The shadow by my finger cast
Divides the future from the past.
Behind its unreturning line
The vanished hour, no longer thine.
Before it lies the unknown hour
In darkness and beyond thine power.
One hour alone is in thine hands
The now on which the shadow stands.
A great theme on time for a sundial inscription at the
Observatory, but also great motivation for the moment
- whatever your endeavor - make it happen!
sundial inscription from Wellesley College, Mass.
Social Heart of the Island
- The
gathering place. Explorers can pass through each other and
change each other's avatars by this. Maybe changing colors
of dress etc.
- "The Fall" as described in Island Replica
- New Moon celebration with the "Green Flash"
Symbols of Time, Space and
Life
-
-
The Observatory serves as the social center of
the island by its geographic placement, by the map of the island for
users to reference to each other, spreading of rumors of island
features to search for, evening sunset, access to the giant bonsai
and the underground sequence,
riding of the "Towers of Time and the 6 Directions"
-
The Observatory area looks over the edge of the
"Cliff Rift", and is flanked by 2 huge
constructions. One is metal (the Towers of Time and Space/6
Directions) and the other is stone (The Monarch of the
Slaves, and also the companion to the Tower as the symbol of Life))
-
The Tower of Time and the 6 Directions is a 6
pronged tower radiating from a central axis. The axis is flush
with the ground and rotates around the axis.
-
The Monarch of the Slaves is a giant whale of
stone, the same dimensions as the brethren Nautilus submarine
-
The Observatory is alive with babbling
brook, dancing light (at night), and the tower song when it moves
-
Green flash of the setting sun can only be
seen from the Observatory on the night of every New Moon
Sensory Description
-
As the explorer tries to travel North and West
you are funneled between the Volcano and the
Cliff Rift into the area of the Observatory. The explorer
could also be following the ancient stone road that passes through
the Observatory. First the explorer will see a tower and
its mysterious movement or hear a mysterious mechanical combination
of noises that you later find is produced by the Tower of Time
-
The forced angle of approach will allow you to
have the Tower in your view for some 7 minutes before reaching the
Observatory area. The mystery of this movement beckons you onward,
as from a distance you see either (depending on the cycle of the
rotations) the falling tower sinking into
the ground and then rising back up, or falling to the left side (like a falling tree) and the
replacing tower rising from the right (due to point of view on
the rotation of a tower away from the observer).
-
If the explorer is following the edge of the Cliff Rift
and enjoying the view down to the Shadowed Jungle, then the Tower is
within visual range even longer
-
As you approach you see occasional and
grouped human figures falling out of the sky toward the Observatory
(see Island Replica below)
-
Later on when the
Explorer is down on the Shadowed Jungle the movement of the towers
will still be visible and always calling to the Explorer
-
The mystery of this movement beckons you onward,
as from a distance you see either (depending on the cycle of the
rotations) the falling tower lowering into
the ground or falling to the side (like a falling tree) and the
replacing tower doing the opposite (either rising straight up or the
top rising from the side)
-
As you come to the top of a small rise and the
locale of the observatory, you see
the silhouette of a whale lying on the ground before the Tower
-
A stone road (explorer may have been following
its ruins to the Observatory) passes under the tale of the Monarch
(whale) and carved steps into the rock climb up to the head.
Following the ruins of the road Eastward will lead to the "Poison
Lake". At the site of the Oservatory the road is
carved directly into exposed rock.
-
Following the road Westward past the
Observatory will run off the Northern end of the cliff and is a hint
to dive into the ocean from there, the only way to continue Westward
past the Cliff Rift
-
You climb these steps that suggest the ripples
of water (view from above). The steps show the veins of the
rock formations they are carved out of. You see past and behind the Monarch a large artificial
alcove carved into the rock base of the Volcano - from the alcove
you hear the echoes of water splashing
Monarch of the Seas
- The first object the explorer encounters at the Observatory is the
Monarch of the Seas.
- Nemo:
"The purple of royalty comes from
centuries of quarrying the purple porphyry of Egypt and its use all
across Europe and North to St. Petersburg, in temple columns and the
sarcophagus of aristocrats. With the rock I have found in
ancient wrecks we create the Monarch of the Seas. This whale
is the monarch of all those that suffer the trampling of humanities
greed"
- The Monarch straddles a gap in the ground - an extension of the
cliff extending as a crack
- The Monarch is constructed of purple porphyry (coveted stone of
ancient Europe and west Asia) taken from wrecks.
