Contemporary Process Notes
Contemporary Process Notes
OBJECTIVES:
To investigate various theories of media and its influence on the
perception of space.
To study the various aspects of Digital Architecture and its exploration
through emerging phenomena that relies on abstraction of ideas.
To study the works of contemporary architects who have illustrated the
influence of the digital media in evolving architecture. This is to be
presented as Seminars.
UNIT I - INTRODUCTION
Investigation of contemporary theories of media and their influence on the
perception of space and architecture. Technology and Art – Technology and
Architecture – Technology as Rhetoric – Digital Technology and Architecture
UNIT II ASPECT OF DIGITAL ARCHITECTURE
Aspects of Digital Architecture – Design and Computation – Difference between
Digital Process and Non-Digital Process – Architecture and Cyber Space –
Qualities of the new space – Issues of Aesthetics
and Authorship of Design – Increased Automatism and its influence
UNIT III CONTEMPORARY PROCESS
Emerging phenomena such as increasing formal and functional abstractions –
Diagrams – Diagrammatic Reasoning – Diagrams and Design Process –
Animation and Design – Digital Hybrid
UNIT IV GEOMETRIES AND SURFACES
Fractal Geometry – Shape Grammar - Hyper Surface - Liquid Architecture –
Responsive Architecture.
UNIT V CONTEMPORARY PROCESS AND ARCHITECTURAL DESIGN
Students would make presentation on the ideas and works of the following
architects. The proposal must be discussed with course faculty prior to
presentation. Greg Lynn, Reiser + Umemotto, Lars Spuybroek / NOX Architects,
UN studio, Diller Scofidio, Dominique Perrault, Decoi, Marcos Novak,
Foreign Office Architects, Asymptote, Herzog and de Meuron, Neil Denari.
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UNIT I - INTRODUCTION
Investigation of contemporary theories of media and their influence on the
perception of space and architecture. Technology and Art – Technology and
Architecture – Technology as Rhetoric – Digital Technology and Architecture
Over the last decade, the architectural landscape in cities like New York, Tokyo
and London has been undergoing a major change. Large LCD screens and LED
Billboards are appearing as part of the city architectural landscape.
way that people experience, understand, and interact with the built
environment. Some of the key contemporary theories in this area are:
Artist Javier Lloert created an interactive Puzzle Façade that is controlled via a
Rubik’s cube. He connected the facade of the Ars Electronica Center in Linz,
Austria to a white 3D-printed cube that controls the building’s lights. Passers-by
are invited to engage with the interactive experience and take part in shaping
the night time cityscape.
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https://youtu.be/MKKQDzIPFWs
Dry fountain
The Waterbody dry fountain kits are easy to install and adapt to a wide range of
designs for this type of installation. They are found in public squares and
shopping centres, since they provide playful water displays in a minimum of
space, while the dry fountain is running, yet allow for a dry walking environment
when the fountain is turned off. The Waterbody is a dry and walkable fountain
kit, made of stainless steel and especially designed to be installed in pavement
and resist vandalism, since its grid is durable and shock-resistant,
protecting the kit.
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http://www.saferain.com/en/water-show/digital-water-curtain/digital-water-curtain-
circular- shaped.html#prettyPhotod
Aviary
evoke the effects of a bird in flight or their natural habitat. Like a shared musical
instrument, Aviary can be “played” by one or many users. Each pole has a
unique series of sounds that form a family of sounds. A casual touch creates a
vertical burst of light, while a sustained hold slowly fills the column with light.
Depending on where the pole is touched, the sound response is unique, with
bird calls near the top of the pole, and abstract bird-like sounds near the
bottom. Sliding up and down the pole causes the sounds to be blended in a
unique and real-time sound effect. A quick slide up the pole, causes a burst of
light to float up to the top and a then migrate to adjacent poles. The gesture is
like the releasing of a bird, allowing it to fly up and to circle around. The light
and sounds of the bird calls migrate up the spiral if it was an upward gesture,
and down the spiral if it was a downward gesture.
Technology and art are two seemingly different fields that have increasingly
intersected and influenced each other in recent years. Technology has provided
artists with new tools and platforms to create and share their work, while art
has inspired technological innovations and advancements.
One example of the intersection between technology and art is digital art.
Digital artists use computer programs, software, and hardware to create
artwork that can be displayed on screens or projected onto surfaces. This has
opened up new possibilities for artists to experiment with different forms,
colors, and textures that would be difficult or impossible to achieve with
traditional media.
Another example is virtual and augmented reality, which are being used by
artists to create immersive and interactive experiences. Through virtual and
augmented reality, artists can create entire worlds and environments that
viewers can explore and interact with. This technology has also been used in
fields such as architecture and urban planning to visualize designs and
prototypes.
Artificial intelligence and machine learning are also being used in the art world.
Artists are using these technologies to create generative art, where algorithms
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are used to generate art automatically, without direct human input. AI is also
being used to analyze and interpret existing works of art, helping art historians
and curators gain new insights and understandings.
On the other hand, art has inspired technological advancements. For example,
the development of camera technology was influenced by the desire to capture
and reproduce images of the world in a way that mimicked the human eye.
Advances in optics and light technology have also been driven by the desire to
create new ways of capturing and displaying images.
In conclusion, technology and art are two fields that are becoming increasingly
intertwined, with each influencing the other in new and exciting ways. As
technology continues to evolve, it is likely that we will see even more ways that
art and technology intersect and inspire each other.
https://www.smithsonianmag.com/arts-culture/7-ways-technology-is-changing-how-art-is-
made-180952472/
Assemblance:
Let’s start with lasers, the brush stroke of so much digital art. One of the more
popular exhibits in the London show is called “Assemblance,” and it’s designed
to encourage visitors to create light structures and floor drawings by moving
through colored laser beams and smoke. The inclination for most people is to
work alone, but the shapes they produce tend to be more fragile. If a person
nearby bumps into their structure, for instance, it’s likely to fall apart. But those
who collaborate with others—even if it’s through an act as simple as holding
hands—discover that the light structures they create are both more resilient
and more sophisticated. “Assemblance,” says Usman Haque, one of the
founders of Umbrellium, the London art collective that designed it, has a sand
castle quality to it—like a rogue wave, one overly aggressive person can wreck
everything.
https://youtu.be/5VqHKy9IKbc
Petting Zoo:
Another favorite at “Digital Revolution” is an experience called “Petting Zoo.”
Instead of rubbing cute goats and furry rabbits, you get to cozy up to snake-like
tubes hanging from the ceiling. Doesn’t sound like fun? But wait, these are very
responsive tubes, bending and moving and changing colors based on how they
read your movements, sounds and touch. They might pull back shyly if they
sense a large group approaching or get all cuddly if you’re being affectionate.
And if you’re just standing there, they may act bored. The immersive artwork,
developed by a design group called Minimaforms, is meant to provide a glimpse
into the future, when robots or even artificial pets will be able to read our
moods and react in kindRising Colorspace
If Rising Colorspace, an abstract artwork painted on the wall of a Berlin gallery,
doesn’t seem so fabulous at first glance, just give it a little time. Come back the
next day and it will look at least a little different. That’s because the painting is
always changing, thanks to a wall-climbing robot called a Vertwalker armed with
a paint pen and a software program instructing it to follow a certain pattern.
The creation of artists Julian Adenauer and Michael Haas, theVertwalker—
which looks like a flattened iRobot Roomba—is constantly overwriting its own
work, cycling through eight colors as it glides up vertical walls for two to three
hours at a time before it needs a battery change.
“The process of creation is ideally endless,” Haas explains.
https://www.smithsonianmag.com/arts-culture/7-ways-technology-is-changing-how-art-is-
made-180952472/
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RAIN ROOM:
Depending on how the viewer move, they would experience a unique rain
shower, complete with humidity, the sound of falling water, and the visual
effect of rain; all without getting wet.
https://www.youtube.com/watch?v=EkvazIZx-F0
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SKETCH TOWN
It let children color in a paper outline of a car, then it is scanned, converted into
3-D, and inserted into a dynamic animated city. There, the children can move
their digital cars—and other children’s as well—with their hands. They can even
print a paper version of their car and fold it into a toy. This project aims to
encourage children to become aware of what the child next to them is drawing
or creating. And they may come to think it would be more fun to build
something together.
https://www.youtube.com/watch?v=kQ_17zapssI
CAD software has also revolutionized the design process, making it faster
and more accurate. It allows architects to create detailed 3D models of
buildings, which can be analyzed for structural integrity, energy
performance, and even aesthetic appeal.
can design buildings that are environmentally friendly and reduce their carbon
footprint.
Definition:
Rhetoric is the art of using speech to convince or persuade. It is the study of the
way of using language effectively. Just as we elaborate your concepts in design.
Architecture uses signs to communicate its function and meaning.
Rhetoric Architecture
Digital Rhetoric
Technology as Rhetoric
1999 and was designed to be an extension of the existing Baroque building that
housed the Berlin Museum.
1. The Void: One of the most striking features of the building is the "void," a large
empty space that cuts through the building and serves as a reminder of the
absence of the Jewish population in Germany. The void is intended to create a
sense of disorientation and loss, and visitors must navigate through it to reach
the rest of the museum.
2. The Axis of Continuity: The museum's design also includes an "Axis of
Continuity," a long, narrow path that cuts through the museum and connects
the old and new buildings. The path is intended to symbolize the continuity of
Jewish history and culture, even in the face of persecution and displacement.
3. The Garden of Exile: Another feature of the museum is the "Garden of Exile," an
outdoor space filled with tilted concrete pillars that create a disorienting and
unsettling atmosphere. The garden is intended to symbolize the experience of
exile and displacement that many Jews have faced throughout history.
