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20111128

tmr's class

do we have studio class tomorrow afternoon? some say don't and some do

20111126

Communicating vessels

Noc, in English vases communicants are called Communicating vessels - A physical property of water you should definitely work with

' Don't tell me the sky is the limit, there are footprints on the moon. '

Would it be nice if the walls images/ scene be something like this?
im planning to draw it out in illustrator or photoshop in layers just using these photos as a guide. What do you think?








This is a Gerald D. Hines Waterwall park - using water to blur the space behind the foreground






Also interesting Image I found.. Proves that it is possible for artificial light to look like a real moon at that height (but light wont be in the shape of a star ofcourse :) )




20111125

Aim for the moon. If you miss, you may hit a star.

Aj Camille

After having a quick talk with Aj. Antoine today, his comments were positive but he did leave some thoughtful remarks.

Firstly, about the floor, ground idea. To me by the moon 'effecting us ' i tried to link everything possible to fake the 'effects on us' part, considering the 5 senses and all.

To Aj. Antoine, he thinks that the moon 'effecting us' should be just emphasising 'the effect of the moon'.
By that he thinks that me making the floor having a different feelings, softness, and playing with people stability could be misleading and by adding this unconnected element my message could become confused.
He said that because the moon doesn't have an effect on human stability (ie. it doesn't cause vibration, earthquakes, volcanoes etc.), therefore i should not emphasis that part.

Should I ditched the whole ground, floor completely? keep it the same or shall i adapt it so that it is not a prominent factors of this experience.

Secondly, he also comments that my space focused maybe a little too much on negative experience of moon light (but after explaining about the eclipse, victory and frog story that im adding to the end of the journey this became a little better). He said maybe i could be neutral and lets people be their own devices(as my proposal) in judging whether moon light is a good or bad power.

That being said maybe my project is missing a
dimension of imagination? as everything is so thought of and prepared.

* I think maybe night time imagination? because this required both darkness and light(which is most prominent on fullmoon). People are imagining things from intricate shadows of trees, bushes and they can make it out to be something beautiful or truly terribly terrifyingly terrifying.


ALSO things that im planning to do
- story board (with sound effects) << guide people through step by step and talk about all the changes in different factors
- stopmotion/animation (with sound effects) << flow of overall experience
- site plan
- plan
- section
- elevations
- conceptual board? (maybe just the research booklet?)
- perspectives
- models (hopefully the whole if not just part of the walls and floors)

ps. do you think the decomposition of wall layers should be done as exploded axon or analytical drawings, diagrams?

20111124

Sorry for my absent on Tuesday.

I have come up with the proposal to create a space which will be a flood stimulator where people will come into the space with the thought of seeing a flooded room only but as they are going to leave it, they will have to go through a flood event. This could probably create the change in emotions towards the space. They start the journey by controlling the flood and out by having the flood overcome them.

The scenario starts as the viewers enter the space in which they will activate the flood and let it floods a room where they will be investigating. It's all depended on them about how high the flood would be within the given height of the room and after that they will be flushing the flood out of the room in which it would stimulate the condition of the after flood.

Now the journey seems to have come to an end with a door ahead but the amount of the flood they have created initially will determine their exit from the space. The next room will be flooded with the water they have created and this will meets with my research about water level vs human emotions and reactions.



20111122

tutorials today

Hello Dream and Noc, could you post your work on the blog please?


You all have to plan your presentation for Friday - choose minimum 7 (one being a kick-ass animation.. To be discussed next tutorial) of the 10 requirements and detail precisely what each one will be for your project. Start working on as many as you can. 
And additional propositions are of course welcomed (animations, other types of drawings, etc.).
START DRAWING AT REQUIRED SCALE NOW!


