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s               CIENCE FICTION / SCIENCE FACT
collaboration for architectural design in outer space


chad kruse




A Terminal Project
Presented to the Faculty of
The College of Architecture at the University of Nebraska
In Par�al Fulfillment of Requirements
For the Degree of Master of Architecture
Major: Architecture
Under the Supervision of Professor Chris Ford


Lincoln, Nebraska
May, 2009
c4[
   ONTENTS

       PREMISE ]


10 [   RESEARCH     ]
    12    [ spaceflight: an historical account ]

    16    [ aesthetic analysis ]

   24     [ design influences ]

   28     [ human conditioning ]

   36     [ constraints ]


54 [   CONCEPTUAL DESIGN           ]
   56     [ study models ]

   62     [ science fiction schemes ]

   68     [ science fact schemes ]


74 [   DESIGN   development ]
   76     [ pre mid-spring review ]

   98     [ post mid-spring review ]
118 [   FINAL DESIGN     ]



154 [   CONCLUSION   ]



158 [   PROPOSED FURTHER STUDY       ]



162 [   BIBLIOGRAPHY         ]



168 [   ACKNOWLEDGEMENTS         ]
[4]
[   premise
              ]
s                 CIENCE FICTION AND SCIENCE FACT                              are typically per-
ceived as two compe�ng perspec�ves: reality and fantasy lie in two separate planes. In actuality,
science fact has much to gain from studying science fic�on as technological advancement and
possibility of the past century allows yesterday’s science fic�on to become today’s science fact;
the impossible becomes possible.

                                 For millennia, the concept of human spaceflight remained a dream
                                 far from reach, merely science fic�on. However, on April 12, 1961,
                                 fantasy became reality when the first human broke free of the
                                 Earth’s atmosphere se�ng free the imagina�on of possibility, allow-
                                 ing humans to inhabit the harsh environment of space for the first
                                 �me. Great advances have been made in spaceflight technology in
                                 the fi�y eight years which have followed, most notably that of the
                                 rapid development of the private spaceflight industry in the last
                                 fi�een years. This thesis project will focus on the design of a space
                                 hotel for one such privately-owned commercial space enterprise,
                                 Virgin Galac�c.

 Yesterday’s science fic�on... Private spaceflight has and will con�nue to advance the
                               space tourism industry at a much greater rate than a gov-
ernment agency could possibly provide. When the Space shu�le Columbia first launched
in 1981, NASA had created the greatest machine the world had ever seen. Interest in
space travel was at its peak, but in the twenty eight years to follow that interest has
waned as the United States’ an�quated space program has become stagnant, especially
when compared to other industries. This is why the need for private spaceflight compa-
nies is so great; innova�on will be allowed to occur at greater, faster and cheaper levels
than government programs such as NASA could ever provide as compe��on between
companies will force them to con�nue to generate the highest level of achievement. Ad-
di�onally, reaching beyond our own world will no longer be reserved for highly trained
astronauts as private spaceflight will allow average ci�zens to par�cipate in space travel,
the aforemen�oned so-called “space tourism” industry, which will spawn renewed inter-
est in spaceflight and in turn help fuel advances in this field.                                    ...today’s science fact.
[6]       premise
BEYOND THE CURRENT SECONDS-LONG weightless experiences of spaceplanes
such as SpaceShipOne, one of the next logical steps in space tourism is an orbi�ng hotel. As pri-
vate flights to space con�nue to advance, so too will the need for architectural design solu�ons
which meet the needs of the space tourism industry. Thus far, the architecture of space travel has
largely remained an engineering problem which has recognized the constraints of the outer space
environment and developed solu�ons for human habita�on of this environment in response to
these constraints. The results are similar in both aesthe�c and experien�al quali�es which meet
the needs of the research laboratory programs government agencies have put in place. Issues
concerning the experience of the user which take advantage of
and heighten the users’ awareness of the weightless environ-
ment and outer space are secondary, if at all existent. There-
fore, architecture must intervene with this tradi�onal method
of outer space design to provide humans with habitats that not
simply meet, but also exceed their expecta�ons and needs in
response to the uniqueness of the weightless environment.

If we are to inhabit outer space, the method of design of our
space habitats must first respond to the following ques�ons in
order for the most sa�sfactory design solu�ons to develop:

            How do the constraints of designing in outer space
            differ from those on Earth?

            In what ways should one design in space?
                                                                        American Space Shu�le,       Russian Space Shu�le,
                                                                              Discovery                      Buran
                                                                                                                             [7]
DECADES BEFORE THE SPACEFLIGHT INDUSTRY took hold, during the late nine-
teenth century and early twen�eth, the idea of human travel to space was popularized by science
fic�on writers and filmmakers such as Jules Verne and Fritz Lang who’s fantas�cal ideas captured
the imagina�on of the public. Science fic�on became a cultural phenomenon which challenged
our sense of what is possible. When we begin to ques�on our values of what we believe to be
possible, we can push ourselves to go even further in an a�empt to a�ain that impossible. By
engaging in this cyclical rela�onship between fact and fic�on, the two methods can con�nue to
challenge one another as both advance within the constraints of their field. In this way, both
methods will be able to push the other further and faster into new realms of possibility as our
expecta�ons similarly con�nue to be pushed forth.




[8]      premise
THE WORK OF THE SCIENCE FICTION DESIGNER is not bound by the constraints
of factual space travel, but rather their own minds, and thus a wide array of architectural strate-
gies and solu�ons can develop; anything is possible. This uninhibited freedom in design begs the
ques�on of whether these solu�ons have merit and applica�on in science fact, to
which I would argue they do. Architects should design in space through the study
and provision of equal weight and value for not only science fact, but beyond into
the realm of science fic�on, thus allowing a solu�on with the greatest architec-
tural possibility to arise. To that end, it is not just a ma�er of in what ways should
one design in space, but if science fic�on is to influence design, then architects
must also answer:

             How should science fic�on influence design?

Following the first semester’s research for the project and in conjunc�on with the
schema�c design, my answer to this ques�on is that:
             Science fic�on should influence design through the
             transla�on of the visual aesthe�c effects produced by                            Science fic�on?
                                                                                        Or tomorrow’s science fact?
             science fic�on to the experien�al aesthe�c effects of
             design, thereby expanding the realm of factual archi-
             tectural possibility.
Thus, it is up to the designers of today to expand upon current technology and ideals, which rely
so heavily on science fact, through the applica�on of both science fact and science fic�on in order
to provide designs which exhibit the greatest poten�al for the structures in space which humanity
will undoubtedly progressively inhabit.
                                                                                                                      [9]
[ 10 ]
[   research
               ]
s              PACEFLIGHT: AN HISTORICAL ACCOUNT

The �meline on the following pages presents a history of spaceflight in which the realms of sci-
ence fic�on and science fact are paralleled. Dates for science fic�on indicate the year in which
the film/novel is to have occurred. At a glance and in the context of their histories/supposed
histories, one can appreciate the breadth of the visual expecta�ons of spacecra� for science fic-
�on designers compared with that of actual spacecra� designed within real-world constraints.
Despite this diversity, aesthe�c parallels between the two methods exist, but as science fic�on
cra� do not have to perform, it is their visual portrayal to the audience which is of the great-
est importance. It is also of importance to emphasize that mankind’s history of spaceflight is
rela�vely short (spanning less than a century), but that a recent cultural shi� within just the last
fi�een years is propelling the private space industry (such as the spacecra� designs of Scaled
Composites) forward at a rapid pace. Science fic�on, on the other hand, spans at least several
millennia, again showing the incredible range of diversity which science fic�on designers work
with and produce.




