can be seen ‘that for unstructured activities 80 percent of the effort give less than 20 percent of the valuable outcome’. Thus you either spend too ‘much time on deciding what to do next, or you are taking many unnecessary, unfocused, and inefficient steps’.Planning is ‘also crucial for meeting your needs during each action step with your time, money, or other resources. With careful planning you often can see if at some point you are likely to face a problem. It is much easier to adjust your plan to avoid or smoothen a coming crisis, rather than to deal with the crisis when it comes unexpected’. Thus it can be seen that planning is an effective form of time management.
Planning is used throughout various segments of society as it ‘is not an isolated activity; rather, it involves all segments of the community.’ Some examples of PLANNING within these segments are listed below:

PLANNING as a profession: ‘also called urban planning or city and regional planning, is a dynamic profession that works to improve the welfare of people and their communities by creating more convenient, equitable, healthful, efficient, and attractive places for present and future generations.’ It also enables ‘civic leaders, businesses, and citizens to play a meaningful role in creating communities that enrich people's lives.’ Planners ‘plan the scientific, aesthetic and orderly disposition of land, resources, facilities and services. This is accomplished with a view to securing the physical, economic and social efficiency, health and well being of urban and rural communities of the environment. Planners may focus on transportation, recreation, heritage, health care planning, environmental research and assessment, parks planning, economic development, municipal planning and regional planning.’ An example is give below:

Good planning helps create communities that offer better choices for where and how people live. Planning helps community members envision the direction their community grow and will help them find the right balance of new development and essential services, protection of the environment, and innovative change.’


PLANNING as a system: this is needed as a means of creating controlled ‘development in your area’. It can be seen that planning ‘is about how we plan for, and make decisions about, the future of our cities, towns and countryside. Over the centuries, a formal way of making these decisions was set up.’ Within each community ‘your local planning authority is responsible for deciding whether a development - anything from an extension on a house to a new shopping centre - should go ahead.’ Planning ‘is basically about the development and use of land. It is the resolution of the many, and often conflicting pressures on land and resources.’ An example is given below:


HIERARCHY...further research

"An organisation with few things, or one thing, at the top and with several things below each other thing. An inverted tree structure. Examples in computing include a directory hierarchy where each directory may contain files or other directories; a hierarchical {network} (see {hierarchical routing}), a {class hierarchy} in {object-oriented programming}." - Hierarchy as a tiered structural system.
http://www.learnthat.com/define/view.asp?id=2772

"
A classification of relationships in which each item except the top one (known as the root) is a specialized form of the item above it. Each item can have one or more items below it in the hierarchy. In the Java class hierarchy, the root is the Object class." - Hierarchy as specialisation.
http://dev.fyicenter.com/Interview-Questions/J2SE/What_is_hierarchy.html

"A is system of ranking and organizing things. Different fields use the word in slightly different ways, but a particular definition, which the article will attempt first, captures the core of almost all uses. Originally, "hierarchy" was a word meaning "rule by priests". Since hierarchical churches such as the Roman Catholic and Eastern Orthodox churches had tables of organization that were "hierarchical" in the modern sense of the word, the term came to refer to more general organizational methods.



binary-tree-structure.png

Illustration: A hypothetical hierarchical organization for an encyclopedia. Each node "contains" all the sections below it, e.g. the culture section contains the art section and the craft section.

General considerations (informal)

A precise, mathematical definition of hierarchy will be given in the next section. This section will try to explore the ideas behind that more compact definition.

A hierarchy is based on an asymmetrical relationship, such as "is the boss of", "is part of", or "is better than". Such relationships are "asymmetrical" in the sense that if they "work one way", they don't "work the other". For example, if Sally is the boss of Jim, then Jim is not the boss of Sally. When two nodes are related, one is designated the "superior" (or sometimes the "parent") and the other the "subordinate" (or sometimes the "child"). In the intuitive case of the "is the boss of" relation, the boss is the superior and the employee is the subordinate.