Some thoughts on utopia/dystopia for Jun
http://thefunambulist.net/2010/12/17/philosophy-utopia-and-apocalypse-by-emil-cioran/
- very interesting philosopher Slavoj Zizek  - the reality of the virtual
http://www.youtube.com/watch?v=ZZ5XzZDTRcM
- to give you references to research further: http://thefunambulist.net/2010/12/22/great-speculations-the-necessity-of-utopia/
- and of course....the utopian movements of the 1960s and 70s – Archigram, Architecture Principe, Utopie, Superstudio, Archizoom, the Metabolists, Yona Friedman, Paolo Soleri, Buckminster Fuller, Haus Rucker Co. or Coop Himmelb(l)au  -
- interesting concept by Anthony Vidler: http://thefunambulist.net/2011/04/03/architectural-theories-diagrams-of-utopia-by-anthony-vidler/
- science-fiction and utopias/apocalypses

Please send the progression of your work - your researches and understandings and concepts (formation of an idea) should be the strong point of your project!

creating rules

now im struggling with creating rules and i came up with only few rules. can you give a direction where should i head for or where to start. i have lots of factors in mind that related to numbers and building structures but still can't figure it out how to relate them

factors in mind
- doors
- steps
- windows
- tiles
- distance
- stairs steps
- height
- width
- size of doors/ windows/ tiles/ etc.
- columns
- rooms
- corners
- time ( relate to base 60)
- reaction of people towards numbers (ppl intuition)

20111118

for sunday

Reminder!

It is very important that you edit and print all of your researches and explorations from the beginning of the project - along with a clear proposal (sketches, renderings, technical drawings, site plan, etc.).
We will have a projector for those who need it.

This way, you will be (almost!) done with a great part of presentation and will be able to fully focus on the project next week.


Dream, the lighting company is called Zumtobel. Maybe you can find some interesting info there...


interesting point in drowning by numbers

Deadman's Catch

Deadman's CatchDeadman's Catch

If a player in the game of Deadman's Catch drops a skittle, he is obliged to suffer a succession of handicaps. First to catch using one hand, then to catch kneeling on one knee, then on two knees, then with one eye closed. If a player finally drops a catch with both eyes closed, then he is out and must take his place in the winding-sheet.

Consider that there are seven people playing the game - a game which is essentially the children's game of handicap-catch. They play it on the lawn in the late afternoon sun. A coffin containing someone they all know passes behind them on its way to a hearse parked nearby. The widow of the man in the coffin is one of the game-players. In deference to the widow's feelings, all the characters unite in pretending that the coffin is not there. The seven players play anti-clockwise in a circle throwing three skittles - two read and one black. The coffin-carriers pass, making a diagonal line outside the circle. The whole plan of the action works succinctly as a flat geometric design and composition.

On the horizon of the landscape that stretches a mile or more away from the lawn across the marsh and sunlit water of the estuary - is a building - a tower - it creates the apex of an invisible triangle of which one side is the trajectory of the coffin carriers. The flat-plain triangle that works in the same plan as the cinema screen now can also be seen as a three-dimensional shape stretching back to the horizon - a triangle leant backwards over the landscape. Inside the triangle and the circle is a white square - the winding sheet - in which players ousted from the game are obliged to lie - making a square within a circle within a triangle.

The building on the horizon could be a church-tower, but it is in fact a water-tower - thus by implication - all the players - due to the elegant compositional device - are contained in the water-tower conspiracy which is soon to make itself felt in the narrative. The seven players are hung in a geometrical cage of the triangle, the circle and the square which is hung on the nail of the water-tower.

The game-players are three females and four men. Consider three as female and four as male numbers - consider the configuration they make on a dice - three make a diagonal and four make a square. The game is played such that the four men are losers. All the male protagonists in the film die - they meet unnatural deaths - largely due to their own inadequacies or incompetence and they lose in the game on the sunlit lawn in the order in which they will eventually succumb - Hardy, Bellamy, Smut, Madgett. The fifth male - Jake, Cissie One's husband is already dead - in the coffin on the way to the crematorium where soon all the others will follow.

When the men have lost and are lying in the sheet - the women - never dropping a catch - come closer and form a triangle - they become an inner triangle pressing closer around the square.