[ 12 ]   research
SPACEFLIGHT: AN HISTORICAL ACCOUNT   [ 13 ]
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                                                                                                                                                                                                                                                                                                                     SPACEFLIGHT: AN HISTORICAL ACCOUNT                                                                     [ 15 ]
a

                                                                                                        artificial gravity
                                                                                                        generation_
               ESTHETIC ANALYSIS                                                                          1                  _unexplained

DESIGNING FOR ZERO GRAVITY: SCIENCE FICTION
                                                                                                          2
Gravity determines architectural form and structure as well as the way we occupy space, and
hence, the way we have tended to design space. However, zero gravity issues in science fic�on




                                                                                                        artificial gravity
are o�en overlooked or avoided altogether. This is common in films such as Star Wars and Alien
in which ar�ficial gravity is taken for granted as a common, everyday experience and thus, any




                                                                                                        generation_
explana�on for simulated gravity is quietly sidestepped. When they do exist, though, the zero
gravity environments typically maintain a gravity-driven architectural solu�on. The best example
of this are the “grip shoes” in 2001: A Space Odyssey. It is acknowledged that zero gravity is pres-
ent, but the issue is avoided by allowing the characters to walk on surfaces. Rather than design-
ing within the constraints of zero gravity, the designers rely on expecta�ons and presump�ons of
gravity-driven architecture.
                                                                                                          3                  _explained

Conversely, there are a few cases in which designing for zero gravity is a�empted to be dealt with
                                                                                                          4
more scien�fically. Interes�ngly enough, this is also done in 2001, in which the physics of rota-
�on are used to produce gravity on the spacecra� Discovery. Such examples at least recognize
the condi�ons of space, but choose to avoid them. It is not the intent of this project to produce
ar�ficial gravity of any kind or to design a solu�on which is dictated by gravity, and to do so would




                                                                                                        recognition of
be defea�st and wholly inappropriate. Instead, the design will u�lize the unique opportuni�es




                                                                                                        constraints
afforded by zero gravity and enhance that experience for the user through the architecture. By
doing so, an architectural solu�on can arise which is appropriate for the constraints of the site
and its context.

                                                                                                          5                  avoidance of constraints
                                                                                                          6
[ 16 ]   research
Star Trek: Enterprise (2001)   Lost in Space (1965)
USS Enterprise                 Jupiter 2




2001: A Space Odyssey (1968)   Moonraker (1968)
Discovery, centrifuge          Moonraker, centrifuge




2001: A Space Odyssey (1968)   Woman in the Moon (1929)
Aries, grip shoes              Lunar Spacecra�, hand and foot holds




                                                                      aesthetic analysis   [ 17 ]
interior: concealed
                                                                                                             1               exterior: concealed

COMMON VISUAL THEMES: SCIENCE FICTION
                                                                                                             2
There is a vast array of visual aesthe�cs used throughout the spacecra� of science fic�on. The
common feature amongst them all, however, is that they are designed with one thing in mind:




                                                                                                       interior: revealed
aesthe�c impact on the audience. Visually, this typically may mean the designers a�empt to
create the “coolest” looking cra� they can imagine, thereby leaving an impression on the audi-
ence. Given that these cra� do not actually exist, the only real constraint are the designers’
imagina�ons. Despite this great freedom, analysis of these designs does allow common themes
to emerge.

The following images represent the best examples from the most common themes found through-
out the roughly forty science fic�on films I viewed. In general, there are two common methods
                                                                                                             3               exterior: revealed
of design: scien�fic/technical credibility or a “real world” sense. Although very different, the ap-
proaches both have the same overall goal, which is to design the most “believable” spacecra� for
                                                                                                             4
the audience. Scien�fic credibility involves means such as consulta�on with NASA, astronauts or
aerospace engineers, which is a strategy that has been used in films such as Woman in the Moon,




                                                                                                       elongated / modular
2001, Moonraker and Sunshine. Conversely, the “real world” approach is perhaps best summed
up by Mikhail Romadin, the art director for Solaris. He stated, “Science is not for me. I am an art-
ist. I proceed from aesthe�cs.” To achieve believability in this manner, the designers try to imbue
the sense of a lived-in world, which can also be achieved in numerous ways as can be seen in the
difference in visuals between Solaris, Star Wars, Silent Running and Serenity.




                                                                                                       form
                                                                                                            5                non-rectilinear
                                                                                                            6                cross section




[ 18 ]   research
Star Trek: Enterprise (2001)                     Hitchhiker’s Guide to the Galaxy (2005)
USS Enterprise                                   Heart of Gold




Star Wars Episode 6: Return of the Jedi (1983)   Alien (1979)
Death Star                                       Nostromo




2001: A Space Odyssey (1968)                     2001: A Space Odyssey (1968)
Discovery                                        Discovery




                                                                                           aesthetic analysis   [ 19 ]
active instrumentation
                                                                                                              1                 exterior: concealed

COMMON VISUAL THEMES: SCIENCE FACT
                                                                                                              2
Contrary to science fic�on, fact is bound by the constraints of the outer space environment and
factual habitability requirements for humans. As a result, there is less visual diversity and stron-




                                                                                                       interior: revealed
ger general themes throughout. Despite the difference in design approach, parallels can be made
between the visuals of fact and fic�on, as will be discussed in the next sec�on. The greatest dif-
ference between fact and fic�on is the treatment of zero gravity. As humans have yet to place
any spacecra� into the zero gravity environment which is capable of genera�ng ar�ficial gravity,
all of our explora�ons in space have taken place in a weightless environment. Therefore, differ-
ent strategies have developed over �me which a�empt to aid our physiology in this environment.
Unlike fic�on, these solu�ons are specific to zero gravity and are guided by the presence of grav-
ity only in their construc�on methods on Earth. My project will work with gravity in a similar
                                                                                                              3                 exterior: revealed
manner: being largely constructed on Earth, but requiring assembly in space. In this way, the
solu�on is informed by gravity only in its construc�on, but not in its aesthe�c values.
                                                                                                              4




                                                                                                       modular design
                                                                                                             5                  circular cross section
                                                                                                             6
[ 20 ]   research
SpaceShipOne                Space Shu�le




Mir                         Skylab




Interna�onal Space Sta�on   Interna�onal Space Sta�on




                                                        aesthetic analysis   [ 21 ]
1
SCIENCE FICTION: FLY-BY
                                                                                                     2
Science fic�on film quite o�en makes use of the “fly-by” cinematographic technique. In this tech-
nique, the camera remains sta�onary while the spacecra� is filmed moving (o�en very closely
and very slowly) either toward or away from the audience’s field of view. There are several ad-
vantages for the viewer when this is done. The most important knowledge gained by the fly-by
is that of scale. O�en seen in conjunc�on with other spacecra� (as in the image at lower le�) or
persons as viewed through a window of the cra�, the flyby gives the viewer clues as to just how
large or small a spacecra� is. On Earth, we can understand scalar rela�onships through external
references such as adjacent cars, trees or buildings. In outer space, however, these scalar refer-
ences do not exist, so the director must create them. Addi�onally, science fic�on spacecra� are
unfamiliar to the viewer in that the viewer has never seen the cra� on film, let alone in the real
world, so crea�ng rela�onships which help the viewer be�er understand the spacecra� is essen-
�al for designing “believable” cra�.

Another advantage of the fly-by is that it gives the viewer a close-up look at the materiality and
construc�on of the spacecra�. This can then be related to the no�ons of revealed and concealed
as previously men�oned. Typically, the majority of a film will take place within the spacecra�, so
fly-bys allow the viewer to be�er understand the exterior of the cra� just as they understand the
interior and how the two relate.




[ 22 ]   research
Star Wars Episode 6: Return of the Jedi (1983)   Star Trek: The Mo�on Picture (1979)
Star Destroyer                                   USS Enterprise NCC-1701




                                                                                       aesthetic analysis   [ 23 ]
d              ESIGN INFLUENCES

As the visual analysis has shown, similar themes can be found in both science fact and science
fic�on. Such examples rela�ng fact and fic�on are of course not limited to spacecra�, as recent
history shows that many ideas which were in their �me deemed fic�on have come to pass as fact.
The difference is that although they share common visual features, the spacecra� of fact are not
                                                                                                      1
                                                                                                      2
                                                                                                          “The fine detailing was made up
                                                                                                          of…thousands of �ny parts care-
                                                                                                          fully selected from hundreds of
                                                                                                          every conceivable kind of plas�c
                                                                                                          model kit, from boxcars and bat-
                                                                                                          tleships to airplanes and Gemini
                                                                                                          spacecra�.”

                                                                                                          Stephanie Schwan,
                                                                                                          The Making of 2001: A Space
                                                                                                          Odyssey




influenced by fic�on, but rather only the other way around. This again is akin to the no�on that          “The director, Terry Gilliam, ad-
fic�on is a�emp�ng to connect the spacecra� to the audience through visuals which the audi-               mi�ed that he reviewed a copy
ence can relate to.                                                                                       of the book that contained the
                                                                                                          drawing ‘Neomechanical Tower
Furthermore, by recognizing the manner in which spacecra� are and have been designed, it gives            (Upper) Chamber,’ and that
                                                                                                          he discussed it with both the
the designers of science fic�on a set of precedents of design strategies to poten�ally “learn from”
and improve upon in their own designs, much in the manner architectural precedents serve on
Earth. However, as previously stated, fact does not study fic�on in the same manner. This is a
                                                                                                      3   producer, Charles Roven, and
                                                                                                          the produc�on designer, Jeffrey
                                                                                                          Beecro�.”
void which must be filled in order for the designs of fact to reach their maximum poten�al. Only
by studying and learning from the design strategies of fic�on and applying this knowledge to
                                                                                                      4   “12 Monkeys - Universal Studios
                                                                                                          and Lebbeus Woods”
the constraints of factual design methodologies can architectural designs in space achieve their
greatest aesthe�c and experien�al possibility.

