CHAPTER II Review of Related Literature This chapter presents the related literature with some relevance on the present study. Major sections are divided in accordan ce with their main topics. 2.1.
Foreign Researches 2.1.1. 2.1.1. Seoul Seoul Anim Animatio ation n Cent Center er
Figure 2.0 Seoul Seoul Animation Center Source:http://www.visitseoul.net/en/article/article.do?_method=view&m=0004003002005 &p=03&art_id=44620&lang=en
The Seoul Seoul Animation Animation Center Center (managemen (management: t: Seoul Seoul Busines Business s Agency) Agency) is established by the Seoul Metropolitan Government in May 1999 with the aim of providing comprehensive support to Koreas cartoon and animation industry. The center is located at Sopa-ro, Jung-gu, Seoul. It runs an information desk, offers educational programs, holds events to support new talents and productions, and hosts diverse diverse events and exhibitions (animation film festival, etc.) as stated by the Korean Tourism Organization.
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A major facility of the Seoul Animation Center, AniCinema AniCinema is a multicultural space that can accommodate diverse cultural events. Its primary objective is to facilitate the supply of domestic animation films to theaters and to promote animated works by holding a range of film festivals. The theater has 179 seats and state-of-the-art facilities for screening screening both digital digital and analogue analogue animated films. films. High quality equipment equipment at AniCinema, such as the 5.1 channel digital surround sound system and wide screen, allows for a pleasurable viewing experience.
Figure 3.0 Seoul AniCinema and Themed Exhibitions Source:http://www.visitseoul.net/en/article/article.do?_method=view&m=0004003002005 &p=03&art_id=44620&lang=en
Figure 4.0 4D Experience Hall and “Kids World” Playroom Source:http://www.visitseoul.net/en/article/article.do?_method=view&m=0004003002005 &p=03&art_id=44620&lang=en
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Animation Theater and Exhibition Hall The Seoul Animation Center is comprised of two buildings, the central building and the Cartoon Museum. The central building is home to the Seoul AniCinema, Korea’s first theater exclusively devoted to animated films. The theater screens some of Korea’s top animated films including feature-length animated films and film festival entries. There is also an exhibition hall located next to the theater that showcases themed exhibitions and a 4D Experience Hall where visitors can enjoy a 3-4 minute 3D movie in addition to the 4D experience called "King Dome Rider." Children are also welcome to play in the Kid’s World Playroom, an indoor playground that features a ball pit and slides.
Figure 5.0 Character Experience Exhibition Halls 1 and 2 Source:http://www.visitseoul.net/en/article/article.do?_method=view&m=0004003002005 &p=03&art_id=44620&lang=en
Stop-Motion Animation Experience Program The Character Experience Exhibition Hall is a place where visitors can directly experience the production principles of animation. In Exhibition Hall 1, visitors can create blue screen composites, try digital coloring on a touch screen, and play games that feature popular characters. In Exhibition Hall 2, visitors can make their very own cartoon characters using colored clay. Visitors are also welcome to make stop-motion animated videos starring their clay characters.
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The Cartoon Museum Connected Connected to the Seoul Animation Animation Center, Center, the Cartoon Cartoon Museum Museum features features a 2story library fully dedicated to comic books and animated films. The first floor of the library houses over 40,000 comic books and other printed material related to animation and the second floor of the library houses over 7,000 animated films, cartoon movies movies and other video material related to animation. There is also a mini-theater on the second floor that screens cartoon movies every weekend. The library is open to the public, free of charge. Visitors are only required to present a form of identification after which all materials in the library may be viewed freely. Elementary school students are only required to state their name and the name of their school, and foreigners may view materials without presenting any form of identification. 2.1.2. 2.1.2. China China Comic Comic and and Anima Animatio tion n Museu Museum m (CCAM (CCAM))
Figure 6.0 China Comic and Animation Animation Museum Source: http://www.designboom.com/architecture/mvrdv-china-comic-and-animationhttp://www.designboom.com/architecture/mvrdv-china-comic-and-animationmuseum/
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The Chin China a Comic Comic and and Anim Animati ation on Museu Museum m (CCAM) (CCAM) is design designed ed by MVRD MVRDV, V, a Netherlands-based architecture firm for the international design competition in Hangzhou, China. MVRDV won with a design referring to the speech balloon: a series of eight balloon shaped volumes create an internally complex museum experience of in total 30,000 sq. meters. Part of the project is also a series of parks on islands, a public plaza and a 13,000 sq. meters expo centers. Construction start was envisioned last 2012 with the total budget of 92 million Euro. According to MVRDV, comics and animations have long been considered a form of entertainment for younger children, but have developed more and more, particularly in Asia, into a sophisticated art form. The initiative to specially house this relatively new ne w art form creates a platform which will unite the the worlds of art and