All this takes many clumsy and inexact word-descriptions to describe - but if we read paintings like we read books - it would not be such a hidden language for painting can effortlessly produce such elegant solutions.

you can also visit its website, there are more interesting things about the film
http://petergreenaway.org.uk/games.htm

20111114

Distant Memory

In the last post, I discuss much about: 


- purposes of initiation 
(for this project : exploring the faculty building and its campus + ghost stories matter the most)


- how memory works in a brain 
(explains why freshmen remember the initiation event well = level of processing)


- Sil Joom 
(I'm interested in the tense atmosphere during its non-stop rehearsal and the transition of emotion when freshmen move from football court to the rehearsal room) 


- Tipi tent (its fabric feature and structure will be the design core)




For this post I will talk more about the experience in the space that I proposed last time.


First of all


This painting belongs to cubist movement in which objects are broken up, analyzed, and re-assembled in an abstracted form.



Still Life with Chair-Caning by Pablo Picasso


             Broken memory is just like cubist art, it's the recombination of broken image to create new quality, and perhaps new interpretation. The artist disected a chair feature and material and recombined them again. The outcome is the new way of perceiving the chair.  At first sight on "Still Life with Chair-Canning" , ones can see the material feature of the painting: the weaving, rope, wood, etc. Instead of seeing a chair in normal condition, ones might presume it's something else entirely but they can still see the material and design features of the same chair in new composition.






this is pretty much the theme of this project:  "abstracted reality"





A journey through "Memory"














            The Game I have mentioned to you "Rule of Rose"



- The player will play as "Jennifer". Her role is to try to find an escape from the airship which is full of monsters.

- She has to find offering for "Red Crayon Aristocrat Club", a group of cruel orphans who ruled the   airship or else she would be killed.

- In order to find the offering in a gigantic and maze-liked airship, she's accompanied by Brown, a      Labrador Retriever (respond to player) who will sniff around and find restorative objects.

- During game play, player finds several puzzle to solve, confront enemies and bosses.

- The game is divided in chapters with their "certain theme". And in each of them hold Jennifer's piece of her forgotten childhood memory.

- Scenes in the game: An orphanage / Airship / Gregory's house in rundown state.


            In the game, the main character, Jennifer, travels through her repressed memory. The quality of the memory is fragmented and not chronologically ordered. During the game, the you will find that what she experienced makes no sense at all. This process, little by little, provides you scattered pieces of information(memory) which later become important in the last chapter which all the story is revealed. And after that every pieces of the data (memory) turn out make sense.



this storyline of the game I made below will explain this concept better. (my actual first plate!! T T)
(please download high quality from media file link below!)










            After you downloaded it, please follow the instruction (please don't look below no 4 before you finish all the instruction. Im trying to let you have the experience of the game) 

1. read the "Journey through broken memory" (the left side) first

2. after that (whether make sense or not) try to list any idea/ quotes/ situation/ sentence or anything that the list on the left side urge you to think

3. after finished no2 continue read storyline on the right (you start to match the word with the same highlight color on lef and right side. A pair of words  witht the same highlight color implies the same thing)

4. (whether make sense or not) see if what you have produced from no.2 match with what you get from reading the right side


.
.
.
.
.
.



The storyline on the LEFT side is the experience a player got from playing the game for the first time
(The broken memory) When Jennifer is 19. (which is when the game start) She's recalling her memory in wrong order, that's why the scene in the game is the mixture of the airship and the orphanage (the monsters appeared in the scene are by-product of her own fear)

while...

The storyline on the RIGHT is the story which actually happened in the past of Jennifer's childhood (The perfect memory) Jennifer was 7 years old. After the all the incident she lost her memory. 




             Well, if my diagram works (if!) You will find the storyline on the:

LEFT SIDE:

- hardly make sense

- provide keywords which you don't really know what it's for

- the scene randomly changed


while


LEFT SIDE:

- everything perfectly makes sense

- you get the meaning of all the keywords 

- the change of scene is in right order


What this research can do good to the project?