                                                                                                          “Our shu�les are more futuris�c
                                                                                                          than real ones, and they launch
                                                                                                          at the same �me, which NASA
                                                                                                          does not do.”



                                                                                                      5   Pat McClung, co-visual effects
                                                                                                          supervisor,
                                                                                                          “Close-Up on Armageddon”
                                                                                                      6
[ 24 ]   research
2001: A Space Odyssey (1968)
Model tank parts                             Discovery




Neomechanical Tower (Upper) Chamber (1987)   12 Monkeys (1996)
Lebbeus Woods                                Interroga�on Chair




                                             Armageddon (1998)
Space Shu�le Discovery                       X-71 Shu�le




                                                                            design influences   [ 25 ]
“…The cockpit design of the Mil-
                                                                                                                                                                                                                                        lennium Falcon is also heavily
                                                                                                                                                                                                                                        based on the design used in the
                                                                                                                                                                                                                                        B-29 Superfortress.”



                                                                                                                                                                                                                                    1   The Making of Star Wars

The rela�onship between science fact and science fic�on is some�mes more complex than a di-
                                                                                                                                                                                                                                    2
rect borrowing of ideas and can even be cyclical. For example, Jules Verne’s novel From the Earth
to the Moon inspired Hermann Oberth (who was to become Germany’s leading rocketry expert)
to become involved in the rocketry field and write his disserta�on, “The Rocket into Planetary
Space.” This piece of literature, in turn, inspired Fritz Lang to make the film Woman in the Moon,                                                                                                                                      “Interior-wise, we went to a
in which the spacecra� was heavily based on Oberth’s rocket design (and on which Oberth ad-                                                                                                                                             nuclear submarine in Scotland,
vised on the film). At the same �me, Werner von Braun was cap�vated by Oberth’s disserta�on                                                                                                                                             and it was quite interes�ng and
as well as by Lang’s film and von Braun later collaborated with Oberth to design the V-2 Rocket in                                                                                                                                      a lot of the design was based on
Germany before his move to the United States to develop the Saturn V.                                                                                                                                                                   that.”


                                                                                                                                                                                                                                    3   Danny Boyle, director, “Danny
                                                                                              The Rocket into Planetary Space (1923)
                                                          From the Earth to the Moon (1865)




                                                                                                                                                                                                                                        Boyle Basks in the ‘Sunshine’”
                                                                                                                                                           Woman in the Moon (1929)




                                                                                                                                                                                                                                    4
                                                                                                        Hermann Oberth




                                                                                                                                                                                                         V-2 Rocket (1942)
                                                                                                                                                                                       Hermann Oberth
                                      [science fiction]




                                                                                                                                       [science fiction]
                                                                     Jules Verne




                                                                                                                                                                  Fritz Lang




                                                                                                                                                                                                                                        “We made the basic framework
                                                                                                                                                                                                                                        of it from scratch and designed
                                                                                                                                                                                                                                        it a�er the expo tower which
                                                                                                                                                                                                                                        was at the Osaka World’s Fair in
                                                                                                                                                                                                                                        1970.”
           Lunar Spacecraft
           Woman in the Moon (1929)




                                                                                                                                                                                                                                    5
                                                                                                                                                                                                           Saturn V Rocket (1967)




                                                                                                                                                                                                                                        Douglas Trumbull, director, The
                                                                                                                                                                                      Werner von Braun




                                                                                                                                                                                                                                        Making of Silent Running
                                                                                                                                                                                                                                    6
[ 26 ]   research
Star Wars Episode 4: A New Hope (1977)
B-29 Superfortress, cockpit   Millennium Falcon, cockpit




                              Sunshine (2007)
USS Seawolf, controls         Icarus 2, cockpit




Expo ‘70 Tower, Osaka Japan   Silent Running (1972)
Kenzo Tange                   Spacecra� fleet




                                                                       design influences   [ 27 ]
h            UMAN CONDITIONING

TYPE PRECEDENTS: EARTH

As a hotel in outer space is an unprecedented building type, in addi�on to exis�ng projects in
space, one must study Earth-bound typologies in order to learn from the designs of similar build-
ing types. The following analysis examines trains, airships, cruise ships and resort hotels in order
to draw connec�ons between these types and the space hotel for this project. Of par�cular
value are how the four types are categorized by either travel (in that they are merely a vehicle)
or leisure (in that they are a des�na�on) over their histories and how these two different aspects
influence the experience. This informa�on is presented on the following pages.

The hotel for this project is not a “spaceship” which can propel itself and move freely for this
would make it a vehicle. Instead, it is a des�na�on which is reached by another method of travel,
that of Virgin Galac�c’s spaceplane SpaceShipThree, to be discussed later. Through this analysis,
several ideas emerged which have had an impact on the development of my hotel. Perhaps the
most important is the experience as related to occupancy. The over-the-top and bloated program
of large cruise ships which accommodate thousands of passengers is o�en a distrac�on from the
ocean and in fact detracts from the oceanic experience. To achieve the full oceanic experience,
one must travel via a small yacht in which they can directly par�cipate in seafaring ac�vi�es. This
sense of in�macy with the ocean is similar to the engagement of the guest with outer space and
the weightless environment which my hotel is to convey.




[ 28 ]   research
human conditioning   [ 29 ]
SCALE ELEVATIONS                                                 BRIEF HISTORY/FOCUS                            OCCUPANCY/LENGTH                            PROGRAM                                                   FLOOR PL
                                                                                                                                OF OCCUPATION
                                                                                 The overall factor which guides much of        Occupation levels can vary greatly, but     The types which focus on leisure contain much more        The arrangem
                                                                                 the design and experience of the type is its   with a smaller number of guests, an         extravagant programs than those of the travel-based       These spaces a
                                                                                 focus on either travel or leisure. Generally   intimate experience can be achieved.        type. As previously stated, this can detract from the     integrated wit
                                                                                 speaking, travel is simpler and much less      Guest to crew ratios are typically around   intended experience and thus, only program which can      public space w
                                                                                 luxurious while leisure is more focused on     3 to 1, a figure to be used in my design.   be used to strengthen the conditions of the outer space
                                                                                 the extravagant.                                                                           environment are to be considered for this project.


                                                                                                                                Amtrak Superliner                           Bedroom Suite_Roomette Bedroom




                                                                                               TRAVEL
                                                                                                                                                                            Dining Car_Dinette Car_Cafe Car
TRAINS




                Amtrak Superliner     85 FT/car                                  1800's_first passenger trains                    48 passengers per car
                                                                                 1860's_first quot;hotelquot; sleeping cars
                                                                                 1930's_focus on luxury, comfort
                                                                                                                                  <1 hr to 2 days                           Lounge Car_Quiet Car
                                                                                                                                  (local-transcontinental)




                                                                                                                                Hindenburg




                                                                                               TRAVEL
                                                                                 1900's_first untethered airship                                                            Passenger Cabins_Crew Quarters
                                                                                 1929_Graf Zeppelin flight                       72 passengers
AIRSHIPS




                Hindenburg                               804 FT
                                                                                                                                                                            Dining Room
                                                                                     around the world
                                                                                                                                 25 crew
                                                                                               TRAVEL/ (3 : 1 ratio)
                                                                                 1936_Hindenburg begins
                                                                                               LEISURE 2 to 3 days
                                                                                     Transatlantic flights                                                                  Lounge_Reading/Writing Room
                                                                                                                                                                            Promenade_Library
                                                                                 1937_Hindenburg disaster;
                                                                                                                                 (transatlantic)
                                                                                       commercial flights end


                                                                                                                                Oasis of the Seas
                                                                                                                 5,400 passengers                                           Bedroom Suites_State Rooms
CRUISE SHIPS