A hierarchy's asymmetrical relationship can link entities in one of three ways: directly, indirectly, or not at all. The illustration shows a direct link between the craft and culture sections; the craft section is directly linked to the culture section by the "contains" relationship. This is akin to how your boss in directly in charge of you. In contrast, the illustration shows an indirect link between craft and encyclopedia; the craft section is only "contained" by the encyclopedia as a whole by virtue of being "contained" by the culture section. This is akin to how the CEO of a company is in charge of a factory worker only via middle management. Finally, there is effectively no link between the art and the craft sections; neither section contains the other. This is akin to two co-workers, neither of whom is the other's boss.

...

Every member is reachable from any other by following the relationship in either direction, but there is no way of coming back to a particular member by always following the relationship in the same direction.

...

General considerations (formal)

A hierarchy can thus be represented as a connected directed acyclic graph.

Examples of reasoning with hierarchies

Many aspects of the world are analyzed, arguably fruitfully, from a hierarchical perspective. Science provides the following examples:

  • In biology, organisms are commonly described as an assembly of parts (organs) which are themselves assemblies of yet smaller parts, and so on.
  • In physics, the standard model decomposes bodies down to their smallest particle components.
  • In linguistics, words or sentences are often broken down into hierarchies of parts and wholes.

In all of these examples, the asymmetric relationship is "is composed of".

Social hierarchies

Many human organizations, such as businesses, churches, armies and political movements are structured hierarchically, at least officially; commonly superiors, called bosses, have more power than their subordinates. Thus the asymmetrical relationship might be "has power over". (Some analysists question whether power "really" works as the traditional organizational chart indicates, however.)

Feminists talk about a hierarchy of gender, in which a culture sees males or masculine traits as superior to females or feminine traits. In the terms above, these feminists present us a hierarchy of only two nodes, "masculine" and "feminine", connected by the asymmetrical relationship "is valued more highly by society". An example of this usage:

The hierarchical nature of the dualism - the systematic devaluation of females and whatever is metaphorically understood as "feminine" - is what I identify as sexism. (Nelson 1992, p. 106)

Note that when feminists and other social critics use the word hierarchy, they usually hope to evoke negative connotations; hierarchy, for them, is a bad thing. In these contexts, hierarchy and power structure are basically synonyms.

Hierarchical nomenclatures in the arts and sciences

Hierarchy is often used to control complexity in engineering endeavors. In object-oriented programming, for example, classes are organized hierarchically; the relationship between two related classes is called inheritance.

The pitches and form of Tonal music are organized hierarchically, all pitches deriving their importance from their relationship to a tonic key, and secondary themes in other keys are brought back to the tonic in a recapitulation of the primary theme. Susan McClary connects this specifically in the sonata-allegro form to the feminist hierarchy of gender (see above) in her book Feminine Endings, even pointing out that primary themes were often previously called "masculine" and secondary themes "feminine."

Wikis

The Wikipedia community is noteworthy for being not overtly hierarchically structured, as no contributor possesses inherently higher standing than another, excepting certain limited "admin" and "developer" powers restricted to a few. However, some would counter that although there is no explicit hierarchy there are social norms which make contributions unequal, as some contributors have more influence because their edits command higher respect.

Those who frequent Wikis might label Wikipedia's organization "wikiarchical".

The concept of hierarchy qualifies as interdisciplinary.

History of the word

From the greek hieros, sacred + archos, ruler.

External link

Principles and annotated bibliography of hierarchy theory


Generalizations: Structure

Specializations:

Relevant examples:

http://knowledgerush.com/kr/encyclopedia/Hierarchy/

"A SUMMARY OF THE PRINCIPLES OF HIERARCHY THEORY

The Hierarchy theory is a dialect of general systems theory. It has emerged as part of a movement toward a general science of complexity. Rooted in the work of economist, Herbert Simon, chemist, Ilya Prigogine, and psychologist, Jean Piaget, hierarchy theory focuses upon levels of organization and issues of scale. There is significant emphasis upon the observer in the system.

Hierarchies occur in social systems, biological structures, and in the biological taxonomies. Since scholars and laypersons use hierarchy and hierarchical concepts commonly, it would seem reasonable to have a theory of hierarchies. Hierarchy theory uses a relatively small set of principles to keep track of the complex structure and a behavior of systems with multiple levels. A set of definitions and principles follows immediately:

Hierarchy: in mathematical terms, it is a partially ordered set. In less austere terms, a hierarchy is a collection of parts with ordered asymmetric relationships inside a whole. That is to say, upper levels are above lower levels, and the relationship upwards is asymmetric with the relationships downwards.

