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巨型景观摩天轮 日本 [复制链接]

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源创网
发表于 2013-10-12 12:45:09 |显示全部楼层
国家公园景观
按成果: 方案效果阶段 
按国家: 亚洲国家 » 日本
按时间: 2012 
本主题最后由 Gardener 于 2014-7-28 12:20 编辑

巨型景观摩天轮 日本.jpg

GOW Nippon Moon / UNStudio

景观 建筑结构 景观巨型构架 摩天轮 科技交互设计 日本 荷兰 UNStudio



UNStudio2012年被邀请为日本设计巨型景观摩天轮。摩天轮在日本很常见,因此需

要一个全新截然不同的摩天轮。UNStudio与来自 Arup和三菱重工的世界上最专业工程

师同你合作,挑战结构的束缚,为游客提供一个绝妙体验和全景视野的摩天轮单元。





In 2012 UNStudio was invited by FerrisWheel Investment to formulate a vision for the

design of a Giant Observation Wheel inJapan. Due to the popularity of Ferris Wheels in

Japanese culture and a potential flow ofmillions of tourists from South-East Asia, the

project was required to have aninternational impact and differ substantially from all

existing wheels of its kind.

Structural constraints defined by Arup andMitsubishi Heavy Industries - two of the

world’s most specialised wheel engineers –left little room for maneuver due to the

location and the size of the GOW. Thechallenge for UNStudio however was to find a

typical language for the architecturaldesign which would characterise the overall idea

behind the function of the ObservationWheel. Essential to this approach was the

creation of a coherent design strategywhich could capture the full scope of the user-

experience offered by the ObservationWheel. In order to individually suit this

experience to the visitors, UNStudiopartnered with Experientia to research how

behavior could influence user-experience.





Knowledge wheel

UNStudio’s ‘Nippon Moon’ is a new culturalblockbuster in the broadest sense. It has

been designed to create a journey in whichlearning about the environment, culture and

one’s individual part in this is central.Four key elements define the logics of the socio-

architectural design; enhancement of thesenses, interactivity, experience and

romanticism. Through the integration ofinteractive design elements it was possible to

extend the design far beyond both themoment you physically become part of the wheel

and long after you disembark. In order toachieve this, a virtual world was created in

which the visitor becomes part of thesocial network which revolves around the GOW.

Discovery, the Ride and the Return arethree chapters of the design which contribute to

attracting visitors and to the stimulationof the imagination.


The journey begins with the optional onlinepurchase of tickets and the downloading of

the Nippon Moon app. Visitors can not onlychose the time of their ride, but can also

choose the theme of their experience, aseach of the single and double-decker

capsules on the wheel focus on a differenttheme. Upon entering the visitor centre

guests are greeted by the ‘Hall of Fame’, adynamic installation of digital photographs

taken by visitors during their ride. Thesephotographs can be uploaded instantly to the

Hall of Fame during the ride and discoveredon display in the installation upon leaving.

From the ticket pick-up point and cloakroomfacilities on the ground floor, the visitor

follows a circular ramp, along whichretail, food & beverage and exhibition pockets are

anchored. Due to a system of ‘ActiveQueuing’ which notifies the visitor of the time

remaining until boarding, standing in linefor extended periods of time is eradicated,

leaving the visitor free to make use of allthe facilities until it is their time to board their

pre-selected capsule.


设计让客人充分参与摩天轮文化,联通环境,文化,人,旅程,旨在增强互动性,体

验,还有浪漫感受。让游客实实在在的身心释放。游客可以下载摩天轮的APP,预定

时间,选定自己想乘坐的不同主题的胶囊。不用排队,而能在游客中心按照自己的想

法到处参观,然后到预定的时间登上胶囊即可。此外游客还可以用手机和平板电脑通

APP与其它乘客进行互动。胶囊的皮肤也能改变,与游客进行互动,内部影响有助

于游客更加深入体验。

一个全新的设计,挑战结构,突破感官享受,还能用数字科技改变视野和体验,增进

交流,完善并成为文化中一部分。绝无仅有的浪漫,值得期待。

The Nippon moon app is designed as astrategy for a user-experience interface that

can be installed on smartphones andtablets. During the ride, this accessible software

makes it possible to communicate withpeople in the other capsules, who are otherwise

physically and visually separated from youand whose capsule follows a different theme

to your own. In addition the possibility toenhance the senses through the incorporation

of augmented animations or sounds helps tofocus the experience of the visitor. The

app also allows the visitor to switch fromreality to digitally altered views from the

capsules, which are created throughaugmented reality techniques in the transparent

skin of the capsules.

Interactivity is used to develop a greatersense and understanding of the surrounding

reality and results in an active ratherthan a passive visitor. The experience mediates

between the real and the virtual, bringingabout a significantly different moment in time

and creating a memory or ‘after image’.

Upon leaving the wheel, the visitor followsa second circular ramp with further facility

pockets, eventually returning to thecloakroom area on the ground floor.



Romanticism is an integral part of thevision to ensure that the design and engineering

of the wheel can become embedded in historyas a new development in engineering

and an integral part of modern Japaneseculture. The concept of the observation wheel

itself is not new, however the idea tomerge the robustly designed and engineered

physical wheel with a fully integratedvirtual world creates the unique character of the

Nippon Moon GOW.

GOW Nippon Moon, Japan, 2012

Client: Ferris wheel Investment Co.,Ltd

Location: Japan

Building surface: Terminal and platform7.200m2

Building volume: Terminal and platform90.000m3

Capsules: 32

Building site:18.000m2

Programme: Giant Observation Wheel

Status: Design

Credits

UNStudio: Ben van Berkel, Gerard Loozekootwith Frans van Vuure, Filippo Lodi and

Harlen Miller, Jan Kokol, Wendy van derKnijff, Todd Ebeltoft, Tina Kortmann, Patrik

Noome, Jeroen den Hertog, Iain Jamieson

Advisors

Engineer: Arup Tokyo + Melbourne

Interactive design: Experientia, Italy

Animation: Submarine, Amsterdam

Visualisation: MIR


MORE: UNStudio

http://www.unstudio.com/  




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