                                                                                              TRAVEL 2,000 crew

                                                                                               LEISURE
                RCCL Oasis of the Seas (2009)                          1184 FT   1830's_steamships                                                                          Restaurants_Bars_Night Clubs
                                                                                                                 (3 : 1 ratio)
                                                                                 1850's_first quot;pleasure cruisesquot;
                                                                                 1900's_superliners, ie. Titanic 6 to 33 days                                               Shops_Casino_Games_Dancing
                                                                                 1960's_quot;fun ship;quot; focus on voyage               (transatlantic)                           Weddings_Anniversaries_Birthdays
                                                                                                TRAVEL Small Yachts passengers
                                                                                 1990's_returned focus on destination
                                                                                                         10-30
                                                                                                                                                                            Sporting Activities
                                                                                                                                                                             (basketball, pools, rock climbing wall...)
                                                                                                                                  intimate oceanic experience               Theater
                                                                                                                                  (scuba diving, sailing lessons, etc.)      (plays, musicals, ice shows...)
                Types
RESORT HOTELS




                                                                                                                                                                            Guest Rooms




                                                                                               LEISURE
                _Beach, Golf and Tennis           _Condominium                   1750's_first spa resorts in America
                _Ski                              _Vacation Villages             1800's_reserved for wealthy through                                                        Restaurant_Bar_Coffee Shop
                _Island                           _Ecotourist                          industrial revolution                     10's-1000's guests/staff
                                                                                 1900's_resorts become accessible for             (depending on type and location)          Lounge
                _Spa                              _Theme Parks
                                                                                       middle class
                _Marina
                                                                                                                                                                            Ballroom_Theater_Spa_Casino_Music
                                                                                                                                                                            Theme Park Rides_Sporting Activities
                                                                                                                                                                             (skiing, pools, exercise room, tennis, golf...)
 [ 30 ]                 research
FLOOR PLANS                                                                                                                                                        PRIVATE ROOMS

 contain much more      The arrangement of public and private spaces uses two strategies.                                                                                                  Trains and airships focus on an economy of space through collapsible
 of the travel-based    These spaces are either separated entirely (as in trains and resorts) or                                                                                           furniture, shared bath facilities and lofted beds; the idea is that the
an detract from the     integrated with public space on the exterior envelope (airships) or                                                                                                passenger will be spending much of their time elsewhere. This is an
  program which can     public space within the interior (cruise ships).                                                                                                                   idea which will be incorporated into the design of my hotel.
ns of the outer space
or this project.

                                             Sleeper Car                                                                                 views
 e Bedroom
                                             Upper Level

Cafe Car                                                                bedrooms
                                                                                      p r i v a t roomettes
                                                                                                     e                                                                             folding table
                                                                                                                                                                                                                                                  folding
                                                                                                                                                                                                                                                  loft beds
                                             Lounge Car

                                                                           lounge
                                                                                       p u b l i c                         bar
                                                                                                                                                                                                                                                            49 sf
                                                                             views                                                                                                                                                                  (6'-6quot; x 7'-6quot;)

                                             Partial Plan                                                                                                                                         Passenger Cabin




                                                                                                                                                     public
                                                                                                                                     private
                                                                                                                   passengercabins




                                                                                                                                               reading/
                                                                                                                                                writing
Quarters                                                                                                                                                                                 folding table




                                                                                                                                                 room
                                                                                                     dining room                                                                          folding sink
                                                                                         promenade


                                                                     views




                                                                                                                                                  lounge
                                                                                                                                                                                                                                           loft beds
  Room


                                                                                                                                                                                                                                                            36 sf
                                                                                                                                                                                                                                                    (6'-6quot; x 5'-6quot; )

                                             Deck 6                                                                                                                                               Stateroom
ooms

 Clubs                                                           p                r                     i                            v         a               t           e                                                               queen bed
                                                                                                                                                                   shops

                                                                                        p                           u                b          l          i       c
                                                                                                                                                                                                                                           (unlofted)
                                                                                                                                                                               theater
 ancing
 _Birthdays                                                                                                                                                                                                                                      private bath
                                                                                                                                         bar
 bing wall...)                                                                                                                                      state rooms                                           storage
                                                                                                                                                           views
 .)                                                                                                                                                                                                                                                       160 sf
                                             Standard Slab Configuration                                                                                                                          Standard Plan




 hop                                                                                           p r i v a t e                                                                       full furniture set
                                                                                                                                                                                                                                           queen bed
                                                                                                                                                                                                                                           (unlofted)



                                                                                                                                                                                                                                           vanity outside bath
                                                                                                bedrooms
Casino_Music
                                                                                                                                                                                                                                           private bath
 ng Activities                                                                                       views
m, tennis, golf...)                                                                                                                                                                                                                                       220 sf

                                                                                                                                                                                                                                human conditioning                     [ 31 ]
TYPE PRECEDENTS: SPACE

An analysis of human condi�oning in outer space reveals important char-




                                                                                                              MOBILE VS. FIXED
acteris�cs found in science fact and fic�on which are related to and in ad-




                                                                                               OCCUPATION
                                                                               OCCUPANCY
di�on to those of the aesthe�c analysis. Occupancy numbers are typically




                                                                                                                                  REUSABLE VS.
quite small (less than eight) in both fact and fic�on, which is in step with




                                                                                               LENGTH OF




                                                                                                                                  SINGLE USE
the idea of in�macy which my design is striving for. All major habitable
spacecra� which provide the best representa�on of their type are pre-
sented here.

                                SCIENCE FACT
                                                   VOSTOK                       1          Minutes-Hours     Mobile              Single Use
                                                 VOSKHOD                        3               Hours        Mobile              Single Use
                                                  MERCURY                       1          15 mins-34 hrs    Mobile              Single Use
                                                    GEMINI                      2            5 hrs-94 hrs    Mobile              Single Use
                                                 SHENZHOU                       3                Days        Mobile              Single Use
                                                     SOYUZ                      3                Days        Mobile              Single Use
                                                   APOLLO                       3           8 hrs-13 days    Mobile              Single Use
                                                    SKYLAB                      3          28 days-84 days   Fixed                Reusable
                                                 SPACELAB                       6              Months        Fixed                Reusable
                                                    SALYUT                      3          3 days-237 days   Fixed                Reusable
                                                       MIR                      3              Months        Fixed                Reusable
                                          I.S.S.(complete)                      6              Months        Fixed                Reusable
                                            SPACE SHUTTLE                       7              2 Weeks       Mobile               Reusable
                                           SPACESHIPONE                         3              Minutes       Mobile               Reusable
                                         *SPACESHIPTWO                          8              Minutes       Mobile               Reusable
                                      *EADS SPACEPLANE                          5              Minutes       Mobile               Reusable
                                           *ROCKETPLANE                         6              Minutes       Mobile               Reusable
                                                   *ORION                      4-6               Days        Mobile              Single Use
[ 32 ]   research
LAUNCH/ARRIVAL
MODULAR VS.




               REVEALED VS.
               CONCEALED




                                   VOLUME (FT³)




                                                                                                 LOCATION
                                   HABITABLE
SINGULAR




                                                      quot;TYPEquot;
Singular      Revealed                 10            Orbiter        Vertical              Low Earth Orbit
Singular      Revealed                 10            Orbiter        Vertical                    LEO
Singular      Concealed                36            Orbiter        Vertical                    LEO
Singular      Concealed                55            Orbiter        Vertical                    LEO
Modular       Revealed        495: 212RM; 283OM     Transport       Vertical                    LEO
Modular       Revealed        318: 141DM; 177OM     Transport       Vertical                    LEO
Modular       Revealed        369: 210CM; 159LM      Orbiter        Vertical                Earth-Moon
Modular       Revealed               12,711          Station         Apollo                     LEO
Modular       Revealed                 ---           Station         Apollo                     LEO
Modular       Revealed               3,200           Station         Soyuz                      LEO
Modular       Revealed               33,000          Station    Shuttle/Soyuz                   LEO
Modular       Revealed         43,000 (complete)     Station    Shuttle/Soyuz                   LEO
Singular      Concealed              2,615          Transport       Vertical                    LEO
Singular      Concealed                            Spaceplane      Horizontal                  70 mi
Singular         ---                1,000          Spaceplane      Horizontal                  70 mi
Singular         ---                  ---          Spaceplane      Horizontal                  62 mi
Singular         ---                  ---          Spaceplane      Horizontal                    ---
Modular          ---                 380             Orbiter        Vertical                Earth-Moon
                                                                                      human conditioning    [ 33 ]
MOBILE VS. FIXED
                                                                   OCCUPATION
                                                       OCCUPANCY