Hierarchical levels: levels are populated by entities whose properties characterize the level in question. A given entity may belong to any number of levels, depending on the criteria used to link levels above and below. For example, an individual human being may be a member of the level i) human, ii) primate, iii) organism or iv) host of a parasite, depending on the relationship of the level in question to those above and below.

Level of organization: this type of level fits into its hierarchy by virtue of set of definitions that lock the level in question to those above and below. For example, a biological population level is an aggregate of entities from the organism level of organization, but it is only so by definition. There is no particular scale involved in the population level of organization, in that some organisms are larger than some populations, as in the case of skin parasites.

Level of observation: this type of level fits into its hierarchy by virtue of relative scaling considerations. For example, the host of a skin parasite represents the context for the population of parasites; it is a landscape, even though the host may be seen as belonging to a level of organization, organism, that is lower than the collection of parasites, a population.

The criterion for observation: when a system is observed, there are two separate considerations. One is the spatiotemporal scale at which the observations are made. The other is the criterion for observation, which defines the system in the foreground away from all the rest in the background. The criterion for observation uses the types of parts and their relationships to each other to characterize the system in the foreground. If criteria for observation are linked together in an asymmetric fashion, then the criteria lead to levels of organization. Otherwise, criteria for observation merely generate isolated classes.

The ordering of levels: there are several criteria whereby other levels reside above lower levels. These criteria often run in parallel, but sometimes only one or a few of them apply. Upper levels are above lower levels by virtue of: 1) being the context of, 2) offering constraint to, 3) behaving more slowly at a lower frequency than, 4) being populated by entities with greater integrity and higher bond strength than, and 5), containing and being made of - lower levels.

Nested and non-nested hierarchies: nested hierarchies involve levels which consist of, and contain, lower levels. Non-nested hierarchies are more general in that the requirement of containment of lower levels is relaxed. For example, an army consists of a collection of soldiers and is made up of them. Thus an army is a nested hierarchy. On the other hand, the general at the top of a military command does not consist of his soldiers and so the military command is a non-nested hierarchy with regard to the soldiers in the army. Pecking orders and a food chains are also non-nested hierarchies.

Duality in hierarchies: the dualism in hierarchies appears to come from a set of complementarities that line up with: observer-observed, process-structure, rate-dependent versus rate-independent, and part-whole. Arthur Koestler in his "Ghost in The Machine" referred to the notion of holon, which means an entity in a hierarchy that is at once a whole and at the same time a part. Thus a holon at once operates as a quasi-autonomous whole that integrates its parts, while working to integrate itself into an upper level purpose or role. The lower level answers the question "How?" and the upper level answers the question, "So what?"

Constraint versus possibilities: when one looks at a system there are two separate reasons behind what one sees. First, it is not possible to see something if the parts of the system cannot do what is required of them to achieve the arrangement in the whole. These are the limits of physical possibility. The limits of possibility come from lower levels in the hierarchy. The second entirely separate reason for what one sees is to do with what is allowed by the upper level constraints. An example here would be that mammals have five digits. There is no physical reason for mammals having five digits on their hands and feet, because it comes not from physical limits, but from the constraints of having a mammal heritage. Any number of the digits is possible within the physical limits, but in mammals only five digits are allowed by the biological constraints. Constraints come from above, while the limits as to what is possible come from below. The concept of hierarchy becomes confused unless one makes the distinction between limits from below and limits from above. The distinction between mechanisms below and purposes above turn on the issue of constraint versus possibility. Forget the distinction, and biology becomes pointlessly confused, impossibly complicated chemistry, while chemistry becomes unwieldy physics.

Complexity and self-simplification: Howard Pattee has identified that as a system becomes more elaborately hierarchical its behavior becomes simple. The reason is that, with the emergence of intermediate levels, the lowest level entities become constrained to be far from equilibrium. As a result, the lowest level entities lose degrees of freedom and are held against the upper level constraint to give constant behavior. Deep hierarchical structure indicates elaborate organization, and deep hierarchies are often considered as complex systems by virtue of hierarchical depth.

