做自己,因为别人都在做自己。
– Oscar Wilde
这是我新博客的第一篇文章。我刚开始写这个新博客,因此请继续关注。在下方订阅,以便在我更新新文章时您会收到通知。
做自己,因为别人都在做自己。
– Oscar Wilde
这是我新博客的第一篇文章。我刚开始写这个新博客,因此请继续关注。在下方订阅,以便在我更新新文章时您会收到通知。
Making Film:



2. Using the historical videos I did for the research part and cut it into the video and image interaction.The virtual reality scene needs to “tell” the design of the scene to the visitors through the interactive experience, and this narration is basically carried out through the interactive link between the visitor and the virtual reality scene.


3. Drawing storyboard
This storyboard is basis on the whole narrtation and logic of the project. And I learn the dream part and changes of buildings from <inception> movie.

4. Making film in PR

Here is the final film.
Adjusting the Website
I rethink the structure of webiste:


I asked some of my friends tested the website though laptop and phone.



Deriving the “impossible world” with the “possible” condition | Escher
” I’m always wandering around inenigmas.”–Mauritz Cornelis Escher

The imaginary world, impossible stairs, absurd corridors, mysterious patterns, etc. are all iconic sentences used to describe the Dutch artist Maurits Cornelia Escher (1898-1972) . This unique artist incorporates many mathematical concepts, plane mosaics, impossible structures, paradoxes, and cycles in his works. Escher’s paintings are probably the mathematical beauty in art. Many artists feel that his works are too rational and lack the sensibility that art should have. Even Escher himself said: I want to think more than feel.


This kind of impossible object comes from the illusion phenomenon that occurs when a three-dimensional object is depicted on a two-dimensional plane, but now it can be achieved very close by computer 3D simulation. After all, what the viewer sees is still displayed in the second Dimensional image on the flat screen.
Escher was the first to use this deception. The following is his painting “The Architect’s Nightmare”.
Stairs that can go up and down at the same time. If you modify the technique a little, these contradictions can appear extremely natural. Ernst, Escher’s biographer, said that Escher’s “Impossible World” was not fabricated out of thin air, but many discoveries. Their rationality depends on the plans constructed, and these plans by Escher are derived from mathematical principles.


2. “Monument Valley”
The most fascinating part of this game is that its visual style is highly unified with the rules of the game, blurring the boundary between content and form, and using three basic elements: isometric projection, impossible objects and contemporary minimalist design to create a Wonderful and unique time and space. Its spatial design still refers to Escher’s visual deception.
In the field of mathematics, structures such as the “Penrose triangle”, “Mobius belt” and “Riemann curve” have brought great creative inspiration to Escher. He believed that there are things that cannot exist in real life. It may be expressed in a two-dimensional picture, and will produce a peculiar artistic feeling.
The Penrose Triangle has been independently discovered by many people. The earliest may be the classroom graffiti of the 18-year-old Swedish student Oskar Rutswald in 1934 (he later became a famous artist). But in terms of the name, it must be attributed to the mathematician Roger Penrose in 1956. After seeing MC Escher’s work “Staircase Room” (1951), he and his father wrote a paper together to analyze this optical illusion and extract several basic elements such as the Penrose triangle and the Penrose staircase. Morphology, and sent this paper back to Escher: in turn Escher was inspired by this to create the most famous impossible work: “Waterfall” (1961).
Every corner is normal, and together it creates contradictions. The levels of “Monument Valley” have changed it into a time series: the puzzle itself often has no contradiction, and the contradiction arises between the two states of the puzzle.



The history of evolution has made us accustomed to the ability to read three-dimensional from two-dimensional images, and even formed a set of “three-dimensional signals” commonly known as “three-dimensional signals”; and those great impossible works make full use of these signals. “Escher has spent his entire life expressing his praise of reality with a unique perspective and unique talent. He has a very intuitive perception of the rhythm of natural forms and the infinite possibilities hidden in space. He uses these perceptions to create beauty. .”
Here is the first VR file.
Link:https://pan.baidu.com/s/1P2vOmsRvHGQ80w44uA09Uw
Password:71w0




When I was testing the file, it has lots of questions as it is the first file we made. The whole space is too complex and I didn’t know where has the interaction.
Aslo , there were some movies and images cannot show in the particular places, so I made a diagram of feedback.

Making portfolio:
I made a list and it helped me think and create the project more logically.
1. Last Project 2. Site Documentation a. Location b. History of Margate 3. Brainstorm and Drawing 4.Investigation a. Proposal Outcome b. Workflow, Responsibilites, Timetable c. Technical Support d. Aims and Ambitious d. What skills will this project provide? e. What is this project useful? 5. Case Study a. Surrealism b. RPG Game 6. Space Thinking a. Collage b. Space Diagram c. Space Testing d. Space Analysis 7. Space Making a. Persepective b. Plan c. Elevation d. Deleopment of Model 8. Virtual Reality a. Interaction Method b. Interaction in the Space c. Testing Mechine 9. Film Making
It still need to be developed a lot.

I researched some of the portfolios and maganizes that I would like to learn. Here is the link:
http://www.presidentsmedals.com/
Interaction:
Dialog box: We make the dialog in VR space and drew a map that guide users. It is basically carried out by some non player characters, which indirectly helps visitors understand the design of the whole virtual reality scene, and also improves the expression of emotional space in the virtual reality scene.
Photo exhibition: CG collection system from role-playing games, as a supplement to virtual reality scenes, can also arouse visitors’ desire to explore.
Displacement: the most basic function of virtual reality scene, which can realize visitors’ movement in virtual reality scene, is the prerequisite for visitors to explore virtual reality scene.


