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=<span style="color:">De Vries van Heystplantsoen '''soundscapes'''</span>=
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=<span style="color:">sounds of the urban park </span>=
 
=<span style="color:">sounds of the urban park </span>=
  
  
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<youtube width=500 height=300 >wfdJ3FlseFQ</youtube>
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"Experience is the crystallization in a field of raw sensations - aromas, colours, textures, fears; which are held together by habit. Habit is a non-linguistic '''repetition of ideas''' in everyday life." - Manuel De Landa
 
"Experience is the crystallization in a field of raw sensations - aromas, colours, textures, fears; which are held together by habit. Habit is a non-linguistic '''repetition of ideas''' in everyday life." - Manuel De Landa
  
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=<span style="color:red">soundscapes</span>=
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=<span style="color:black">soundscapes</span>=
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[[Image:Surverypoints.jpg |||left |350px|[[Atom03:Home|sound map]] ]]
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[[Image:Soundmap 4.jpg ||thumb|right |150px|[[Atom03:Home|proposal sound map]] ]]
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A soundscape is a sound or combination of sounds that creates an immersive environment - confrontation of sound sources.  The idea of soundscape refers to both the natural acoustic environment, consisting of natural sounds, including the sounds of weather and other natural elements; and environmental sounds created by humans activities including conversation, play,etc and sounds of mechanical origin resulting from use of industrial technology.
 
A soundscape is a sound or combination of sounds that creates an immersive environment - confrontation of sound sources.  The idea of soundscape refers to both the natural acoustic environment, consisting of natural sounds, including the sounds of weather and other natural elements; and environmental sounds created by humans activities including conversation, play,etc and sounds of mechanical origin resulting from use of industrial technology.
  
De Vries van Heystplantsoen soundscapes consists of 8 areas with different spatial and acoustic characteristics, activated all present sound sources on site mainly traffic and visitors. The visitor can experience the contrast between areas by following a main path across the site, and by understanding the acoustical qualities of each space, it is possible to perform different activities throughout the park.
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De Vries van Heystplantsoen soundscapes consists of 8 areas, originally developed as [[Atom03:Home|atom 3]]. These areas are characterized by different spatial and acoustic qualities, that means areas which are reflecting or absorbing sound. The geometries are activated by all present sound sources on site, mainly traffic and users. The visitor can experience the contrast between areas by following a main path across the site, and by understanding the acoustical qualities of each space, it is possible to perform different activities throughout the park.
  
 
Because the site is an urban location, and a link between campus buildings, secondary connections have been placed to disrupt the main path and connect BK city and science center more effectively, furthermore this adds variety to possible space sequences.
 
Because the site is an urban location, and a link between campus buildings, secondary connections have been placed to disrupt the main path and connect BK city and science center more effectively, furthermore this adds variety to possible space sequences.
  
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The site is a linkage and invites people in. Because of the developments going on at the borders of the site, new student housing, the safety won't be an issue anymore. There will be an eye on the site both during day (the users) and night (possible users who want to have a rest at the benches and the students who live in the student houses which are surrounding the site).
  
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<youtube width=500 height=300 >houxSitsm5o</youtube>
 
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File:iedited.jpg |spatial characteristics
 
  
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[[Image:IMG 7022.JPG |160px|right ]]
File:Dp1.jpg |point 1
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File:Dp3.jpg |point 3
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File:Dp4.jpg |point 4
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File:Dp5.jpg |point 5
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File:Dp6.jpg |point 6
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File:Dp7.jpg |point 7
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File:Dp8.jpg |point 8
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File:Soundmap 4.jpg |[[Atom03:Home|sound map]]
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File:SoundTopologyDf.jpg|sound paths with current barriers
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File:SoundTopology2Df.jpg|soundscapes intervention
  
 
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A field of attractors and repellents is used to find the principle of forming the space. The former attracts the points from the grid to create surfaces, whereas the latter repels them to create open areas. The connections of the neighbouring points are curves to be used for the framework of the acoustic panels, the materials chosen have different acoustic qualities to be adapted to each one of the 8 areas.
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A study of a glue model reveals the behaviour of a wrapping on the framework; by fitting panels, the framework allows the geometry to affect the sound conditions - as seen on the extreme condition chambers- and the panels to intensify the effect.
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=<span style="color:">design process </span>=
 
  
'''Skin'''
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[[Project D: study: spatial and sound quality of 8 spaces |'''study: space and sound 8 spaces>>''']]
  
A field of attractors and repellers is used to find the principle of forming the space. The former attracts the points from the grid to create surfaces, whereas the latter repells them to create open areas. The connections of the neighbouring points are curves to be used for the framework of the acoustic panels, the materials chosen have different acoustic qualities to be adapted to each one of the 8 areas.
 