Complexity versus complicatedness: a hierarchical structure with a large number of lowest level entities, but with simple organization, offers a low flat hierarchy that is complicated rather than complex. The behavior of structurally complicated systems is behaviorally elaborate and so complicated, whereas the behavior of deep hierarchically complex systems is simple.

Hierarchy theory is as much as anything a theory of observation. It has been significantly operationalized in ecology, but has been applied relatively infrequently outside that science. There is a negative reaction to hierarchy theory in the social sciences, by virtue of implications of rigid autocratic systems or authority. When applied in a more general fashion, even liberal and non-authoritarian systems can be described effectively in hierarchical terms. There is a politically correct set of labels that avoid the word hierarchy, but they unnecessarily introduce jargon into a field that has enough special vocabulary as it is." - Hierarchy as theory.

http://www.isss.org/hierarchy.htm

PLANNING...further research

"Planning is one of the most important project management and time management techniques. Planning is preparing a sequence of action steps to achieve some specific goal. If you do it effectively, you can reduce much the necessary time and effort of achieving the goal.

A plan is like a map. When following a plan, you can always see how much you have progressed towards your project goal and how far you are from your destination. Knowing where you are is essential for making good decisions on where to go or what to do next.

One more reason why you need planning is again the 80/20 Rule. It is well established that for unstructured activities 80 percent of the effort give less than 20 percent of the valuable outcome. You either spend much time on deciding what to do next, or you are taking many unnecessary, unfocused, and inefficient steps.

Planning is also crucial for meeting your needs during each action step with your time, money, or other resources. With careful planning you often can see if at some point you are likely to face a problem. It is much easier to adjust your plan to avoid or smoothen a coming crisis, rather than to deal with the crisis when it comes unexpected." - Planning as a form of time-management.
http://www.time-management-guide.com/planning.html


"Planning is not an isolated activity; rather, it involves all segments
of the community." - pdf document about the role of a 'Planner'.
www.planning.org/essay/resources/pdf/planit.pdf

"Planning, also called urban planning or city and regional planning, is a dynamic profession that works to improve the welfare of people and their communities by creating more convenient, equitable, healthful, efficient, and attractive places for present and future generations.

Planning enables civic leaders, businesses, and citizens to play a meaningful role in creating communities that enrich people's lives.

Good planning helps create communities that offer better choices for where and how people live. Planning helps community members envision the direction their community grow and will help them find the right balance of new development and essential services, protection of the environment, and innovative change." - Planning as a profession.
http://www.planning.org/aboutplanning/whatisplanning.htm

"Planning is about how we plan for, and make decisions about, the future of our cities, towns and countryside. Over the centuries, a formal way of making these decisions was set up.

Your local planning authority is responsible for deciding whether a development - anything from an extension on a house to a new shopping centre - should go ahead.

Local planning authority usually means the district or borough council - not the parish or town council.

The planning system is needed to control development in your area." - Planning as a system.


http://www.planningportal.gov.uk/england/genpub/en/1108751860476.html

"Planning is basically about the development and use of land. It is the resolution of the many, and often conflicting pressures on land and resources. Our members plan the scientific, aesthetic and orderly disposition of land, resources, facilities and services. This is accomplished with a view to securing the physical, economic and social efficiency, health and well being of urban and rural communities of the environment. Planners may focus on transportation, recreation, heritage, health care planning, environmental research and assessment, parks planning, economic development, municipal planning and regional planning.

Planners do not act in isolation...

Although planners can or should take a leading role , they are involved with politicians, government agencies, the public, other professions and developers." - Planning as a form of development.

http://www.aacip.com/public/planning.html

Tuesday, March 24, 2009

Tech tests...INCOMPLETE

Went to uni again today to continue with my tech tests but unfortunately all the XPS laptops were being used for a class and I was informed by BECU that the editor hadn't been loaded in the labs :( So I'm going to have to attempt them on my mum's computer which keeps crashing when I load the editor...luckily my laptop should be here by the end of the week :D

Monday, March 23, 2009

Tech tests...TERRAIN / VEGETATION

Today I went to uni after work to do my tech tests as my laptop hasn't arrived yet. I borrowed a XPS laptop from BECU and began working away. I explored creating the terrain (mountains, water etc) and then how to edit it by shaping the surface of the land, as well as playing around with the water level. I also added surface textures and explored various scenarious (beach, forest etc). I then began exploring how to add vegetation (trees, plants etc) as well as other landscape elements such as rocks. I also learnt how to edit these elements and make them smaller or larger and how they could be spread across the terrain automatically. Below are some screenshots of what I created...