entertainment. entertainment. By taking the form of one of the key graphic elements of comics, the speech balloon, the building is instantly recognizable as being devoted to comics and animations. The 2D speech balloon becomes a 3D symbol and a space. The 30,000 sq. meters of space are distributed over eight volumes, which are interconnected to form a circular route of the entire program. Additional programmatic elements such as the lobby, education space, three theatres/cinemas with in total 1111 seats and a comic book library each occupy their own balloon. Where balloons touch, a large opening allows access and views between the volumes. The balloon shape offers versatile possibilities for exhibitions: the permanent collection is presented in a chronological spiral whereas the temporary exhibition hall offers total flexibility. Amsterdam based exhibition designers Kossman deJong tested the spaces and designed exhibition configurations which appeal to different age groups and allow large crowds to visit the exhibition. One of the balloons is devoted to an interactive experience in which visitors can actively experiment with animation techniques such as green screen, stop motion, drawing, facial animation and so on. 17
Figure 7.0 CCAM’s CCAM’s Exhibition Spaces Source: http://www.designboom.com/architecture/mvrdv-china-comic-and-animationhttp://www.designboom.com/architecture/mvrdv-china-comic-and-animationmuseum/
The core attraction of this space is a gigantic 3D zoetrope. The routing of the museum permits short or long visits, visits to the cinema, the temporary exhibition or the roof terrace restaurant. The façade of the museum is covered in cartoon-style reliefs, its finish making reference to traditional Chinese ceramics. The monochrome white concrete façade also allows the speech balloons to function as a screen: texts and images can be projected onto the façade to animate it. The museum will contain a multitude of sustainability features such as natural ventilation and adiabatic cooling, all focused on providing excellent energy efficiency. Most of the 13.7 hectares site is occupied by a new park on a series of islands in White Horse Lake, where new reed beds are used to improve the water quality. 18
The Museum will be the icon of a larger development, the Comic and Animation Center. It comprises a series of hill-shaped buildings containing offices, offices, a hotel and a conference center of which the first p hase is close to completion. 2.1.3. Miami Miami Animation Animation & Gaming Gaming Internat International ional Compl Complex ex (MAGIC) (MAGIC)
Figure 8.0 Miami Animation Animation & Gaming International Complex’s Lobby Source:http://www.miaanimation.com/wp-content/uploads/2015/03/MAGIC_1.jpg The Miami Animation and Game International Complex (MAGIC) is the new 9,000 sq. feet, state of the art interactive learning building for students who want to major in animation and game development. It is located at Miami Dade Colleges Wolfson campus. According to MAGICs MAGICs official site, site, the facility is designed to mirror a working working animati animation on studio studio like industry-bl industry-blockbus ockbuster ter Pixar. Pixar. It contains contains a motion capture capture studio, open labs, audio engineering and color suites, and other spaces for students.
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The Gallery Visitors enter the MAGIC Studio through The Gallery, a space that features student work in animation and video games. This will give the visitors the opportunity to play demo video games created by the students.
Figure Figure 9.0 MAGIC’s MAGIC’s Open Open Lab Source:http://www.miamiherald.com/news/business/7xveoa/picture2666729/ALTERNAT ES/FREE_640/02_MDC_VFX_OpenLab%20HD%20(1).JPG The Open Lab A large multi-pur pose space dominated by “The Brain”, an enormous screen that is connected to every work station and room in the complex. Work can be shared and viewed by others at any time through “The Brain”. This space features 30 work stations, each with a Cintiq HD 2200 Touch. Students have access to a creative tool set that allows them to draw characters, convert the work to vector art, and work with 3D animation, compositing, modeling, simulation, and rendering. This space also serves as a platform for guest speakers speakers and game competitions. The Open Lab includes includes a printer area that houses houses several several 3D printers, plus plus a wide format plotter to help students visualize the production color palette, storyboards and characters.
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The Classrooms There are two two classrooms both equipped with work stations featuring top-of-the line software and connections to The Brain. The second classroom features 36 stations where students students can can work on 2D and 3D animation. animation. The rooms at MAGIC MAGIC are sound sound proof except for the Open Lab. The Pre and Post Production Production Suite The pre and post production suite includes an audio engineering booth for recording sound. Among the tasks handled here will be picture and sound editing, dialogue recording, sound mixing, special effects, and various other important steps in the production process. The Incubator The incubator is a sleek and contemporary conference room with tables that can be arranged into a classroom classroom or workshop workshop setup. setup. This serves serves as a venue for students students to gather for development and production meetings. The Color Suite The Color Suite is outfitted with DaVinci Resolve software and state-of-the-art equipment that equals industry standards for color correction in animation.