The jointing is rough and gives the Monarch an aged look, when
accessing the inside of the Monarch it is evident the stones are
held together by metal clamps pinching together carved
protrusions
- Carved into the skin of the whale are the scars of squid and
harpoon
- The Monarch has messages carved into its stone describing it as the
"Monarch of the Slaves" who also is subjected by those who wish to
rule all. The purple stone is described in the carvings as the
prized stone of, "would be monarchs", who enslave those of NE Africa
to have it quarried, hauled, and placed upon the boats
- Example possible inscriptions. "Earth's monarchy is in
the seas." "This 'Monarch of the Slaves' is for those
of the NE deserts of Africa, who suffered for this stone, and for
all who yet suffer suppression."
- North Africa is one of the slavery hotspots in the modern world
and the Monarch lends an example of how slavery
also came to N Africa from outside its present culture and is not just exclusive to the region.
Shows blame for all in the world versus just local cultures
- Suddenly the tower and the Monarch begin to move. The Monarch's head begins moving toward you as the Tower begins to
fall - it rotates from a point between its head and the belly.
While the tower rotates a new arm to the sky, the whale rotates
horizontally about 30 degrees and a fog releases from the spout. You see Explorers standing atop the horizontal tail of the Monarch
as they look out over a sunken garden/park between the Monarch,
Tower, Volcano alcove, and Cliff rift. You see fellow
Explorer's accessing the top middle of the Monarch from a nearby
high point in the "wave" rock next to it
- The Monarch also rotates to transport users from the cliff
to the underground access to the Giant Bonsai (more life).
The Tower
synched movement brings the head to a small pool in which Explorers
wait to be scooped up in the mouth of the Monarch - then rotates
back to a small plateau within a crack in the rift (access to the
Giant Bonsai underground sequence)
- The explorer passes under the tail of the Monarch by using the
ancient road
- On the garden side of the Monarch the solid stone surface of the
area has a small rise carved (in the pattern of water ripples mixed
in with the visual veins and mottling of the stone material) in steps and
this can be used to step on the mid area of the Monarch when it does its
rotation - the tail rotates back to a position above the bottom of
the alcove and gives the social Explorer a great vantage of the
whole Observatory. The side of the tail away from the garden
arches up so more explorers can stand on the tail and see over those
that are between them and the garden
- On this side of the Monarch you can hear and see a fountain in an
alcove carved into the volcano slope
Alcove
-
an open artificial "dent" into the
side of the slope that blends into the rest of the volcano crater
-
obviously a product of rock quarrying since the
protrusions of the rock on the ceiling follow the shape of the blocks taken out - The
sharp explorer will note the size of the blocks is the same
dimensions used in the ancient road when it covers broken terrain
and dirt (outside the Observatory area) - The quarried blocks aren't
evident at the Observatory as Atlantis Road
is carved directly into
the solid rock that forms the whole cliff area
-
The alcove is outlined along the floor by
the curved passing of the Atlantis Road which is a foot above the
alcove floor
-
All freshly exposed rock should have a
different color than older exposed rock such as the road carved into
the stone and the Alcove
-
The artistic use of Alcove,
besides a connection to the ancient road (blocks taken out to form
the alcove) is its use as a huge light
reflector. It contains a lighted fountain that is
reflected off the ceiling to cast moving light upon the Observatory
at night
-
images are suggested in the play of light on
the alcove ceiling such as dancing dolphins or whales etc.