From this research, I want to create the experience in a space which the first phase is to give out needed memory fragments (in the steps of secret revelation during initiation ) and then create the experience which put all the fragments together (at the end of initiation ceremony when the freshmen is fully accepted as a part of the faculty) 


To be more straight forward, it's like when you watch a mystery film in which during the first and middle part give you riddles and let you guess so many thing, and in the end it lets you know the correct answer and you are kind of "ohhhh!!! I knew it!!! or OMG!! I'm so surprised!!! even OOOOOOhh!! I get it!! << i will look up in the dictionary if there's a vocabulary for this )


**I believe doing so will enhance the intensity of the atmosphere and the holiness of the ceremony.**







Distant memory


Its meaning is simple, a long-distanted memory or you recall the memory where the place it was memorized is far away or, in my case, "inaccessible". During initiation ceremony there will be some areas where is forbidden for the freshmen to visit or get close to. The reason might be:

- the older years is preparing for the preceding activity

- the area is used to conduct the serious activity (somewhat sacred i suppose) the rehearsal room of Sil Joom is included in one of those.


The older will guard everywhere to prevent the freshmen to reach the spot (like an panopticon idea) and this generate fear among the freshmen cause they're still new to the place and somehow afraid of punishment.




In Rule of Rose, not only the scene in the game randomly switched but also some of the scene are made up of the other two scenes. This will cause the player to see that in one scene is consisted of both the architectural elements from the orphanage and that from the airship 

as can be seen from the image below



A the (real) Orphanage


During the journey through memory (on an airship which appears to mixed up with the element from the orphanage) The Bed and the lamp existed on both scene.



for more explanation see >>>  http://www.youtube.com/watch?v=a1Of93_1lmY




what this research can do good to the project?

- The separation between the sacred area(rehearsal room) and non-sacred one(recreation area: football    court, rugby field + Chula pond) during initiation is clearly defined. 

- When the freshmen occupy the sacred area, they tend to feel stress and can do nothing more but stand still in lines and get scolded at. (They also unconsciously memorized the certain element within the room for example what's the floor of the room made of, how the window look like, what is the color scheme of the room, etc)

- Will they feel more connected to the initiation process more if I can create the space that resembles "the element of the sacred room which normally the freshmen cannot access".

well, normal reaction from doing so might be "Hey! I see this in the rehearsal room let's see it closely"

The target is to let the freshmen interact and explore with the element they feel unreachable in the stress rehearsal room but is reachable in the recreation area.

The "element" must be distinctive and can be found only in these aforementioned area.


By doing so, as i mentioned earlier, the freshmen will found this fact curious and eager to learn more of its reason (feel more involved and connected.)

20111106

tutorials next week


Dears,

hoping you are well and have not all deserted by now,
would you be up for physical tutorials next week?

If yes, please let me know which day will suit you all best between Monday and Tuesday.
There's been an offer from Ajs Lara and Fredrik to share their new house for our groups' tutorials...

Best wishes!

20111105

Memory Fragments

INITIATION

           Initiation, for Chulalongkorn University, is and has always been a crucial process which has great impacts on social lifestyle and spiritual value of the new students toward his/her new institute.

As well as for, faculty of Architecture, this process is considered sacred.

Through the initiation, freshmen will:


- learn the history of the faculty

- be instructed with rules (both used during initiation period and for the rest of their life in the faculty).

- get to know their new friends and seniors

- learn to respect the older years

- explore buildings in the faculty and its campus <-  (This will be discussed more in the up coming post "Distant memories")



           It's said that initiation is the process of revealing secrets of the organization
(in this case -> Faculty of Architecture) which can be regarding


- the history of the faculty (its founder, why and how it was established)

- old, remarkable/memorable events which happens within the faculty campus

- ghost stories/bizarre stories/ myth about the faculty (these are regarded by some people as the measure to regulate the freshmen in the building)

for example

     - "สถ" sign in the entrance hall

     - "red person" in the main elevators.

