755 research outputs found

    Information Processor

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    How computational technology start to take place and gradually become being heavily involved/implemented in the design process of architectural design. In the architecture domain, not only the proportion of the assistance from computational techniques has been increasing exponentially, but also, the role they play has been gradually shifting from a supporting one to a generative one. No longer limited to being a complex mathematics calculator, computers, have become a ubiquitous necessity in our daily life and even influence the way we live. This, is especially true for the young generation who were born in this digital world, mainly referred to as the “Generation Z”. Business Insider, a fast-growing business media website, mentioned that “Gen Z-ers are digitally over-connected. They multitask across at least five screens daily and spend 41% of their time outside of school with computers or mobile devices, compared to 22% 10 years ago, according to theSparks & Honey report.” When Alan Turing first invented the room-sized “Turing Machine” to decipher Nazi codes, he couldn’t have expected that this giant machine could one day be put into one’s pocket and efficiently compute a million times more data. As compared to the era of tools, such as paper and pen, the computer, in today’s context has been heavily utilized and relied upon as a powerful instrument. This change is remarkable, considering the relatively short period of time, especially after 1981 when the first IBM personal computer was released (Mitchell, 1990). Architecture Design cannot be excluded from this inevitable technological tendency. Even the most conservative architecture firms are now required to deliver digital technical drawings to communicate amongst designers, clients, and construction firms in the present scenario. Incorporating computer technology in today’s context also provides young designers the opportunity to experiment with creating relatively complex geometry based architectural space. But before applying this powerful technology in architectural design, the crucial knowledge behind it that architects had to understand and realize was the manner and procedure of “Processing of Information”. Without information, the computer would be just lying on one’s desk as a useless cube, like a vehicle without a driver, or a body without a soul. The shifting roles of computer technology in architectural design are obviously defined by the manner of how designers interpret, digest and operate/process the streams of information flow

    HyperCell: A Bio-inspired Design Framework for Real-time Interactive Architectures