Digital Rhetoric
The invasion of digital technology into our lives in the age of modern
technology, especially computers, is an essential irresistible matter.
Digital rhetoric is the way of informing, persuading and inspiring actions
in an audience through digital media. It is an advancing form of
communication composed, created and distributed through multimedia
platforms.
Online media are increasingly used as communication and information
platforms, and since more text is placed online.
Because of this shift in rhetoric, the relationship between writers and
readers has changed in form, communication, style and effectiveness.
Example: Design Boom, Arch Daily, Pinterest etc. From Notebooks to IPad
and paintbrush to smart pens.
Digital rhetoric is advancing and changing how people choose to
communicate their ideas with broader audiences. As the power of
technology grows so too do the uses and scope of digital rhetoric too.
This includes schools offering online classes and test taking, online news
sources and people prefer online searching than encyclopaedia. Online
journals allow for information to be more accessible due to the use of
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Technology as Rhetoric:
1. Digital Design Tools: Architects now have access to a wide range of digital
design tools, such as computer-aided design (CAD) software, building
information modeling (BIM) software, and virtual reality (VR) tools. These tools
allow architects to create and visualize designs in three dimensions, test various
design options, and collaborate with other designers and stakeholders
remotely.
2. Parametric Design: Parametric design is an approach that uses algorithms to
generate complex, dynamic designs. With parametric design, architects can
create structures that respond to environmental conditions or user inputs,
resulting in more efficient and adaptive designs.
3. Digital Fabrication: Digital fabrication techniques, such as 3D printing, laser
cutting, and CNC milling, allow architects to create complex geometries and
customized building components. These techniques also enable architects to
create buildings with minimal waste and reduce construction time.
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The digital expression of building form refers to the use of digital technology to
create and represent the physical shape and appearance of a building. This
process involves the use of computer-aided design (CAD) software, CATIA
(Computer-Aided Three-Dimensional Interactive Application, and other digital
tools to create and manipulate 3D models of a building.
Example: -
Curves of Steel: CATIA and the Walt Disney Concert Hall
The Walt Disney Concert Hall, designed by architect Frank Gehry, makes
extensive use of computer technology. Without the use of CATIA (Computer-
Aided Three-Dimensional Interactive Application), construction of the concert
hall would have been impossible. After a physical model is built, the
model is scanned by a laser device that transmits coordinates to the CATIA
program. CATIA then shows a 3D section of the model, which can be viewed as
a movie that gives structural coordinates as well as a time schedule for project
completion.
These paperless plans are more easily understood by a contractor and
construction crew and allow Gehry's unconventional forms to take shape. In the
future, CATIA technology will allow exact quantities of materials to be calculated
and will even facilitate work via the internet. CATIA has also been used in the
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In the past, specialist design information was often managed separately from
the architectural design process, leading to communication and coordination
issues between different teams. However, with the advent of digital tools such
as building information modeling (BIM), it has become easier to integrate this
information into a single model.
Advantages of BIM
1. Reduces waste and rework
2. Manage greater project complexity
3. Work with compressed project schedule
4. IPD – integrated project delivery.
According to the NBS National BIM Report 2015, the most popular drawing
tools are:
NemetschekVectorworks
Autodesk Revit (Architecture/Structures/MEP)
Autodesk AutoCAD
Primevera
Tetla
Stadpro
Robotstructure
Ecoteln
Clash detection
Catia
Naviswork
Trimble Sketchup (formerly Google Sketchup)
Design
Building Information Modeling (BIM) for building design and engineering
helps reduce the risk of errors through integrated design, engineering, and
fabrication workflows
Construction
(BIM) on-site and in the office to help streamline workflows, maintain more
accurate information, and keep BIM construction projects moving forward
more predictably.
Infrastructure
(BIM) solutions help turn information into insight to optimize designs and help
accelerate approvals, resulting in more effective and resilient infrastructure.
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DIGITAL ARCHITECTURE
Topological surfaces like the well-known Mobius strip, complexities this strict
definition of inside and outside since the inflection of these surfaces does no
longer allow them to contain space, but rather to constitute an interface
between two milieus.
Topology is opposed to the Euclidean geometrical representation of space. To
use an architectural terminology, when a Euclidean wall is combined to other
flat surfaces (other walls, ceiling, floors), it is simple to define an inside and an
outside, since such terms found their definitions based on such an organization
of space.
On the other hand, topological surfaces like the well-known Mobius strip and
the Klein Bottle, complexities this strict definition of inside and outside since the
inflection of these surfaces does no longer allow them to contain space, but
rather to constitute an interface (edge or border) between two milieus.
(background, setting or surrounding) astrologer and mathematician - August
Ferdinand Mobius (1790-1868).
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Mobius strip
Mobius strips, which have only one surface and one edge, are a kind of object
studied in topology. The Moebius strip is the figure of 8 without a right or vice
versa, without beginning or end. The Mobius strip has the mathematical
property of being un-orientable. It can be realized as a ruled surface.
https://en.wikipedia.org/wiki/M%C3%B6bius_strip
In 1993, a young couple instructed the Dutch architect Ben van Berkeldesign “a
house that was recognized as a reference in terms of renewal of the
architectural language.”
https://en.wikiarquitectura.com/building/moebius -house/
Klein Bottle
In topology, a branch of mathematics, the Klein bottle is an example of a non-
orientable surface; it is a two-dimensional manifold. The Klein bottle is a
descriptive model of a surface developed by topological mathematician klein
https://en.wikipedia.org/wiki/Klein_bottle
Klien house has become the mathematical concept of the Klein Bottle.
Externally the building is predominantly clad in cement sheeting, simultaneously
recalling both folded origami, tents and the ubiquitous ‘fibro-shack’. The
building is supported by a traditional timber stud frame – pushed to its physical
limit.
Alexandros Tsamis, Surrogate House, MIT 2010.
This notion of topology is studied in various schools of architectures and
architectural practices around the world (see Alexandros Tsamis above or the
work of Kokkugia for some instance) as the representation/generation of such
complexity of space has been reachable for the last two decades thanks to the
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kokkugia architecture
https://iremstructure.wordpress.com/2012/03/10/kokkugia-algorithmic-
architecture/\
Bejing Olympic stadium, is affectionately named the “Birds Nest.” The design of
this large stadium was accomplished together by Swiss architects Jacques
Herzog and Pierre de Meuronand Chinese architect Li Xing gang and the others.
The designers didn’t do any redundant disposals to the look of the stadium.
They just exposed the steel structures entirely and let them become the most
natural appearance. The form of the stadium looks like a big nest which
embraces and nurses human beings.
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What makes NURBS curves and surfaces particularly appealing is the ability to easily control
their
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shape by manipulating the control points, weights, and knots. NURBS make the
heterogeneous, yet
coherent forms of the topological space computationally possible.
Spline curves and polygons are collectively termed "faces", while grids and
spline surfaces are
termed "hulls". As opposed to polygonal types, NURBS and Bézier entities are
inherently smooth
primitives known as splines.
2 degree spline- a two-degree spline ,where the curvature and inflection
is determined by a sequence of positions between only two points along
the motions flow of the spline. The spline is therefore appears to be a
poly-line.
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Designed by Peter Cook and Colin Fournier, the Kunsthaus, Graz is characterised
geometrically by its blob-like form. The architects wanted to establish the ‘alien’
nature of the object and so a sleek continuous surface was the best way to
smooth out the conventional differences between elements such as roof, walls
and floors.
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Digital blob modelling techniques are based on the NURBS technology (non-
uniform rational B- Splines). The structural digital model began as a sphere
which was then distorted by pulling on parametric control points in software -
Rhino-3D. The building also features a media façade, the BIX (big pixel). The
giant low-resolution screen surface of the Kunsthaus can display simple image
sequences and varying text streams, making it an innovative medium for
digitally presenting art and other information.
Our proposal uses the empty shell of the defunct technology of the Oval Basin,
not as a monument to a bygone era but as the generator of a new waterfront
public space and as the starting point for a new civic institution. The Oval Basin
becomes the chrysalis out of which the Opera House emerges. Like the graving
docks that are indigenous to Cardiff's waterfront, the Opera House is sited so
that is an interface between land and water. The project is structured through
two systems; portalized wall fins and rib structured hulls. The inspiration for
these two structural systems and their relationship to the site came from the
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graving docks in Cardiff, such as the Oval Basin. These fins wall act like the
lateral supports of the wooden cribs upon which the dry docked boats were
supported and constructed in the graving docks of Cardiff. These walls are of
concrete construction and run continuously from a height of 32m to grade level
though a series of variable slopes. These walls can be punctured at any point at
which they can support transmitted loads from above, as they are based on the
structural principle of portalized masonry walls.
•Speed
The speed of an object is how fast it is moving (the same as the ordinary,
everyday definition). Speed in physics is defined as the rate of change of
position with no respect to direction.
•Velocity
Velocity is defined as the rate of change of position of a body in a given
direction. The velocity of an object (such as a bus) is how fast it is moving in a
particular direction. Tospecify the velocity, both a speed and a direction must
be given. Continuing with the bus from the example above, if it is moving east
of west, then its velocity is 50 km/h, e of w.
• Acceleration
Acceleration is the rate of change of velocity. Recalling the definition of velocity,
this could mean a change in speed or direction. So, if the bus (yes, it's still with
us!) goes around a curve without slowing down, still traveling at 50 km/hr, but
now turning toward the south (say), then it is accelerating, even though its
speed isn't changing. Acceleration will prove to be an important topic when it
comes to dynamics, which is concerned with the forces that make objects
move.
Uniform motion
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The simplest type of motion is where the change in distance is the same for
every
second; in other words, the speed is constant.
Motion with constant acceleration
The next simplest type of motion is where the velocity (speed) is steadily
increasing.