     - haunted restroom on floor 8 or 9 or 10 (sorry for inaccuracy = ='' rumor came from different sources).

     - a ghost vender who still sell things at "Tong Eaeng" stationery shop

These stories and belief are fabricated with a purpose, that is to let the freshmen learn the lifestyle and obligation of the faculty quickly though acknowledging them  <- this will be an important part which related to the BRAIN subject called "Level of processing".



           As you can see, every steps of initiation possess a small memory fragment about the faculty. That is to say , persons who attend the initiation activities more will have more memory fragments which can be recombined through their own experience and create a bigger picture.

This idea can be related to this out standing work by Annish Kapoor:

"Memory" in Guggenheim Museum hallway



- the sculptor choose the narrow hallway to put the oversized work into its space. <-feel the compression

- audiences can only see the work partly and at certain point of view (fragmented).

- the work prevents them from seeing itself as a whole (not in one fell swoop) thus it provokes people to explore, walking around it.

- as the work forces them to navigate, their experience reveal the works.

these can be concluded as in this diagram(?)



            Just like this wonderful work, the initiation give pieces of fragments in each activities. It's the duty of the freshmen to be a part of the activities in order to get all the pieces of jigsaw. By doing so, they will get a perfect picture of this sacred passage.

"Memory" gives a fragment of the work as a whole and then provoke the audience to explore the work so that they could experience the work part by part.





Brain and Memory


Memory is organism's ability to store/ retain/ recall information and experience <- in this case initiation

process of info
- encoding/ registration      = to receive data 
(get the fragments from initiation process/ experiences from interaction with the faculty buildings and
campus)

- storage                             = to record
(remember what one had done during initiation)  Remembering ability of memory and initiation is significantly related. There has been discussed how one can remember one even for a long time (to put memory in the long-term memory storage. One theory states that one have to go through repetition and rehearsal of the data. Another states it's the method of processing that counts)


"Level of processing"

"Person who goes through a great deal of trouble or pain to attain something tends to value it more highly than persons who attain the same thing with a minimum of effort."

Initiation include hazing as one of its method <- not that cruel in this faculty. To humiliate or make freshmen do embarrassing things is the way that initiators use to make the freshmen remember the event well.

- retrieval                           = to recall recorded memory from the storage  
(Memory isn't stored by one single area. Around each region of the brain are associated and integrated with data from specific sense, compared with memories and knowledge and associated with feeling and emotion. Thus once we recall a story from our memory storage, it's not only data alone that come up but also emotion and feeling right at the moment the memory is recorded. )

(This memory retrieval will be discussed more in the up coming post "Distant memories")






Sil Joom


Totem Tom Tom lyrics:


"AHA --- HUM! *3
When my grandpa cheif chickee kotm
took grandma out ti a totem 
totem tom tom, totem tom tom
When they moved their feet to a bluelight 
the drum would beat tat a too light
totem tom tom, totem tom tom
Then pretty soon it's in tune
was sinking, his throat worth while water kin kin
and faster and faster round
totem they flowed but, AHA --- HUM! *3
Later on all tired and sleepy
they'd go back home to the TEEPEE
totem tom tom, totem tom tom"




            The song is used in the most important tradition in faculty of Architecture "Sil Joom"




            "Sil Joom" ceremony is almost as old as faculty of Architecture itself. I was told during my initiation period by an older year the ceremony derived from the Native American dance. During the infant period of the faculty, its current students need to declare that a new faculty is established, so they introduced this initiation ceremony. At first it was carried out at the Chula Rugby Field to get the attention from another faculty, but now the ceremony is for the inside only and thus is held in the faculty football court. 




The purpose of Sil Joom today is to build solidarity among the freshmen and to let them show their spirit.
During the ceremony, all the freshmen will sing the song as loud as they can and keep on 
dancing around the "totem" pole until the song change to the verse "Later on all tired and sleepy" (which usually takes like forever.)  and end the dance. 




The Totem pole which change the theme every year.