  
A study of a glue model reveals the behaviour of a wrapping on the framework; by fitting panels, the framework allows the geometry to affect the sound conditions - as seen on the extreme condition chambers- and the panels to intensify the effect.
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== prototype ==
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[[Image:ResponsiveDf.jpg ||thumb|right |350px|adaptive panel mapping ]]
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After formalist completion of the spaces, the geometries derived were double curved. It was important for the panels composing the structure to respond to this condition with the flexibility to maintain curvature but also structural stability. Using a small scale prototype, it was established that curved surfaces were obtained by custom fabrication of each member, furthermore, it was necessary to divide both top and bottom faces of the panel for this particular method of fabrication. In actuality this panel system would be a steel composition, due to it's compressive and tensile abilities but also for its flexibility, enabling the project to maintain its double curved geometries.
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Due to the variable conditions in sound direction (wind, plantation density and sound sources), some of the panels shaping soundscapes are designed to open the interior membrane [[Project D: Absorb |'''(PET and Silicone)''']]; these panels are directed towards current and future sound sources; by adding this panels to the spaces, they can adapt and optimize the effect proposed on the conceptual sound map.
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The aperture of the panel is possible by means of a of a belt mechanism fastened to the two corners of the membrane, the opposite corners are fixed to the panel frame, when the motor is in activated the membrane corners are crossed opening the panel and filtering sound into the space.
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Because this process should be an immediate reaction to sound, the mechanism for the prototype responds to a sound sensor, this sensor which reacts to changes in decibels, is connected to an arduino board which dictates precise operation of the motor.
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[[Image:PtDa.jpg|330px|]]
  
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[[Image:Sequencetest2.jpg|320px| ]]
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[[Image:IMG 7981.jpg |330px|]]
  
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[[Image:IMG 8026.JPG |330px|]]
  
 
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[[Image:IMG 7022.JPG|360px|]]
 
  
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[[Image:PtDc.jpg|330px|]]
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<youtube width=340 height=247 >IL-szRf1XyU</youtube>
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<youtube width=340 height=247 >eTN9mCFyZxY</youtube>
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[[Project D: prototype |'''further prototype documentation>>''']]
  
[[Image:IMG 7031.JPG|360px| ]]
 
  
 
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'''paneling'''
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== prototype evaluation==
  
Due to the variable conditions in sound direction (wind and plantation density), some of the skin panels rotate in order to adapt and optimize the effect for each area.
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For effective movement of the motor and membrane, the belt should be groved to match the gears of the motor- this would be effectively custom made for this specific construction. In order to maintain the belt leveled, it is necessary for the fixed side of the membrane to be on limited motion tracks, as they allow some move movement and not force the belt to be pulled.
  
[[Project_D:  panel|panel materialization]]
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Membrane connection to the belt should be by means of clips strong enough to fasten the membrane by light enough to not weight the belt down- The membrane should be easily removed, therefore the outer face of the panel should slide and clip into place.
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During the assembly of the prototype the difference between theoretical and practical practicability came through. Therefore it is really important to take in account the assembly method and the dimensions of the tools used to assemble it when detailing a construction. To give an example: the holes to place in bolts to connect the different panels to each other were detailed in the very corner but because of the skewed geometry of each panel it turned out to be really hard and sometimes impossible to get a bolt through the holes.
  
  
[[Image:Panel detail.jpg|360px| ]] [[Image:Panelsequence.jpg|500px|]]
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== technical information==
  
<div style="float: left; width: 310px; margin-right:20px; text-align:left">
 
=research=
 
  
Psychoacoustics is the scientific study of sound perception. More specifically, it is the branch of science studying the psychological and physiological responses associated with sound.
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To achieve the different properties of each area  [[Project D: Absorb |'''three''']]  different panels with different kind of material or material configuration are used. Each panel is evolved out of a standard panel and customizd to its position within the geometry.
  