DYNAMICS
Dynamics is the study of why things move, in contrast to kinematics, which is
concerned with describing the motion of objects. An object's motion typically is
described using Newton's Laws of Motion
Newton's 1st Law of Motion
Newton's First Law is often stated: "An objects at rest will tend to stay at rest, or
an object in motion will tend to stay in motion unless acted on by an outside
force."
Newton's 2nd Law of Motion
Newton's 2nd Law of Motion states: “the rate of change of the momentum of
an object is directly proportional to the resultant force acting upon it".
Newton's 3rd Law of Motion
Newton's Third Law of Motion is often stated as "For every action there is an
equal and opposite reaction."
In key frame animation, the animator creates the initial key frames for the start
and end of an action, and the software then generates the frames in between.
For example, if the animator wanted to create an animation of a ball bouncing,
they might create key frames for the starting position of the ball on the ground,
the point at which it reaches its maximum height, and the final position where it
lands on the ground again. The software would then generate the frames that
show the ball moving smoothly between these key frames.
Figure 6: The target position is represented by a red circle. The target position is defined as
the input, and the resulting pose required for the end effector to reach the target position is
the output.
https://www.quora.com/What-is-the-difference-between-inverse-kinematics-
approach-and- forward-kinematics-approach
direction they are emitted upon creation), particle lifetime (the length of time
each individual particle exists before disappearing), particle color, and many
more.
A typical particle system's update loop (which is performed for each frame of
animation) can be separated into two distinct stages, the parameter
update/simulation stage and the rendering stage.
Simulation stage
During the simulation stage, the number of new particles that must be created
is calculated based on spawning rates and the interval between updates, and
each of them is spawned in a specific position in 3D space based on the
emitter's position and the spawning area specified.
Each of the particle's parameters (i.e. velocity, color, etc.) is initialized according
to the emitter's parameters. At each update, all existing particles are checked to
see if they have exceeded their lifetime, in which case they are removed from
the simulation. Otherwise, the particles' position and other characteristics are
advanced based on a physical simulation, which can be as simple as translating
their current position, or as complicated as performing physically accurate
trajectory calculations which take into account external forces (gravity, friction,
wind, etc.). It is common to perform collision detection between particles and
specified 3D objects in the scene to make the particles bounce off of or
otherwise interact with obstacles in the environment.
Rendering stage
After the update is complete, each particle is rendered, usually in the form of
a textured billboarded quad (i.e. a quadrilateral that is always facing the
viewer). Particles can be rendered as Metaballs in off-line rendering; isosurfaces
computed from particle-metaballsmake quite convincing liquids. Finally, 3D
mesh objects can "stand in" for the particles — a snowstorm might consist of a
single 3D snowflake mesh being duplicated and rotated to match the positions
of thousands or millions of particles.
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Particle systems can be either animated or static; that is, the lifetime of each
particle can either be distributed over time or rendered all at once. The
consequence of this distinction is similar to the difference between snowflakes
and hair - animated particles are akin to snowflakes, which move around as
distinct points in space, and static particles are akin to hair, which consists of a
distinct number of curves.
Metamorphosis
Metamorphic architectures are generated by the deformation of modelling
space. Morphing represents an additional deformation and transformation
techniques, which involve a time based strategy. Metamorphic generation of
form includes several techniques such as key shape animation, deformations of
the modelling space around the model using a bounding box (lattice
deformation), an spline curve, or one of the coordinate system axis or planes,
and path animation, which deforms an object as it moves along a selected path.
face morphing
PATH ANIMATION
In path animation, for example, an object is deformed as it moves along a
selected path
Modelling of movement in architecture There are two recent models for the
modeling of movement in architecture; the first method involves procession
and the second involves superimposition. Architectural form is typically
conceived as a modulating frame through which a mobile eye moves.
In processional models of time, architecture is the immobile frame through
which motion passes.
There are two recent alternatives to the processional model of the static frame;
both of which formalize time. Where processional time depends on static
frames, formal time indexes time through the multiplication and sequencing of
static frames.
Examples of formal or phenomenal time include "shearing," "shifting" and
"rotating" operations. Superimposed snap-shots of motion imply time as a
phenomenal movement between frames or moments. "Rotational" is one such
example of time being used to describe the movement between superimposed
formal moments. These motion picture models of time instance a sequence into
frames that are later reanimated with motion. They differ from the processional
models of architecture as a static frame because they introduce the idea of
architecture as multiply framed and therefore dynamic
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In parametric design the parameters of a particular design are defined, and not
its shape. By assigning different values to the parameters, different objects or
configurations can be created. It is defined by control parameters, such as
dimensions, angles, relative distances, etc.
Equations can be used to describe the relationships between objects, thus
defining an associative geometry— the “constituent geometry that is mutually
linked” (Burry 1999). That way, interdependencies between objects can be
established, and objects’ behaviour under transformations defined. As observed
by Burry, “the ability to define, determine and reconfigure geometrical
relationships is of particular value.”
Fitness Function
The fitness function determines how fit an individual is (the ability of an
individual to compete with other individuals). It gives a fitness score to each
individual. The probability that an individual will be selected for reproduction is
based on its fitness score.
Selection
The idea of selection phase is to select the fittest individuals and let them pass
their genes to
the next generation.
Two pairs of individuals (parents) are selected based on their fitness scores.
Individuals with high fitness have more chance to be selected for reproduction.
Crossover
Crossover is the most significant phase in a genetic algorithm. For each pair of
parents to be mated, a crossover point is chosen at random from within the
genes. For example, consider the crossover point to be 3 as shown below.
Crossover point
Offspring are created by exchanging the genes of parents among themselves
until the crossover point is reached.
Comments
The population has a fixed size. As new generations are formed, individuals
with least fitness die, providing space for new offspring. The sequence of
phases is repeated to produce individuals in each new generation which are
better than the previous generation.
Pseudocode
START
Generate the initial population Compute fitness
REPEAT
Selection
Crossover
Mutation
Compute fitness
UNTIL population has converged STOP
https://towardsdatascience.com/introduction-to-genetic-algorithms-including-example-
code- e396e98d8bf3
https://www.neuraldesigner.com/blog/genetic_algorithms_for_feature_selecton
The rules that direct the genesis of living organisms, that generate their form,
are encoded in the strands of DNA. Variation within the same species is
achieved through gene crossover and mutation, i.e. through the iterative
exchange and change of information that governs the biological
morphogenesis.
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The concepts of biological growth and form, i.e. the evolutionary model of
nature, can be applied as the generative process for architectural form as
well, argues John Frazer in his book “Evolutionary Architecture”. According to
Frazer, architectural concepts are expressed as a set of generative rules, and
their evolution and development can be digitally encoded. The generative
script of instructions produces a large number of prototypical forms which are
then evaluated on the basis of their performance in a simulated environment.
According to Frazer,
the emergent forms are often unexpected.
The key concept behind the evolutionary approach to architecture is that of
the genetic algorithm, a class of highly parallel evolutionary, adaptive search
procedures, as defined by Frazer. Their key characteristic is a string-like
structure equivalent to the chromosomes of nature, to which the rules of
reproduction, gene crossover and mutation are applied.
Various parameters are encoded into the “a string-like structure” and their
values changed during the generative process. A number of similar forms,
“pseudo-organisms,” are generated, which are then selected from the
generated populations based on predefined “fitness” criteria.
The selected “organisms,” and the corresponding parameter values, are then
crossbred, with the accompanying “gene crossovers” and “mutations”, thus
passing beneficial and survival- enhancing traits to new generation.
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http://pandalabccc.blogspot.com/2013/02/hyperbodyinteractivebody-workshop-for.html
Digital processes involve the use of digital tools such as computers, software,
and digital fabrication equipment to create, modify, and produce a product. In
a digital process, data is processed and manipulated using software tools to
create a digital model, which can then be used to produce the final product
through various digital fabrication methods such as 3D printing or CNC
machining. Digital processes often allow for greater precision, efficiency, and
automation than non-digital processes.
On the other hand, non-digital processes involve the use of traditional tools
and materials such as pencils, paper, wood, or metal to create a product or
artwork. In a non-digital process, the artist or designer typically works with
physical materials, using manual skills to shape, cut, or mold the material into
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the desired form. Non-digital processes often involve a more tactile and
hands-on approach to creation, and can be more time-consuming and labour-
intensive than digital processes.
BIONIC ARCHITECTURE
https://www.archdaily.com/510167/video-bionic-architecture-that-moves-when-you-do
AUTOMATISM
In the 1920s the Surrealist poets André Breton, Paul Éluard, Robert
Desnos, Louis Aragon, and Philippe Soupault tried writing in a hypnotic or
trance like state, recording their train of mental associations without
censorship or attempts at formal exposition. These poets were influenced by
Freudian psycho-analytic theory and believed that the symbols and images
thus produced, though appearing strange or incongruous to the conscious
mind, actually constituted a record of a person’s unconscious psychic forces
and hence possessed an innate artistic significance. Little of lasting value
remains from the Surrealists’ attempts at “automatic” writing, however.
André Masson. Automatic Drawing. (1924). Ink on paper, 91⁄4 × 81⁄8" (23.5 ×
20.6 cm). Museum of Modern Art, New York.
design in the late 1980s and early 1990s has rarely been considered in
such detail. Throughout this latter period, Coop Himmelblau merged
surrealist concepts like “automatism” with the rhetoric of complexity
scientific including “interference”, “chaos”, “indeterminacy”,
“iteration” and “open
systems”.
18th century and continued into the 19th and
early 20th centuries. During this time, architects
began to challenge the classical principles
established by Vitruvius and explore new styles
and approaches to design.
