二十一世紀,我們享受著當代科技帶來的便利:社群媒體、資訊網絡、虛擬實境、電子支付,所有資訊都能輕易掌握在手中,但在便捷舒適的生活背後,那些幫助我們認識世界最原始的感官漸漸萎縮,大多情況下,當代人更傾向使用電子產品傳遞感官資訊,然而就是這扁平化過程,將現實世界擠壓成虛擬平面,致使我們對於空間的想像及感知受到限制,視覺之外的感官盡數喪失。 當代建築師史蒂芬•霍爾 Steven Holl早期建築思想偏向於類型學,但在接觸到法國哲學家莫里斯•梅洛-龐蒂Maurice Merleau-Ponty之知覺現象學理論後,思想上逐漸轉變為刻劃建築知覺經驗之重現,以及個體與場域之關係,同時對於光線、透視、色彩、水、聲音、材料物質性等等元素如何在感官交織出更為豐富之感知經驗,進而提出現象區及多孔性理論,並在Question Of Perception Phenomenology Of Architecture及 Parallax這兩本著作中詳細說明。 本設計論文認為,空間物質性構成所展現的物質性及材料姿態(material gesture)是啟動建築空間知覺效應的關鍵,透過分析Steven Holl之多孔性概念及現象區理論,以及Merleau-Ponty之知覺現象學,重新思考個體與環境間如何互相影響,以及使用者在建築中之感知體驗重塑。 在基地選擇上,透過操作三種尺度的規畫項目與基地大小,達到不同程度及面向的空間知覺效應: 基地一:中原埤塘,操作項目為四戶住宅與埤塘生態圖書館,旨在操作私密(住宅)與開放(圖書館)兩種狀態下和鄰近自然環境的交互能力。 基地二:光武國中,操作項目為校舍增建,旨在保留原始建築位置之前提下,透過結構補強以增建校舍,達到空間增加之目的,同時針對使用者創造出有別以往之空間體驗,使學生不僅僅是在教室裡死板的學習,而是在校園中移動、休憩時,感知到傳統走廊沒有的空間體驗,達到內在心靈的啟發,從而找回各個感官之感知能力。 透過以上兩個基地中三種尺度的設計操作,本設計論文發現,對於如何啟動空間知覺效應,除了文獻回顧中物質性的呈現方式,以及材料的具體形式表現之外,動線上之整合與設計、自身空間知覺經驗思考與判斷、空間中使用者的行為觀察與想像以及運用電腦軟體進行空間氛圍模擬,上述對於物質性及非物質性元素應用於設計過程中均為有效且重要的。
In the 21st century, we enjoy the convenience brought by contemporary technology: social media, information networks, virtual reality, electronic payment, all information can be easily grasped in our hands, but behind the convenient and comfortable life, those who help us understand The world's most primitive senses are gradually shrinking. In most cases, contemporary people prefer to use electronic products to transmit sensory information. However, this flattening process squeezes the real world into a virtual plane, causing our imagination and perception of space to be limited. All senses except vision are lost. Contemporary architect Steven Holl Steven Holl's early architectural thoughts tended to be typological, but after coming into contact with after the French philosopher Maurice Merleau-Ponty's phenomenological theory of perception, his thinking gradually shifted to depicting the recurrence of architectural perceptual experience and the relationship between individuals and fields. At the same time, he also focused on light, perspective, How elements such as color, water, sound, materiality, etc. interweave with the senses to create a richer perceptual experience, and then proposed the theory of phenomenal zones and porosity, which were explained in detail in the two books Question Of Perception Phenomenology Of Architecture and Parallax . This design paper believes that the materiality and material gesture displayed by the material composition of space are the key to activating the perception effect of architectural space. By analyzing Steven Holl's porosity concept and phenomenal zone theory, and Merleau-Ponty's perception Phenomenology, rethinking how individuals and the environment interact with each other, and reshaping the user's perception and experience in architecture. In terms of site selection, spatial perception effects of varying degrees and orientations can be achieved by operating three scales of planning projects and site sizes: Base 1: Zhongyuan Potang, the operation project is four-family residences and the Potang Ecological Library, aiming to operate the interaction ability with the adjacent natural environment in two states: private (home) and open (library). Base 2: Guangwu Junior High School. The operation project is to add a school building. It aims to retain the original building location and add a school building through structural reinforcement to achieve the purpose of increasing the space. At the same time, it creates a different style for users. Spatial experience allows students not only to study rigidly in the classroom, but also to experience spatial experiences that are not available in traditional corridors when moving and resting on campus, achieving inner spiritual enlightenment and regaining the perception ability of each sense. Through the three design operations in the above two bases, this design paper found that, in addition to the presentation of materiality in the literature review and the specific form of materials in the literature review, the integration and design of the circulation line, Thinking and judging one's own space perception experience, observing and imagining the behavior of users in the space, and using computer software to simulate the space atmosphere. The above are all effective and important for the application of material and non-material elements in the design process.