I will come back to uni tomorrow after work as well to carry on with my tech tests, I need to finish the TERRAIN / VEGETATION tests as I haven't explored how to create roads / sidewalks etc and I also need to start on the MATERIALS tech tests which I will all do tomorrow...

Hierarchy & Planning...

Initial research regarding PLANNING and HIERARCHY using the 'define:' search on google as mentioned by Steve.

Definitions of planning on the Web:
http://www.google.com/search?q=define%3A+planning&ie=utf-8&oe=utf-8&aq=t&rls=org.mozilla:en-US:official&client=firefox-a

* an act of formulating a program for a definite course of action; "the planning was more fun than the trip itself"
* the act or process of drawing up plans or layouts for some project or enterprise
* the cognitive process of thinking about what you will do in the event of something happening; "his planning for retirement was hindered by several uncertainties"
wordnet.princeton.edu/perl/webwn

* Planning in organizations and public policy is both the organizational process of creating and maintaining a plan; and the psychological process of thinking about the activities required to create a desired goal on some scale. As such, it is a fundamental property of intelligent behavior. ...
en.wikipedia.org/wiki/Planning

* The Planning (Hazardous Substances) Act 1990 was an Act of Parliament in the United Kingdom to consolidate certain enactments relating to special controls in respect of hazardous substances with amendments to give effect to recommendations of the Law Commission.
en.wikipedia.org/wiki/Planning_(Hazardous_Substances)_Act_1990

* plan - have the will and intention to carry out some action; "He plans to be in graduate school next year"; "The rebels had planned turmoil and confusion"
* plan - make plans for something; "He is planning a trip with his family"
* plan - a series of steps to be carried out or goals to be accomplished; "they drew up a six-step plan"; "they discussed plans for a new bond issue"
* plan - make or work out a plan for; devise; "They contrived to murder their boss"; "design a new sales strategy"; "plan an attack"
* plan - design: an arrangement scheme; "the awkward design of the keyboard made operation difficult"; "it was an excellent design for living"; "a plan for seating guests"
* plan - design: make a design of; plan out in systematic, often graphic form; "design a better mousetrap"; "plan the new wing of the museum"
* plan - scale drawing of a structure; "the plans for City Hall were on file"
wordnet.princeton.edu/perl/webwn

* planned - designed or carried out according to a plan; "the planned outlays for new equipment"
* aforethought(ip): planned in advance; "with malice aforethought"
wordnet.princeton.edu/perl/webwn

Definitions of hierarchy on the Web:
http://www.google.com/search?hl=en&client=firefox-a&rls=org.mozilla:en-US:official&hs=YPm&ei=sBfKSaPcIpLQsAPro6DsBw&sa=X&oi=spell&resnum=0&ct=result&cd=1&q=define%3A+hierarchy&spell=1

* a series of ordered groupings of people or things within a system; "put honesty first in her hierarchy of values"
* the organization of people at different ranks in an administrative body
wordnet.princeton.edu/perl/webwn

* In mathematics, a hierarchy is a preorder, i.e. an ordered set. The term is used to stress a natural hierarchical relation among the elements. In particular, it is the preferred terminology for posets whose elements are classes of objects of increasing complexity. ...
en.wikipedia.org/wiki/Hierarchy_(mathematics)

* In computer science's object-oriented programming, the mapped relationships of sub- and superclasses is known as a hierarchy. ...
en.wikipedia.org/wiki/Hierarchy_(object-oriented_programming)

* A hierarchy is an arrangement of objects, people, elements, values, grades, orders, classes, etc., in a ranked or graduated series. ...
en.wikipedia.org/wiki/Hierarchy