                                                                                                     REUSABLE VS.
                                                                   LENGTH OF




                                                                                                     SINGLE USE
                         SCIENCEFICTION
                         SCIENCE FACT
                                         VOSTOK
                         DEATH STAR (Star Wars) 100,000,000's
                                                        1    Minutes-Hours      Mobile              Single Use
                                                                                                     Reusable
                                      VOSKHOD
                MILLENNIUM FALCON (Star Wars)           3
                                                        6+        Hours         Mobile              Single Use
                                                                                                     Reusable
                    PROJECTILE (FromMERCURY
                                       the Earth...)    13   15 mins-34 hrs     Mobile              Single Use
                                                                                                     Reusable
              CAVORITE SPHERE (The First GEMINI
                                          Men in...)    22     5 hrs-94 hrs     Mobile              Single Use
                                                                                                     Reusable
                   PROJECTILE (A TripSHENZHOU
                                      to the Moon)      36         Days         Mobile              Single Use
                                                                                                     Reusable
                                           SOYUZ
                SPACECRAFT (Woman in the Moon)          35         Days         Mobile              Single Use
                                                                                                     Reusable
                                         APOLLO
                         LUNA (Destination Moon)        34    8 hrs-13 days     Mobile              Single Use
                                                                                                     Reusable
                                          SKYLAB
                          MESSIAH (Deep Impact)         34   28 days-84 days    Fixed
                                                                                Mobile               Reusable
                                      SPACELAB
                              X-71 (Armageddon)         66       Months         Fixed
                                                                                Mobile               Reusable
                DISCOVERY (2001: A Space SALYUT
                                           Odyssey)     35   3 days-237 days    Fixed
                                                                                Mobile               Reusable
                                              MIR
                   VALLEY FORGE (Silent Running)        34       Months         Fixed
                                                                                Mobile               Reusable
                               I.S.S.(complete)
                            ICARUS 2 (Sunshine)         68       Months         Fixed
                                                                                Mobile               Reusable
                                 SPACE SHUTTLE
                            NOSTROMO (Alien)            77       2 Weeks        Mobile               Reusable
                                SPACESHIPONE
                      USS ENTERPRISE (Star Trek)        3
                                                       430       Minutes        Mobile               Reusable
                              *SPACESHIPTWO
                             SERENITY (Serenity)        88       Minutes        Mobile               Reusable
                          *EADS SPACEPLANE
                         BABYLON 5 (Babylon 5)          5
                                                     250,000     Minutes        Mobile               Reusable
                                *ROCKETPLANE
                                SOLARIS (Solaris)       6
                                                        ---      Minutes        Mobile
                                                                                Fixed                Reusable
                                         *ORION
                DAYLIGHT STATION (Event Horizon)      4-6
                                                        ---        Days         Mobile
                                                                                Fixed               Single Use
                                                                                                     Reusable
[ 34 ]   research
                                                                                Fixed
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Chad Kruse Thesis Full Document