            Before the real day of the ceremony, several intense rehearsals took place within the faculty building. And this is remembered and feared by many freshmen because of its harsh practice method. (What is remembered is the intense atmosphere of the practice room and the route that leads to it)

as the diagram shows







- At the football court where freshmen gather before going to  rehearsal room is filled with relaxed mood.

- When they go through the transition, the older years will keep quiet and are composed. This will have an emotional effect on those freshmen who walk through them.


This represents the idea of PT house in Thousand dreams of Stellavista in that a house is psychotropic and physically responds to the inhabitants' mood and emotion. In this case, it's the architecture ( the transition and the rehearsal room)  that affect the inhabitants (freshmen) and make them emotionally respond to the prepared atmosphere (from noisy to quiet).





After the dance has ended, the spectators, the seniors and long-ago graduates will paint the body of the freshmen as to mark and accept them a part of the faculty. Then all of the freshmen must carry a long rope as in the picture and walk around the campus (start at architecture > Arts> across the chula pond > back to architecture.)

(As they walk through the site of this project too, i want to make an installation which encourage this ceremony.)



Tipi

            Introducing Tipi. Tipi is a symbol of native american structure. It's a conical tent made from several wood poles and a animal skins (sometimes canvas) as its covering.

- A tipi is easily disassembled and packed quickly (Temporary, portable structure)

Reasons for using Tipi

- It goes along with the Sil Joom theme which is Native American dance.

- The structure is easily assembled and disassembled . This imply a structure which is temporally just like the initiation period.

(Also the site is a public space of chula it's not wise to put some permanent structure there.)

- It's fabric stuff which is always my interest :3




Normal Tipi




A longer version of tipi which i has my most interest at now




Tipi which has some weak connection between them
suggest the relationship between inside and outside.



a work by John Paananen. Tipi which inspires night usage









My proposals and what I will produce from these research.

Since the Sil Joom ceremony has a very deep connection with the site, I'm now proposing to build a temporary structure around Chula pond and near Rugby field especially for the purpose of initiation.

At the transition between rugby field and chula pond is the recreation area and resting area for the athletes. Many freshmen also find the place a nice place to sit and watch their friends play rugby.

Building the structure, tents supposedly, to resemble the atmosphere of the rehearsal room and the building elements within the faculty building to make the freshmen subconsciously aware that they're in the initiation period.

The structure also serves as a place where freshmen can sit down and combine their memory fragments from the initiation process, cause the place itself is one of the fragments. (Will be discussed more on the next post "Distant memories")

The site which is public space serves the purpose of

- public space for both chula students and outsiders

- initiation area

- rugby playground

The structure will serve as multi purpose installation in which the program there can be adjusted according to the needs.

Prompt's updated works

Summarize of how Thai government controls people in this flooding situation [and also my interpretation].


1. Image of perfectionism
-Because the government already had bad image from the old government
-So they had to create a better image
-Every act has to look nice, beautiful, and reliable


2. Stop people from knowing what is happening outside
-Because of the flooding situation
-They will have to limit the news as much as possible about the flood so that they don't know what really happen outside
-This might be because the information might creates huge panic in the people, but they also have to maintain their image
-Not telling everything, only part of a whole


3. Prevent people from gathering up
-When people gathered up, they can exchange information that might leads into going against the government


4. Creates confusion
-Sometimes they still have to release the news out
-So they have to make it as hard as possible to understand 
-So that this confusion can lured the people away from the truth




I am now working on the relation and impact from this act towards this control, and I think that to understand how people react towards this notion of control is very interesting. So I think that this would be my concept that I am proposing at the moment. [Mainly design something that controls people [transferring government's act into a space], but very interested into seeing how people really react with those, since I have those rules above to be guideline to my design]


What do you think???


I will try to look at the government building to see how it really control the people as my case study, and I will be looking at the site to see really what I will be doing [Maybe on Monday as there will be more people there].


