Difference between revisions of "project01:Frontpage"
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- shops | - shops | ||
+ | ===Structure=== | ||
+ | inner core <br> | ||
+ | - on existing oil rig <br> | ||
+ | - under existing oil rig <br> | ||
+ | - parasitic structure <br> | ||
+ | - center of community <br> | ||
+ | |||
+ | outer core ("rings") <br> | ||
+ | - floating <br> | ||
+ | - wave breaker (energy) <br> | ||
+ | - additional space <br> | ||
+ | - connected to rig <br> | ||
+ | --> stabilizes inner core <br> | ||
+ | - inspired by mediaeval cities <br> | ||
+ | - port in between structures <br> | ||
+ | |||
+ | inspired by growth <br> | ||
+ | - coral reefs/corals <br> | ||
+ | - certain types of corals for certain functions <br> | ||
+ | - always growing/extendable (up to a certain factor) <br> | ||
+ | |||
+ | growth on <br> | ||
+ | - MEGA (rig network north sea) | ||
+ | - MACRO (rig structure) | ||
+ | - MESO (cells) | ||
+ | - MICRO (materialization) | ||
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Revision as of 23:18, 14 December 2016
Benjamin Kemper
Running Out Of Gas On The Fast Lane
Repurpose of abandoned drilling rigs in the North Sea (in 20-50 years)
Future Functions
Social Idea
new land after the flood
commune idea
- commune 1 & 2
- kibbutz (israel)
- palmanova
- et cetera
"lazy or crazy people"
communes fail most of the time
modern commune
- more related to common social orders
- settlor idea (people are settling the new land)
- common goods, but individual freedom and no "commune rules"
settlors
- gap between rich and poor is widening
- social housing program
- escape from existing society (new start)
- experment of creating new socialogical orders
Living/Housing
smaller space needed
living cells (units) for 1 to n people
shared facilities (such as a living community)
- food space (more units)
- wet spaces (less units)
- entertainment spaces (such as cinemas, theatres, clubs, et cetera)
no address --> inspired by amazon logistic chaos system
every unit has access to
- infrastructure (veins)
- light & ventilation (porosity/windows/openings)
individualized rooms
- traditional individualization
- vr individualization
Work/Pursuit
assumption
- less work (4 days per week)
- home offices (connectivity)
goals
- self sufficient
- no import/export
- no currency
--> everyone has to work in a certain sector to keep the organism running
--> how to afford materials?
general rig work
- maintenance of existing structures
- creating new structures
- constantly developing spaces
food
- farming
- fishing
- food processing
- water purification
economy
manufacturing & production
education (one special island)
- schools
- universities
- research
Leisure
entertainment via VR/AR
real sports/activities
- water sports (swimming, diving, sailing, surfing, et cetera)
- gyms
- outer infrastructures (track,bicking, et cetera)
leisure island
- concerts
- cinemas
- theatres, operas, et cetera
- amusement parks
open spaces
- bars
- cafes
- malls
- shops
Structure
inner core
- on existing oil rig
- under existing oil rig
- parasitic structure
- center of community
outer core ("rings")
- floating
- wave breaker (energy)
- additional space
- connected to rig
--> stabilizes inner core
- inspired by mediaeval cities
- port in between structures
inspired by growth
- coral reefs/corals
- certain types of corals for certain functions
- always growing/extendable (up to a certain factor)
growth on
- MEGA (rig network north sea)
- MACRO (rig structure)
- MESO (cells)
- MICRO (materialization)