-
The water off the fountain overflows on the Amphitheater
floor and is held back by the ancient road which is carved a foot
above the floor and flows over it. The water is at least
a foot deep to maximize the the water movement resulting from the
fountain and therefore the movement of reflected light on the ceiling and
projected out upon the Observatory grounds
-
The water on the floor maximizes the light reflection
off the bonfire fountain onto the alcove reflector and out onto the
Observatory
-
The water overflows through a break in the road
and creates a small stream moving toward the cliff
-
in most conditions the abundance of water would
be an easy excuse for fogging to lie over the gardens
-
babbling brooks galore is the perfect
background noise for enhancing conversation of explorers
-
Atlantean writing and graffiti carved into
the ceiling. Anything like this should be changed on a daily
basis like all petroglyphs rearranged etc. thru out the island
Island Replica
-
The 3D island map is in a sunken pool (near the
cliff edge) so explorers get a good birds eye view of this room
sized replica oriented in the same as the island it self
-
The fountain stream feeds into this pool
from the SE so the rivulets can emulate actual wave patterns of the
ocean. The "Whirlpool" (the outlet for the stream)
emulates an actual whirlpool that can be seen out in the ocean to
the NE of the Observatory
-
Can see the shadows of the submarines and
whales moving in the waters
-
The fall and movement of cloud shadows upon
the island and ocean is copied onto the replica
-
there are prism pointers on stands around the
pool for use as pointers when explorers discuss their adventures on
Nemo's Mind
-
A giant sun dial is positioned to cast its
shadow over the island replica. The gnomon has the inscription
"The gnomon lies upon the landscape of the mind"
-
As the shadow of the sun dial moves over the
island Explorers will know when the hot events of the day
occur. Maybe features that only materialize on the island at
the hour and at the location pinpointed by the sun dial shadow.
Jewels set into the sun dial gnomon could pinpoint (Gnomon Flash) those spots when
the sun gets the angle to hit them and shines thru..
-
see the sun dial inscription above
-
"Lets take a fall!" One
future possibility is to make the replica a portal view (camera
view) of the actual island from above, including the actual waves
used. Then you have a great opportunity to have explorers drop
into the portal and fall all the way back to the observatory at
realistic rate and maybe even have controls to simulate sky diving
motions. Another reason to call this the Observatory
-
Doing "The Fall" at the moment of
a Gnomon Flash will transport the Explorers to the pinpointed event
rather than back to the Observatory
-
taking a fall through the portal would be a
great way to watch an accelerated sunset and to see the island come
up through moonlit darkness
-
"Taking a Fall" should trigger
clouds that are above the island to materialize so the explorer can
fall through these
-
To avoid total domination of the Observatory
by the possible continuous falling of avatars out of the sky, the
visual representation of the figures should dissipate at a
reasonable height above the observatory and then to the observer
they only fade back in when they alight onto the replica decking
that surrounds the replica
Sunken
Garden
-
In evenings and night, the sunken garden will
become a pool of fog from the fountain. With swirls of
shapes and movement that reveal different areas and parties of
explorers down below. The pool of fog will show off the 3
dimensional beauty of the garden by having islands of terrain above
the fog and the borders of the garden will be made to heighten the
layering of fog over the garden
-
Could play with the properties of the fog when
an explorer is in it to make it stay thickest in the explorers
forward vision and make the peripheral screen open up. This
could add an unconscious disconcerting feel to the experience.
The fog is something to experiment with
-
The fog could also be a sound distorter so
sources of sound and intensity could waver
-
The water that pours through the
"Whirlpool" of the Island replica comes out of the
Monarch side of the Garden slope and makes streams and pools
throughout the gardens
-
A sunken garden occupies the space between the
Monarch and the Tower
-
being sunken allows it to suck the explorer
into its visual beauty as you see down into it from all other points
in the Observatory area - but much of the time this garden would
have some fogging from the amphitheater
-
provides splitting and joining paths to access
the 2 access points of the Tower - one is the formal side and one is
the informal garden
-
Formal garden has bridges, elevated
walkways, steps, and stone paved paths. Informal does
not. Formal has straighter paths and and "fill in"
bridging like the Roman styled Atlantis Road. Everything is
golf course manicured, smooth slopes, bowls etc.
-
The garden is more about the 3D terrain and the
water than it is anything else about gardens, and the juxtaposition
and blending of the informal and formal. Controlled versus
natural
-
Towers of Time and Space
-
Sits on the cliff edge on a jutting of rock.