Superstudio
The Psychogram in the Architecture of Coop Himmelblau:
• Coop Himmelblau’s design method has long revolved around the
creation of an ideographic sketch that they all a psychogram.
• The rationale behind the psychogram is that it captures the perfect, or
unsullied, subconscious desire of the architect.
• For Coop Himmelblau the act of drawing the psychogram is “the first
capturing of the feeling on paper” (Coop Himmelblau 1991, 23).
• The themes expressed in the psychogram then become more legible as
they are developed in increasing detail although the original
psychogram remains sacrosanct. (holy)
• Between 1990 and 2000 Coop Himmelblau have described the
formation of their theoretical position almost entirely in terms of the
construction of the psychogram.
• The psychogram, usually a drawing but sometimes a model, is the
architect’s expression of emotion liberated from the rationalizing
constraints that bind conventional architectural design processes.
• Coop Himmelblau’s aim has been to reduce the design process to a
single, volatile instant of creativity.
• They propose that the greater the degree of compression of time
between the starting and finishing of a psychogram the greater the
validity of the design.
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• As the firm reveals, “in the last three to four years we have begun to
shorten even further this very rapid design process, which can best be
compared with coming close to the centre of an explosion” (Coop
Himmelblau 1991, 21).
• REFERENCE:
PSYCHIC AUTOMATISM AND NONLINEAR DYNAMICS: SURREALISM AND
SCIENCE IN THEARCHITECTURE OF COOP HIMMELBLAU:: Authors:
MICHAEL J. OSTWALD and MICHAEL CHAPMAN
id &i, AUTOMATiSM', + - 0 = X architecture sketchbook investigating the
possibilities of architectural form, space & time using a technique called
‘Automatism’. This method allows an innate artistic expression to emerge
effortlessly through self-immersion & a conscious decision not to control the
drawing. A sense of detachment in realizing subconscious images is brought
to the surface without censorship or attempts of formal exposition, allowing
you to be the observer & not the controller. Influenced by the early cubists
painters, while finding inspiration in nature. This architecture sketchbook was
created in 2010-2012 following an economic recession in Ireland.
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What is cyberspace?
multiple users , allowing input and output and to thefull human sensor,
permitting simulations of real and virtual realities and remote data collection.
Cyberspace provides a new concept of SPACE AND TIME that does not have
limits such as GRAVITATION and it transforms the STRUCTURALLY RIGID
ARCHITECTURAL STYLE AND SPACE into a
CONTINUOUS AND SEAMLESSLY INTEGRATED FLUIDIC FORM and into
ELASTIC, FLEXIBLR AND
VARIABLE SPACE.
Architects
• ZAHA HADID
• FRANK GEHRY
• MARCOS NOVAK
DIGITAL FABRICATION
with a jet of highly pressurized gas (CO2) to melt or burn the material being
cut. However, large difference lies between these technologies in the kinds of
materials or maximum thickness that could be cut.
at the focus point. The focal length gives the distance of the focal point from
the focusing optics.
This cutting method is the quickest and is used for the economical
cutting of carbon steels.
PLASMA ARC CUTTING?
Plasma is defined as a” collection of charged particles ... containing
about equal numbers of positive ions and electrons and exhibiting
some properties of a gas but differing from a gas in being a good
conductor of electricity
So that means that plasma cutting is only used for materials that are
conductive, primarily mild steel, stainless steel, and aluminum. But
lots of there metals and alloys are conductive too, such as copper,
brass, titanium, Monel, Inconel, cast iron, etc. The problem is that
the melting temperature of some of those metals makes them
difficult to cut with a good quality edge
So, when using Oxygen or compressed air as the cut gas, the insert
is made of a material called Hafnium. Hafnium lasts a lot longer in
the presence of Oxygen, but it still wears a little bit with each start
of the arc
Other specialty gases are sometimes used for other purposes. Argon
gas is used when plasma marking (a whole other subject). A mixture of
Argon and Hydrogen is often used when cutting thicker Stainless Steel
or Aluminum. Some people use a mixture of Hydrogen and Nitrogen, or
Methane and Nitrogen when cutting thinner Stainless Steel. Each
mixture has its advantages (improved cut quality) and its disadvantages
(cost & handling).
https://www.esabna.com/us/en/education/blog/cutting_systems.cfm
Subtractive Fabrication refers to material removal processes like multi-
axis milling. The CNC milling has recently been applied in new ways in
building industry – to produce the formwork (molds) for the off-site
and on-site casting of concrete elements with double –curved
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On site bar codes were swiped to reveal the coordinates of each piece
in the CATIA model. Laser surveying equipment linked to CATIA
enabled each piece to be precisely placed in its position as defined by
the computer model. Similar processes were used on Gehry’s project in
Seattle.
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1. Non-Euclidean space:
Developments in digital technologies lead to design dynamic forms in architecture.
Architecture is detached from the tactility of paper and depend more on software’s,
computer screens and the virtual environments. The resulting space has different
qualities in contrast to the Euclidean Cartesian space of Modern Architecture.
2. Innovative Geometries:
Geometry is one of many systems which are responsive to modeling. The digital
architectural design process exploits the new potential available in computing. To the
new generations of designers, engineers and architects, mathematics and algorithms
are becoming as natural as pen and pencil.
Architectural geometry is influenced by following fields: differential
geometry, topology, fractal geometry, cellular automata, etc.
Free form curves, faceted surfaces, blobitecture, fractal geometry are all the result
of innovation in the architectural geometry by the use of computational tools.
Eg: BMW-Pavilion by B. Franken, peter cook, Graz Art Museum
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3. Surface as Architecture:
With the digital revolution, architectural space can be manipulated by using a
surface. Architects are going beyond merely painting or applying a surface coating or
facing. Architectural surface can literally become three dimensionalspaces. With
digital media, motion can also be applied to such surfaces, givingspace more depths
and varying dynamic movements.
Eg: ICD ITKE Research Pavilion at the University of Stuttgart
4. Structure as Ornament:
Ornament in contemporary architecture emerges as an elaborate medium of
consumption and production by means of new tools, methods, and techniques.
With new methods of design and fabrication. Ornament has become an integral part of
the structure itself. Unlike the pre-modern era, where ornamentation was applied on
the surface, ornamentation in the digital era is both structural and functional.
eg. Bionic Tower, by LAVA, LABORATORY FOR VISIONARY ARCHITECTURE.
The Bionic Tower unifies structure, space and architectural expression similar to
naturally occurring systems of organisation.
ISSUES OF AESTHETICS
The three most important factors in the design of a building from the time of Vitruvius are
Structure, Function and Beauty.
Traditional and Modern design concentrate on similar aesthetic qualities such as unity,
proportion, rhythm, balance, symmetry, etc. The major shift from these qualities appears
in the Deconstuctivist architecture, where the logic of conflict and contradiction guides
the aesthetic expression. Digital Architecture suggests new approaches to design that
move away from deconstructivism’s logic of conflict and develop a more fluid logic of
connectivity. This results in a holistic and streamlined design, where function, structure
and beauty are integrated in a unified synergetic form.
Buildings take after other buildings. The emergent process driven forms are widely
repeated in several buildings. What is unique in the early examples become
homogeneous in the latter buildings. There is a constant search for new forms, which
suggests almost a overuse of the digital technology.
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Issues of Authorship:
‐ For the first time in history, architects are designing not the specific
shape of the building but a set of principles encoded as a sequence
of parametric equations by which specific instances of the design
can be generated and varied in time as needed. Parametric design
calls for the rejection of fixed solutions and for an exploration of
infinitely variable potentialities.
Digital Architecture removes the possible limitations an architect
might have when creating complex forms through computer
algorithms. This new field also enhances the possible outcomes in
terms of design, sparking debates about the role of technology in
our society and also creating non‐standard forms that have come to
life from architects like Zaha Hadid or UN Studio.
Design thinking does not happen solely in the designer’s mind. The
design thinking is the result of the designer’s interaction with the
visual media in a computer interface in a virtual environment. This
process in case of generative design is supplemented with an
enabling digital technique such as scripting or coding which helps in
design generation.
DIAGRAMS
What is a diagram?
A diagram is a symbolic representation of information according to some
visualization technique.
Diagrams are pictorial presentation of quantitative data
In general, diagrams are best known and understood as visual tools used
for the compression of information.
In architecture, diagrams have in the last few years been introduced as
part of a technique that promotes a proliferating, generating and
instrumentalising approach to design.
The essence of the diagrammatic technique is that it introduces into a
work quality that are unspoken, disconnected from an ideal or an
ideology, random, intuitive, subjective, not bound to a linear logic -
qualities that can be physical, structural, spatial or technical.
Diagrams transform verbal notation to an abstract graphic
representation.
A “diagram” is an abstract graphic language, like verbal language,
consisting of grammatical rules and vocabulary.
Verbal language is sequential while a graphic language is simultaneous:
“all symbols and their relationships are considered at the same time”
Diagrams are a means to express functions, the relationships between
functions, and the hierarchy of those functions.
Diagrams are drawn to focus design, knowledge and concerns. Diagrams
are also used to explore, analyse and synthesize ideas.
The word “diagrams’ is derived from the word “diagnosis”
The Design Diagram addresses the intangible conflict of language through
the symbolic development of “sticks” (rules) and “seeds “(ideas)
An architectural diagram is a drawing that uses geometric elements to
abstractly represent phenomena such as sound, light, heat, wind, and
rain; building components such as walls, windows, doors and furniture;
and characteristics of human perception and behavior such as sight lines,
privacy and movement, as well as territorial boundaries of space or
rooms. A diagram is made of symbols and is about concepts. It is abstract
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Furthermore, how can we isolate this principle and give it the dimensions
that make it possible to grasp and use it at will?
The insertion of the diagram into the work ultimately pointsto the role of
time and action in the process of design.