Figure 10 MAGIC’s Motion Motion Capture Studio Source:http://www.animationmagazine.net/wordpress/wp-content/uploads/magicpost.jpg 21
The Motion Capture Studio This space space compri comprises ses of three three key featur features. es. The green green scre screen en create creates s an an environment, shoot actors and composite the images. The motion capture equipment is used to capture capture motion for video video game design. design. While the motion motion tracking tracking joins a 3D camera and a regular camera to capture and animate images in 3D. 2.2. 2.2.
Loca Locall Resea esearrches ches 2.2.1. 2.2.1. U.P.-A U.P.-Ayal yala a Land Land Techno Technohu hub b
Figure Figure 11 11 U.P.-A U.P.-Ayal yala a Land Land Techn Technoh ohub ub Source: http://dzup.org/sites/default http://dzup.org/sites/default/files/UP-TECHNO-HU /files/UP-TECHNO-HUB.jpg B.jpg
The U.P.-Ayal U.P.-Ayala a Land Technohub Technohub is an information information technol technology ogy hub hub jointly jointly developed developed by the Universi University ty of the Philippi Philippines nes (UP) Diliman Diliman and property property developer developer Ayala Land. It is 37.5 hectare development situated along Commonwealth Avenue in Quezon City that will house firms in the high-technology fields and high-value business process outsourcing (BPO) services, start-up start-up companies, and incubate companies.
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The Technohub is envisioned as an integrated community of science-and technology companies creating a dynamic learning and entrepreneurial laboratory at the very home home of young young and brilliant brilliant minds. minds. It will be supported supported by by select select retail retail concepts, concepts, recreational facilities that promote work-life balance, and a round-the-clock, organized transport system. True to our commitment to sustainable development, the Technohub is designed with the environment in mind: it maximizes energy efficiency and uses gray water to minimize its impact on its natural surroundings. Beside the office buildin buildings gs is a 3-hectare 3-hectare central central park park with a man-made man-made lagoon, lagoon, retail areas, campus apartments and a business hotel. A Tech Portal and Retail Plaza are also centrally located within the Technohub. The hub has a leasable area 156,708.75 sq. meters comprising of ten (10) buildings namely Buildings A to O. Each building is consists of four (4) floors with with an average floor plate of 2,800 sq. meters including including common areas for all buildings. 2.2.2. 2.2.2. The Mind Museum Museum
Figure Figure 12 The Mind Mind Museum Museum Source: http://www.themindmuseu http://www.themindmuseum.org/about-us/2/about-us m.org/about-us/2/about-us 23
The Mind Museum is a science museum located at Taguig, Metro Manila. It is situated on a 1.2 hectares loti the J. Y. Campos Park in Bonifacio Global City which is a business city of the city. The facility was developed by the Bonifacio Arts Foundation Inc. (BAFI). Designed Designed by Architect Architect Ed Calma, Calma, from Lor Lor Calma Calma & Partners, Partners, the museum museum provides a learning venue dedicated to providing an extraordinary educational experience that stimulates the public understanding of science. Its goal is to inspire the curiosity of people for natural world, to foster critical thinking and self-discovery, to enhance science education with interactive learning and to develop the next generation of scientists and innovators. The design of the museum was inspired from cellular structure and growth and its concept is uniquely Filipino. Exhibition takes off from a narrative that presents science in over 250 interactive exhibits through five (5) interconnected stories. The exhibition spans nature in scale, from the smallest thing in nature to the largest and everything in between: atom, earth, life, universe, and technology. The museum is environmentally sustainable. It is LEED Gold-certified for design and construction, and is the first f irst LEED-certified museum in the Philippines. The facility facility is consists consists of sustainable sustainable features. features. It is designed designed to collect rainwat rainwater er that helps helps reduce reduce flooding; flooding; has parks devoted devoted to non-inva non-invasive sive species species of local flora that that ensures a balance of of the ecology ecology of the area; area; uses green materials materials such such as low volatile volatile organic compound compounds s (VOC) paints paints and and adhesives adhesives that do not release release signifi significant cant pollutants to the environment at the same time significantly improves the indoor air quality; quality; has green roof roof that helps insulate insulate the the building building from outdoor heat, heat, thereby thereby reducing the cooling requirements of the building; uses uses solar panels that supply part of the total energy consumption of the facility; uses energy efficient lightings; is ozone
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friendly; and uses construction construction materials that have high recycled recycled content such as steel and aluminum. 2.2.3. 2.2.3. Toon Toon City Animation Animation Studio Studio
Figure Figure 13 Toon Toon City City Animation Animation Studio Studio Source: http://tooncityanimation.c http://tooncityanimation.com/wp-content/uploads/2015/04/ om/wp-content/uploads/2015/04/ Screen-Shot-2015-09-19-at-2.51.39-PM.png Toon City City is a Filipi Filipino no Emmy Emmy award award winn winning ing animat animation ion studi studio o located located at Mandaluyong, Metro Manila. It is the animation production house for major clients around the world, including Walt Disney Company and its Disney Toon Studios division, which produces animated TV series and direct-to-video films. They have also done a few commercials and several direct-to-video direct-to-video works for Nickelodeon, Universal, Warner Bros. and Cinegroupe. Toon City has progressively grown over the years into becoming a choice animation facility in Asia. It is offering in its best the high quality 2D traditional, Cut-out and flash animation.