the cliff edge is arranged so sun's travel through sky always casts
the towers shadow down onto the jungle below (so jutting rock that
tower sits upon has NS running cliff on North side and EW running
cliff on the West side). The tower is effectively a giant sun
dial onto the jungle below
-
The Tower is visualized as 6 towers joined at
one center and radiating in the 6 directions or the 3D axis with
termination points - the tower sits in a mechanical rotation/axis
that is flush with the grounds of the Observatory with the cliff
running under the 2 outer arms of the Tower, so the passenger decks
of the Tower hang out over the space beyond the edge of the cliffs
-
The Explorer can ride the Tower from one of 2
points of access where 2 arms of the tower stop in horizontal
positions (the 2 arms opposite those that hang out over the cliff
edge) - these 2 arms alternate rising upward to the top spire
position
-
Each tower could be named to a theme of time
and space? And maybe in the 2 sets of 3 towers each they are divided
by their movement scheme
-
Every 5 minutes the aural environment is
dominated by the sounds of the Tower's shifting - The movement of a
large body through water - the creaking of metal pulled by gravity
and pivotal points slipping - the sounds acceleration as the tower
falls and movement of the large body and its fluted surfaces through
air and wind - the smashing against water at ground level as the
falling arm of the Tower is decelerated and creaks to a stop
-
The sound forces you to look upon the tower
continually in its relentless "March" through time (this
sense is what the Tower of Time and Space tries to capture - the
dominance of these qualities in the Observatory)
-
Each tower has its own signature symphony of
creaks, groans, water sloshing, air whistling
-
Visually, you see one tower fall as the
opposite arm comes up with water flinging out of its fluted surface
and thrown outward over the garden/park while it comes to a stop in
the vertical position
-
the ends of the towers have a fluted surface to
to throw water over the garden when they rise from the water
catches. The same rough surface rushing through the air for wind rush noise.
-
The surface of the Tower is dappled with the
flow of water down its surface for the first few moments of coming
upright - water is accented by sun reflection or the lighting around
the Observatory at night
-
At night the water rich air of the Tower area
fogs and continually looks like the air is falling - at day you have
temporary rainbows as the fine spray settles to the garden/park
-
5 minutes per tower movement is a long time for
an Explorer to stay as a passenger - it is excellent for the social
Explorer's - but requires 20+ minutes for a round trip (figuring
this out is a good visual challenge for the brain :) - The Explorer
can choose to simply drop out of the passenger space when the arm
comes out over the cliff and do some Cliff Flying - so minimum time
to stay in the Tower is 5 minutes (plus the time to rotate and
boarding before the rotation)
Extra
notes to collate
add echoing in the caves to voices - maybe there is a a cheap way to take the
participants voice and do an instant echo (not an echo that is delayed) right back out of
that participants speakers as if in closed environment - make sure there are other
opportunities for more environmental echoing
- tiled floor map of island
at cliff house is tiled because it is exposed to weather - a map at this central location
encourages the sharing of information between the participants- a giant mirror and small
parallel mirror could both point by reflected sun to same spot on the actual terrain and
the tile map as pin pointer - outdoor tile map of island has light shining on areas of
interest? From reflection splitter at high noon? off roof?
- tiles should be tiny square
tiles of one color on each - as an artistic tribute to pixels - and kind of ancient Greek
too - with dolphins depicted in the water etc. - make the volcano depiction with smoke
- a nearby fixed giant
shadow/sun dial - casts a shadow across the map in line with a line that runs across the
middle of the map - big clue and teacher that a shadow is a constant as it runs in a
straight line - the edge of map and the E-W line will have the E and W on the appropriate
side - a right angle line through the middle could do the same thing for N and S - so use
the sun dial as indicator of time and direction - the tip of the shadow always falls on
the E.W. line and the hours marked on the line - in the earliest hours the shadow would
fall on the Western part of the island - and where the shadow falls on a particular hour
marking is a possible dictation of when surreal events happen across the island - so
participant would realize they can predict events by looking at the hour marks on the EW
line on the tile map - example the shadow falls in the region of the retreat cabin - late
in the evening (Eastern side of island) - that would be when it has its most surreal
animations - could also arrange all manifestations of Nemo's memory chronologically across
island from east to west - so this means the light house would be moved over closer to the
east side as a child hood memory
- see the inscription for the
sun dial here - initially even as a static piece of art
- it will still give a message if the shadow tip is on the E.W. line - the upright that
casts the shadow is called a gnomon - gnomon (said no man or no men) also means
