寄件者 MArch_Term 03 |
寄件者 MArch_Term 03 |
寄件者 MArch_Term 03 |
This is a testing of the idea of two conflicting force that are interacting, throwing light towards the target by the two different surfaces on an object . Concave surface can focus the light towards the target, and the convex surface can spread the light. These two surface are described as offense and defense of the arriving light vectors.
Testing the trace of movement with dust particles attached on the back of the object, it reveals the velocity of the rotation.
This is a short test about the tracing of the object movement, using a spot light running around the object to project the shadow on the wall and the reflected lights from the curved surface, its a method of reproducing the trace of the movement.
Sophie Ristelhueber's large-scale artworks and installations, the photographed landscape appears in fragments: damaged, rent, pockmarked. These traces of history and conflict, which the artist calls "details of the world," are like scars on a body, and they convey a similar tale of wounds scarcely healed. Ristelhueber has photographed these metaphorical landscapes in war-torn places like Beirut, Kuwait, Bosnia, and Iraq since 1982, recording the violence inflicted on the surface of the earth by the machinery of war. Rather than focusing on the geopolitical meaning of a particular conflict, Ristelhueber is engaged with the ambiguities of what she calls the "terrain of the real and of collective emotions." In her magisterial triptych Iraq, rows of burnt, decapitated palm trees stand in a blasted-out landscape; they are like, the artist says, "the remains of a defeated army." Although the image clearly resonates with the current war in Iraq and ongoing conflicts in the Middle East, Ristelhueber's approach implies that the current situation is part of an unceasing historical cycle of destruction and construction. In her photographs, the surface of the land becomes a kind of palimpsest on which the disfiguring marks of decades of conflict continue to be recorded.
http://www.icp.org/site/c.dnJGKJNsFqG/b.2041613/k.EFB/Sophie_Ristelhueber.htm
寄件者 MArch_Term 03 |
寄件者 MArch_Term 03 |
寄件者 MArch_Term 03 |
This is the vector drawings finished in 3d software, the vector line generated from point array to simulate the light reflection vector field on a curved surface. This is a surface constructed begin from an arch curve, and also introducing the idea of shifting points in a system, the point of an arch that is shifted and constructed as a new curve, the trace is then developed as a loft surface between these two curve. It is a very straight forward process to construct this surface, but the outcome of the reflecting vectors is what I am considered, the reflection of surface as footprint of the arriving light vectors. This correspond to the previous idea of a bullet hole, a destructed surface of arrived vectors, the landscape of trace that memorize the past arriving forces. It is then become a reflecting wall inside the bunker waiting new arriving vector, such as light, wind and gravity, the rain drops dropping from the air into the bunker and hit on the bullet hole, the water drop on the bullet hole become a new constructed surface which is then interpolate the light vectors and changed the pattern, it is continues changing due to the difference of arriving vectors in time. A light reflection map of arriving vectors.
寄件者 MArch_Term 03 |
The drag saw barbed wire is the idea of the two vectors arriving in the same place push and pull the surfaces in-between, the membrane is the material that fluctuates along the wind, the weaving surfaces is responding to the wind vectors. The elastic bow in between the membrane is compressing and expanding, the structure that encountering the vectors. The bow can storage the force and flip back towards it. The movement of the structure is making mark on the beach as the trace of the shifting point, it introduces the idea of drag-saw wire that is continues shifting due to the different war condition, the trace of the two conflicting forces.
寄件者 MArch_Term 03 |
寄件者 MArch_Term 03 |
寄件者 MArch_Term 03 |
The game's own definition of terrain deformation is that it is a "warfare technology" through which "soldiers utilize specialized weaponry to reshape earth to their own strategic advantage." In an interview with GameZone, David Perkinson, a producer from LucasArts, explains that any player "will be able to use a tectonic grenade to raise the ground and create a hill."
He will also be able to then lower that same hill by using a subsonic grenade. From there, he could choose to throw another tectonic to rebuild that hill, or add on another subsonic to create a crater in the ground. The possibilities are, quite literally, limitless for the ways in which players can change the terrain.
寄件者 MArch_Term 03 |
寄件者 MArch_Term 03 |
寄件者 MArch_Term 03 |
Image a bombed gothic chuch, the deflecting vectors that shift the pointed arch into a concave surface, the destructed surface that left the trace of the impact and causes dust and debris to fall on the ground as vector fields that forms another surfaces.
Without falling into the playing with curvy surfaces, I'm thinking of combining the changing surfaces with the idea of influence factors on the landscape, the light, wind, rain are the input of push and pull vectors that changing the surfaces which reflect different light into the bunker, the reflection as the trace of surface projection to describe the shifting vectors in the landscape.