Interweaving time and action makes transformation possible, as in novels
where long narrative lines coil around black holes within the story.
If there were no black holesfor the story's protagonist to fall into, the
landscape of the narrative would be a smooth and timeless plane, in
which the hero, whose character and adventures are formed by this
landscape, cannot evolve.
The story is an intrinsic combination of character, place, event and
duration. The landscape of the story, the black holes and the character
become one. Together they trigger the abstract machine.
In architecture, it goes something like this: the project is set on its course.
Before the work diverts into typology a diagram, rich in meaning, full of
potential movement and loaded with structure, which connects to some
important aspect of the project, is found. The specific properties of this
diagram throw a new light onto the work.
As a result, the work becomes un-fixed; new directions and new
meanings are triggered. The diagram operates like a black hole, which
radically changes the course of the project, transforming and liberating
architecture.
Diagrammatic reasoning:
Diagrammatic reasoning is reasoning by means of visual representations.
The study of diagrammatic reasoning is about the understanding of
concepts and ideas, visualized with the use of diagrams and imagery
instead of by linguistic or algebraic means.
The Nature of Reasoning in Architectural Design:
Reasoning is very much about what we believe to be true or what we feel
to be true, in other words things have to makes sense.
In other words, we need to be persuaded by what we encounter or what
is presented to us.
Sometimes it may require effort to understand something, other times it
may make sense immediately.
The designer needs to persuade a variety of audiences (clients, peers, the
public) as he has convinced himself, he has developed a belief in his own
design over the course of the design process.
The design process is an activity that works towards letting the design
make more and more sense.
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Structural diagrams:
Structural diagrams talk about the structural data, make connections between
the structural elements and building, abstract the relationships, connections
etc.
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Design Process:
Design methods are intended for the design of ’the total situation’….
meaning the functions and uses of things, the ‘systems’ into which they
are organized, or the ‘environment’ in which they operate.
The beginning of the design process is an analytical phase, whereby the
designer seeks to find the structure, the centre and the essence of the
problem. Without a well-defined ‘problem’, there is no direction to look
for solutions.
Stating the problem is where the solution starts, because the solution is
hiding within the parameters of the problem statement. It has even been
argued that the objectives, however abstract their form, are full of
hidden assumptions about how the person stating it thinks it can be
satisfied (Jones 1992)
It follows that the creativity and personality of the designer are present
within the problem statement, just as the directions and concepts are
also present from the very start where the problem starts to become
defined.
Diagrams of the Design Process Linda Selwood Choueiri
The importance of trying to define the problem that needs solving cannot
be overstated. Still, it must be kept in mind that the understanding and
statement of a problem is not objective. Each person will understand a
problem according to a complex variety of personal and professional
factors. This is one of the reasons why designers are increasingly working
together in teams, in order to access a broader faceted understanding.
Computation:
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CONCEPT OF EMERGENCE
A new concept in Artificial Intelligence derived from natural science.
Swarm Intelligence
20 cm across, the structure is made from soil and woody material with external
holesto ventilate the horizontal layered passages, which are vertically
connected by an internal spiral staircase. The complex form emerges from the
collective behaviour of a large number of termites following very simple rules.
EMERGENCE IN ARCHITECTURE
Emergence is of Momentous importance to architecture, demanding substantial
revisions to the way in which we produce designs. We can use themathematical
models outlined above for generating designs, evolving forms and structures in
morphogenetic processes within computational environments.
Individual building to its environment. Each building is a part of the
environment of its neighbours, and it follows that ‘urban environmental
intelligence can be achieved by the extension of data communication between
the environmental systems of neighbouring buildings. Urban transport
infrastructure must be organized to have similar responsive systems, not only to
control internal environment of stations and subways but also to manage the
response to the fluctuating discharge of people onto streets and into buildings.
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Emergent Design Group (MIT) – 1997 Michael Weinstock, Achim Menges and
Michael Hensel
CATIA
CATIA (Computer Aided three-dimensional Interactive Application) was used by
architect Frank Gehry to design some of his award-winning curvilinear buildings
such as the Guggenheim Museum Bilbao.[8] Gehry Technologies, the
technology arm of his firm, have since created Digital Project, their own
parametric design software based on their experience with CATIA.
AUTODESK MAYA
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GRASSHOPPER 3D
The Grasshopper canvas with some nodes Grasshopper 3d (originally Explicit
History) is a plug-in for Rhinoceros 3D that presents the users with a visual
programming language interface to create and edit geometry. Components or
nodes are dragged onto a canvas in order to build a grasshopper definition.
Grasshopper is based on graphs (see Graph (discrete mathematics)) that map
the flow of relations from parameters through user-defined functions (nodes),
resulting in the generation of geometry. Changing parameters or geometry
causes to changes to propagate throughout all functions, and the geometry to
be redrawn.
AUTODESK REVIT
Autodesk Revit is building information modelling (BIM) software used by
architects and other building professionals. Revit was developed in response to
the need for software that could create three-dimensional parametric models
that include both geometry and non-geometric design and construction
information. Every change made to an element in Revit is automatically
propagated through the model to keep all components, views and annotations
consistent. This eases collaboration between teams and ensures that all
information (floor areas, schedules, etc.) are updated dynamically when
changes in the model are made.
AUTODESK DYNAMO
Dynamo is an open-source graphical programming environment for design.
Dynamo extends building information modelling with the data and logic
environment of a graphical algorithm editor.
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GENERATIVE COMPONENTS
Generative Components, parametric CAD software developed by Bentley
Systems, was first introduced in 2003, became increasingly used in practice
(especially by the London architectural community) by early 2005, and was
commercially released in November 2007. Generative Components has a strong
traditional base of users in academia and at technologically advanced design
firms. Generative Components is often referred to by the nicknameof 'GC'. GC
epitomizes the quest to bring parametric modelling capabilities of 3D solid
modelling into architectural design, seeking to provide greater fluidity and
fluency than mechanical 3D solid modelling.
Users can interact with the software by either dynamically modelling and
directly manipulating geometry, or by applying rules and capturing relationships
among model elements, or by defining complex forms and systems through
concisely expressed algorithms. The software supports many industries
standard file input and outputs including DGN by Bentley Systems, DWG by
Autodesk, STL (Stereo Lithography), Rhino, and others. The software can also
integrate with Building Information Modelling systems.
The software has a published API and uses a simple scripting language, both
allowing the integration with many different software tools, and the creation of
custom programs by users. This software is primarily used by architects and
engineers in the design of buildings, but has also been used to model natural
and biological structures and mathematical systems.
MARIONETTE
Marionette is an open-source graphical scripting tool (or visual programming
environment) for the architecture, engineering, construction, landscape, and
entertainment design industries that is built into the Mac and Windows versions
of Vector works software. The tool was first made available in the Vector works
2016 line of software products. Marionette enables designers to create custom
application algorithms that build interactive parametric objects and streamline
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MODELUR
Modelur is a parametric urban design software plug-in for Trimble SketchUp,
developed by Agilicity d.o.o. (LLC).. Its primary goal is to help the users create
conceptual urban massing. In contrast to common CAD applications, where the
user designs buildings with usual dimensions such as width, depth and height,
Modelur offers design of built environment through key urban parameters such
as number of storeys and gross floor area of a building.
Modelur calculates key urban control parameters on the fly (e.g. floor area ratio
or required number of parking lots), delivering urban design information while
the development is still evolving. This way it helps taking well-informed decision
during the earliest stages, when design decisions have the highest impact.
ARCHIMATIX
Archimatix is a node-based parametric modeler extension for Unity 3D. It
enables visual modelling of 3D models within the Unity 3D editor.
CELLULAR AUTOMATION
A cellular automaton is a collection of "coloured" cells on a grid of specified
shape that evolves through a number of discrete time steps according to a set
of rules based on the states of neighbouring cells. The rules are then applied
iteratively for as many time steps as desired.
Von Neumann was one of the first people to consider such a model, and
incorporated a cellular model into his "universal constructor."
In addition to the grid on which a cellular automaton lives and the colours its
cells may assume, the neighbourhood over which cells affect one another must
also be specified. The simplest choice is "nearest neighbours," in which only
cells directly adjacent to a given cell may be affected at each time step.
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DIGITAL HYBRID
According to definitions used in life sciences, a hybrid organism is one
created by combining characteristics and features of two parent-
organisms. Hybrid is an offspring of parents that differ in genetically
determined traits. Other definition, closer to architecture defines
hybridization (a.k.a. morphing) as a process in which an object changes its
form gradually in order to obtain another form and consists basically of
the selection of two objects and the assignment of in-between
transitional steps.
Among various hybrid environmentsfor architecture there is however
one, which has become an interesting field of experimentation in last
decade, namely computational design of architectural form.
Filmmakers used camera and film technology designed to capture three-
dimensional physical reality. Graphic designers were working with offset
printing and lithography. Animators were working with their own
technologies: transparent cells and an animation stand with a stationary
film camera capable of making exposures one frame at a time as the
animator changed cells and/or moved backgrounds.
For example, graphic designers worked with a two-dimensional space,
film directors arranged compositions in three-dimensional space, and cell
animators worked with a “two-and-a-half” dimensional space.
Design workflow that uses multiple software programs works in a similar
way, except in this case the building blocks are not just different kinds of
visual elements one can create—vector patterns, 3D objects, particle
systems, etc.— but also various ways of modifying these elements: blur,
skew, vectorize, change transparency level, spherisize, extrude, etc.
This difference is very important. If media creation and editing software
did not include these and many other modification operations, we would
have seen an altogether different visual language at work today. We
would have seen “digital multimedia,” i.e., designs that simply combine
elements from different media. Instead, we see what I call
“metamedia”—the remixing of working methods and techniques of
different media within a single project.