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With the combination of first-in-class technology with Filipino talent and top industry standard quality, the studio maintains only the rigorous production, quality assurance assurance and industry industry standard standards s in delivering delivering to it client. client. The The studio studio has an approximately total area of 10,000 sq. feet accommodating four hundred (400) of the finest animation artist and technicians in the industry, 2.3. 2.3.
For Foreign eign Studi tudies es 2.3.1. 2.3.1. GAMATION: GAMATION: A Proposed Proposed Game Game Art Art and Animat Animation ion Center Center
Figure Figure 14 Game Art Art and Animatio Animation n Center Center (GAMATION (GAMATION)) Source: http://www.florence-expo.c http://www.florence-expo.com/back/imgsup/id3692_img7_SHEET5.jpg om/back/imgsup/id3692_img7_SHEET5.jpg
This propo proposed sed proje project ct is condu conducte cted d by Hafsa Hafsa Peerzada Peerzada,, a BS archit architect ecture ure-graduate graduate from Bijapur, Bijapur, India on on year 2012.GAM 2012.GAMATION ATION is a 9 acres proposed proposed gaming gaming and animation center located at India. According to Peerzadas study, the goal of the project is to introduce multiple activities and functions into the center providing a unique sensory experience bring people of creative profession profession together. Ideally, through the intersection of education, participation, and performance people will be interacting at the community scale as well as the human h uman scale. 26
The concept of the project is fluidity. The term fluidity refers to a particular particular type of experience characterized by feeling of fusion with an on-going activity, effortlessness and flow. For Peerzada, “Fluidity is the appearance of a building to be flowing, the flow of people people through through a building building and more.” more.” The concept concept can can be achieved achieved by by form, open spaces, connectivity of both and flow of ma terials.
Figure Figure 15 Site Develop Development ment Plan Plan of GAMATI GAMATION ON Source: http://www.florence-expo.com/back/imgsup/id3692_img4_SITE-7.jpg http://www.florence-expo.com/back/imgsup/id3692_img4_SITE-7.jpg Figure 16 above shows shows the site site development development plan of the the proposed proposed Game Art and and Animation Center (GAMATION). (GAMATION). GAMA GA MATI TION ON is comp compri rise sed d of seve several ral cat catego egori ries es cons consis isti ting ng of the the main main stu studi dio o space, education, administration, production, and entertainment, recreational and utility space. The proposed proposed project project is consis consists ts of the the following following build-up build-up structures structures:: Auditorium It has a total area of 1,426 sq. meters with a capacity of 500 people. 27
The Studio Building The studio studio buildi building ng has has a them theme e of of “IMAGI “IMAGINENE-VIS VISUAL UAL-CR -CREATE EATE”. ”. It is a 12,706 12,706 sq. meters structure where dreams are turned into reality. Multimedia Center This is a place where where people of all age can entertain themselves with with gaming gallery, food courts, multiplex and lot more. The center has a total area of 7,565 sq. meters. Art Gallery The art gallery has the largest total area with with 23,275 23,275 sq. meters. meters. The gallery displays the works of trainee as well as the new upcoming games and animations in the market, and art works done by the people at the studio. (Peerzada, 2012) 2.3.2. 2.3.2. Proposed Proposed Gaming Gaming Hub Hub and Animati Animation on Center Center at Sarangpu Sarangpur r
Figure Figure 16 Gaming Gaming Hub and Animatio Animation n Center at Sarangpur Sarangpur Source: http://www.slideshare.net/ramanplaha/portfolio-ramandeep-singhhttp://www.slideshare.net/ramanplaha/portfolio-ramandeep-singhplaha?qid=8a1359ac-98be-46da-9eb4-baf3d4e05669&v=default&b=&from_search=1
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This proposed project is conducted by Ramandeep Singh Plaha, a BS architecture-graduate from Jhansla, Punjab on year 2012. The project project being being Gaming Gaming Hub and Animati Animation on Center Center involves involves study study of games and the behavior of the gamer. According to Plahas study, study, the fastest growing industry is the entertainmen entertainmentt industry and and so do the animation animation industry. industry. In that content content the proposal to bring out a collaborative gaming and animation center for the entertainment industry industry in the developing developing village village of Chandigarh Chandigarh in Sarangpur Sarangpur district. district. The project project combines education and recreation together under one place. The lot area area of the site is is 9.6 acre which which is located located in the film city. city. The plot plot of the site site is corner corner lot specif specific ically ally shaped shaped of of zigzag zigzag which which repre represen sents ts the shape shape as that that of a distorted pentagon. The proposed site will will be easily approachable as a 7m wide rode is proposed in front of the plot which connects the site to the National Highway also, a 5 m wide road is proposed that will run perpendicular to the previous one. On the north-west of the site lies the border of Punjab. Hills are visible on the opposite side of it. The center center is divided divided into three three (3) major major parts parts namely namely the gaming gaming hub, hub, the the studio with offices and the common common facilities like museum and food courts. courts. Each block of the building building will have their their own characteris characteristics tics with with the sense of functio functionalit nality y as well as aesthetics. There will be combination of elements in the designing of the buildings with specific details.
