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Sangdong Charcoal Village

由专筑网韩平,杨帆编译

来自建筑事务所的描述:上洞市有着丰富的矿产资源,这里的钨矿的产量是全世界钨总产量的10%。一直到19世纪70年代,包括矿工在内该地有超过24,000的居民居住在该地区。随着矿山的废弃,到20世纪初期,居民数量降低到1,200或更多。现在该市地是韩国人口最少的市地区。为了振兴该地,当地政府介入并进行扶持。上洞市利用当地的木炭建设了30座木炭桑拿房,以此作为旅游主题来推动经济的发展。

From the architect. Sangdong-eup is a place where the Sangdong mine, which produced the amount of tungsten that accounts for 10% of the total tungsten in the world, was located. Until the 1970s, more than 24,000 people, including miners were lived in the region. After the mine was abandoned, the number of residents was decreased to 1,200 or more in the 2010s. The region now has the smallest population in South Korea. For revitalization of the region, the local government stepped in to help. It contributed 30 charcoal sauna rooms to Sangdong-eup with charcoal, a local product as the theme of tourism.

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© Ryu In Keun

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© Ryu In Keun

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Exploded Perspective/远景分解图

木炭桑拿房是一种使用木炭窑获取热量的洗浴设施,在利用木炭做桑拿使用后其热量可维持一周。木炭窑直接作为桑拿房使用这样就没有额外的空间或热量的损失,但工业设备直接作为房间使用也存在一些安全隐患。因此,该设施一般作为工厂但有时也可作为主题公园,主题公园需设立道路来需要满足叉车能通畅运行。建筑功能性的平面与木炭生产相适应,几何的屋顶形式也增添了几分趣味。

The charcoal sauna rooms are facilities using the heat from a charcoal kiln that lasts for about a week after making the charcoal for sauna. The charcoal kiln is directly used as sauna room with no extra room or heat exchange, which leads to dangerous situations in that industrial facility is used as a room. Therefore, this facility is always a factory but is a theme park at times. The path for seamless movements a forklift should embrace the theme park. The functional plane corresponds to the production, and the geometry of roofs answers to amusements.

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© Ryu In Keun

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© Ryu In Keun

我们在攀爬架上玩“蒙眼捉人”游戏时,游戏规则是这样的:一个捉人的人需要闭上他/她的眼睛。其他的人不能超出攀爬架。被捉到或掉到地上的人被淘汰。这个游戏获胜的策略就是选择一个蒙眼的人不敢爬到的地方。

When we play blind man’s bluff on a jungle gym, the rules are this: a tagger should close his/her eyes. The players must not go outside the jungle gym. The players who gets caught by the tagger or drop to the ground are drop out of the game. In this game, the most extreme strategy is to select a certain position, a location that the blind tagger dare not approach.

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© Ryu In Keun

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First Floor Plan/一层平面图

对于这个游戏,经验丰富的玩家惯用的策略是爬到攀爬架的顶端或者紧贴着地面悬在空中。对于顶端策略,需要的是非凡的勇气,这对于低年级的孩子来说是鲜有的。对于底端策略,肌肉的力量是必备的,只有这样才能支撑他成为游戏最终的幸存者。但难道策略就只是需要勇气和身体上的力量而已?这就难道就是低年级和高年级学生的唯一区别么?

The player skilled in playing the game uses as a last resort the strategy of going up the roof of the jungle gym structure or of being suspended under the floor of the structure. For the roof tactic, extraordinary courage that lower grades dare not to exhibit is needed. In the bottom tactic, muscular strength that can make the player hang on until he/she becomes the last survivor (throughout the game) is required. By the way, is this tactic possible only through the courage and physical strength? Is it the only difference between lower and higher graders?

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© Ryu In Keun

取得游戏的胜利需要的是参与者将有限的视角(捉人者的劣势)和有限的空间(参与者的劣势)相结合来选择合适的位置的能力。这也是解读游戏能力的体现。因此,这个游戏的终极策略诞生了。结合游戏规则和场地,最佳的位置是最顶端和最底端。

What is needed to win the game is an ability to combine the rules, summarized by a limited view (the disadvantage of tagger) and limited space (the players’ disadvantage), with the place where the game occurs. It is the ability to interpret forms. Thus, the ultimate strategy of the game was born. The deepest location discovered in-between rules and place, the roof and the floor.

