标题: 互动式呈现媒材在建筑设计应用上的四点现象
Four Phenomena in the Applications of Interactive Representing Media in Architectural Design
作者: 李哲维
Lee, Zhe-Wei
刘育东
Liu, Yu-Tung
建筑研究所
关键字: 呈现媒材;数位媒材;Quest3D;访谈研究;实作研究;representing media;digital media;Quest3D;interview;project implementation
公开日期: 2010
摘要: 呈现媒材(representing media)除了是建筑师用来做设计、沟通以及連结与传递建筑想法的工具外,亦是建筑尚未被实现前受检视的依据,其为建筑师、业主与施工者三者间重要的沟通媒介,同时也提供业主或无专业设计背景人士另一个容易且直接的沟通方式。数位时代的来临,电脑已成为传统媒材外一种新的设计呈现方式,数位模型(digital model)的多样性使其成为近年建筑师与业主间重要的沟通媒介。

数位媒材开启了传统呈现方式外更多的可能,建筑师透过电脑运算与后制合成的3D模拟图营造具拟真感、材质感与空间感的氛围呈现予业主,以电脑动画让观看者具体考量建筑空间,更清楚传达动线、空间关系。然而,3D 模拟图与电脑动画等呈现方式于沟通时的主导权皆处于建筑设计者一方,对于业主而言,却形成“有什么,看什么”的情况,除了眼前所见,其余部分仅经由想像而来,能否有效阅读与理解设计仍须取决于设计者所选用的工具。

本研究透过Quest3D互动式浏览介面的建置,将可即时浏览、具备自由视点及媒材主控权等特点结合,为现今建筑设计案提供一种新的呈现方式。以访谈研究(interview)与实作研究(implementation)两步骤从新定义与厘清建筑设计者与业主于设计讨论过程透过何种呈现因子与媒材特性沟通;不论数位与否,现今的媒材已能满足双方对于设计沟通与呈现未实现建筑的需求了吗?建筑设计沟通媒材不再只是一种影像式的观察,而是提供建筑空间更好模拟的媒介。
For architects, representing media is regarded not only a tool concerning design, communication, and concept connection but a review instrument between architects, owners and constructors as well before architecture projects are put into action. In addition, such a method also offers a much easier and direct way for owners to smooth conversation with people lacking design experience.

Given the diverse nature of digital technology, digital model has played an essential role when it comes to bridging consensus between architects and owners. Some architects would employ photorealistic 3D architectural renderings, which can create interactive architectural visualization in terms of the project's material, space and reality, to present their works. Nevertheless, no matter how the project is presented, either in the form of 3D rendering or animation, the architects still enjoy the advantage of the communication process. On the contrary, owners are forced to play a less-dominant role while engaging in the communications with the architects. Apart from this, the communication between the two will be carried out on the imagination grounds.

We try to employ the software Quest3D combined with the features of instantaneity, free viewpoint and media initiative, the space of "being inside" interface would therefore be created. The purpose of this research seeks to explore the depth of the issue by Quest3D through two methods: interview and ongoing project implementation. Several questions below have been raised regarding how to redefine the relationship between architect and owner, as well as how to clear out the confusion occurred through the design layout presentation at the same time. In addition, to what extent can the media representation nowadays, whether being presented digitally or traditionally, fulfill the needs between architect and owner? From this perspective, communication on representing media should not be seen as visual observation, but should be regarded as space simulation for the purpose of further assessment before the projects are turned into reality.
URI: http://140.113.39.130/cdrfb3/record/nctu/#GT079747509
http://hdl.handle.net/11536/45770
显示于类别:Thesis


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