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Figure Figure 17 Site Developm Development ent Plan of Gaming Hub and Animation Center at Sarangpur Source: http://www.slideshare.net/ramanplaha/portfolio-ramandeep-singhhttp://www.slideshare.net/ramanplaha/portfolio-ramandeep-singhplaha?qid=8a1359ac-98be-46da-9eb4-baf3d4e05669&v=default&b=&from_search=1
Since the client is a Microsoft game studio, the form of the project is inspired by games. Research Research was was conducted conducted on the the types types of of games games specificall specifically y 3d games, games, kinetic kinetic games, computer games etc. and also the behavior of of the gamer. A museum on the history of games and animation is also designed at lower level. The heig height ht of of game game towe towerr is 15 m and and that that of of the animat animation ion center center will will be 27m. 27m. The concept for the form comes from the Microsoft game XBOX 360. The blocks are placed in that formation like a box, an X and linear direction. (Plaha, 2012)
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2.3.3. 2.3.3. Proposed Proposed Comic Comic and and Animatio Animation n Museum Museum by by EMBT
Figure Figure 18 Comic Comic and Animati Animation on Museum Museum by EMBT EMBT Source: http://www.evolo.us/architecture/comic-and-animation-museumhttp://www.evolo.us/architecture/comic-and-animation-museumproposal-by-embt-weaves-tradition-and-modernity/ The project project proposal proposal is an entry of Miralles-T Miralles-Tagliab agliabue ue EMBT for the internationa internationall design competition in Hangzhou, China. It is written on Evolos official site that architects at EMBT did an unpopular thing for their Comic and Animation Museum Design: they addressed the issue of context. The idea was to engage the surroundings in a visual and associative narrative, delivering a design that joins the Confucian geometry to a mystical appreciation of nature. The intense relationship between object and landscape and subtle referencing to tradition aimed to transform the site into, what the architects called-“a kind of magic land that will enhance the impossible and dare the mind to reach unexpected levels of imagination”. The punch-line iconicity and visual overstimulation were replaced with multilayered experiences of the specific specific and the imaginative.
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The basket-like forms of the museum resonate with images of the Chinese vernacular. Their alignment suggests a processional navigation through the exhibition space, a principle immanent to the Taoist idea of “path”, ultimately embodied in the Chinese traditional garden design. The distinguishable imagery of narrow paths and networks of bridges amid lush green ambiance is reinterpreted, while still essentially rooted in the idea of the Chinese garden as “a cosmic diagram, revealing a profound and ancient view of the world and of mans place in it”. Starting from the ramp, the visitors are taken down to a “sub-aquatic underworld”, from where they are able to experience underwater views of the lake. Large screens projecting animation from comics around the world dominate a double height space, going from underneath a cluster of waterlilies, up to the floating baskets. The roof, as artificial landscape, integrates “the bodies” of the Museum and maintains the fluidity of movement. The floating baskets are tactile and organic. Through permeability of the assemblage visitors are presented with the opportunity to directly experience the fine weaving of the fabric. Harmonizing their own rhythms to the pulse of natural surroundings of the site, the colorful wicker structures create an impression of fragility, which further humanizes the design. Accentuating the textural quality of the museum aims to widen the perceptual field beyond beyond dominant ocular-cent ocular-centric ric paradigm paradigm of contemporary contemporary architect architecture. ure. The multimultisensory features of the design integrate the visitor with space, leaving him with a purely spectatorial role only while observing the exhibition. The imaginary worlds of comics and animation are transposed into the realm of architecture, encouraging visitors not only to consume, but to participate in their own experience of built space. (Grozdanic, 2011)
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2.4.
