Creating Virtual Environments (Workshop)

crosstimbers

Saturday, April 30: 2 pm

A workshop on the technical aspects of designing 3D virtual environments.

Space is limited to 20.
Reserve your spot: elizabeth.larison@apexart.org.

This hands-on workshop guides participants in the technical aspects of designing 3D virtual environments, including hardware setup with Oculus Rift and Unity Game Engine. Within the workshop, participants will work in small groups and practice newly-acquired skills to create their own virtual landscapes and scenes.

This workshop is designed for participants with moderate familiarity with digital 3D content creation. Experience with 3D modeling and Adobe Photoshop are strongly recommended, and participants will need to bring their own laptops that have these softwares installed.

This event is free and open to the public. RSVP required.

Information Fall-Out: Buckminster Fuller’s World Game extended

oct28_columbia_image

Film stills courtesy of the Herbert Matter World Game Archive at Stanford University Libraries.
Columbia University Graduate School of Architecture, Planning and Preservation
Information Fall-Out: Buckminster Fuller’s World Game extended
September 18—November 20, 2015

Arthur Ross Architecture Gallery
Buell Hall, Columbia University GSAPP
1172 Amsterdam Ave
New York, NY 10027
Hours: Monday–Friday noon–6pm, Saturday 3–6pm

Columbia GSAPP Exhibitions presents Information Fall-Out: Buckminster Fuller’s World Game, an exhibition at Columbia University’s Graduate School of Architecture Planning and Preservation.

Initially proposed for Expo 67 in Montréal, Buckminster Fuller’s World Game was played for the first time in 1969 at the New York Studio School for Drawing, Painting, and Sculpture. Over the next decade, the World Game evolved and expanded through workshops, seminars, strategy papers, and building designs. Across its different manifestations, the World Game remained focused on the goals of overcoming energy scarcity and altering conventional territorial politics through the redistribution of world resources. This anti-Malthusian, anti-war game was meant to discover conditions for perpetual ecological peace and to usher in a new era of total global resource consciousness. Mirroring Cold War command and control infrastructures, proposals for World Game centers described a vast computerized network that could process, map, and visualize environmental information drawn from, among other sources, Russian and American spy satellites. Fuller claimed that their optical sensors and thermographic scanners could detect the location and quantity of water, grain, metals, livestock, human populations, or any other conceivable form of energy. Among Fuller’s abiding obsessions was the limited range of the electromagnetic spectrum available to human vision. Fuller argued that the World Game would serve as a corrective to this limitation by rendering visible global environmental data patterns that evaded normal perception.

Assembling documents related to various iterations of the World Game conceived, proposed, and played from 1964 to 1982 along with materials from the World Resources Inventory, the exhibition examines the World Game as an experimental pedagogical project, as a system for environmental information, and as a process of resource administration. A related symposium will bring together scholars and architects with Fuller partners and collaborators to speak about the World Game in relation to its ecological, informational vision, and to the current stakes for environmental data and its representation.

The exhibition is curated and designed by Mark Wasiuta, Director of Exhibitions and Co-Director of the Critical, Curatorial, and Conceptual Practices in Architecture Program, and Adam Bandler, Exhibitions Coordinator at Columbia GSAPP. Florencia Alvarez Pacheco is assistant curator.

For more information, please send an email to exhibitions@arch.columbia.edu.

The Arthur Ross Architecture Gallery at Columbia University’s Graduate School of Architecture, Planning, and Preservation (GSAPP), provides a platform for developing original curatorial projects and for experimenting with the spatial distribution and visual organization of research material. The gallery is simultaneously a testing ground for exploring new approaches to architectural exhibitions, and a space for considering and analyzing architecture as it has been formed through exhibition. Its exhibition program follows several distinct series. “The Living Archive” interrogates and exposes important and underexamined architectural archives, while other exhibitions resulting from collaboration with contemporary artists, architects, and scholars aim to provide models for novel forms of architectural speculation and spatial practice.

More Earthquake Visualization Ideas


Tōhoku Japanese Earthquake Sculpture
This sculpture was made to contemplate the 2011 Tōhoku earthquake and tsunami in Japan.
http://www.lukejerram.com/projects/tōhoku_earthquake
and

A sand tracing pendulum located at a shop in Port Townsend, Washington, called Mind Over Matter (since moved to Sedona, Arizona), produced some very interesting patterns.

http://twistedsifter.com/2013/01/the-earthquake-rose-pendulum-art/

3D Printing Club

1ST MEETING

WEDNESDAY, DECEMBER 5TH, 7:30PM

35 BERRUE CIRCLE, PISCATAWAY, NJ

2ND FLOOR

EVERYBODY COME — DON’T MISS IT — IT IS GREAT

If you would like to print something out, prepare to bring an object in .stl format.

Ummm, if you don’t know what’s going on, watch this youtube video.

How to 3D Print at Rutgers?

3D printing event at makerspace, last Thursday was fun and inspiring. This is a weekly event, you can always join Rick Anderson at 35 Berrue Circle Piscataway Township, Thursdays 8 pm.

The size of the printer is 6 in. x 8 in. x 6 in. so largest module of your design should not exceed these dimensions. Printer uses ABS, PVA or PLA. These filaments are available in limited colors and our makerspace is not carrying them all but you can take a look to all availbel colors from makerbot store.

Basically the printer reads from a software called MakerWare allowing to read from an .stl or .obj file. You should prepare your model in of these formats. Autodesk123D and Tinkercad  seem to be the most commonly used software for this purpose but as a designer I would also suggest using Rhinoceros or ZBrush. Rhinoceros has already started a RhinoFabLab.

One of the most popular and free 3D drawing software is SketchUp, actually it doesn’t really save or export .stl but here is a tutorial to convert from prepared by makerbot.

For inspiration and watching some modalities and limits you may spend some time on THINGIVERSE.