Prompt 



20111104

A

ALTITUDE


Pressure and Altitude
Atmospheric pressure drops off rapidly (amount of oxygen decreases).
      5000m - 50%
      7000m - 40%
      9000m - 30% (a rapid ascent to this altitude would result in       unconsciousness and death soon after.)


Acclimatization
-When the body slowly adapts to lower oxygen level.
-Not possible to adapt to permanent habitation above around 5000m.
-The higher you go, the more rapid the deterioration in health.
-Endanger ability to descend. (should rest every2-3days)
-A number of adaptations occur to enable human body to tolerate with low oxygen level.

-Above 5000, few people can adjust anymore (health+ability get worse)

To Achieve Acclimatization
1. After 2400m, do not climb more than 400m from previous night's sleeping altitude.
2. Stop at several altitudes to allow a greater rate of acclimatization.

Altitude Illness
1.Acute Mountain Sickness (AMS)
-Shortage of oxygen
-a.k.a. altitude sickness or mountain sickness
-above 2500m
-75% will have mild symptoms (minor headache and nausea)
-Symptoms include: headache, exhaustion/fatigue, shortness of breath, nausea or vomiting, dizziness, poor appetite and sleep.
-proper acclimatization should alleviate most problems
-Drug=Diamox (Acetazolamide)

2.High Altitude Pulmonary Edema (HAPE)
-Lungs starve oxygen (air pockets in the lungs are filled with fluid, preventing oxygen getting into the blood).
-one of the biggest kilers
-happens anywhere above 2500m
-usually develops after 2-3 days
-Symptoms: extreme difficulty breathing, very rapid breathing rate, exhaustion, lack of motivation, pale complexion, constant coughing, gurgling sounds coming from chest
-Needs acclimatization
-Immediate descent is vital.
-Drugs=Nifedipine(opens up blood vessels in the lungs), Sildenafil, Dexamethasone(steriod)

3.High Altitude Cerebral Edema (HACE)
-Blood vessels in the brain are damaged --- fluid may leak out and causes HACE
-Happens above 3000m
-Symptoms: profoundly inhabited mental function, hallucinations, loss of muscle coordination, impaired speech, severe headache, nausea or vomiting, coma
-can be prevented through proper acclimatization
-can only be treated by immediate, rapid descent or by the use of hyperbaric chamber
-Drug= Dexamethasone  & Oxygen should be given

PROPOSAL


The physical structure will go up as high as 3200m before the application of virtual reality takes place. It actually could go up higher since the altitude of human survivability is 6000m and the highest human habitation (La Riconada, Peru) is located at 5100m. But due to the fact that the types of clouds remain the same in between these altitudes, I decided to stop it right here which will benefit the user in terms of health in order to provide a plausible experience (still could be suicidal depending on each of the user himself).

Resting spaces are provided at every 400m since it is advised to not climb more than 400 m from previous night's sleep after an altitude of 2400m. However this information is for a well prepared mountaineer so I decided to include more resting spots below the 2400m altitude for normal people.


Essential factors for surviving at high altitudes are provided.

Water, Oxygen and Heat will be distributed through a distribution channel with a storage underground.

     -Water could be extracted from precipitation in the atmosphere.
     -Heat from solar energy.
     -Oxygen could probably be extracted and generated from the pond water. I'm not sure if it is possible though since it is freshwater and I only found the technology for oxygen extraction from saltwater.








VIRTUAL REALITY
There will be multiple virtual reality units --- one unit per one person because users will not reach this height at the same time thus the projection of higher altitudes will start at a different time for each person.

These are examples of aerial views projection above Chula's water pond (coordinates = 13˚74' N, 100˚53'E)

DAYTIME
5km. (Earth Imagery derived from the NASA Visible Earth)
100km (Satellite data provided by the Living Earth® Inc./Earth Imaging)
1000km (Satellite data provided by the Living Earth® Inc./Earth Imaging)

NIGHTTIME

100km. (Earth Imagery derived from the NASA Visible Earth)
1000km. (Earth Imagery derived from the NASA Visible Earth) 
10000km. (Earth Imagery derived from the NASA Visible Earth)