interpreter - could use this as a name for dream guides that plays on the artificial
intelligence of the guide
- in the future the Sundial
will actually work and accurately give the time
- green flash when sun sets
on ocean - ocean horizon cant be a fixed point - must be able to see further out
depending on height - from beach it will be a higher horizon but closer - ocean should
always be darkest on the side away from the sun - with smooth gradient from the sun side
where light is reflecting to viewer to the down sun side
- cliff house pool only
fluctuates with the pressure (combined with tide coming into sphere) coming from the
condensation sphere - pool is fresh water from condensation sphere
- huge
bonfire shaped water fountain only the water is fiery or molten liquid as bright as fire
by the lighting used - overflow is minimal and runs in a mini garden stream to the edge of
the cliff - so fountain provides some water to support the minimal desert garden - use the
rock walls nearby etc. for reflection of the fountains light etc. for that night time
party atmosphere around a bonfire only its water as in Nemo- a very cool addition to the
cliff house for night time partying as the light bounces off the avatars and a park like
setting and the ripples of the pool - the night party meeting place - the heart of the
island with its floor mapped tile etc. - bonfire fountain makes splashing ambient sound
and dancing fire light - another play on Nemos water as the be all versus the power
of fire
- pool is fed from fire
fountain and fountain from a (water tower principle) holding area that is only released in
the evening! Fountain feeds pool from one side and the garden and stream on other side -
spill off from pool feeds back into lower part of garden that drops from the other side of
fountain - perhaps I can use the extreme change of temperature in a high desert between
day and night to mechanically allow the water to flow from the gravity feed to the
fountain and at same time make it apparent to the observer
- 2 gardens split off from the fountain going around each side of
observatory toward cliff - one formal and one natural
- reflecting pools to show
off moon and stars (interactant would circle body of water just to see if moon is
reflected) - over using these effects would work in the "sur-real-scape" - can
go fantastical with richer colors and dont have to have the photo-realistic - pond
reflection or glass reflection effect where you can see the ripples or through the
glass/water or you can see the reflection
- condensation should leave
mossy growth like outside my frozen button room - should be able to go up and rub the moss
or condensation off
- Atlantis road goes by
observatory as partial trail but able to track to observatory/ city of poison lake etc. -
so you have to predict where roads heading is and look in direction to see lay of land to
predict where to find more of it
- tiled floor map of island
at the observatory/cliff house - each tile is a grid - put details other than just
geography on it? - might be cool way to have a hunt for the needle in the haystack -
telescope could have a pointer or site mechanism to focus on the tile map where the
telescope is pointing when trying to find location of a reflection in the jungle below -
could use lens for fire making or as defense of observatory - to locate the "crystal
house" - reflect focused sun beam as a magnifying glass to burn through ice
- rotating observatory house
- has a cleared circle that shows obvious scraping or is elevated above ground -
stationary roof on the mountain side - will expose a spiraling stair-case going downward -
fog comes rolling up out- transforming into spiral staircase (crows nest occasionally)
foggy/clouds with total darkness below - just enough lights attached to the stairs to glow
in moss covered so they need to be scraped off by grabbing staircase and walking down - to
show the dappled shaped ceiling dripping - entrance to staircase was opening of a pool
until rotated to the staircase entrance - as you descend through the fog you begin to see
lights below and start to a jungle develop below - then you drop below the cloud layer -
its a rain forest - continual splattering of rain on the spiral staircase at it winds in a
huge diameter downward - below is a huge gnarled oversized bonsai shaped tree that is
perched on a huge rock in the middle of a rain-forest/tropics - noisy with rain - rain
gets noisier as you get closer - at top of ceiling/entrance into enclosed environment you
hit a button at the end of the stairs that rotates the house back to normal position and
this connects to the spiral stair-case so you can continue downward - this is a one way
trip unless someone above hits the control in the cliff house - a room sized bay window
projects out from the cliff into or over the jungle from which hippo tubes can be seen -
halfway down from the cloud a giant window on the cliff side - bottom of stairs are
totally overgrown - cave of course is just massive/site seeing - make the orientation of
the glass so it cant be seen from above at any angle - it should be a surprise seen
either from corral area or from inside only - overhang may help with this - looking at
overhang from the inside of glass would be cool and add more hugeness too visuals -
boldness - massive
- giant kite machine as a
prelude to dirigible navigation etc. - you can send one person up if someone to reel you
out and in off the cliff rim over the jungle to observe bunker entrance etc.
