This is the second iteration of my diagram. At this point in time, Iām still deciding how Iām going to model this project for presentation. On the one hand, I could create a physical model of the park. However interesting it would be, I would lose the camera interactivity that I would have if I created a 3d model. Similarly, this could potentially become damaged in transit to the final presentation. Alternatively, creating a 3d model would be more versatile and less fragile. I could easily zoom in and out of certain aspects of the design, as well as easily make changes to different structures without having to potentially destroy a physical model. This, however, will lose the impact of a physical presentation, and it would be far more difficult to present in the correct time as I would not be able to present the 3d model on the hardware I have; I would instead have to take pictures and present the pictures instead. Weāll see how it goes once Iāve finished designing the internal structures of each object.
This is a rough rendering in photoshop what an overhead view would look like. In red, you can see labels as to what each object is.
In this image, the black lines are the basic shapes of the overall objects. The green represents items that are below the blackĀ ātopā objects, such as protective netting and extra interactive bars for expanded play. The yellow dots are places where the black structures connects with the ground in some way, be it directly or with a pole/strut as the connection. Beneath each of the forts, there is a network of bars that can be climbed on and around.
This image depicts theĀ āground zones,ā which is to say the different areas the ground is divided into for musical purposes. There are pressure plates spread throughout the cushioned ground that, when stepped on, produce one of several percussion sounds. Zone one produces elongated snare sounds, zone two produces low bass drum sounds, zone three produces cymbal crashes, and zone four produces bongo sounds. Each of these zones and sound types have several iterations of its type of sound that can be produced, each tied to its own set of pressure sensors. There will be speakers spread throughout the structures that produce each area and structureās sounds.
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