As we can see, the production workflow specific to the software age has
two major consequences: the hybridity of media language we see today
acrossthe contemporary design universe, and the use of the similar
techniques and strategies regardless of the output media and type of
project. Like an object built from Lego blocks, a typical design today
combines techniques coming from multiple media. More precisely, it
combines the results of the operations specific to different software
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NONLINEAR ARCHITECTURE
a
l
ADVANTAGES:
• Protagonists argue it is being closer to nature, hence more sensuous,
functional and livable.
• It is closer to the aesthetic codes built naturally into our system, rather
than those instilled in us through education.
LIMITATIONS:
• Temporary, arising out of difficulty in resolving complex forms
mathematically and communicating through precise dimensioned
diagrams.
• The execution is difficult, hence calls for sophisticated technology which
may not be feasible in many projects.
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BUTTERFLY EFFECT
• Flapping of a butterfly’s wings in one part of the world can cause or
prevent a storm in another part of the world.
• Processes of attempting to understand chaotic systems is in progress.
• Does apparent chaos produce order at a larger scale?
CHAOS IN ARCHITECTURE
• The creation of the architectural space is not an isolated event, but the
continuous process of technological modernizations, destroying, adapting
and property changes.
• In the scale of the city, the accumulation of this process causes spatial
diversity and complexity. This is not a consequence of conscious design
planning, but free transformation. In this case architecture starts to be
chaotic.
• Geometric order and chaos exist in architecture together. How do people
observe the two opposite aesthetics?
HISTORIC PUBLIC SPACES
The square on the front of the basilica of St. The city centre of medieval Siena with the
Peter's in Rome (16th&17th Century AD) is one of centrally located Piazza del Campo (13th Cent
the best urban works in baroque. Bernini designed AD) represents another aesthetics. It took 200
this square on a plan of oval. This square is years to form this place. On an irregular street
surrounded by the rhythm of columns. The plan many types of tenements have arisen. The
composition is based on an ideal geometry. This final structure of the city centre is very complex
place becomes very important. and diverse chaotic.
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• The geometric order, typical for St. Peter's square, causes in an observer
a feeling of classic beauty and harmony. But as well, the complex and
chaotic structures of medieval Siena, creates an individual atmosphere
and peculiar beauty.
• The modernist Mies van der Rohe formulated an artistic manifest “less is
more". In this manifest he favours the simple geometric forms over the
more complex forms.
• In 1957 another architect Robert Venturi published an opposite idea “less
is bore". He prefers complexity in place of monotonous and “boring"
spatial simplicity.
• This idea was widely accepted in architecture and it was the basis for a
new trend - post-modernism.
• The glorification of complexity and irregularity exists also in architecture
of present time.
• Many well-known architects (Zaha Hadid, Daniel Liebeskind, Frank Gehry
and others) presently take inspiration from chaos.
• Such inspiration is visible in the UFA Cinema Centre (1993-98) in Dresden
designed by Coop Himmelblau - the group of architects: Wolf Prix and
Helmut Swiczinsky .
• Eight cinema theatres are cantilevered in one block. A crystal, glass shell
wraps up a wandering public space.
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CHAOS IN ARCHITECTURE
PHYLLOTAXIES
the Eden Project. The artist patiently carved out 1,800 nodules into the granite
surface over a period of two years.
The sculpture is totally integrated into the building, nested into a white
chamber at the heart of the Core education centre. This work is remarkable by
its size and the purity of the design (based on the Fibonacci sequence, which is
recurrent in nature).
The roof structure is based on the kind of spiral phyllotaxis seen in many
plant forms.
Based on the spiral phyllotaxis pattern found in plants the structure was
far more viable, reducing the depth of timbers at the perimeter of the
structure from 2,000 mm to nearer 800 mm.
This economy is similar to the sunflower which wants to pack as many
seeds of a similar size into a given circle.
Taking the gaps between the seeds as the roof supports resulted in an
efficient structural geometry.
As a result, the roof is light and elegant and, unlike the geodesic biomes,
has a definite centre, in botanical terms the apex from which the
primordia emanate.
This was a massive, volumetric sculpture contained within a chamber
with carefully controlled natural light.
This central chamber is a space designed specifically for the sculpture,
echoing it’s shape like a giant seed pod.
The central core is designed with a double skin incorporating a circular
passageway with low light and dampened sound to maximize the drama
of moving from the hustle and bustle of the main exhibits hall to the
tranquility of the central space.
The sculpture itself is carved from a massive piece of granite measuring 4
x 3 x 3m and weighing approximately 70 tonnes.
The stone’s surface is carved in relief with a pattern based on the same
spiral phyllotaxis geometry as the roof structure.
This geometry is reflected in various ways throughout the building, from
the arrangement of the windows to the division of the internal spaces.
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can make dense cities in which people have yards and gardens in their
apartments.
This can overcome the negative effects of human beings living in the yard-
less apartments.
As Phyllotaxy towers can adopt their self with different climates, they are not
limited to a restricted time or area. They can be applied broadly.
MORPHOGENISIS
UNIT IV
GEOMETRIES AND SURFACES Fractal Geometry – Shape Grammar - Hyper
Surface - Liquid Architecture – Responsive Architecture.
FRACTAL GEOMETRY Mandelbrot - “father of fractal geometry,” defined a
fractal as “a shape made of parts similar to the whole in some way.” The so-
called Mandelbrot set which is the “breeding ground for the world’s most
famous fractals,” is an “odd-shaped infinite swarm of points clustered on what
is known as the ‘complex number plane.’”
Natural shapes and rhythms, such as leaves, tree branching, mountain ridges,
flood levels of a river, wave patterns, and nerve impulses, display this cascading
behaviour. These fractal concepts are found in many fields, from physics to
musical composition.
FRACTAL FERN: One very simple way to understand fractals and the meaning of
"lteration" is to examine a simple recursive operation that produces a fractal
fern thru a "chaos game' of generating random numbers and then placing them
on a grid. After a few dozen repetitions or ITERATIONS the shape we would
recognize as a Perfect Fern appears from the abstract world of math. How and
why can this be? Fractals are maps of the simplest paths sliding up the scale of
Dimensions (from 2-D to 3-D and so on). So maybe it's simply an artifact of
nature's elegance that we find exact correspondences between these inherently
existing mathematical forms and natural patterns, and even living creatures of
many types.
In normal geometry shapes are defined by a set of rules and definitions. Fractal
geometry also defines shapes by rules;however, these rules are different to the
ones in classical geometry. In fractal geometry a shape is made in two steps:
First: by making a rule about how to change a certain (usually classically
geometric) shape.
Second: This rule is then applied to the shape again and again, until
infinity. In maths when you change something it is usually called a
function, so what happens is that a function is applied to a shape
recursively, like the diagram below.
A good fractal shape is called the Von Koch Curve. The rules, or function,
are extremely simple. First you start with a straight line. This is your
‘initial shape’:
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INITIAL SHAPE
The rules are as follows:
1. Split every straight line into 3 equal segments.
2. Replace the middle segment with an equilateral triangle, and
remove the side of the triangle corresponding to the initial straight
line.
The process is shown in the figure below:
Remember the rule was that any straight line would be split into
thirds, so now 4 lines are split up and made into triangles. The
shape that is produced after the second iteration is then fed
through the function for a third time.
FRACTAL GEOMETRY
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Most mathematics that we study in school is old knowledge. Around 300 B.C. a
mathematician by the name of Euclid organized the geometry we have been
studying in schools. We can thank him for all the beautiful postulate and
theorems that we now have in our math toolboxes.
Much of fractal geometry, however, is new knowledge. Fractal geometry and
chaos theory are providing us with a new way to describe the world. Many
objects in nature aren't formed of Euclid’s squares or triangles, but of more
complicated geometric figures. Many natural objects - ferns, clouds, seashells -
are shaped like fractals.
Fractal geometry is a new language used to describe, model and analyse
complex forms found in nature. Chaos science uses this new fractal geometry.
DEFINITION
• The computer-scientist Benoit Mandelbrot introduced the word "fractal”
in the year 1975 to describe irregular, not smooth, curves.
• “Fractals are objects of any kind whose spatial form is nowhere smooth,
hence termed "irregular", and whose irregularity repeats itself
geometrically across many scales”
• “A fractal is a geometric shape that exhibits self-similarity across all
scales”.
CHARACTERISTICS
The best way to define a fractal is through its attributes:
• A fractal is rugged
• A fractal is Self-similar
• A fractal is infinitely complex
• A fractal is developed through iterations
• A fractal depends on starting conditions
• Fractals are common in nature
FRACTALS – KEY TERMS
Initiator
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Initiator Generator
It can be noticed that it exhibits self-similarity – any piece of the gasket will
look identical to the whole. In fact, we can say that the Sierpinski gasket
contains three copies of itself, each half as tall and wide as the original. Of
course, each of those copies also contains three copies of itself.
Example 2
Use the initiator and generator shown to create the iterated fractal.
initiator generator
This tells us to, at each step, replace each line segment with the spiked
shape shown in the generator. Notice that the generator itself is made up of
4 copies of the initiator. In step 1, the single line segment in the initiator is
replaced with the generator. For step 2, each of the four-line segments of
step 1 is replaced with a scaled copy of the generator:
Notice that since Step 0 only had 1 line segment, Step 1 only required one copy
of Step 0.
Since Step 1 had 4 line segments, Step 2 required 4 copies of the generator.
Step 2 then had 16 line segments, so Step 3 required 16 copies of the
generator.
Step 4, then, would require 16*4 = 64 copies of the generator.
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Koch curve
The shape resulting from iterating this process is called the Koch curve,
namedfor Helge von Koch who first explored it in 1904.