- see birds flying far below
in the jungle and mist where sun hasnt reached - mist over the water ways is the
last to burn off - great way to map waterways around bunker entrance
- can see evidence of the
crab paths in the swamps to the west from
cliffs
Observatory
Details
v
evening temperature
in the high desert is extreme and mechanically triggers a lighted
fountain specifically designed to create a bonfire gathering feel.
v
see birds flying far
below in the jungle and mist where sun hasnt reached - mist over
the water ways is the last to burn off - great way to map waterways
around bunker entrance
v
can see evidence of
the crab paths in the swamps
to the west from cliffs
v
Make the base and
landscape for the observatory out of the rock in place and blending
into the natural shape so the carved parts extend the natural
pattern
v
purple sunset of
course
v
from top of
observatory have ground shadows and lighting that look like dolphins
on waves etc.
v
make water from
fountain connect to the island map at sun
dial so it can surround island representation by ocean!! -
could have a relief map made from a terrain sheet rise out of ground
when approached to replace flat representation! and then subside back
down - could have actual waves and surf showing currents - so
procedural texture of water reflection on sun dial gnomen - could also
environment map onto the gnomen to make shiny other world texture
v
from top of
observatory have ground shadows and lighting that look like dolphins
on waves etc.
v
make sure map of
island and the skybox are oriented with recognizable features need
a fancy tilable as the border of map have water of the fountain
flow around the map of island from the direction of the actual
currents that hit the island the map makes this the
center/heart/social meeting center of NM the place where users
will discuss what they have experienced and as a chance to realize
all they have done or yet to explore must have the map
v
sun and moon are at
visibly moving speed surreal speed
v
have a dynamic light
in sync with the sky box sun that casts shadow off the sundial gnomen
onto the map
v
have some natural
terraced shapes of stone come down and continue in cut steps for cool
flow and transition down to the pinnacle where the time observatory
tower is
v
could have secondary
gnomens at the end of the primary gnomen to cast a different shadow
unique to that hour and as par of the quick transportation idea to an
area of interest that goes on at time of day so secondary gnomen
might cast a shadow that is associated with the event (might use
filter light) twisted metal post that when sun lines up on it
it casts a shape!! The primary gnomen could have a hole in it (very wide to
account for all sun angles) that falls onto the secondary gnomens!!
and another secondary gnomen that shows the position of the event?
might even be a glass ball that magnifies sun into brighter light
colored glass to project a certain color or multicolored ball
when the event hits the observatory then the fountain turns fiery and
throws off sudden light this indicates the map will need to be
huge to throw shadow from a gnomen to the rest of island map so it
will be a 3D terrain object that shows detail and colors of details
such as crescent moons and items such as the observatory are tiny
models if too detailed for collision then put an invisible
platform over map to walk on, cool surreal could even double as the
sky box for observatory
v
sky box of
observatory could include animated ocean as if it is glinting sun off
of waves on the up-current/marsh side and in lagoon
v
carve a shape into
the rock for an area of the observatory that is the x axis of a shape
or upside down such as a shell to reflect (tilted on side - so cut into the slope) fountain light and cast moon and
sunlight and then intersect it from the sides with entrances or
natural cuts
v
late day sun and
terrain is a very detailed sky box - wont see the terrain detail
until you come up to the edge of cliff - edge of cliff may be a
bounding edge so bottom of sky box isnt visible and/or make base of
cliff a heavy shadow to transition to sky box
v
this terrain will be
surrounded on 3 sides and extending down beyond the cliff by a huge
sky box. A huge floor tile (not tiling, but actual tiles in style of
greek) map of the Nemo's Mind island matches up with the terrain on
the sky box (a promise of things to come) - On the 4th side is the
slope of a volcano
v
initially the
participant is bounded by the cliff edges and the volcano
v
the observatory is
our chance to show off some fantastical, grand, open air
architecture - balconies, staircases, etc. - could be a structure of
the future as envisioned by Nemo - so showing a style dictated by his
time and place with a futuristic vision
v
maybe architecture
is inspired by the actual nautilus creature
v
make this
architecture glow with full polygon ambience lighting
Tower
v
observatory of time
space one hour water clock and the 6 directions and aligned to the
cardinal directions
v
giant pool is the
reservoir for the fountain that spills down to a flow around the
island 3D map and then into a water clock system that diverts to one
of 2 paths one path is informal and other is formal to the 2
horizontal towers that start the user ride on a 30 minute rotation
back to where they began so outlet from pool is at depth to create
pressure for fountain
v
the water clock
allows enough water each 10 minutes to bring that tower down to the
bottom position in a rush of movement that is softened by water
cushion at the end of the rotation gathering pool of the tower is
marked with 10 lines or a fancy marker pole to get down to the minute