  • 1. s CIENCE FICTION / SCIENCE FACT collaboration for architectural design in outer space chad kruse A Terminal Project Presented to the Faculty of The College of Architecture at the University of Nebraska In Par�al Fulfillment of Requirements For the Degree of Master of Architecture Major: Architecture Under the Supervision of Professor Chris Ford Lincoln, Nebraska May, 2009
  • 2. c4[ ONTENTS PREMISE ] 10 [ RESEARCH ] 12 [ spaceflight: an historical account ] 16 [ aesthetic analysis ] 24 [ design influences ] 28 [ human conditioning ] 36 [ constraints ] 54 [ CONCEPTUAL DESIGN ] 56 [ study models ] 62 [ science fiction schemes ] 68 [ science fact schemes ] 74 [ DESIGN development ] 76 [ pre mid-spring review ] 98 [ post mid-spring review ]
  • 3. 118 [ FINAL DESIGN ] 154 [ CONCLUSION ] 158 [ PROPOSED FURTHER STUDY ] 162 [ BIBLIOGRAPHY ] 168 [ ACKNOWLEDGEMENTS ]
  • 4. [4]
  • 5. [ premise ]
  • 6. s CIENCE FICTION AND SCIENCE FACT are typically per- ceived as two compe�ng perspec�ves: reality and fantasy lie in two separate planes. In actuality, science fact has much to gain from studying science fic�on as technological advancement and possibility of the past century allows yesterday’s science fic�on to become today’s science fact; the impossible becomes possible. For millennia, the concept of human spaceflight remained a dream far from reach, merely science fic�on. However, on April 12, 1961, fantasy became reality when the first human broke free of the Earth’s atmosphere se�ng free the imagina�on of possibility, allow- ing humans to inhabit the harsh environment of space for the first �me. Great advances have been made in spaceflight technology in the fi�y eight years which have followed, most notably that of the rapid development of the private spaceflight industry in the last fi�een years. This thesis project will focus on the design of a space hotel for one such privately-owned commercial space enterprise, Virgin Galac�c. Yesterday’s science fic�on... Private spaceflight has and will con�nue to advance the space tourism industry at a much greater rate than a gov- ernment agency could possibly provide. When the Space shu�le Columbia first launched in 1981, NASA had created the greatest machine the world had ever seen. Interest in space travel was at its peak, but in the twenty eight years to follow that interest has waned as the United States’ an�quated space program has become stagnant, especially when compared to other industries. This is why the need for private spaceflight compa- nies is so great; innova�on will be allowed to occur at greater, faster and cheaper levels than government programs such as NASA could ever provide as compe��on between companies will force them to con�nue to generate the highest level of achievement. Ad- di�onally, reaching beyond our own world will no longer be reserved for highly trained astronauts as private spaceflight will allow average ci�zens to par�cipate in space travel, the aforemen�oned so-called “space tourism” industry, which will spawn renewed inter- est in spaceflight and in turn help fuel advances in this field. ...today’s science fact. [6] premise
  • 7. BEYOND THE CURRENT SECONDS-LONG weightless experiences of spaceplanes such as SpaceShipOne, one of the next logical steps in space tourism is an orbi�ng hotel. As pri- vate flights to space con�nue to advance, so too will the need for architectural design solu�ons which meet the needs of the space tourism industry. Thus far, the architecture of space travel has largely remained an engineering problem which has recognized the constraints of the outer space environment and developed solu�ons for human habita�on of this environment in response to these constraints. The results are similar in both aesthe�c and experien�al quali�es which meet the needs of the research laboratory programs government agencies have put in place. Issues concerning the experience of the user which take advantage of and heighten the users’ awareness of the weightless environ- ment and outer space are secondary, if at all existent. There- fore, architecture must intervene with this tradi�onal method of outer space design to provide humans with habitats that not simply meet, but also exceed their expecta�ons and needs in response to the uniqueness of the weightless environment. If we are to inhabit outer space, the method of design of our space habitats must first respond to the following ques�ons in order for the most sa�sfactory design solu�ons to develop: How do the constraints of designing in outer space differ from those on Earth? In what ways should one design in space? American Space Shu�le, Russian Space Shu�le, Discovery Buran [7]
  • 8. DECADES BEFORE THE SPACEFLIGHT INDUSTRY took hold, during the late nine- teenth century and early twen�eth, the idea of human travel to space was popularized by science fic�on writers and filmmakers such as Jules Verne and Fritz Lang who’s fantas�cal ideas captured the imagina�on of the public. Science fic�on became a cultural phenomenon which challenged our sense of what is possible. When we begin to ques�on our values of what we believe to be possible, we can push ourselves to go even further in an a�empt to a�ain that impossible. By engaging in this cyclical rela�onship between fact and fic�on, the two methods can con�nue to challenge one another as both advance within the constraints of their field. In this way, both methods will be able to push the other further and faster into new realms of possibility as our expecta�ons similarly con�nue to be pushed forth. [8] premise
  • 9. THE WORK OF THE SCIENCE FICTION DESIGNER is not bound by the constraints of factual space travel, but rather their own minds, and thus a wide array of architectural strate- gies and solu�ons can develop; anything is possible. This uninhibited freedom in design begs the ques�on of whether these solu�ons have merit and applica�on in science fact, to which I would argue they do. Architects should design in space through the study and provision of equal weight and value for not only science fact, but beyond into the realm of science fic�on, thus allowing a solu�on with the greatest architec- tural possibility to arise. To that end, it is not just a ma�er of in what ways should one design in space, but if science fic�on is to influence design, then architects must also answer: How should science fic�on influence design? Following the first semester’s research for the project and in conjunc�on with the schema�c design, my answer to this ques�on is that: Science fic�on should influence design through the transla�on of the visual aesthe�c effects produced by Science fic�on? Or tomorrow’s science fact? science fic�on to the experien�al aesthe�c effects of design, thereby expanding the realm of factual archi- tectural possibility. Thus, it is up to the designers of today to expand upon current technology and ideals, which rely so heavily on science fact, through the applica�on of both science fact and science fic�on in order to provide designs which exhibit the greatest poten�al for the structures in space which humanity will undoubtedly progressively inhabit. [9]
  • 11. [ research ]
  • 12. s PACEFLIGHT: AN HISTORICAL ACCOUNT The �meline on the following pages presents a history of spaceflight in which the realms of sci- ence fic�on and science fact are paralleled. Dates for science fic�on indicate the year in which the film/novel is to have occurred. At a glance and in the context of their histories/supposed histories, one can appreciate the breadth of the visual expecta�ons of spacecra� for science fic- �on designers compared with that of actual spacecra� designed within real-world constraints. Despite this diversity, aesthe�c parallels between the two methods exist, but as science fic�on cra� do not have to perform, it is their visual portrayal to the audience which is of the great- est importance. It is also of importance to emphasize that mankind’s history of spaceflight is rela�vely short (spanning less than a century), but that a recent cultural shi� within just the last fi�een years is propelling the private space industry (such as the spacecra� designs of Scaled Composites) forward at a rapid pace. Science fic�on, on the other hand, spans at least several millennia, again showing the incredible range of diversity which science fic�on designers work with and produce. [ 12 ] research
  • 13. SPACEFLIGHT: AN HISTORICAL ACCOUNT [ 13 ]
  • 14. ��������������� ������ ���� ���������������������������������������������� ������ ����� ���� ���� �������������������������������������� ������������������������������������ ������������������������������������������� ����� ���� ���� ��������������������������������������������� �������������������������������������������� ���������������� ������ ����� ���� ���� ���� ���������������������������������������������� ������������������������ ����������������������������������������� �������������������������� ������ ���� ���� ���� ��������������������� �������������������������� ������������������ ���� ���� ���� ���� ���� ���� ���� ���� ���� ����� ����� �� ���� �� ��� ����� ����� ��������� ������ ������ ��� ����� ������� ������� ������ �������� ������� ������ ���������� ������������������������� ���������������������������� ���������� ���������� �������������������������������������������������� ���������������������������������� ������� ��������������������������������� ���������������������������� ��������������������������������� ���������� ���������� ���������� ����������������������������������������������� �������������������������������������� ������������������� ���������� �������������������������������������������������� ���������� �������������������������������� ��������������������������� ���������� ������������������������������������������������� ������������� ������������� ������ ��������������� ���������������� [ 14 ] research
  • 15. ���� ������������������ �������������� ���������������� ���� ���� ���� ��������� ����������������� ����������������������� ������������������� ��������������������� ���� ���� ���� ��������� ���� ������������������������� ��������������������� ��������������� ��������������������������������� ���� ���� ���� ���� ���������� ������������������� ������������ ������������� ����������������������������������� ����������������� ���� ���� ���� ���� ���� ����������������������� ���������������������������� �������������������� �������������� ��������������� ���� ���� ���� ���� ���� ���� ���� ���� ���� ���� ���� ���� ���� ���� ���� ����� ��� ���������������� ��������� �� � �������� ���� ���������������� ������������������� �������� ���� ������������������������������������������������� ���������� ����� ��������������������������������� ������������������������ ���������� ���������� ������������������������ ��������������������������������������������������� ���������� �������������������������������������������������������������������������������� ���������� ���������������������������������� SPACEFLIGHT: AN HISTORICAL ACCOUNT [ 15 ]