[[Project D: psychoacoustics |'''experimenting''']]
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<div style="float:left; width: 300px; margin-right:15px; text-align:justify">
  
In order to understand the immense potential of psychoacoustics and its effect for The De Vries van Heystplantsoen intervention, project D organized a series of experiments to get a sense of the most extreme spatial sound scenarios-an [[Project D: anechoic chamber |anechoic chamber]](wave reflection free) and an [[Project D: echo room|echo room]]. By identifying their spatial and experiential characteristics, the project can apply sound/space/experience variation to the 8 points developed as [[atom03:Questionnaire|atom 3.]]
 
<youtube width=240 height=240 >32IkW7hUuBA</youtube><youtube width=240 height=240 >yY-IxVUq9s0</youtube>
 
  
  
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[[Image:01022012 section through 1.jpg |300px|left|]]
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[[Project D: technical |'''technical details>>''']]
  
 
</div>
 
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=research=
 
  
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[[Image:DetailD.jpg |300px|left|detail]]
  
'''conclusions'''
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</div>
  
1. Sound clarity can be more effective in a space that absorbs sound. '''Partial absorption of external sound in comfortable / permanent areas can be applied to create collective spaces and areas for speech purposes'''.
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<div style="float:left; width: 300px; margin-right:15px; text-align:justify">
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[[Image:01022012 detail e.jpg |300px|left|]]
  
2. Intimacy is supported by absorbing surfaces inside a space.
 
  
3. A room with constant reflection is relatively more disturbing than a room with constant absorption. '''Areas with with higher reflectivity can only be transitional.'''
 
  
4.Disturbing frequencies in normal conditions, are attenuated and more tolerable in a anechoic chamber.
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</div>
  
5. Because of the lack of background noise in the anechoic chamber, its possible to perceive the blood pressure pounding in the ears, which is similar to an "after concert" ringing. ''' Ambient noise does not translate directly into annoyance'''
 
  
6. In both extreme conditions it is difficult to estimate the features of a space. That is why these extreme situations will not be implemented in our project. orientation, flow, and transition are very important. In the anechoic chamber you are able to determine the angle, but not the distance of the source, regardless of light conditions.
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7. Disturbance by noise is relative to immediate previous experience, this was seen after leaving the anechoic chamber, the initially ordinary level of sound in the transitional space that proceeded the chamber, was a welcomed relief after the experiment was completed, therfore . '''Similar spaces / experiences should not be adjacent.'''
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== realization plan ==
  
8.Density plays a crucial role in the acoustics of a material, proving that thinner surfaces can be more effective in absorption than thicker and heavier ones.
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<div style="float:left width: 450px; margin-right:20px; text-align:justify">
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[[Image:Matlist.jpg |400px|left|material list]]
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[[Image:ScheduleD.jpg|650px|right|construction schedule]]
  
9.Apart from the tilting and the quality of the materials, the absorbing corner played an important roll on the experiment; by allowing the evaluator to focus on the source clarity and not reflections from behind, the experience is much more interesting and noticeable.
 
  
  
 
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=research=
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Psychoacoustics is the scientific study of sound perception. More specifically, it is the branch of science studying the psychological and physiological responses associated with sound.
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[[Project D: psychoacoustics |'''experimentation>>''']]
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In order to understand the immense potential of psychoacoustics and its effect for The De Vries van Heystplantsoen intervention, project D organized a series of experiments to get a sense of the most extreme spatial sound scenarios-an [[Project D: anechoic chamber |anechoic chamber]](wave reflection free) and an [[Project D: echo room|echo room]]. By identifying their spatial and experiential characteristics, the project can apply sound/space/experience variation to the 8 points developed as [[atom03:Questionnaire|atom 3.]]
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<youtube width=300 height=240 >32IkW7hUuBA</youtube><youtube width=300 height=240 >yY-IxVUq9s0</youtube>
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=conclusions=
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1. Partial absorption of external sound in comfortable / permanent areas can be applied to create collective spaces and areas for speech purposes.
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2. Areas with with higher reflectivity can only be transitional.
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3.  Ambient noise does not translate directly into annoyance.
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4. Similar spaces / experiences should not be adjacent.
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[[Project D: conclusions |'''further conclusions reading>> ''']]
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=validation=
 
=validation=
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[[File:Simulation-point-6-b.gif| frameless | 310px | ]]
 
[[File:Simulation-point-6-b.gif| frameless | 310px | ]]
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[[File:Simulation-point-7.gif| frameless | 310px | ]]
 
[[File:Simulation-point-7.gif| frameless | 310px | ]]
  
  
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The sound transmission is simulated in Pachyderm to validate the spatial results. The geometry of spaces and their curvature play indeed an important role of reflection and absorption. Specifically, concave surfaces succeed in reflecting more the sound waves in particular areas, whereas convex surfaces diffuse them.
  