Making CV
As my consideration recently, I would like to find a job in the UK especially London. In April, as the coronavirus I decided to go back hometown to study. At first I was thinking about finding a job in Shanghai, but the best choice is still living in UK and I have the working visa cuz the great opportunities in the future. Also right now the situation is becoming more and more positive.
Question:


Space Thinking:
http://juliennolin.com/amazonia-pier/
As the model image we rendered, it would be better if we draw more lines and make it like a drawing images. The link is a magnificant case to learn how can we make a great killer image.


As our project is foucus on virtual reality, I would like to make a website like users visiting to a virtual space as same as VR. So at first, users can see the background video of Margate, aslo there is a swirl entry door. Getting into the entrance, there are sevral space we can choose: waiting room, first floor, second floor and the third floor. These floor is the whole space we design.
1.Background video
I collected the short videos when I research before, and record my voice to tell the history in different place in the city, then put them into premier pro.

2. Mouse Design
I design the mouse partten basic on our theme and atmosphere. It is a fish fork and when users move to images the mouse will change another partten. The code link:
https://support.cargo.site/Create-a-Custom-Cursor
3. Audio Design
I would like to make a storm and thunder sound when people enter the past floor, they can enjoy the nature.


Explore the spatial relationship between streamlines and different objects of different sizes. We made changes in the horizontal direction and changes in the vertical direction. After these two changes, we came to the third.
So for the space, we build 3 cube and separate into past floor, present floor, future floor.

On the first floor, the entrance is the pier, boat is behind the pier, go though is the hotel and trinity church, lighthouse and the amusement park is the way to present floor. You can see the cafe, gallery and the cafe is on the second floor. On the third floor, it is sculpture. The human sculpture faces the sea, and on the other side of the sea is a huge wind fan. With the sustainable development and utilization of natural environmental resources, Margate begins to revive again in this harmonious coexistence between man and nature.




After that, I combineed the historical background, space concept and the 3d model.


This collective moment in the construction of the imagination intertwines with an individual one, developed by each author. Inner space also identifies how architectural imagination is capable of nourishing other disciplines: from art to video games, virtual reality, comic books and forensic investigations.
About films:
I sesearched some surrealistic space film and this week I watched the film named play time.
https://v.qq.com/x/cover/t4bcbdpf8vgs3gd/q0027see2k5.html



I will bring the memories and dream imagination of Margate people into daily life, capture the absurd reality that people occasionally feel in daily life, imagine and suspect the future dock scene, and create a surreal thinking and space to commemorate pier.
Concept flow


The storm and nature is always exist. But the margate jetty was exsit in the past, and it has some function around the jetty in the city. For the nature reason, it was destroyed. In the future,it will rebuild and survive with nature and human’s memories.
Here is the space thinking that I use collage methods and illustrations.


As the previous project we choosed the Margate, we decided to rethink this cities as surrealism or virtual space, investigate the space between the inner and outer realities. Free thinking about space is vital for an architect and I wanted to have some fun with spatial concepts. No restriction, the only rule I set was to get to it without a plan.
About the films:
I found the videos that recorded the history and short stories in Margate.
Case study: Surreal City in 3 Second Pauses
The temporal and spatial compression makes the city surreal. We try to find the Francis Bacon in an urban context. Is our reality real or surreal? As the metaphysical “space out” from the physical, and architecture “space out” from the pragmatics, “the other space” of “the heterotopia” appears, and the theatrical moments unveil in our daily life.

Testing how far we can go with spatial paradox in the urban context by creating a series of hypothetical architecture moments.
Case study: Fragments of a Dream-like City: Collages by Tali Bayerecond Pauses
Young German artist Tali Bayer, based in Leipzig, is particularly inspired by natural and architectural structures when she creates her illustrations and collages. Sometimes juxtaposed like in an atlas, other times structured in more coherent, yet still dreamlike forms, the fragments of her compositions (that she makes by hand before digitalising them) live a human-less life of their own, like fragments of a suspended-childlike city.


As we researched a number of concept research and case study for the vitual space, we think the Margate city in our project can be a fragment space and people have the emotion of the space’s memories.
“Memory” is debris stack, through human vision, sound, touch, distance… A series of “perceptions” are used to understand the world. These memories of different dimensions form a transparent mirror superimposed with the real past. It partly “translates” the scenes of our past life, transmits and perpetuates emotions, and helps people complete the imagination of the future.
This week we foucsed on the background and stories of Margate in the past.
After World War II, the originally prosperous and noisy margate pier was damaged, and people always commemorate this time. I will bring the memories and dream imagination of Margate people into daily life, capture the absurd reality that people occasionally feel in daily life, imagine and suspect the future dock scene, and create a surreal thinking and space to commemorate pier.
Also, I imagine the feeling and emotions when people enjoy their memories. This abstract feeling change to a reality space: indulge, confuse, unstable, temporary.




Past part

Around 1900, the most prominent Victorian addition to town was the building of Margate jetty was building.
Hotel near the pier:




Trinity church:


Amusement park:


As well as the new pier, a number of new attractions were added like boats, hotels. Also the trinity church and amusement park was a place that people gather together.
Also, I found the historical videos recording the Margate and short films about the story.
Present part
Swimming pool:


Cafe:


At present, the contemporary turner is the new gathering place. swimming pool and cafe.
After research, We will make a surrealistic spatial device though virtual reality that record the history and human memories in margate pier.