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ARCHITECTURAL FRACTALS
• We also see this type of structure in traditional buildings. All the folk
architecture built by people around the world tends to have fractal
properties.
• In contrast, modernist buildings have no fractal qualities; i.e., not only are
there very few scales, but different scales are not linked in any way.
• There appears to be an unwritten design rule in the avoidance of
organized fractal scales.
• Some architectural styles are informed by nature, and much of nature is
manifestly fractal.
• So it is natural to find fractals in such architecture.
• Fractals also appear in architecture for reasons other than mimicking
patterns in nature.
• Ron Eglash's “African fractals” contains a wealth of examples of fractals in
African architecture, art, and design.
• Eglash points out the architecture reflects both the social and religious
structure of the settlement.
• All the architectural examples that exhibit fractal characteristics do so as
a consequence of some structural or organizational feature of the
settlement.
• From a political perspective, Eglash suggests that European settlers
considered most African settlements to be large villages rather than
cities, because instead of the Euclidean Street arrangements of Europe,
they found complicated fractal arrangements. "Thus fractal architecture
was used as colonial proof of primitivism. “
Ba-Ila
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• One of the most striking examples of fractal architecture are the Ba-ila
settlements of Southern Zambia.
• Each extended family's home is a ring-shaped livestock pen, with a gate
on one end (call this the front of the pen).
• Near the gate are small storage buildings. Moving around the ring, the
buildings become progressively larger dwellings, until the largest, the
father's house, is opposite the gate (hence at the back of the pen).
• Thus front to back measures a status gradient for the home.
• The entire settlement reproduces both the ring structure and the status
gradient.
• The front of the settlement is the gate. Near the gate are smaller home
rings, progressing to larger as we go around the settlement ring.
• Entirely inside, and near the back of, the settlement is the chief's house.
• The front of the chief's house is the gate, with progressively larger
buildings around the ring, until the largest, the chief's home, at the back.
• Entirely inside, and near the back of, each family's house is the household
altar.
• The relation of the chief to the tribe is described by the word "kulela,"
best translated as "to nurse, to cherish.".
• The structure of the settlement reflects this interpretation. The chief is
the father, the tribe his children.
Fractals in Indian Architecture
• Indian and Southeast Asian temples and monuments exhibit a fractal
structure: a tower surrounded by smaller towers, surrounded by still
smaller towers, and so on, for eight or more levels.
• Quoting William Jackson,
• "The ideal form gracefully artificed suggests the infinite rising levels of
existence and consciousness, expanding sizes rising toward
transcendence above, and at the same time housing the sacred deep
within.“
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• On the left, the central window is an arch made of two arches, each of
which is made of two still smaller arches. This construction a stone
tracery of interlocked arches, was developed in Gothic architecture to
strengthen windows against the pressure of wind.
Cologne Cathedral
• One of the most important elements of this example of the Gothic style
certainly is the pointed arch.
• This element is transformed in size and position and can be found in the
entrance, above windows and all over the surface - colored violet and
blue respectively.
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• But it is also an important element used indoors as the form of the arch
shows.
• Another characteristic element is the gable above the pointed arches of
the entrances and windows - colored green and yellow respectively.
• This architectural element can be recognized on turrets of the facade but
also inside the cathedral at the pulpit.
• Both elements reflect the overall concept of the cathedral, the pointed
rising form.
• The same form can be produced by putting the octagon in the copy
machine
• of picture 02 with the input: "Reduce the octagon by a certain factor 1 to
X and put it on the edges of the previous octagon".
• This could be repeated more often.
• In fact, what we see here is the first iteration of this expression.
• But in addition to that there are also other forms that are repeated on
different scales.
• Joe Price Studio by Bruce Goff, Bartlesville, Oklahoma, 1956, floor plan.
• The central theme, motif, is the equilateral triangle which can be found
on different scales. Many variations, multiplications and subdivisions of
the 60-degree angle in triangles and hexagons of many different sizes can
be located.
• This is a fractal-concept: the angles are similar from scale to scale.
FRACTALS IN CITIES
• Fractal geometry is able to describe complex forms, finding out their
underlying order and regularity - self-similarity, simple algorithms -, by
reproducing the real world and not by an abstraction into pure
mathematics - "clouds are not spheres".
• Therefore fractal geometry offers a good field for application on cities,
moreover, even most of the "planned" cities, using the geometry of
Euclid and showing simplicity of form, have been adapted to their context
in more natural ways and therefore also contain some "organic" growth
and irregularity.
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Reasons for the first appearance of highly ordered geometric forms in cities
were the rapid physical developments and the demonstration of political,
religious or economic power- e.g. 1) Kahun/Egypt - residential town with
worker's quarters - 1900 B.C. 2) Rebuilding of Milet - Hippodamian system -
after 479 B.C. 3) Rhine - roman military camp - 30A.C./ 4) Spalato near
Split/Croatia - the "palace" of Diocletian; 5) part of the Palatine Hill/Rome
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The end of the flourishing time of Middle-Ages cities came with the
strengthening of the thoughts of territory and the process of re-feudalism.
Many cities had to defend their freedom and prosperity.
One of the expressions of this new power can be found in the idealized city-
plans - most of which were orientating themselves on the 10 books of Vitruvius.
1) Ideal city - Vitruv, 1st century B.C./ 2) 4 to 12-cornered forms of towns with
orthogonal street-systems - Pietro Cataneo, 16th century/ 3) Fortification of a
sea-harbor with a citadel - Pietro Cataneo, 1554/ 4) Palmanova - ideal Baroque
city, 1593-95/ 5) Ideal fortification city with a separate citadel - Anonymous,
about 1600/ 6) Mannheim, plan of 1622.
• Then the geometry of the ideal town has been changed during the 20th
century: it has become more curve linear - keeping still linear
nevertheless -, organized around communication routes - large road
systems - with more focus on land uses than on specific buildings.
One more example of rectangular plans that show the lack of harmony between
the city and its environment represents San Francisco, which got its typical
character of steep streets by the straight, continuing grid put on a mountainous
site.
One more example of rectangular plans that show the lack of harmony between
the city and its environment represents San Francisco, which got its typical
character of steep streets by the straight, continuing grid put on a mountainous
site.
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• The simplified growth model of the "organic" city spreads out from one
center of initial growth or seed in form of waves of development.
• This first approach can be modified by radial lines of transportation along
which growth often proceeds faster - resulting in star-like shapes -, but
also by the shape of terrain - rivers, hills and the like – and possibly
existing defensive walls - restriction of growth.
"Form is the shape of contents". From this follows that with respect
to cities, first - in the sense that the word "form" refers to the shape,
the outward appearance - form represents the spatial patterns of the
physical elements that cities consist of.
These elements belong to the following three categories:
• 'networks' - e.g. transportation networks for people, goods,
water, energy and information -,
• 'buildings' - including residential, commercial and industrial
buildings -,
• 'open space' - such as parks, gardens, places and courtyards.
Factors which affect the form of cities are
• 'growth' - the dynamic viewpoint -, involving the changing of
objects through the interactions of forces - "organic form".
• ‘function‘- in the sense that processes, containing the forces
that produce form, have specific functions - hence form is
understood as the product of functions.
Hierarchies: As following from above, the external form - the shape -
can be described by its internal, invisible form - the structure. The
structure is itself composed of elements, so-called basic components,
and their relations, the interactions and functions of elements.
With respect to cities the elements are called units of development -
or 'blocks' -, which are linked to each other through various
communication networks. The related functions of the elements
belong to residence, employment, commerce, education and
recreation.
In general, the system structure, including subsystems, have sets of
components which can be arranged according to a hierarchy, may
reflect the same form at different levels: self-similarity.
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•
There also exist examples of "modern" ways of planning that
produce the character of growing, as illustrated by two new
student's hostels of the Yale Colleges by Eero Saarinen of the
year 1958 - the Stiles and Morse Colleges.
• In this case, a small footpath - that is lying between the two new
hostels - leads to the tower of an existing strongly symmetric
new-gothic building.
• Opposite this straight building, Eero Saarinen put a semicircle to
define the free-space as a circus that is enclosed by houses.
• During the planning he pinned up some of the most popular
squares of Italy on the walls, including the one of Siena, which
may be the reason why the resulting oval place reminds us of
this famous one.
• Beside that, with lots of irregular edges and angles and different
heights the row of buildings takes up the structure of an
"naturally" grown Italian city: in contrast to the new-gothic
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DESIGN
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The concept is based on the pinwheel tiling where each right angle
triangle can be divided into five congruent copies of itself over and
over again.
Shape grammar
a start rule,
at least one transformation rule, and
a termination rule.
The termination rule is necessary to make the shape generation process stop.
The simplest way to stop the process is by a shape rule that removes the
marker.
Shape grammar consists of shape rules and a generation engine that selects and
processes rules.
A shape rule consists of two parts separated by an arrow pointing from left to
right.
The part left of the arrow is termed the Left-Hand Side (LHS). It depicts a
condition in terms of a shape and a marker.
The part right of the arrow is termed the Right-Hand Side (RHS).
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It depicts how the LHS shape should be transformed and where the marker is
positioned. The marker helps to locate and orient the new shape
In his research projects in the past several years, Sass introduces a novel
method to generate house designs completely from 3/4” plywood sheet using a
shape grammar routine and CNC fabrication process. Shape grammar routine is
used to subdivide initial solid shape into constructible components for digital
fabrication on CNC cutting machine. Sass' approach is addressed to the fast and
transportable housing production based on changing needs for a digital
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fabrication that are low cost and custom designed. There are several possible
tasks for programs that implement shape grammars. The most common task,
and perhaps the first that comes to mind, is to aid in the generation of shapes
from shape grammars.
https://ddf.mit.edu/milestones/03
Reference :https://slideplayer.com/slide/8249741/
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Liquid architecture
The concept of liquid architecture is often associated with the idea of "open
architecture," which prioritizes open and accessible spaces that are free from
unnecessary barriers and boundaries. This can include spaces with movable
walls or partitions that can be reconfigured to create different spaces, or
buildings with modular components that can be added or removed to
accommodate changing needs.