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    This pioneering research focuses on Biomimetic Interactive Architecture using “Computation”, “Embodiment”, and “Biology” to generate an intimate embodied convergence to propose a novel rule-based design framework for creating organic architectures composed of swarm-based intelligent components. Furthermore, the research boldly claims that Interactive Architecture should emerge as the next truly Organic Architecture. As the world and society are dynamically changing, especially in this digital era, the research dares to challenge the Utilitas, Firmitas, and Venustas of the traditional architectural Weltanschauung, and rejects them by adopting the novel notion that architecture should be dynamic, fluid, and interactive. This project reflects a trajectory from the 1960’s with the advent of the avant-garde architectural design group, Archigram, and its numerous intriguing and pioneering visionary projects. Archigram’s non-standard, mobile, and interactive projects profoundly influenced a new generation of architects to explore the connection between technology and their architectural projects. This research continues this trend of exploring novel design thinking and the framework of Interactive Architecture by discovering the interrelationship amongst three major topics: “Computation”, “Embodiment”, and “Biology”. The project aims to elucidate pioneering research combining these three topics in one discourse: “Bio-inspired digital architectural design”. These three major topics will be introduced in this Summary.   “Computation”, is any type of calculation that includes both arithmetical and nonarithmetical steps and follows a well-defined model understood and described as, for example, an algorithm. But, in this research, refers to the use of data storage, parametric design application, and physical computing for developing informed architectural designs. “Form” has always been the most critical focus in architectural design, and this focus has also been a major driver behind the application computational design in Architecture. Nonetheless, this research will interpret the term “Form” in architecture as a continual “information processor” rather than the result of information processing. In other words, “Form” should not be perceived only as an expressive appearance based computational outcome but rather as a real-time process of information processing, akin to organic “Formation”. Architecture embodying kinetic ability for adjusting or changing its shape with the ability to process the surroundings and feedback in accordance with its free will with an inherent interactive intelligent movement of a living body. Additionally, it is also crucial to address the question of whether computational technologies are being properly harnessed, if they are only used for form-generating purposes in architecture design, or should this be replaced with real-time information communication and control systems to produce interactive architectures, with embodied computation abilities?   “Embodiment” in the context of this research is embedded in Umberto Eco’s vision on Semiotics, theories underlying media studies in Marshall McLuhan’s “Body Extension” (McLuhan, 1964), the contemporary philosophical thought of “Body Without Organs” (Gilles Deleuze and FĂŠlix Guattari, 1983), the computational Logic of ‘Swarm Behavior’ and the philosophical notion of “Monadology” proposed by Gottfried Leibniz (Leibniz, 1714). Embodied computation and design are predominant today within the wearable computing and smart living domains, which combine Virtual and Real worlds. Technical progress and prowess in VR development also contribute to advancing 3D smart architectural design and display solutions. The proposed ‘Organic body-like architectural spaces’ emphasize upon the realization of a body-like interactive space. Developing Interactive Architecture will imply eliciting the collective intelligence prevalent in nature and the virtual world of Big Data. Interactive Architecture shall thus embody integrated Information exchange protocols and decision-making systems in order to possess organic body-like qualities.   “Biology”, in this research explores biomimetic principles intended to create purposedriven kinetic and organic architecture. This involves a detailed study/critique of organic architecture, generating organic shapes, performance optimization based digital fabrication techniques and kinetic systems. A holistic bio-inspired architecture embodies multiple performance criteria akin to natural systems, which integrate structural, infrastructure performances throughout the growth of an organic body. Such a natural morphogenesis process of architectural design explores what Janine M. Benyus described as “learning the natural process”. Profoundly influenced by the processes behind morphogenesis, the research further explores Evolutionary Development Biology (Evo-Devo) explaining how embryological regulation strongly affect the resulting formations. Evo-Devo in interactive architecture implies the development of architecture based on three fundamental principles: “Simple to Complex”, “Geometric Information Distribution”, and “On/Off Switch and Trigger.” The research seeks to create a relatively intelligent architectural body, and the tactile interactive spatial environment by applying the extracted knowledge from the study of the aforementioned principles of Evo-Devo in the following fashion: A. Extract a Self-Similar Componential System based approach from the “Simple to Complex” principle of Evo-Devo B. Extract the idea of “Collective Intelligence” from “Geometric information Distribution” principle of Evo-Devo C. Extract the principle of “Assembly Regulation” from “On/Off switch and trigger” principle of Evo-Devo The “HyperCell” research, through an elaborate investigation on the three aforementioned topics, develops a design framework for developing real-time adaptive spatial systems. HyperCell does this, by developing a system of transformable cubic elements which can self-organize, adapt and interact in real-time. These Hypercells shall comprise an organic space which can adjust itself in relation to our human bodies. The furniture system is literally reified and embodied to develop an intra-active space that proactively provokes human movement. The space thus acquires an emotive dimension and can become your pet, partner, or even friend, and might also involve multiple usabilities of the same space. The research and its progression were also had actively connected with a 5-year collaborative European Culture project: “MetaBody”. The research thus involves exploration of Interactive Architecture from the following perspectives: architectural design, digital architectural history trajectory, computational technology, philosophical discourse related to the embodiment, media and digital culture, current VR and body-related technology, and Evolutionary Developmental Biology. “HyperCell” will encourage young architects to pursue interdisciplinary design initiatives via the fusion of computational design, embodiment, and biology for developing bio-inspired organic architectures

    HyperCell: A Bio-inspired Design Framework for Real-time Interactive Architectures

