Monday, 6 December 2010

Vincula Study

The vincula between the found artefacts, translated into digital data, is manifest in the fabric of the construct. This is infinitely complex at varying levels of magnification.


Vincula study. In this conceptual image the orbs represent the found artefacts
.

Saturday, 4 December 2010

Duga, Chernobyl

"Duga", the steel giant near Chernobyl, Ukraine

This giant wall of radar antenna was built as a cold war-era early warning radar system.
It was abandoned after the nuclear disaster in Chernobyl on April 26th 1986, and remains only as a technological relic of the cold war Soviet Union.



Friday, 3 December 2010

Pascal's Lost Wager: Conceptual Development

Conceptual Section: The Vault protects that which has been left in the wake of our existence, using it to form the Construct. Interpreting found artefacts transcribed into digital data, the Construct is in perpetual organic growth.



The private quarters of the Transcribe, housed in a salvaged shipping container.
The image bears a sinister parity to the 20th century corporate office worker.



Survivors begin to inhabit salvaged materials



Sketch Model Metamorphosis - Protect / Imprison



"The Vigilant Construct" among the ruins of Havant

Thursday, 2 December 2010

Cathedral of Erotic Misery

Precedent - "Cathedral of Erotic Misery", by Kurt Schwitters



Kurt Schwitters' 'Cathedral of Erotic Misery', or 'Merzbau' was an installation/work of art/environment created between 1923-1937 in an apartment in Hannover. Construction of the Merzbau was halted in 1937 as Schwitters was forced to flee Germany after being declared a "degenerate artist" by the Nazi party. It was essentially a physical collage of artefacts found, owned or used by Kurt Schwitters
which consumed 6 or more rooms of his family house. The work itself was, in essence, a manifestation of the artists life, and one of the most complex and revered examples of collage in the 20th century.

Wednesday, 1 December 2010

Inhabiting the Earthquake

Precedent: Lebbeus Woods - Inhabiting the Earthquake

Lebbeus Woods' conceptual project 'inhabiting the earthquake' deals with an abandoned waterfront site in San Francisco. The structures are composed of shards of industrial cut-offs, and use the kinetic energy released by the earthquake in order to transform themselves.



"Earthquakes are the result of natural, tectonic changes in the solid crust of the earth and,
as such, are not inherently catastrophic. Their bad reputation comes from the destruction
to human settlements that accompanies them, when buildings collapse under the stress of
forces produced by earthquakes. This destruction is not the ‘fault’ of earthquakes, but
rather of the buildings, which, even in regions regularly visited by earthquakes, are not
designed to work harmoniously with the violent forces periodically released. So buildings
collapse, usually with considerable loss of life and injuries. The earthquakes are blamed,
as though the purpose of these sublimely unself-conscious phenomena was to damage
and destroy the human. “Earthquake Kills Thousands!” “Killer Quake Strikes!”
“Earthquake Levels Town!” are typical aftermath headlines. What they should say is
“Falling Buildings Kill Thousands!” “Killer Buildings Strike!” “Inadequately Designed
Town Leveled!”
Lebbeus Woods - EARTHQUAKE: A post-biblical view

Tuesday, 30 November 2010

Pascal's Lost Wager: Conceptual Development

The Scholars searched for a location to establish their Erudition Repository.
They would need to first create a Vault, in which to transcribe found objects and artefacts into digital records,
preserving the admonitions and aberrations of the past.
The Vault would then need to be contained and protected.


The Safe and the Shield - The church site was identified as an ideal location for the Vault due to it's geographical
location and survival as an extant structure.


Monday, 29 November 2010

Daniel Dociu

Precedent - Virtual architecture and landscapes of Daniel Dociu

A conceptual artist and video game artistic director, Daniel Dociu creates incredible imagery of architecture starting with a particular feeling or ambient emotion, and usually in the realms of futurism and fantasy. An interview with the artist can be read here:
http://bldgblog.blogspot.com/2008/04/gamespace-interview-with-daniel-dociu.html