* A body of authoritative officials organized in nested ranks; Any group of objects ranked so that every one but the topmost is subordinate to a specified one above it
en.wiktionary.org/wiki/hierarchy

* hierarchic - hierarchical: classified according to various criteria into successive levels or layers; "it has been said that only a hierarchical society with a ...
wordnet.princeton.edu/perl/webwn

* Hierarchyism is the belief that society requires a symbolic hierarchy, such as a constitutional monarchy, in order to function properly. ...
en.wikipedia.org/wiki/Hierarchyism

* hierarchic - hierarchal
en.wiktionary.org/wiki/hierarchic

* Relationship based on degrees or levels of superordination and subordination, where the superordinate term represents a class or whole, and subordinate terms refer to its members or parts. ...
www.iskoi.org/doc/development.htm

* The Cosmic Hierarchy is a "Universal Chain" of Individualized God Free Beings fulfilling Attributes and Aspects of God's Infinite ...
www.templeofthepresence.org/glossary.htm

* A hierarchy is a system of ranking and organising things or people, where each element of the system is subordinate. ...
www.autonomousgeographies.org/glossary

* Any system where there is a parent-child relationship.
www.davidgould.com/Glossary/Glossary.htm

* A hierarchy is a series of classes or groups in which each class falls into a subgroup of a larger group, which in turn forms part of an even larger group.
plc.fis.utoronto.ca/tgdemo/Glossary.asp

* Slave-like veneration of the seniors and thus verbal or physical submission to them, is common. Abject 'etiquette' required of pledges or ...
www.absoluteastronomy.com/topics/Hazing

more...

http://www.cryengine2.org/sandbox-tutorials/vegetation/better-looking-vegetation/

http://www.cryengine2.org/


Crysis Sandbox2 Tutorial - Prefab Vegetation - Click here for more blooper videos

More online tutorials...


Watch 3ds Max to Crysis Part 3 in Technology  |  View More Free Videos Online at Veoh.com


Watch 3ds Max to Crysis Part 3 in Technology  |  View More Free Videos Online at Veoh.com


Watch 3dsmax to Crysis Motion Blur in Technology  |  View More Free Videos Online at Veoh.com


Watch Part 1: Reference images in Game Videos  |  View More Free Videos Online at Veoh.com

Online Tutorials regarding Materials and Terrain in Crysis...


Watch How to export from 3dstudio Max to Crysis in Game Videos | View More Free Videos Online at Veoh.com

Sunday, March 22, 2009

Research for Tech tests...

I have been researching tutorials regarding TERRAIN / VEGETATION and MATERIALS and have found quite a few very useful ones. They are showcased above...

Team choice

After we all presented our proposed unbuilt architectures in class we discussed the possibilities of each project. We narrowed the selection down to two buildings which we thought were very relevant to the project and which had all the elements and design aspects which we were looking for and wanted to achieve through this assignment. The two were Cameron's proposal for the new Macquarie University Library and Essmael's Cultural Centre in Stockholm.

After discussing these two option with Jeremy and Graham we decided to proceed with Essmael's choice. We felt that this building had a variety of interior spaces which could be effectively created in a real-time environment as well as the fact that it was in an interesting urban setting near water. We felt that the building was a unique and interesting concept with large exhibition spaces as well as a theatre. The circulation within this building is also very interesting and we felt that it would be great to explore the interactivity of the space and how it is used as well as how it relates to its site.

Tech tests...TERRAIN / VEGETATION & MATERIALS

During class we discussed the 8 areas of design which we will need to learn in order to construct our building in Sandbox2. Out of those eight I was given the job of researching and doing a tech test on TERRAIN / VEGETATION and MATERIALS.

For TERRAIN / VEGETATION I will need to work in Sandbox2 and figure out how to create / edit / manipulate the terrain as well as adding vegetation to the landscape.

For MATERIALS I will need to research how to import surface materials into Sandbox2 through 3dsMax and whether there are any issues regarding this.

Topic definitions...