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© Ryu In Keun

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© Ryu In Keun

王牌、棋盘和策略。所有游戏的工具在游戏开始前就已经呈现出来了。游戏规则服务于作为主体的这些工具,但是工具并不取决于游戏。在你预测到特殊工具后,你能想象到在该游戏中会有150种不同的使用特殊工具的方法和策略么?难道棋盘的格子就是用来使原本就有无限可能的韩国跳棋(围棋)有更多的可能么?工具只是潜在框架,通过它所有可能的游戏才能展开。

Trump, checkerboard and ride. Tools of all the games are already present even before the games are made. The rules of the game are subject to those of the tool, but the tool does not depend on the game. Can you imagine making specific tools for the games of 150 different rules and tactics after predicting them? Is the grid pattern of the checkerboard born to make the infinite number of the Korean checkers(paduk) that has virtually infinite number? Tool is a potential framework in which all the games available through the tool are folded.

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© Ryu In Keun

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© Ryu In Keun

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Section 2/剖面图2

了解并实施潜在框架和解读游戏本质的能力是游戏产生和策略制定的基础。然而游戏者的能力取决于解读的能力,统筹运用工具的能力取决于游戏者解读潜在框架的深度。

The ability to implement this potential framework and interpret the form is the foundation for production of games and formulation of tactics. While the player's ability depends on the interpretation power, the ability of the capacity of the tool is determined by the thickness of the potential framework to be interpreted by the player.

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© Ryu In Keun

在这里,工具的形式逻辑遵循以下几点。

1.        两个相邻的面不共用节点。

2.        基于正交的系统,每个部分的角度不以相邻部分作为参考。是否参考角度由工作方向水平线的顶端/底端划分。如果它们在相同区域,则角度被分成钝角、锐角。

3.        正交系统的基础上,相邻的角度不包含在一个象限内。如果相邻部分的角度交叉成直角,且线段平行,则所有相关的元素当做单独的元素处理。

The formal logic of the tool here is as follows. 01: The two adjacent sides does not share node. 02: Based on the orthogonal system, the angle of each part does not refer to the angle of the adjacent part 02_1: Whether or not to refer to the angle is divided by the top/bottom of the horizontal line in the work direction. The angles are sub-divided into obtuse/acute angle if they are in the same area. 03: On the basis of the orthogonal system, the adjacent angles are not included in a quadrant. 03_1: If the angels of the adjacent part cross at right angles, and segments are parallel, all the relevant elements are treated as a single element.

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© Ryu In Keun

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© Ryu In Keun

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Diagram 1/图解1

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Diagram 3/图解3

屋顶采用的是实心的折面。游客随意地沿着迂回的平面或隔间将建筑划分成起居、主卧室和厨房区域。游客在其间畅行就好像探索下棋的路径一般。空间划分的标准与屋顶的形式逻辑一致,但屋顶的形式却是没有意义的。我们希望建筑在空间上是封闭且独特的,空间尽可能的狭窄,也希望在屋顶下能够展现出至少150种空间形态,并且建筑每年都能吸引大量的游客。

The roof is substantial but indirect plane. Tourists divide the living room, master bedroom and kitchen arbitrarily along the indirect plane/compartment as if they explore the depths of the rides. The division criteria is the formal logic of the roof, which is perfectly meaningless. We hope the non-material compartment found among the closed and distinctive qualities will be narrowest, and plays under the roof will vary as much as more than 150 kinds, a vast number of people a year.

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© Ryu In Keun

在最初的设计阶段,我们也设计了一个包含洗浴/换衣间、展览厅和住宿的辅助建筑。在保证工厂能够作为旅游性的服务建筑方面,它们是必备的。由于预算的原因,辅助建筑的建设延迟了。我们先进行了工厂建筑的建设。随着时间的推移,我们设计的平面最后被放弃了。最近我们听到的消息是另外一名建筑师被委任来推进这个建设项目,但只有一半的预算。

In the initial design phase, an auxiliary building which includes shower/dressing rooms, exhibition halls and accommodations was designed as well. Although they are necessary facilities to ensure that the factory building serves as tourist facility, the construction of the auxiliary building was delayed due to difficulties in securing the budget. And the factory building was built first. Over time, the existing plan was eventually discarded, and the news that another architect was assigned to proceed with the construction project at a half of the budget was heard.

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© Ryu In Keun

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© Ryu In Keun

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© Ryu In Keun

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© Ryu In Keun

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© Ryu In Keun

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© Ryu In Keun

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Second Floor Plan/二层平面图

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Section 1/剖面图1

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Section 3/剖面图3

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Diagram 2/图解2

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Render 1/着色1

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Render 2/着色2

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Render 3/着色3

建筑设计:studio_suspicion
地点:韩国,江原道,宁越郡,上洞市
项目负责人:Soo Young, Cho
面积:5151.0㎡
项目年份:2014年
摄影:Ryu In Keun

Architects: studio_suspicion
Location: Sangdong-eup, Yeongwol-gun, Gangwon-do, South Korea
Architect in Charge: Soo Young, Cho
Area: 5151.0 sqm
Project Year: 2014
Photographs: Ryu In Keun

出处:本文译自www.archdaily.com/,转载请注明出处。


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