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== experts and validators ==
  
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[[Project D: Edwin van der Heide |'''Edwin van der Heide''']] - concept, materialisation
  
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[[Project D: Dieter van Doren |'''Dieter van Doren''']]    - concept, materialisation
  
'''experts'''
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[[Project D: Martin Tenpierik |'''Martin Tenpierik''']]    - physics, materialisation
  
'''Edwin van der Heide'''
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[[Project D: Henry den Bok |'''Henry den Bok ''']]      - physics, experiments, acoustics
  
Edwin van der Heide is an artist and researcher in the field of sound, space and interaction. He extends the terms composition and musical language into spatial, interactive and interdisciplinary directions. His work comprises installations, performances and environments. The audience is placed in the middle of the work and challenged to actively explore, interact and relate themselves to the artwork.
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[[Project D: Erik van Hunnik |'''Erik van Hunnik ''']] - chairman TUNoord
  
A few comments he gave are noted below:
 
  
Our plan exists out of 8 different spaces and  every space another experience will be created. Edwin stressed the importance of having a sequence of contrasting spaces and it is not appropriate to come up with a smooth transition between different spaces. By coming up with a smooth transition the contrasts of different spaces will not be fully perceived by the visitors of the park.
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</div>
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<div style="float: left; width: 310px; margin-right:20px;text-align:justify">
  
In temporary spaces we want to exagerate the noise and in permanent spaces we want to reduce the noise. Edwin told us to make use of parabolic shapes in order to fully perceive the effect we want to create in every space. Parabolic  shapes are able to gather te sound and to project the sound in a specific point.
 
  
'''Dieter van Doren'''
 
  
Dieter Vandoren  (1981, Belgium) is a media artist, developer and performer. His work balances on the edge of creative arts and scientific research and development. It combines audiovisual elements with electronic and software engineering in architectural settings, often real-time generative and interactive.
 
  
'''Martin Tenpierik'''
 
  
Martin Tenpierik (b. 1979) studied at Delft University of Technology from which he graduated with honours in both Architecture and Building Technology in 2003. Because of his interest in research, he started working as a research fellow at the faculty of Architecture in Delft, resulting in the initiation in 2005 of a doctoral research project aimed at studying the applicability of vacuum insulation panels in building constructions. This study was successfully defended on 1 February 2010. He now works as an assistant professor in building physics.
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=user scenarios=
  
Because of Martin's knowledge in building physics he was able to help out and enriched the project by answering our questions and providing acoustical information.
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'''experiential purpose of soundspaces'''- Every entity producing sound is a possible sound source. The receivers while strolling around the park, or sitting at a point, can therefore perceive different sound levels; sound levels constantly changing, but controlled from the surfaces and their material, in order not to conclude with an extreme result. The possible users choose the area they need for the specific purpose (meeting point, relax, read, play, chat) not only by the spatial qualities (shelter, open area, wall, sitting), but also by the sound qualities each time. Thus, the changing of sound attributes makes it attractive to visitors, to explore different aspects of the same space; making it a different experience every time one enters the park.
  