Local Studies 2.4.1. Techno Hub: A Proposed Digital Gaming and Animation Animation Hub The proposed project is conducted by Josh Reyes on February 2015. The study
is a proposed global competitive hub for digital gaming and animation. According to Reyes study, animation and digital digital gaming became a part of human life from late 20th century since at time it evolves simultaneously until present. This industry became a boom in 21st century because of technological discovery that human have. Filipinos, being a part of this business and with versatile talent in different field we are lucky to be part of this industry. industry. Filipino became resourceful in this field started from 21st century which inspires this proposal and providing a multiple functional facilities that will enhance what we have in terms of animation and digital media. It will give a chance in the upcoming generations to be part of it by simply providing knowledge that they need. Digital gaming and animation hub is necessary to everyone whom their work is applicable to technological field. Up to this time digital media in the Philippines worked only in a room with an internet connection. Providing them a new set and form of venue will become a new advancement in this area of industry. The proposal will present the essence of creating an innovative environment for “Tech Hub” that may be a part of changing the fabric fabric of mankind. By merging animation and digital digital media multiple multiple creativ creative e innovations innovations might be seen seen and and generated generated.. The The combination of each individual idealism and uniqueness will be the next stepping stone advancing and creating the next most anticipated form of leisure and entertainment for all the mankind.
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The Techno Hub will compose of administrative building, institutional facilities, mix-used development, and other facilities facilities within the vicinity such as dormitory, guard post, generator generator house, and food courts. courts. The proposed selected site site has an approximately total area of 20,799 sq. meters located at Subic Bay Freeport Zone, along Rizal Highway. The location of the site is an ideal selection for the project due to its accessibility to the main thoroughfare. The design concept of the structure is modern Mediterranean architecture. Its plan concept is grids and nodes. Flexible user-based infrastructures ensure that each occupant in a building will have access to all the basic needs for a healthy, productive workplace: air quality, temperature control, daylight and view, electric light control, privacy and working quiet, network access and ergonometric furniture. This access can only be provided by a shift away from centrally controlled infrastructures to the concept of grids and nodes. The grids establish establish the overall capacity available to support the working group or neighborhood (fresh air, cooling, power and network capacitance, given maximum occupant densities). The nodes must be flexible in terms of location, density, and type of service offered. 2.4.2. KOMIKOLAB: KOMIKOLAB: The Center for Philippine Philippine Comics Comics and Cartoons The proposed proposed project project is conducted conducted by Gabriel Gabriel Yap on 2014 for his undergradua undergraduate te thesis. thesis. It is a proposed proposed Philippi Philippine ne Comics Comics and Cartoons Cartoons Center Center at Pasay City, City, Metro Manila. According to Yaps study, the Philippines had a long and colorful history with comics comics and cartoons cartoons.. Filipinos Filipinos have have had over over a century century of history history with comics comics and cartoons cartoons and the industry industry is one of the oldest contemp contemporary orary forms forms of media – much older older than television and film. It has permeated deep into our culture and influenced many other forms of media. Sadly, despite the abundance of local talent, it is an often
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overlooked industry, and not much much has been done on a large scale to help it reach its full potential. Komikolab pertain its focus on the production of comics, cartoons and similar content such as animation and graphics. It aims to reinforce the current indie structure of the industry by providing opportunities and empowerment to the individual Filipino artist, to establish a venue for research on the cartooning industrys cultural impact, as well as research on ways for the industry to branch out unto other media, and to promote collaboration not just within the industry but with fans, enthusiasts and the general public in order to strengthen the industrys market. This project explores how architecture can be utilized in strengthening the growth of the revitalizing local comics and cartooning industry of the country; because economic economic development is not just about investing in material tangible things, but also investing in Filipino culture, Filipino art and the Filipino artist. The proposed project has an approximate area of 1.2 hectares located within CCP Complex Complex in Pasay City, City, Metro Manila. Manila. It will compose compose of three main main facilities facilities such such as the the studi studio, o, museum museum and conven conventio tion, n, along along with with other other minor minor facilit facilities ies such such as as publishing office, library and archives. Inspired by art panels traditionally associated with with comics, each facility will operate independently and tell its own story while while creating a link to the other. The conc concept ept of of the projec projectt will will follo follow w the desi design gn feature features s of the the CCP CCP Comp Complex lex which are floating architecture, sense of experiential drama, sense of openness, pedestrian-orientedness, large open spaces and upstream-downstream. upstream-downstream. Each building facility will have its own technology to project art into its façade. 2.4.3. A Proposed Proposed Philip Philippine pine Animati Animation on Center Center The proposed proposed project is conducte conducted d by Cesar Lacorte Lacorte Jr. on March 2010. 2010. The project is situated at Calamba, Laguna. Laguna. The center is consists of of administrative building, 35