  • 16. a artificial gravity generation_ ESTHETIC ANALYSIS 1 _unexplained DESIGNING FOR ZERO GRAVITY: SCIENCE FICTION 2 Gravity determines architectural form and structure as well as the way we occupy space, and hence, the way we have tended to design space. However, zero gravity issues in science fic�on artificial gravity are o�en overlooked or avoided altogether. This is common in films such as Star Wars and Alien in which ar�ficial gravity is taken for granted as a common, everyday experience and thus, any generation_ explana�on for simulated gravity is quietly sidestepped. When they do exist, though, the zero gravity environments typically maintain a gravity-driven architectural solu�on. The best example of this are the “grip shoes” in 2001: A Space Odyssey. It is acknowledged that zero gravity is pres- ent, but the issue is avoided by allowing the characters to walk on surfaces. Rather than design- ing within the constraints of zero gravity, the designers rely on expecta�ons and presump�ons of gravity-driven architecture. 3 _explained Conversely, there are a few cases in which designing for zero gravity is a�empted to be dealt with 4 more scien�fically. Interes�ngly enough, this is also done in 2001, in which the physics of rota- �on are used to produce gravity on the spacecra� Discovery. Such examples at least recognize the condi�ons of space, but choose to avoid them. It is not the intent of this project to produce ar�ficial gravity of any kind or to design a solu�on which is dictated by gravity, and to do so would recognition of be defea�st and wholly inappropriate. Instead, the design will u�lize the unique opportuni�es constraints afforded by zero gravity and enhance that experience for the user through the architecture. By doing so, an architectural solu�on can arise which is appropriate for the constraints of the site and its context. 5 avoidance of constraints 6 [ 16 ] research
  • 17. Star Trek: Enterprise (2001) Lost in Space (1965) USS Enterprise Jupiter 2 2001: A Space Odyssey (1968) Moonraker (1968) Discovery, centrifuge Moonraker, centrifuge 2001: A Space Odyssey (1968) Woman in the Moon (1929) Aries, grip shoes Lunar Spacecra�, hand and foot holds aesthetic analysis [ 17 ]
  • 18. interior: concealed 1 exterior: concealed COMMON VISUAL THEMES: SCIENCE FICTION 2 There is a vast array of visual aesthe�cs used throughout the spacecra� of science fic�on. The common feature amongst them all, however, is that they are designed with one thing in mind: interior: revealed aesthe�c impact on the audience. Visually, this typically may mean the designers a�empt to create the “coolest” looking cra� they can imagine, thereby leaving an impression on the audi- ence. Given that these cra� do not actually exist, the only real constraint are the designers’ imagina�ons. Despite this great freedom, analysis of these designs does allow common themes to emerge. The following images represent the best examples from the most common themes found through- out the roughly forty science fic�on films I viewed. In general, there are two common methods 3 exterior: revealed of design: scien�fic/technical credibility or a “real world” sense. Although very different, the ap- proaches both have the same overall goal, which is to design the most “believable” spacecra� for 4 the audience. Scien�fic credibility involves means such as consulta�on with NASA, astronauts or aerospace engineers, which is a strategy that has been used in films such as Woman in the Moon, elongated / modular 2001, Moonraker and Sunshine. Conversely, the “real world” approach is perhaps best summed up by Mikhail Romadin, the art director for Solaris. He stated, “Science is not for me. I am an art- ist. I proceed from aesthe�cs.” To achieve believability in this manner, the designers try to imbue the sense of a lived-in world, which can also be achieved in numerous ways as can be seen in the difference in visuals between Solaris, Star Wars, Silent Running and Serenity. form 5 non-rectilinear 6 cross section [ 18 ] research
  • 19. Star Trek: Enterprise (2001) Hitchhiker’s Guide to the Galaxy (2005) USS Enterprise Heart of Gold Star Wars Episode 6: Return of the Jedi (1983) Alien (1979) Death Star Nostromo 2001: A Space Odyssey (1968) 2001: A Space Odyssey (1968) Discovery Discovery aesthetic analysis [ 19 ]
  • 20. active instrumentation 1 exterior: concealed COMMON VISUAL THEMES: SCIENCE FACT 2 Contrary to science fic�on, fact is bound by the constraints of the outer space environment and factual habitability requirements for humans. As a result, there is less visual diversity and stron- interior: revealed ger general themes throughout. Despite the difference in design approach, parallels can be made between the visuals of fact and fic�on, as will be discussed in the next sec�on. The greatest dif- ference between fact and fic�on is the treatment of zero gravity. As humans have yet to place any spacecra� into the zero gravity environment which is capable of genera�ng ar�ficial gravity, all of our explora�ons in space have taken place in a weightless environment. Therefore, differ- ent strategies have developed over �me which a�empt to aid our physiology in this environment. Unlike fic�on, these solu�ons are specific to zero gravity and are guided by the presence of grav- ity only in their construc�on methods on Earth. My project will work with gravity in a similar 3 exterior: revealed manner: being largely constructed on Earth, but requiring assembly in space. In this way, the solu�on is informed by gravity only in its construc�on, but not in its aesthe�c values. 4 modular design 5 circular cross section 6 [ 20 ] research
  • 21. SpaceShipOne Space Shu�le Mir Skylab Interna�onal Space Sta�on Interna�onal Space Sta�on aesthetic analysis [ 21 ]
  • 22. 1 SCIENCE FICTION: FLY-BY 2 Science fic�on film quite o�en makes use of the “fly-by” cinematographic technique. In this tech- nique, the camera remains sta�onary while the spacecra� is filmed moving (o�en very closely and very slowly) either toward or away from the audience’s field of view. There are several ad- vantages for the viewer when this is done. The most important knowledge gained by the fly-by is that of scale. O�en seen in conjunc�on with other spacecra� (as in the image at lower le�) or persons as viewed through a window of the cra�, the flyby gives the viewer clues as to just how large or small a spacecra� is. On Earth, we can understand scalar rela�onships through external references such as adjacent cars, trees or buildings. In outer space, however, these scalar refer- ences do not exist, so the director must create them. Addi�onally, science fic�on spacecra� are unfamiliar to the viewer in that the viewer has never seen the cra� on film, let alone in the real world, so crea�ng rela�onships which help the viewer be�er understand the spacecra� is essen- �al for designing “believable” cra�. Another advantage of the fly-by is that it gives the viewer a close-up look at the materiality and construc�on of the spacecra�. This can then be related to the no�ons of revealed and concealed as previously men�oned. Typically, the majority of a film will take place within the spacecra�, so fly-bys allow the viewer to be�er understand the exterior of the cra� just as they understand the interior and how the two relate. [ 22 ] research
  • 23. Star Wars Episode 6: Return of the Jedi (1983) Star Trek: The Mo�on Picture (1979) Star Destroyer USS Enterprise NCC-1701 aesthetic analysis [ 23 ]
  • 24. d ESIGN INFLUENCES As the visual analysis has shown, similar themes can be found in both science fact and science fic�on. Such examples rela�ng fact and fic�on are of course not limited to spacecra�, as recent history shows that many ideas which were in their �me deemed fic�on have come to pass as fact. The difference is that although they share common visual features, the spacecra� of fact are not 1 2 “The fine detailing was made up of…thousands of �ny parts care- fully selected from hundreds of every conceivable kind of plas�c model kit, from boxcars and bat- tleships to airplanes and Gemini spacecra�.” Stephanie Schwan, The Making of 2001: A Space Odyssey influenced by fic�on, but rather only the other way around. This again is akin to the no�on that “The director, Terry Gilliam, ad- fic�on is a�emp�ng to connect the spacecra� to the audience through visuals which the audi- mi�ed that he reviewed a copy ence can relate to. of the book that contained the drawing ‘Neomechanical Tower Furthermore, by recognizing the manner in which spacecra� are and have been designed, it gives (Upper) Chamber,’ and that he discussed it with both the the designers of science fic�on a set of precedents of design strategies to poten�ally “learn from” and improve upon in their own designs, much in the manner architectural precedents serve on Earth. However, as previously stated, fact does not study fic�on in the same manner. This is a 3 producer, Charles Roven, and the produc�on designer, Jeffrey Beecro�.” void which must be filled in order for the designs of fact to reach their maximum poten�al. Only by studying and learning from the design strategies of fic�on and applying this knowledge to 4 “12 Monkeys - Universal Studios and Lebbeus Woods” the constraints of factual design methodologies can architectural designs in space achieve their greatest aesthe�c and experien�al possibility. “Our shu�les are more futuris�c than real ones, and they launch at the same �me, which NASA does not do.” 5 Pat McClung, co-visual effects supervisor, “Close-Up on Armageddon” 6 [ 24 ] research
  • 25. 2001: A Space Odyssey (1968) Model tank parts Discovery Neomechanical Tower (Upper) Chamber (1987) 12 Monkeys (1996) Lebbeus Woods Interroga�on Chair Armageddon (1998) Space Shu�le Discovery X-71 Shu�le design influences [ 25 ]