v
consider some way to
put 90 degree arc of fans/sea shell shape of reflective material
between the towers
v
tower lighted
windows could be color coded for knowing which part of the hour you
are in
v
consider using the
lower tower position as path to bonsai enclosure
v
the 3 towers of each
side could reflect the formal or informal theme of that side 6
towers rotate at 10 minute intervals as a time clock so a tower
ride is 30 minutes or cheat time by climbing terrain and dropping
on top of the next tower to rotate upward and walk out to the end and
drop on the observation platform if you fall into the tower chasm
then you still have access to the bottom tower and or the cut steps to
access the middle of the tower which kind of floats and has rock cut
to accommodate the spherical shape of the core need something
cosmic at the center core perhaps stairs match up with entrance
into core that is gravity righted inside stairs also offer a way to
observe the mechanics of the rotation and hear it up close
v
tower rotates on 2
sling mechanisms on both sides of center that alternate depending on
which side is being rotated - water
is used to trigger the rotation and bring that tower to the downward
position and to cushion and slow the rotation at the end of the
movement lotsa sloshing
sound during the rotation the sling on the water clock side is
also the trigger to allow the rotation when sufficient water is in
place to move tower quickly downward
where towers contact the rotation slings, have a rotating
sleeve with wheels on the tower to facilitate rotation
v
could have the 2
different sides rotate different speeds one violent and one slowly
overflow of water could gather under the waterclock tower and is
already on the proper side to allow cushioning might have the
water fall out the bottom where the bottom tower projects out from the
overhang and then falls down to the catch further down the cliff so it
goes to the bonsai enclosure
v
may want Water
Shaft
on the cliff side that is opposite the bonsai enclosure visible from
the bottom tower
v
tower rotation plus
the motion of the observation platform could be set to catapult the
user into the holding pool or over the cliff depending on which tower
is used
v
consider a way to
use the shadow of the tower or magnified sun as another way to cast a
marker of time or to point to an event or have the shadow/beam
fall into straight lines that are only straight from the vantage of
the top if into water then the water is heated and steams slightly
at contact and is heated for the bonsai and thus the steam that
rises out of the bonsai enclosure
v
during rotation you
hear massive echoed splashing come out of the mechanism and the slam
of water like waves when the water is compacted and spray of vaporized
water shoots up and rides the woosh of air going up the side of the
vertical tower which of course catches beautifully in the lights of
the vertical tower
v
could have a
vertical split running length of towers splitting tower into 2 tones
that is rotated on the y axis (when vertical) so can always tell the
time of hour so each tower is opposite to the tower that is lined
up with it going in opposite direction also defines the window
placement with light coming through
v
take a pinnacle of
rock on the edge of an overhang cliff and cut an X straight down into
it off the side of pinnacle so that cuts are visible and contrast to
natural shape of rock and the veins show 3D volume over cut and uncut
transitions!!
v
Possibly make each
tower do something different that fits with its formal/informal nature
such as telescope for one of the formals a formal control of
the environment to survey possibly shape top of tower with
cultural shapes such as lotus? water fire earth steam
shapes?
v
Between each
rotation the energy produced by the rotation fades so the light
emitted through the windows down the length of the upright tower fade
so at night it is very easy to tell when the next rotation is
coming to hop on very bright during rotation and when water sprays
up sides and is carried by air draft upward past any viewers on the
top
v
Imagine echo of
voices from the other towers such as voices coming down the tubes
including the sounds of rotation!!
v
Tower shows wear and
tear and rust and water
v
Top of each tower
hums differently to the vibration of the rotation plus air catches
could make air hum through towers that carry far perhaps funnel
that cuts through the tube of tower to funnel air during rotation to
get a harmonic sound
Sundial and Island Map
v
tiled floor map of
island at cliff house is tiled because it is exposed to weather - a
map at this central location encourages the sharing of information
between the participants- a giant mirror and small parallel mirror
could both point by reflected sun to same spot on the actual terrain
and the tile map as pin pointer - outdoor tile map of island has light
shining on areas of interest? From reflection splitter at high noon?
off roof?
v
tiles should be tiny square tiles of one color on each -
as an artistic tribute to pixels - and kind of ancient Greek too -
with dolphins depicted in the water etc. - make the volcano depiction
with smoke
v
a nearby fixed giant shadow/sun dial - casts a shadow
across the map in line with a line that runs across the middle of the
map - big clue and teacher that a shadow is a constant as it runs in a
straight line - the edge of map and the E-W line will have the E and W
on the appropriate side - a right angle line through the middle could
do the same thing for N and S - so use the sun dial as indicator of
time and direction - the tip of the shadow always falls on the E.W.