'''Henry den Bok'''
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[[File:UexD1.jpg| frameless | 310px |reflective experience - transitional ]]
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[[File:UexD2.jpg| frameless | 310px |absorbent - permanent ]]
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[[File:UexD3.jpg| frameless | 310px |social ]]
  
Henry den Bok helped out to give us the oppurtunity to experiment in the anechoic room.
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'''personal scenarios''' -
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During the conceptual stage of soundscapes, atom 3 conducted an interview where members of the community shared their opinion on the park. From all the interviews, the 4 more contrasting cases were [[atom03:Interviews |documented]] and now serve as example of the project's response to the initial challenge.
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Because of the diversity of spatial and acoustical areas, soundscapes adapts to a variety of activities with different levels of permanence, seating and acoustical privacy; this attracts students, staff and neighbours to enjoy different kinds of outdoor activities as a community. The project can be experienced as a link between the school of architecture and the science centre, as a journey troughout the park, or as an area for long-term activity such as reading or simply to contemplate the rare typology in Delft that is the urban park.
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[[Image:03Dusers.jpg|center|310px| ]]
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<div style="float:left; width: 62px; margin-right:15px; text-align:justify">
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[[Project D: sylvia |Sylvia]] 
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<div style="float:left; width: 62px; margin-right:15px; text-align:justify">
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[[Project D: romina |Romina]]
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<div style="float:left; width: 62px; margin-right:15px; text-align:justify">
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[[Project D: good man |Generic good man]] 
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<div style="float:left; width: 62px; margin-right:15px; text-align:justify">
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[[Project D: neighbour |Neighbour]]
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Latest revision as of 13:48, 2 February 2012

Contents

De Vries van Heystplantsoen soundscapes

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sounds of the urban park



volume ON

"Experience is the crystallization in a field of raw sensations - aromas, colours, textures, fears; which are held together by habit. Habit is a non-linguistic repetition of ideas in everyday life." - Manuel De Landa


The user's meaning of a park includes fixed ideas such as green, open, tweeting, serenity, intimacy,companionship etc; these create a specific definition of a park. Every time the word park arises, these exact memories are recalled; but what is missing in the user's association for the De Vries van Heystplantsoen -an urban site- is the idea of a car,in both vision and sound. Because the noise of traffic is foreign to their basic meaning of park, they are disturbed by the actual reality.

The project's intention is to include the car and external sources into the user's combination of ideas of an urban park. Since the main contradiction is due to sound, the project will revert the negative perception of noise into a positive aspect of an urban park, furthermore add the idea of traffic into the habit of urban park.





soundscapes

sound map


A soundscape is a sound or combination of sounds that creates an immersive environment - confrontation of sound sources. The idea of soundscape refers to both the natural acoustic environment, consisting of natural sounds, including the sounds of weather and other natural elements; and environmental sounds created by humans activities including conversation, play,etc and sounds of mechanical origin resulting from use of industrial technology.

De Vries van Heystplantsoen soundscapes consists of 8 areas, originally developed as atom 3. These areas are characterized by different spatial and acoustic qualities, that means areas which are reflecting or absorbing sound. The geometries are activated by all present sound sources on site, mainly traffic and users. The visitor can experience the contrast between areas by following a main path across the site, and by understanding the acoustical qualities of each space, it is possible to perform different activities throughout the park.

Because the site is an urban location, and a link between campus buildings, secondary connections have been placed to disrupt the main path and connect BK city and science center more effectively, furthermore this adds variety to possible space sequences.

The site is a linkage and invites people in. Because of the developments going on at the borders of the site, new student housing, the safety won't be an issue anymore. There will be an eye on the site both during day (the users) and night (possible users who want to have a rest at the benches and the students who live in the student houses which are surrounding the site).




design


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A field of attractors and repellents is used to find the principle of forming the space. The former attracts the points from the grid to create surfaces, whereas the latter repels them to create open areas. The connections of the neighbouring points are curves to be used for the framework of the acoustic panels, the materials chosen have different acoustic qualities to be adapted to each one of the 8 areas.

A study of a glue model reveals the behaviour of a wrapping on the framework; by fitting panels, the framework allows the geometry to affect the sound conditions - as seen on the extreme condition chambers- and the panels to intensify the effect.

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study: space and sound 8 spaces>>





prototype

adaptive panel mapping

After formalist completion of the spaces, the geometries derived were double curved. It was important for the panels composing the structure to respond to this condition with the flexibility to maintain curvature but also structural stability. Using a small scale prototype, it was established that curved surfaces were obtained by custom fabrication of each member, furthermore, it was necessary to divide both top and bottom faces of the panel for this particular method of fabrication. In actuality this panel system would be a steel composition, due to it's compressive and tensile abilities but also for its flexibility, enabling the project to maintain its double curved geometries.