  • 26. “…The cockpit design of the Mil- lennium Falcon is also heavily based on the design used in the B-29 Superfortress.” 1 The Making of Star Wars The rela�onship between science fact and science fic�on is some�mes more complex than a di- 2 rect borrowing of ideas and can even be cyclical. For example, Jules Verne’s novel From the Earth to the Moon inspired Hermann Oberth (who was to become Germany’s leading rocketry expert) to become involved in the rocketry field and write his disserta�on, “The Rocket into Planetary Space.” This piece of literature, in turn, inspired Fritz Lang to make the film Woman in the Moon, “Interior-wise, we went to a in which the spacecra� was heavily based on Oberth’s rocket design (and on which Oberth ad- nuclear submarine in Scotland, vised on the film). At the same �me, Werner von Braun was cap�vated by Oberth’s disserta�on and it was quite interes�ng and as well as by Lang’s film and von Braun later collaborated with Oberth to design the V-2 Rocket in a lot of the design was based on Germany before his move to the United States to develop the Saturn V. that.” 3 Danny Boyle, director, “Danny The Rocket into Planetary Space (1923) From the Earth to the Moon (1865) Boyle Basks in the ‘Sunshine’” Woman in the Moon (1929) 4 Hermann Oberth V-2 Rocket (1942) Hermann Oberth [science fiction] [science fiction] Jules Verne Fritz Lang “We made the basic framework of it from scratch and designed it a�er the expo tower which was at the Osaka World’s Fair in 1970.” Lunar Spacecraft Woman in the Moon (1929) 5 Saturn V Rocket (1967) Douglas Trumbull, director, The Werner von Braun Making of Silent Running 6 [ 26 ] research
  • 27. Star Wars Episode 4: A New Hope (1977) B-29 Superfortress, cockpit Millennium Falcon, cockpit Sunshine (2007) USS Seawolf, controls Icarus 2, cockpit Expo ‘70 Tower, Osaka Japan Silent Running (1972) Kenzo Tange Spacecra� fleet design influences [ 27 ]
  • 28. h UMAN CONDITIONING TYPE PRECEDENTS: EARTH As a hotel in outer space is an unprecedented building type, in addi�on to exis�ng projects in space, one must study Earth-bound typologies in order to learn from the designs of similar build- ing types. The following analysis examines trains, airships, cruise ships and resort hotels in order to draw connec�ons between these types and the space hotel for this project. Of par�cular value are how the four types are categorized by either travel (in that they are merely a vehicle) or leisure (in that they are a des�na�on) over their histories and how these two different aspects influence the experience. This informa�on is presented on the following pages. The hotel for this project is not a “spaceship” which can propel itself and move freely for this would make it a vehicle. Instead, it is a des�na�on which is reached by another method of travel, that of Virgin Galac�c’s spaceplane SpaceShipThree, to be discussed later. Through this analysis, several ideas emerged which have had an impact on the development of my hotel. Perhaps the most important is the experience as related to occupancy. The over-the-top and bloated program of large cruise ships which accommodate thousands of passengers is o�en a distrac�on from the ocean and in fact detracts from the oceanic experience. To achieve the full oceanic experience, one must travel via a small yacht in which they can directly par�cipate in seafaring ac�vi�es. This sense of in�macy with the ocean is similar to the engagement of the guest with outer space and the weightless environment which my hotel is to convey. [ 28 ] research
  • 30. SCALE ELEVATIONS BRIEF HISTORY/FOCUS OCCUPANCY/LENGTH PROGRAM FLOOR PL OF OCCUPATION The overall factor which guides much of Occupation levels can vary greatly, but The types which focus on leisure contain much more The arrangem the design and experience of the type is its with a smaller number of guests, an extravagant programs than those of the travel-based These spaces a focus on either travel or leisure. Generally intimate experience can be achieved. type. As previously stated, this can detract from the integrated wit speaking, travel is simpler and much less Guest to crew ratios are typically around intended experience and thus, only program which can public space w luxurious while leisure is more focused on 3 to 1, a figure to be used in my design. be used to strengthen the conditions of the outer space the extravagant. environment are to be considered for this project. Amtrak Superliner Bedroom Suite_Roomette Bedroom TRAVEL Dining Car_Dinette Car_Cafe Car TRAINS Amtrak Superliner 85 FT/car 1800's_first passenger trains 48 passengers per car 1860's_first quot;hotelquot; sleeping cars 1930's_focus on luxury, comfort <1 hr to 2 days Lounge Car_Quiet Car (local-transcontinental) Hindenburg TRAVEL 1900's_first untethered airship Passenger Cabins_Crew Quarters 1929_Graf Zeppelin flight 72 passengers AIRSHIPS Hindenburg 804 FT Dining Room around the world 25 crew TRAVEL/ (3 : 1 ratio) 1936_Hindenburg begins LEISURE 2 to 3 days Transatlantic flights Lounge_Reading/Writing Room Promenade_Library 1937_Hindenburg disaster; (transatlantic) commercial flights end Oasis of the Seas 5,400 passengers Bedroom Suites_State Rooms CRUISE SHIPS TRAVEL 2,000 crew LEISURE RCCL Oasis of the Seas (2009) 1184 FT 1830's_steamships Restaurants_Bars_Night Clubs (3 : 1 ratio) 1850's_first quot;pleasure cruisesquot; 1900's_superliners, ie. Titanic 6 to 33 days Shops_Casino_Games_Dancing 1960's_quot;fun ship;quot; focus on voyage (transatlantic) Weddings_Anniversaries_Birthdays TRAVEL Small Yachts passengers 1990's_returned focus on destination 10-30 Sporting Activities (basketball, pools, rock climbing wall...) intimate oceanic experience Theater (scuba diving, sailing lessons, etc.) (plays, musicals, ice shows...) Types RESORT HOTELS Guest Rooms LEISURE _Beach, Golf and Tennis _Condominium 1750's_first spa resorts in America _Ski _Vacation Villages 1800's_reserved for wealthy through Restaurant_Bar_Coffee Shop _Island _Ecotourist industrial revolution 10's-1000's guests/staff 1900's_resorts become accessible for (depending on type and location) Lounge _Spa _Theme Parks middle class _Marina Ballroom_Theater_Spa_Casino_Music Theme Park Rides_Sporting Activities (skiing, pools, exercise room, tennis, golf...) [ 30 ] research
  • 31. FLOOR PLANS PRIVATE ROOMS contain much more The arrangement of public and private spaces uses two strategies. Trains and airships focus on an economy of space through collapsible of the travel-based These spaces are either separated entirely (as in trains and resorts) or furniture, shared bath facilities and lofted beds; the idea is that the an detract from the integrated with public space on the exterior envelope (airships) or passenger will be spending much of their time elsewhere. This is an program which can public space within the interior (cruise ships). idea which will be incorporated into the design of my hotel. ns of the outer space or this project. Sleeper Car views e Bedroom Upper Level Cafe Car bedrooms p r i v a t roomettes e folding table folding loft beds Lounge Car lounge p u b l i c bar 49 sf views (6'-6quot; x 7'-6quot;) Partial Plan Passenger Cabin public private passengercabins reading/ writing Quarters folding table room dining room folding sink promenade views lounge loft beds Room 36 sf (6'-6quot; x 5'-6quot; ) Deck 6 Stateroom ooms Clubs p r i v a t e queen bed shops p u b l i c (unlofted) theater ancing _Birthdays private bath bar bing wall...) state rooms storage views .) 160 sf Standard Slab Configuration Standard Plan hop p r i v a t e full furniture set queen bed (unlofted) vanity outside bath bedrooms Casino_Music private bath ng Activities views m, tennis, golf...) 220 sf human conditioning [ 31 ]
  • 32. TYPE PRECEDENTS: SPACE An analysis of human condi�oning in outer space reveals important char- MOBILE VS. FIXED acteris�cs found in science fact and fic�on which are related to and in ad- OCCUPATION OCCUPANCY di�on to those of the aesthe�c analysis. Occupancy numbers are typically REUSABLE VS. quite small (less than eight) in both fact and fic�on, which is in step with LENGTH OF SINGLE USE the idea of in�macy which my design is striving for. All major habitable spacecra� which provide the best representa�on of their type are pre- sented here. SCIENCE FACT VOSTOK 1 Minutes-Hours Mobile Single Use VOSKHOD 3 Hours Mobile Single Use MERCURY 1 15 mins-34 hrs Mobile Single Use GEMINI 2 5 hrs-94 hrs Mobile Single Use SHENZHOU 3 Days Mobile Single Use SOYUZ 3 Days Mobile Single Use APOLLO 3 8 hrs-13 days Mobile Single Use SKYLAB 3 28 days-84 days Fixed Reusable SPACELAB 6 Months Fixed Reusable SALYUT 3 3 days-237 days Fixed Reusable MIR 3 Months Fixed Reusable I.S.S.(complete) 6 Months Fixed Reusable SPACE SHUTTLE 7 2 Weeks Mobile Reusable SPACESHIPONE 3 Minutes Mobile Reusable *SPACESHIPTWO 8 Minutes Mobile Reusable *EADS SPACEPLANE 5 Minutes Mobile Reusable *ROCKETPLANE 6 Minutes Mobile Reusable *ORION 4-6 Days Mobile Single Use [ 32 ] research
  • 33. LAUNCH/ARRIVAL MODULAR VS. REVEALED VS. CONCEALED VOLUME (FT³) LOCATION HABITABLE SINGULAR quot;TYPEquot; Singular Revealed 10 Orbiter Vertical Low Earth Orbit Singular Revealed 10 Orbiter Vertical LEO Singular Concealed 36 Orbiter Vertical LEO Singular Concealed 55 Orbiter Vertical LEO Modular Revealed 495: 212RM; 283OM Transport Vertical LEO Modular Revealed 318: 141DM; 177OM Transport Vertical LEO Modular Revealed 369: 210CM; 159LM Orbiter Vertical Earth-Moon Modular Revealed 12,711 Station Apollo LEO Modular Revealed --- Station Apollo LEO Modular Revealed 3,200 Station Soyuz LEO Modular Revealed 33,000 Station Shuttle/Soyuz LEO Modular Revealed 43,000 (complete) Station Shuttle/Soyuz LEO Singular Concealed 2,615 Transport Vertical LEO Singular Concealed Spaceplane Horizontal 70 mi Singular --- 1,000 Spaceplane Horizontal 70 mi Singular --- --- Spaceplane Horizontal 62 mi Singular --- --- Spaceplane Horizontal --- Modular --- 380 Orbiter Vertical Earth-Moon human conditioning [ 33 ]
  • 34. MOBILE VS. FIXED OCCUPATION OCCUPANCY REUSABLE VS. LENGTH OF SINGLE USE SCIENCEFICTION SCIENCE FACT VOSTOK DEATH STAR (Star Wars) 100,000,000's 1 Minutes-Hours Mobile Single Use Reusable VOSKHOD MILLENNIUM FALCON (Star Wars) 3 6+ Hours Mobile Single Use Reusable PROJECTILE (FromMERCURY the Earth...) 13 15 mins-34 hrs Mobile Single Use Reusable CAVORITE SPHERE (The First GEMINI Men in...) 22 5 hrs-94 hrs Mobile Single Use Reusable PROJECTILE (A TripSHENZHOU to the Moon) 36 Days Mobile Single Use Reusable SOYUZ SPACECRAFT (Woman in the Moon) 35 Days Mobile Single Use Reusable APOLLO LUNA (Destination Moon) 34 8 hrs-13 days Mobile Single Use Reusable SKYLAB MESSIAH (Deep Impact) 34 28 days-84 days Fixed Mobile Reusable SPACELAB X-71 (Armageddon) 66 Months Fixed Mobile Reusable DISCOVERY (2001: A Space SALYUT Odyssey) 35 3 days-237 days Fixed Mobile Reusable MIR VALLEY FORGE (Silent Running) 34 Months Fixed Mobile Reusable I.S.S.(complete) ICARUS 2 (Sunshine) 68 Months Fixed Mobile Reusable SPACE SHUTTLE NOSTROMO (Alien) 77 2 Weeks Mobile Reusable SPACESHIPONE USS ENTERPRISE (Star Trek) 3 430 Minutes Mobile Reusable *SPACESHIPTWO SERENITY (Serenity) 88 Minutes Mobile Reusable *EADS SPACEPLANE BABYLON 5 (Babylon 5) 5 250,000 Minutes Mobile Reusable *ROCKETPLANE SOLARIS (Solaris) 6 --- Minutes Mobile Fixed Reusable *ORION DAYLIGHT STATION (Event Horizon) 4-6 --- Days Mobile Fixed Single Use Reusable [ 34 ] research Fixed