    Get PDF
    This pioneering research focuses on Biomimetic Interactive Architecture using “Computationâ€, “Embodimentâ€, and “Biology†to generate an intimate embodied convergence to propose a novel rule-based design framework for creating organic architectures composed of swarm-based intelligent components. Furthermore, the research boldly claims that Interactive Architecture should emerge as the next truly Organic Architecture. As the world and society are dynamically changing, especially in this digital era, the research dares to challenge the Utilitas, Firmitas, and Venustas of the traditional architectural Weltanschauung, and rejects them by adopting the novel notion that architecture should be dynamic, fluid, and interactive. This project reflects a trajectory from the 1960’s with the advent of the avant-garde architectural design group, Archigram, and its numerous intriguing and pioneering visionary projects. Archigram’s non-standard, mobile, and interactive projects profoundly influenced a new generation of architects to explore the connection between technology and their architectural projects. This research continues this trend of exploring novel design thinking and the framework of Interactive Architecture by discovering the interrelationship amongst three major topics: “Computationâ€, “Embodimentâ€, and “Biologyâ€. The project aims to elucidate pioneering research combining these three topics in one discourse: “Bio-inspired digital architectural designâ€. These three major topics will be introduced in this Summary. “Computationâ€, is any type of calculation that includes both arithmetical and nonarithmetical steps and follows a well-defined model understood and described as, for example, an algorithm. But, in this research, refers to the use of data storage, parametric design application, and physical computing for developing informed architectural designs. “Form†has always been the most critical focus in architectural design, and this focus has also been a major driver behind the application computational design in Architecture. Nonetheless, this research will interpret the term “Form†in architecture as a continual “information processor†rather than the result of information processing. In other words, “Form†should not be perceived only as an expressive appearance based computational outcome but rather as a real-time process of information processing, akin to organic “Formationâ€. Architecture embodying kinetic ability for adjusting or changing its shape with the ability to process the surroundings and feedback in accordance with its free will with an inherent interactive intelligent movement of a living body. Additionally, it is also crucial to address the question of whether computational technologies are being properly harnessed, if they are only used for form-generating purposes in architecture design, or should this be replaced with real-time information communication and control systems to produce interactive architectures, with embodied computation abilities? “Embodiment†in the context of this research is embedded in Umberto Eco’s vision on Semiotics, theories underlying media studies in Marshall McLuhan’s “Body Extension†(McLuhan, 1964), the contemporary philosophical thought of “Body Without Organs†(Gilles Deleuze and FÊlix Guattari, 1983), the computational Logic of ‘Swarm Behavior’ and the philosophical notion of “Monadology†proposed by Gottfried Leibniz (Leibniz, 1714). Embodied computation and design are predominant today within the wearable computing and smart living domains, which combine Virtual and Real worlds. Technical progress and prowess in VR development also contribute to advancing 3D smart architectural design and display solutions. The proposed ‘Organic body-like architectural spaces’ emphasize upon the realization of a body-like interactive space. Developing Interactive Architecture will imply eliciting the collective intelligence prevalent in nature and the virtual world of Big Data. Interactive Architecture shall thus embody integrated Information exchange protocols and decision-making systems in order to possess organic body-like qualities. “Biologyâ€, in this research explores biomimetic principles intended to create purposedriven kinetic and organic architecture. This involves a detailed study/critique of organic architecture, generating organic shapes, performance optimization based digital fabrication techniques and kinetic systems. A holistic bio-inspired architecture embodies multiple performance criteria akin to natural systems, which integrate structural, infrastructure performances throughout the growth of an organic body. Such a natural morphogenesis process of architectural design explores what Janine M. Benyus described as “learning the natural processâ€. Profoundly influenced by the processes behind morphogenesis, the research further explores Evolutionary Development Biology (Evo-Devo) explaining how embryological regulation strongly affect the resulting formations. Evo-Devo in interactive architecture implies the development of architecture based on three fundamental principles: “Simple to Complexâ€, “Geometric Information Distributionâ€, and “On/Off Switch and Trigger.†The research seeks to create a relatively intelligent architectural body, and the tactile interactive spatial environment by applying the extracted knowledge from the study of the aforementioned principles of Evo-Devo in the following fashion: A. Extract a Self-Similar Componential Systembased approach from the “Simple to Complex†principle of Evo-Devo B. Extract the idea of “Collective Intelligence†from “Geometric information Distribution†principle of Evo-Devo C. Extract the principle of “Assembly Regulation†from “On/Off switch and trigger†principle of Evo-Devo The “HyperCell†research, through an elaborate investigation on the three aforementioned topics, develops a design framework for developing real-time adaptive spatial systems. HyperCell does this, by developing a system of transformable cubic elements which can self-organize, adapt and interact in real-time. These Hypercells shall comprise an organic space which can adjust itself in relation to our human bodies. The furniture system is literally reified and embodied to develop an intra-active space that proactively provokes human movement. The space thus acquires an emotive dimension and can become your pet, partner, or even friend, and might also involve multiple usabilities of the same space. The research and its progression were also had actively connected with a 5-year collaborative European Culture project: “MetaBodyâ€. The research thus involves exploration of Interactive Architecture from the following perspectives: architectural design, digital architectural history trajectory, computational technology, philosophical discourse related to the embodiment, media and digital culture, current VR and body-related technology, and Evolutionary Developmental Biology. “HyperCell†will encourage young architects to pursue interdisciplinary design initiatives via the fusion of computational design, embodiment, and biology for developing bio-inspired organic architectures

    The shape – morphing performance of magnetoactive soft materials

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    Magnetoactive soft materials (MSMs) are soft polymeric composites filled with magnetic particles that are an emerging class of smart and multifunctional materials with immense potentials to be used in various applications including but not limited to artificial muscles, soft robotics, controlled drug delivery, minimally invasive surgery, and metamaterials. Advantages of MSMs include remote contactless actuation with multiple actuation modes, high actuation strain and strain rate, self-sensing, and fast response etc. Having broad functional behaviours offered by the magnetic fillers embedded within non-magnetic matrices, MSMs are undoubtedly one of the most promising materials in applications where shape-morphing, dynamic locomotion, and reconfigurable structures are highly required. This review article provides a comprehensive picture of the MSMs focusing on the materials, manufacturing processes, programming and actuation techniques, behaviours, experimental characterisations, and device-related achievements with the current state-of-the-art and discusses future perspectives. Overall, this article not only provides a comprehensive overview of MSMs’ research and development but also functions as a systematic guideline towards the development of multifunctional, shape-morphing, and sophisticated magnetoactive devices

