Yungi Jung

MArch I AP

Tangent Primitives: An Immersive Arena for Drone

Advised by Andrew Witt

In the recently invented sport of drone racing, drivers do not actually board the machine, but rather they pilot drones equipped with cameras while wearing VR headsets showing the drone’s livestream camera feed. The spectators watch  the race through images on screens. As a hybrid of racing sports and video games, drone racing combines elements of reality and virtuality, which opens many possibilities of spectatorship to audiences who demand more dynamic and immersive experiences. However, current drone racing tracks are too planar to exercise the full potential and dynamism of drones, which have greater freedom of motion than any other air vehicles.

Tangent Primitives is an investigation toward producing a form of immersive arena for drone racing. This form provides a new typology of volumetric racing arena that acts as a track for racing while simultaneously working as a display screen for viewing the race. Historically, the essential task of the track in racing sports is to test the limits of the machine and the driver or the athlete. Each geometric element of a racing track tests a different aspect of the competitor.The circular portion of the track is for testing how to overcome centrifugal force, and the straight part for measuring the maximum velocity. Using the geometric operation of Revolve, circular and straight curves are transformed into three- dimensional forms such as cones, cylinders, and spheres. The arena is made   by integrating these primitive forms, which meet tangent to each other. The compound primitives can be transformed into spaces that accommodate various spectatorships for drone racing.

Yungi Jung, MArch I AP. Lineal Drawing Spheres interconnected.

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