animation studio, visual edutainment department, animation training center, and ancillary department. According to the summary of his study, study, the proposed Philippine Animation Center aims to provide a wealth of knowledge about animation and where where it stands today. It will present how greatly the animation industry has matured and provide the aspiring Filipino animators with both inspirations and motivation to excel in their chosen chosen field. Its goal is to capitalize on the ever-widening market for the animation by providing facilities of excellent standard for animation training and production, to develop interest and appreciation animation, to increase the skills and nurture the creativity of Filipino animators, animators, and to boost the countrys countrys global competitiv competitiveness eness in the field of animation. Based on his study, there is constant constant growth in the animation industry industry in terms of the number of animation studios and animators and the revenue that animation brings. It is no doubt beneficial to an animation industry that is par with standards given that the global demand for animation is significantly increasing each year. Filipino artists strength and edge as animators stems partly from our culture and dispos dispositi ition. on. Their Their creativ creativity ity is not inhibi inhibited ted by limited limited resourc resources. es. They They have have variou various s artistic artistic backgrounds backgrounds and a wide, wide, varied varied cultura culturall exposure. exposure. They are adaptive adaptive and and service-oriented. Also, their English proficiency and cultural affinity with the West are added advantages. Original content animation has been produced recently for wider audiences through such popular media as TV programs and movies. However, the industry industry has only scratched the surfaces in terms of producing its own brand of animation. Lacorte Lacorte concluded concluded that the Philippine Philippine animation animation industry is standing standing its ground amidst fierce competition with other foreign animation providers. Filipino animators are talented and skilled. The proof is in the handful foreign animation, the success of which can be attributed to Filipino animators. If the Philippine country becomes a premier 36
animation provider, it is apparent that our animation industry requires nurturing and support. In this light, the project will be an instrumental in further developing the creative talents and skills of the Filipino animators. It will encourage collaborative efforts to push for a kind of animation distinctly their own. 2.5.
Synthesis This study focuses about the proposed Animation Hub with Museum and Theater
in Pasay City, Metro Manila. Studies from the past theses presented were not directly related to the present research for the following reasons: First, the present study focuses on the proposed animation hub with museum and theater in Pasay City, Metro Manila wherein past studies focused on different proposal associated to animation in different locations in the Philippines Philippines and other Asian countries. countries. Secondly, Secondly, different different concepts concepts of design design and approach approach were used used while conducting conducting the archit architectura ecturall planning planning and designing designing of of the past researche researches. s. The present present study utilizes utilizes its its concept concept (Canvas (Canvas Painting Painting on Easel) Easel) and theoret theoretica icall (Desig (Design n Concept Concepts s by the CCP) CCP) framew framework ork to come come up with with the final final design design of the proposed animation hub with museum and theater. Lastly, past studies considered different different from the present present study study with its scope, locatio location, n, topography topography and other physic physical al as well as social conditions. Peerza Peerzada das s study study was was able to integra integrate te the aspec aspectt of educat education ion,, partici participat pation ion and and performance performance into one place place creating creating unique unique sensory sensory experience experience as well well as continuous continuous flow of of movement movement within within the struct structure ure through the concept concept of of fluidity. fluidity. The present present study study also wanted wanted to to consider consider those those aspects aspects which which will comply with the the CREATE-LEA CREATE-LEARNRNPLAY character of the proposed project. In Plah Plahas as study, study, he involv involved ed the the process process of develo developin ping g games games and and the the behavi behavior or of the gamers into forming a collaborative collaborative center that combines the aspects of education 37
and recreati recreation. on. The present present study also intends intends to incorporate incorporate the proces process s of where it specialized specialized in, which is animation. animation. By considering considering the process process of the production production of animation, animation, the research researcher er will be able to determine determine the necessary necessary ameniti amenities es and the the possible approach to be utilized in the proposed project. Study of of Miralles Miralles Tagliabue Tagliabue EMBT EMBT centered centered on harmonizing harmonizing the the relationship relationship the the structure structure and its surroundings surroundings.. Their idea was to design a contem contemporary porary structure structure while consid consideri ering ng the cultur cultural al featur features es of of the the plac place e into into the buildi building. ng. Since Since the buildi building ng was was proposed proposed in China, China, the architec architects ts in EMBT wanted to include include Chinese Chinese culture culture into the the struct structure ure along along with with a cont contemp empora orary ry design design.. The prese present nt study study also also wanted wanted simi similar lar approach approach through contempora contemporary ry design but instead instead of Chinese culture, culture, a touch of CCPs CCPs design character character will be applied applied in the proposal. proposal. Another previous study, Lacortes, focused on creating a venue for the Filipino animators but it differs from the present research on the scope of the project. The previous one would develop a studio and training center for Filipino animators which allow them to have a place for new advancement advancement in in the animation animation industry. industry. The present present study is the same in matters of developing a studio and training center for Filipino animators but different in a way that the present also showcases the work of the industry through the the additional additional means of developin developing g museum and theater. theater. Similar Similar to Lacortes Lacortes study, study, Reyes Reyes study concentrated concentrated on providing providing a new new set and and form form of venu venue e for the the improv improveme ement nt of Filipi Filipino no animat animators ors in in the animat animation ion indus industry try.. However, However, Reyes Reyes study includes includes a flexible flexible user-based user-based infrastr infrastructu ucture. re. This is to ensure ensure that each occupant in a building will have access to all the basic needs for a healthy, productive workplace: air quality, temperature control, daylight and view, electric light control, privacy and working quiet, network access and ergonometric furniture. All of these will be considered in the present study.