Hyper surface
ULTRA-VECTOR ARCHITECTURE
Hypersurface architecture is a theory being developed by Stephen Perrella with
his collaborators that refuses the dichotomy between media and material.
Hypersurface is a productive process that resists privileging one term in a binary
opposition as in the example: structure/ ornament. Hypersurface is the
equivocal play between media and material such that neither term is fully
identifiable.
Hypersurface architecture considers both the fluidity of information and the
malleability of form or material as one, integrated and emergent design
strategy. Traditionally, we design in a linear fashion, anticipating a clear solution
to a well-defined problem. There is a structured pathway from idea to
materialization that assures a static object at the end of the process.
Hypersurface theory avoids that base assumption and instead considers
architecture as a node in a feedback-loop, as an element in a larger exchange.
To achieve this, one needs to situate a concern within the middle of things and
consider the emergent effects-outward. This tactic is utterly different from our
typically linear problem-solving methods. To make the shift to emergent or
middle-out processes requires a theoretical shift.
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metaphysics:1 branch of philosophy dealing with the nature of existence, truth, and knowledge.
Form -Generator
- The hypersurfaces designed with animation software are not forms that are
evolved over time and then "stopped" but media images intertwined with
deconstructed forms, representing the collapse of two conventionally distinct
realms, the domain of the media image and the territory of architecture.
- A hypersurface is the informed topology of an interstitial terrain between the
real and the unreal (or any other binary opposition) that then flows
transversally into a stream of associations."
- The hypersurface, once animated, is irreducible and open to complex,
temporal experiences.
Architecture is approaching an unprecedented juncture as the complexities of
contemporary culture become increasing saturated with digital technology.
Hyper surface is a new architectural conceptthat
promotes broader interfaces and interactivity between cyberspace and the
build environment.
Hyper surface theory promotes increased accessibility to the Internet, initiates
new ideas regarding architectural
ornament and instigates new explorations of architectural surfaces and
materials.
PROJECTS(Hyper surface)
-Rafael Lozano-Hemmer(Positioning Fear)
These two simultaneous trends, what may be called 'hyper' (media) and
'surface' (topological architecture), have not been considered in relation to one
another.
If each dimension, image and form comes with its own disciplinary logic,
for example 2D and 3D, then when each questions the other, neither 2D or 3D
are adequate concepts to explain the new inter-dynamic.
Stephen Perrella is an architect and editor/designer at the Columbia University
Graduate School of Architecture Planning
and Preservation (GSAP) with Bernard Tschumi. There he produces both
NEWSLINE and COLUMBIA DOCUMENTS OF ARHITECTURE AND THEORY. He has
taught architecture and theory at various universities in the United States and
has
lectured internationally. He is President of Hyper Surface Systems, Inc., a 3d
world wide web site design firm. Stephen Perrella began exploring the
relationship between architecture and information in 1991 on Silicon Graphics
workstations.
In the context of that speculation he focused on the dynamics of
incommensurate relations between form and image as a formative method for
a critique of representation that he has developed into a discourse called
"hypersurface."
Among the facets of this theoretical construct include topologies that emerge
from interstitial, ambiguous relations between sign and form. Since that time,
topological strategies in architecture have become a dominant trend stemming
from both a rising, general interest in the discourse of Gilles Deleuze and Felix
Guattari, but also through new forms made possible by
animation and particle based computer software.
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http://www.asa-art.com/bnl/13.htm
AEGIS: Hyposurface
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Responsive Architecture
RESPONSIVE ARCHITECTURE
Responsive architecture is an evolving field of architectural practice and
research. Responsive architectures are those that measure actual
environmental conditions (via sensors) to enable buildings to adapt their
form, shape, color or character responsively
Responsive architectures aim to refine and extend the discipline of
architecture by improving the energy performance of buildings with
responsive technologies (sensors / control systems / actuators) while also
producing buildings that reflect the technological and cultural conditions
of our time.
Responsive architectures distinguish themselves from other forms of
interactive design by incorporating intelligent and responsive
technologies into the core elements of a building's fabric.
Incorporating cutting edge technology, responsive architecture is able to
adapt to its surrounding, sometimes changing shape colour or character
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depending on what is going on around it. Here’s our pick of some of the
most exiting examples
PRAIRIE HOUSE, ILLINOIS
Designed by ORAMBRA.
The Office for Robotic Architectural Media & The Bureau for
Responsive Architecture in Chicago.
the Prairie House in Illinois (2011) implements new tensegrity systems
and cladding technologies.
Through the use of thermo or photo-chromatic inks, the colour of the
interior membrane of the building becomes lighter on warmer days
and darker on colder days.
The result is a piece of responsive architecture that both radically cuts
carbon emissions and presents an elegant new aesthetic
FUTURE VENICE
As part of the Future Venice Project, Rachel Armstrong, one of the
leading figures in the field of Architecture & Synthetic Biology, has
proposed that protocells could be used to grow an artificial limestone
reef reinforcing the foundations of Venice
Protocells are chemical agents that behave in lifelike ways (such as
growth and multiplication).
They can therefore be manipulated to both form and sustain a material,
in this case a reinforcing 'biocrete' for the foundations of Venice.
This application of 'living technology' could see huge changes in our
approach to architecture and sustainability in the coming years.
Photo: Christian Kerrigan
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RADIANT SOIL
The Canada-based architect Philip Beesley first presented his Hyozolic
series of 'metabolic architecture' installations in 2008:
immersive environments designed to react to movement, and capable of
regeneration and growth.
The installation Radiant Soil was presented at Espace EDF in Paris this
summer, featuring suspended, plant-like structures made from
biomimetic components of polymer, metal and glass, each with a near-
living carbon-capture metabolism.
Shape-memory mechanisms allow the structure to react to viewers as
they approach, setting off bursts of light that stimulate protocells and
trigger chains of movement.
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ECHOVIREN PAVILION
This summer, Californian practice Smith | Allen, presented the first
entirely 3D printed architectural structure, a modular, site-responsive
pavilion that changes shape in accordance to the shapes and forms of its
forest surroundings.
The structure is composed from 585 interlocking components made from
plant-based bio-degradable plastics.
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• Increase air exchange rate with the help of courtyards and Arrangement
of openings. Degree college and hill council, Leh, India
• Located in Leh, in upper Himalayas
• the degree college and hill council have been built within a cold and dry
climate
• The building required to be heated almost throughout the year.
• It has long winter from October to April .
• The street should be wide enough to ensure that building on one side
should not shade those on the other side
• The street orientation should be east-west to allow for maximum south
sun to enter the building.
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UNIT V SEMINAR
Students would make presentation on the ideas and works of the following
architects. The proposal must be discussed with course faculty prior to
presentation. Greg Lynn, Reiser + Umemotto, Lars Spuybroek / NOX Architects,
UN studio, Diller Scofidio, Dominique Perrault, Decoi, Marcos Novak, Foreign
Office Architects, Asymptote, Herzog and de Meuron, Neil Denari.
GREG LYNN
ABOUT HIM
Greg lynn was born in ohio in 1964 and his received his undergraduate design
degree from Miami university (ohio) in 1986. He completed his graduate degree
in architecture from princiton university in 1988.thereafter he was employed
with Antoine predock Architect in 1987 and Eisenman Architects1987 to 1991.
In 1992 Lynn founded Greg Lynn FORM And currently has on office in venice,CA
and Hoboken ,NJ, Lynn is affiliated with numerous academic institution
internationally ,both as adjunct professor, visiting lecture and critic.
Lynn has exhibited his work in numerous exhibitions and conferences.
IDEALOGY/PHILOSOPHY
TECHNIQUES CONCEPTS
Spline Force
NURBS surface Curvature
Animation Multi-type of performance envelope
Metaballs Topology
Blebs,flowers,strands,lattices Multiplicities
THEORY
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DESIGN PROCESS
METHOD
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MODEL
Bleb: A volume that appears from a self-intersecting surface.
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PROJECTS
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NOX ARCHITECT
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UN STUDIO
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Ar.DILLER SCOFIDIO
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ROOF STRUCTURE The 7,000-square metre roof of the Elbphilharmonie consists of eight spherical,
concavely bent sectionsthat form a uniquely elegant curving silhouette. In addition, 6,000
shimmering giant sequins have been applied to the roof. The roof structure, with its steep curves
and high peaks, itself weighs 1,000 tonnes and covers the complex star-shaped steel framework that
carries the Grand Hall without any supporting pillars. The roof of the Grand Hall is made up of a steel
framework, each element measuring up to 25 metresin length and weighing up to 40 tonnes, the
outer and innershell, floors for the technical equipment, the White Skin with the reflector as well as
additional loads. Altogether the roof weighs 8,000 tonnes. (SOURCE:www.architonic.com)
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DECOI ARCHITECT’S
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ASYMPTOTE ATCHITURE
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MARCOS NOVAK
PETER EISENMAN
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Bibliography
http://www.precious7.com/precious-findings/2014/1/6/walt-disney-concert-hall
http://www.e-architekt.cz/digiarch/ecaade-01paper.pdf
http://www.noveformy.cz/blob/blob-reference/the-bubble-bmw-pavilion/
http://www.franken-architekten.de
http://www.vitruvius.com.br/revistas/read/arquitextos/05.060/460
http://www.zvihecker.com/#projects:
http://web.mit.edu/edgsrc/www/#