    From Interactive to Intra-active Body

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    The 60s was the age of freedom and boldness. According to John Lennon, the legendary singer-songwriter, who said in his last interview for RKO, “The thing the sixties did was to show us the possibilities and the responsibility that we all had. It wasn’t the answer. It just gave us a glimpse of the possibility”.10 Various technologies and cultures were developing boundlessly at an unprecedented speed during this time. Movements for civil rights due to racial discrimination, movements for women’s rights due to feminism, liberation movements for bodily autonomy, and student movements (Mai 68) in France due to the education system, influenced and challenged the conservative thought and systems in the society which people were used to. With the flourishing development of high-end technology, during the cold war period, the US and Russia were still competing to be the world leaders in technological development. The battlefields of the well-known space race included not only the terrain of the earth but also the surface of the moon. For the general public, the impact of rapid technological development, plus the discovery of chaos theory in Science and the gradual advancement of computer technology, opened the door towards all kinds of imagination about how the future world will look. The influential pop art movement, gave new birth to art which was no longer bigwigs’ assets hung on the walls of a royal palace and high-end art galleries, but relatively closer to people’s daily lives by using common substances and materials for creating art pieces. In addition, with the growth of the underground hippy culture and rock ‘n roll music, it was the golden age when people gradually had the courage to explore, to experiment, to express personal opinions, and dare to imagine and expect a future life of their own. And this was also the time when Archigram was born

    Visualization of Polymer Processing at the Continuum Level

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    Computer animation, coupled with scientific experimentation and modeling, allows scientists to produce detailed visualizations that potentially enable more comprehensive perception of physical phenomena and ultimately, new discoveries. With the use of Maya, an animation and modeling program that incorporates the natural laws of physics to control the behavior of virtual objects in computer animation, data from the modeling of physical processes such as polymer fibers and films can be explored in the visual realm. Currently, few attempts have been made at the continuum level to represent polymer properties via computer animation using advanced graphics. As a result, scientists may be unable to recognize patterns and trends in a specific polymer quickly and efficiently, and thus, lose time and money commonly required for further experiments. In this paper, the relationship of dynamic quantities, such as velocity, temperature, crystallinity, and tensile stress of polymers, are visualized through speed, color, surface texture, and shape, respectively, with the use of animated glyphs created in Maya. This method ultimately allows users to better understand the properties of complex fluids, such as polymers, exhibited at multiple scale levels in a more aesthetically pleasing and intuitive fashion. Although we represent scientific data, a secondary objective is to present the information from a more artistic approach, as we introduce the continuum level process from an abstract perspective

    KINE[SIS]TEM'17 From Nature to Architectural Matter

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    Kine[SiS]tem – From Kinesis + System. Kinesis is a non-linear movement or activity of an organism in response to a stimulus. A system is a set of interacting and interdependent agents forming a complex whole, delineated by its spatial and temporal boundaries, influenced by its environment. How can architectural systems moderate the external environment to enhance comfort conditions in a simple, sustainable and smart way? This is the starting question for the Kine[SiS]tem’17 – From Nature to Architectural Matter International Conference. For decades, architectural design was developed despite (and not with) the climate, based on mechanical heating and cooling. Today, the argument for net zero energy buildings needs very effective strategies to reduce energy requirements. The challenge ahead requires design processes that are built upon consolidated knowledge, make use of advanced technologies and are inspired by nature. These design processes should lead to responsive smart systems that deliver the best performance in each specific design scenario. To control solar radiation is one key factor in low-energy thermal comfort. Computational-controlled sensor-based kinetic surfaces are one of the possible answers to control solar energy in an effective way, within the scope of contradictory objectives throughout the year.FC

    Morphino: A nature-inspired tool for the design of shape-changing interfaces

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    The HCI community has a strong and growing interest in shape-changing interfaces (SCIs) that can offer dynamic af- fordance. In this context, there is an increasing need for HCI researchers and designers to form close relationships with dis- ciplines such as robotics and material science in order to be able to truly harness the state-of-the-art in morphing technolo- gies. To help these synergies arise, we present Morphino: a card-based toolkit to inspire shape-changing interface designs. Our cards bring together a collection of morphing mechanisms already established in the multidisciplinary literature and illustrate them through familiar examples from nature. We begin by detailing the design of the cards, based on a review of shape-change in nature; then, report on a series of design sessions conducted to demonstrate their usefulness in generating new ideas and in helping end-users gain a better understanding of the possibilities for shape-changing materials
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