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Yaps study aimed to create create a venue venue for local local comics comics and cartoonin cartooning g industry industry as well as to promote and strengthen the industrys market. His proposal is located within within the CCP CCP Complex Complex in Pasay Pasay City. City. The KOMIKOLAB KOMIKOLAB followed followed the the design design concepts concepts of the the CCP which are floating architecture, sense of experiential drama, sense of openness, pedestrian-o pedestrian-oriented rientedness, ness, large open spaces and upstream-downs upstream-downstream tream.. The present study is similar to the previous one but instead of providing a venue for the local comic and carto cartooni oning ng indust industry, ry, the the presen presentt researc research h focuse focused d on local local animat animation ion sect sector. or. In addition addition to that, the the present present study study will also also incorporate incorporate the design design concept concept of the CCP Complex to come up with a design suited for the proposed project. project. The different conceptual literatures provided information which was used as bases for the present study. This includes the different designs and approach of various centers, studios and museums in the Philippines Philippines and abroad which are used used to put in the conceptualization of the design model of the proposed PHILANIMA. Seoul Animation Center is a place created to provide comprehensive support the Koreas cartoon and and animation animation industry industry.. It runs information information desks, desks, offers offers educational educational programs, holds events to support new talents and productions, and hosts diverse events and exhibition such as animation film festival and many more. This has inspired the rese researc archer her to come come up of of a simil similar ar approac approach h that will will be esse essenti ntial al to the the growth growth and development of the animation industry in the Philippines. MVDRV MVDRV designed designed the China China Comic Comic and Animation Animation Museum Museum through innova innovative tive ways ways and means means.. These These includ include e the creati creative ve confi configur gurati ation on of space spaces s which which appeal appeals s to differe different nt age group groups s and applic applicati ation on of sustai sustainab nabili ility ty feature features s withi within n the struct structure ure..
By
simila similarr means, means, the present present study study would would like to incorpo incorporate rate a creati creative ve appro approach ach while while maintaining the balance of its relationship with the surroundings. MAGIC is a state of the art interactive learning facility for students who want a major major in in anim animat atio ion n and and game game dev devel elop opme ment nt.. The The fac facil ilit ity y aime aimed d to mirr mirror or the the wor worki king ng 39
animation animation studio. studio. It is is consis consists ts of of complete complete set set of of animation animation and gaming amenities amenities in which the the users users can engage engage their their work work in a healthy healthy and producti productive ve environment environment.. Similar Similar to MAGI MAGIC, C, the prese present nt stud study y also also aims in buildi building ng an intera interacti ctive ve workp workplac lace e for for which which the user can have fun and enjoy while studying and working. UP-Ayala UP-Ayala Land Technohub Technohub is a hub dedicated dedicated to information information technology. technology. The hub has work-and-play concept, composed of recreational facilities that promote worklife balan balance ce and is commit committed ted to a sustain sustainabl able e develop development ment.. Relate Related d to Techno Technohub hubs s conc concep eptt of workwork-an andd-pl play ay,, the the pres presen entt stud study y takes takes in a CREA CREATE TE-LE -LEAR ARNN-PL PLAY AY environment. environment. In addition addition to that, that, the present present study study also includes includes environmenta environmentall sustainability in the proposal which is parallel to the Technohub. The Mind Mind Muse Museum um is an intera interacti ctive ve museu museum m that that featur features es an enviro environme nmenta ntally lly sustainable sustainable design design and is certified certified Gold Gold in LEED. LEED. It hailed as as the first LEED-certifi LEED-certified ed museum in the Philippines. This provides an inspiration inspiration to the researcher to incorporate an environment environmentally ally sustain sustainable able design design in the proposed proposed projec projectt that will also also contribute contribute to the ecosystem ecosystem as an environmental-friendly structure. The Toon City Animation Animation Studio Studio is known for being being one of the the major major productio production n houses in Philippines. It has received an award for its outstanding performance in the televi televisio sion n indust industry. ry. This This has inspi inspired red the the researc researcher her to come come up of a design design that that has a healthy healthy and produ producti ctive ve envir environme onment nt whic which h can help help to produ produce ce outst outstand anding ing animato animators rs that can rival other animators outside the country. All these conceptual literature are taken for consideration in the overall conduct of this research.
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