Due to the variable conditions in sound direction (wind, plantation density and sound sources), some of the panels shaping soundscapes are designed to open the interior membrane (PET and Silicone); these panels are directed towards current and future sound sources; by adding this panels to the spaces, they can adapt and optimize the effect proposed on the conceptual sound map.

The aperture of the panel is possible by means of a of a belt mechanism fastened to the two corners of the membrane, the opposite corners are fixed to the panel frame, when the motor is in activated the membrane corners are crossed opening the panel and filtering sound into the space.

Because this process should be an immediate reaction to sound, the mechanism for the prototype responds to a sound sensor, this sensor which reacts to changes in decibels, is connected to an arduino board which dictates precise operation of the motor.



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further prototype documentation>>





prototype evaluation

For effective movement of the motor and membrane, the belt should be groved to match the gears of the motor- this would be effectively custom made for this specific construction. In order to maintain the belt leveled, it is necessary for the fixed side of the membrane to be on limited motion tracks, as they allow some move movement and not force the belt to be pulled.

Membrane connection to the belt should be by means of clips strong enough to fasten the membrane by light enough to not weight the belt down- The membrane should be easily removed, therefore the outer face of the panel should slide and clip into place. During the assembly of the prototype the difference between theoretical and practical practicability came through. Therefore it is really important to take in account the assembly method and the dimensions of the tools used to assemble it when detailing a construction. To give an example: the holes to place in bolts to connect the different panels to each other were detailed in the very corner but because of the skewed geometry of each panel it turned out to be really hard and sometimes impossible to get a bolt through the holes.


technical information

To achieve the different properties of each area three different panels with different kind of material or material configuration are used. Each panel is evolved out of a standard panel and customizd to its position within the geometry.



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technical details>>

detail
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realization plan


material list




construction schedule






research

Psychoacoustics is the scientific study of sound perception. More specifically, it is the branch of science studying the psychological and physiological responses associated with sound.

experimentation>>

In order to understand the immense potential of psychoacoustics and its effect for The De Vries van Heystplantsoen intervention, project D organized a series of experiments to get a sense of the most extreme spatial sound scenarios-an anechoic chamber(wave reflection free) and an echo room. By identifying their spatial and experiential characteristics, the project can apply sound/space/experience variation to the 8 points developed as atom 3.




conclusions

1. Partial absorption of external sound in comfortable / permanent areas can be applied to create collective spaces and areas for speech purposes.

2. Areas with with higher reflectivity can only be transitional.

3. Ambient noise does not translate directly into annoyance.

4. Similar spaces / experiences should not be adjacent.

further conclusions reading>>


validation

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The sound transmission is simulated in Pachyderm to validate the spatial results. The geometry of spaces and their curvature play indeed an important role of reflection and absorption. Specifically, concave surfaces succeed in reflecting more the sound waves in particular areas, whereas convex surfaces diffuse them.

experts and validators

Edwin van der Heide - concept, materialisation

Dieter van Doren - concept, materialisation

Martin Tenpierik - physics, materialisation

Henry den Bok - physics, experiments, acoustics

Erik van Hunnik - chairman TUNoord




user scenarios

experiential purpose of soundspaces- Every entity producing sound is a possible sound source. The receivers while strolling around the park, or sitting at a point, can therefore perceive different sound levels; sound levels constantly changing, but controlled from the surfaces and their material, in order not to conclude with an extreme result. The possible users choose the area they need for the specific purpose (meeting point, relax, read, play, chat) not only by the spatial qualities (shelter, open area, wall, sitting), but also by the sound qualities each time. Thus, the changing of sound attributes makes it attractive to visitors, to explore different aspects of the same space; making it a different experience every time one enters the park.

reflective experience - transitional absorbent - permanent social

personal scenarios - During the conceptual stage of soundscapes, atom 3 conducted an interview where members of the community shared their opinion on the park. From all the interviews, the 4 more contrasting cases were documented and now serve as example of the project's response to the initial challenge. Because of the diversity of spatial and acoustical areas, soundscapes adapts to a variety of activities with different levels of permanence, seating and acoustical privacy; this attracts students, staff and neighbours to enjoy different kinds of outdoor activities as a community. The project can be experienced as a link between the school of architecture and the science centre, as a journey troughout the park, or as an area for long-term activity such as reading or simply to contemplate the rare typology in Delft that is the urban park.


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