Thursday, September 29, 2011

Reactive Lighting and Space Formation

In developing my idea of gifting within this reactive architecture head space I moved towards an idea of an architecture that develops the experience, shaping it around the 'user' of the architectural space. I developed a basic script using scratch for second life that has a timer which senses the distance to the nearest avatar and alters the light and glow affects according to the distance.

This was not entirely possible in scratch4sl so I had to learn Linden Script.

However, after a number of hours of learning and development I was able to create a successful script. The closer you get to the object the more it glows and lights up the surrounding area. The further you get from the object the less it glows and lights up.

The purpose of this correlates with the function of the architectural space. As the public walk through the high-traffic area that is over-arched by the southern section of the building they are then drawn into a semi-private space which is the exhibition area. This is a merging of both the private studio and the public walkway, but is true to being either strictly public, nor private. It's purpose is between the two, creating a thresh hold of space into which the pubic are drawn and the studio is present ( through their exhibited artworks ).

The public are drawn into this through the reactive element. As they walk through the covered section of the building which is public lights sense their proximity and light up around them, but draw them up the ramp through the visual narrative of the lights being long and continuing down the corridor in an unbroken geometry.

This exhibition space then needed to be shielded from overlighting in order to maximise the effect of the reactive architecture. This was achieved through creating a concrete wall on which to suspend the exhibitional elements.

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