471 research outputs found

    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 Félix 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 Félix 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

    Challenges in the Locomotion of Self-Reconfigurable Modular Robots

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    Self-Reconfigurable Modular Robots (SRMRs) are assemblies of autonomous robotic units, referred to as modules, joined together using active connection mechanisms. By changing the connectivity of these modules, SRMRs are able to deliberately change their own shape in order to adapt to new environmental circumstances. One of the main motivations for the development of SRMRs is that conventional robots are limited in their capabilities by their morphology. The promise of the field of self-reconfigurable modular robotics is to design robots that are robust, self-healing, versatile, multi-purpose, and inexpensive. Despite significant efforts by numerous research groups worldwide, the potential advantages of SRMRs have yet to be realized. A high number of degrees of freedom and connectors make SRMRs more versatile, but also more complex both in terms of mechanical design and control algorithms. Scalability issues affect these robots in terms of hardware, low-level control, and high-level planning. In this thesis we identify and target three major challenges: (i) Hardware design; (ii) Planning and control; and, (iii) Application challenges. To tackle the hardware challenges we redesigned and manufactured the Self-Reconfigurable Modular Robot Roombots to meet desired requirements and characteristics. We explored in detail and improved two major mechanical components of an SRMR: the actuation and the connection mechanisms. We also analyzed the use of compliant extensions to increase locomotion performance in terms of locomotion speed and power consumption. We contributed to the control challenge by developing new methods that allow an arbitrary SRMR structure to learn to locomote in an efficient way. We defined a novel bio-inspired locomotion-learning framework that allows the quick and reliable optimization of new gaits after a morphological change due to self-reconfiguration or human construction. In order to find new suitable application scenarios for SRMRs we envision the use of Roombots modules to create Self-Reconfigurable Robotic Furniture. As a first step towards this vision, we explored the use and control of Plug-n-Play Robotic Elements that can augment existing pieces of furniture and create new functionalities in a household to improve quality of life

    Production Engineering and Management

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    The annual International Conference on Production Engineering and Management takes place for the sixth time his year, and can therefore be considered a well - established event that is the result of the joint effort of the OWL University of Applied Sciences and the University of Trieste. The conference has been established as an annual meeting under the Double Degree Master Program ‘Production Engineering and Management’ by the two partner universities. The main goal of the conference is to provide an opportunity for students, researchers and professionals from Germany, Italy and abroad, to meet and exchange information, discuss experiences, specific practices and technical solutions used in planning, design and management of production and service systems. In addition, the conference is a platform aimed at presenting research projects, introducing young academics to the tradition of Symposiums and promoting the exchange of ideas between the industry and the academy. Especially the contributions of successful graduates of the Double Degree Master Program ‘Production Engineering and Management’ and those of other postgraduate researchers from several European countries have been enforced. This year’s special focus is on Direct Digital Manufacturing in the context of Industry 4.0, a topic of great interest for the global industry. The concept is spreading, but the actual solutions must be presented in order to highlight the practical benefits to industry and customers. Indeed, as Henning Banthien, Secretary General of the German ‘Plattform Industrie 4.0’ project office, has recently remarked, “Industry 4.0 requires a close alliance amongst the private sector, academia, politics and trade unions” in order to be “translated into practice and be implemented now”. PEM 2016 takes place between September 29 and 30, 2016 at the OWL University of Applied Sciences in Lemgo. The program is defined by the Organizing and Scientific Committees and clustered into scientific sessions covering topics of main interest and importance to the participants of the conference. The scientific sessions deal with technical and engineering issues, as well as management topics, and include contributions by researchers from academia and industry. The extended abstracts and full papers of the contributions underwent a double - blind review process. The 24 accepted presentations are assigned, according to their subject, to one of the following sessions: ‘Direct Digital Manufacturing in the Context of Industry 4.0’, ‘Industrial Engineering and Lean Management’, ‘Management Techniques and Methodologies’, ‘Wood Processing Technologies and Furniture Production’ and ‘Innovation Techniques and Methodologies

    Experimental investigation and modelling of the heating value and elemental composition of biomass through artificial intelligence

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    Abstract: Knowledge advancement in artificial intelligence and blockchain technologies provides new potential predictive reliability for biomass energy value chain. However, for the prediction approach against experimental methodology, the prediction accuracy is expected to be high in order to develop a high fidelity and robust software which can serve as a tool in the decision making process. The global standards related to classification methods and energetic properties of biomass are still evolving given different observation and results which have been reported in the literature. Apart from these, there is a need for a holistic understanding of the effect of particle sizes and geospatial factors on the physicochemical properties of biomass to increase the uptake of bioenergy. Therefore, this research carried out an experimental investigation of some selected bioresources and also develops high-fidelity models built on artificial intelligence capability to accurately classify the biomass feedstocks, predict the main elemental composition (Carbon, Hydrogen, and Oxygen) on dry basis and the Heating value in (MJ/kg) of biomass...Ph.D. (Mechanical Engineering Science

    Proceedings of the 9th Arab Society for Computer Aided Architectural Design (ASCAAD) international conference 2021 (ASCAAD 2021): architecture in the age of disruptive technologies: transformation and challenges.

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    The ASCAAD 2021 conference theme is Architecture in the age of disruptive technologies: transformation and challenges. The theme addresses the gradual shift in computational design from prototypical morphogenetic-centered associations in the architectural discourse. This imminent shift of focus is increasingly stirring a debate in the architectural community and is provoking a much needed critical questioning of the role of computation in architecture as a sole embodiment and enactment of technical dimensions, into one that rather deliberately pursues and embraces the humanities as an ultimate aspiration

    Proceedings of the 2021 DigitalFUTURES

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    This open access book is a compilation of selected papers from 2021 DigitalFUTURES—The 3rd International Conference on Computational Design and Robotic Fabrication (CDRF 2021). The work focuses on novel techniques for computational design and robotic fabrication. The contents make valuable contributions to academic researchers, designers, and engineers in the industry. As well, readers encounter new ideas about understanding material intelligence in architecture
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