In class each team was given two topics to research and blog about for next weeks lecture. My team were given the topics PLANNING and HIERARCHY. From what we discussed in the lecture my understanding of these two topics are as follows:

PLANNING:

- GENERAL:

> organising
> schedules
> meeting deadlines
> communication
> managing
> time constraints

- PLANNING APPLIED TO OUR COURSE:

> design planning
> planning the creation of the model
> how this creation will be executed
> planning to meet with members
> sticking to schedules so as to reach deadlines

HIERARCHY:

- GENERAL:

> Management
> Gant Chart
> Team hierarchy
> Design
> Order
> Organisation
> Structure
> Ranked arrangements / layers / criteria

- HIERARCHY APPLIED TO OUR COURSE:

> Order in which design needs to be created
> Organisation of design
> Management within team
> Structure with the design and its' components
> Layout of steps / procedures that need to take place for the next steps to occur

Wednesday, March 18, 2009

Grant Egyptian Museum - MORE IMAGES...









Geology Museum and Visitors Centre - MORE IMAGES...












Grant Eqyptian Museum - EGYPT



NAME: Grant Egyptian Museum
COLLABORATORS: Plot & JDS
LOCATION: Cairo, Egypt
http://www.big.dk/projects/gem/gem.html

This museum was designed to be situated in Cairo, Egypt, as a means of exhibiting items of cultural significance. The Grant Egyptian Museum was designed to house an exhibition that 'ought to combine a chronological display with a thematic display.' For this requirement to be achieved it was designed by organising a 'simple timeline as a long track where each theme would reappear in each period in time.' The designers then decided to bend the 'track onto itself, forming a spiral, where each theme would overlap vertically and therefore create thematic shortcuts.' The museum itself is in the shape of an upside down pyramid, which not only holds cultural significance, but it creates a relationship to the site where it would've been built as well as serving the purpose of creating this 'thematic' and 'chronological' display within the exhibition.

I feel that this is significant as it is a very unique and intriguing unbuilt design, not to mention a feat of technology and engineering if it could be constructed. I feel that the way in which the building not only relates to the site and the location which it has been designed for as well as how it encompasses cultural and historical elements which are significant to Egypt is very well thought-out and designed. I think that how it ties in cultural and historical themes and significance as well as its relationship to the site is very impressive. I also feel that the way in which the exhibition has been designed utilises the space and the building to its best ability. I think that it would take a while to construct this building in CryEngine2 but it would be well worth the effort and time.

I feel that this building would be a very good choice for our 'Collaborative Fabrication' as it entails a wide range of ideals and design elements which make it interesting and unique. Once again as we are planning to focus on the circulation with our chosen building I feel that this building has a very interesting circulation layout and design. It would be very interesting to see how functional it is and if it could be improved in any way.

Geology Museum and Visitors Centre - DENMARK



NAME: Geology Museum and Visitors Centre
COLLABORATORS: Plot & JDS
LOCATION: Mon's Cliff, Denmark
http://www.big.dk/projects/mon/mon.html

The idea behind the museum was to create a visitors centre that was about exposing a living landmark in Denmark, the Møn's Cliff. The challenge was to create this centre which focuses and exposes the landmark without spoiling the impression of the actual landmark.

Within the museum they designed a visitor centre that 'literally digs into the fascinating geological history hidden in one of Denmark's essential landmarks'. They organised the 'exhibition space as an archaeological excavation stacked in a crater of chalk', which 'offers rich experiences of evolution and at the same time leaves the outstanding landscape undisturbed.' This causes the Museum of Geology to actually grow 'into the different layers of geological eras and provides visitors with a rare look into the shaping of planet earth.'

I feel that this building is quite significant as it dynamically expresses the site on which it would've been built. The way in which the building relates to the site is quite amazing and I really like the idea of it 'growing' into the various layers of the geological eras, as this has a direct relationship with it being a Museum of Geology. I think that it could be created quite effectively in CryEngine 2 and it would be especially interesting to see how it relates and responds to the site. I have found quite a few detailed images showing the interior and exterior layout of the building as well as the location and how it responds to the site.

I feel that because as a team we have decided that it would be quite interesting to explore the circulation within our chosen building that this piece of architecture would be a great piece to use for our 'Collaborative Fabrication'. I feel that it presents a unique and interesting design layout and interior / exterior circulation which could be explored to see how functional it circulation is.