line and the hours marked on the line - in the earliest hours the
shadow would fall on the Western part of the island - and where the
shadow falls on a particular hour marking is a possible dictation of
when surreal events happen across the island - so participant would
realize they can predict events by looking at the hour marks on the EW
line on the tile map - example the shadow falls in the region of the
retreat cabin - late in the evening (Eastern side of island) - that
would be when it has its most surreal animations - could also arrange
all manifestations of Nemo's memory chronologically across island from
east to west - so this means the light house would be moved over
closer to the east side as a child hood memory
v
see the inscription for the sun
dial here - initially even as a static piece of art - it
will still give a message if the shadow tip is on the E.W. line - the
upright that casts the shadow is called a gnomon - gnomon (said no man
or no men) also means interpreter - could use this as a name for dream
guides that plays on the artificial intelligence of the guide
v
in the future the Sundial will actually work and
accurately give the time
v
tiled floor map of island at the observatory/cliff house
- each tile is a grid - put details other than just geography on it? -
might be cool way to have a hunt for the needle in the haystack -
telescope could have a pointer or site mechanism to focus on the tile
map where the telescope is pointing when trying to find location of a
reflection in the jungle below - could use lens for fire making or as
defense of observatory - to locate the "crystal house" -
reflect focused sun beam as a magnifying glass to burn through ice
The Garden Grotto
-
v ocean
should always be darkest on the side away from the sun - with smooth
gradient from the sun side where light is reflecting to viewer to the
down sun side
-
v
cliff house pool only fluctuates with the pressure
(combined with tide coming into sphere) coming from the condensation
sphere - pool is fresh water from condensation sphere
-
v
huge bonfire shaped water fountain only the water is
fiery or molten liquid as bright as fire by the lighting used -
overflow is minimal and runs in a mini garden stream to the edge of
the cliff - so fountain provides some water to support the minimal
desert garden - use the rock walls nearby etc. for reflection of the
fountains light etc. for that night time party atmosphere around a
bonfire only its water as in Nemo- a very cool addition to the cliff
house for night time partying as the light bounces off the avatars and
a park like setting and the ripples of the pool - the night party
meeting place - the heart of the island with its floor mapped tile
etc. - bonfire fountain makes splashing ambient sound and dancing fire
light - another play on Nemos water as the be all versus the power
of fire
-
v
pool is fed from fire fountain and fountain from a
(water tower principle) holding area that is only released in the
evening! So then the water clock tower only works at night - Fountain
feeds pool from one side and the garden and stream on other side -
spill off from pool feeds back into lower part of garden that drops
from the other side of fountain - perhaps I can use the extreme change
of temperature in a high desert between day and night to mechanically
allow the water to flow from the gravity feed to the fountain and at
same time make it apparent to the observer
-
v
2 gardens split off from the fountain after going
through the island map (as the ocean) (map has a full mountain versus
a crater so explorer wont have a clue) going around each side
of observatory toward cliff - one formal and one natural going to
the towers which also reflect formal versus informal
-
v
reflecting pools to show off moon and stars (interactant
would circle body of water just to see if moon is reflected) - over
using these effects would work in the "sur-real-scape" - can
go fantastical with richer colors and dont have to have the
photo-realistic - pond reflection or glass reflection effect where you
can see the ripples or through the glass/water or you can see the
reflection
-
v
condensation should leave mossy growth around towers
- should be able to go up and rub the moss or condensation off
-
v
Atlantis road goes by observatory as partial trail but
able to track to observatory/ city of poison lake etc. - so you have
to predict where roads heading is and look in direction to see lay of
land to predict where to find more of it
Pool/Bonsai Shaft Entrance/Rotating
Structure
opening to the entrance pool shifts to a new opening
that was under a sidewall - into an entrance to a descending
stair-case - if a participant is inside the pool upon activation of
the observatory rotation then they access a new above ground entrance
after the structure rotates over the top of them to gain a new opening
upwards into the Monarch
v
new above ground entrance opens into access of upper
Monarch
v
sun dial
shadow across the tile ground map of the island
v
make sure the Observatory area has good view of island below
Keep Following the Trail..
While your at the Observatory Drop down into the
Bonsai
Enclosure
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